ICE gurus assemble!

Discussions about SOFTIMAGEs© Interactive Creative Environment©
User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 07 Feb 2018, 23:46

all points are there, next is the polygon index array for the Create Topo Node
You do not have the required permissions to view the files attached to this post.
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
sant0s
Posts: 332
Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: ICE gurus assemble!

Post by sant0s » 07 Feb 2018, 23:59

Cool, now the bevel of the object on top is visible.
Maybe you could build an array or something, that rotates each "Build One Box Side Points"-Compound to create round edges on the sides :)

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 08 Feb 2018, 00:26

Good idea, that would easier if ICE had support for (real) 2D arrays. Then you could just grab one box side array, rotate the whole thing and convert to a flat array when done. Maybe there's a solution without having to use a for loop (which breaks multi threading).
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 08 Feb 2018, 23:37

Compounds with two inputs like "Rotate Vector" still work when both input types are arrays. They go through the arrays element by element then, 1st by 1st, 2nd by 2nd etc. until the end of the smaller array is reached (if both are not the same length)

That can be used for rotating the profile. The input arrays have to be prepared so it works...

Btw does Houdini have native 2D arrays?
You do not have the required permissions to view the files attached to this post.
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
sant0s
Posts: 332
Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: ICE gurus assemble!

Post by sant0s » 09 Feb 2018, 01:03

Thats becoming a fantastic tutorial, I'll recreate that on the weekend. :D
I just start to understand things in ICE, I never understoof before!
about your houdini question: you should join the NodeFlow Discord channel, there is a Houdini Group :P
https://discord.gg/TwqFwUq

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 09 Feb 2018, 03:00

Joined, thanks for the invite link.

About the tutorial, thanks! But not so sure if this is going anywhere that doesn't look like a dead end :D
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 10 Feb 2018, 18:47

Switched to using rotate instead of subtraction so the points are all ordered clockwise which makes it easier to build the index array later...
You do not have the required permissions to view the files attached to this post.
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
sant0s
Posts: 332
Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: ICE gurus assemble!

Post by sant0s » 10 Feb 2018, 19:53

Ill gonna get into that, after bayern beats schalke ;)

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 12 Feb 2018, 00:21

Hehe :)

Okay next is index array, for building a polygon I need point incices that look something like this: 4,5,14,13,-1 (two from current vertical strip, then two from next vertical strip inverted order, then -1 to mark the end of the polygon). The +10 offset is probably the same as the number of top bevel subdivisions, maybe + 1 or 2

The next polygon below in the strip follows directly with 1 added, so the index array would lookk like .......,4,5,14,13,-1,5,6,15,14,-1,.......

To produce such an array I can first build an array like 0,0,0,0,0,1,1,1,1,1,2,2,2... then use another one like this 0,1,2,3,4,0,1,2,3,4 that goes into a swtich node that decides what values to add to the first array.
You do not have the required permissions to view the files attached to this post.
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
sant0s
Posts: 332
Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: ICE gurus assemble!

Post by sant0s » 13 Feb 2018, 13:12

Was recreating your steps to get into it and also just trying some of these procedural modeling stuff in Houdini.
One cool thing in Houdini is, that you can group points/edges/faces by selecting them and add them into a group.
That makes it very easy later, when you wanna choose the group since you give it a name.
Is there something like that in ICE?

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 13 Feb 2018, 15:44

I think the closest thing to groups would be edge/poly/point clusters. But cluster membership is read only in ICE... it counts as part of the scene structure, so it can't be modified with an operator/ICE.

You can use a boolean attribute with the name of the group which you set to true when the component is a member. That's easy to access then in ICE. But if you want to use it in some interactive way like you can with clusters, you'll have to script something that reads the attribute.
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
sant0s
Posts: 332
Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: ICE gurus assemble!

Post by sant0s » 13 Feb 2018, 17:04

ah of course, totaly forget clusters...!

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 13 Feb 2018, 23:34

Would be nice if there'd be some ICE-for-scene-graph too that could build clusters, objects and so on.

Wohoo my first ICE Geometry :)) Next I'll have to add the top polygon and merge the points at the top since they're quads with 2 points on top of each other, and should be tris.

Maybe I'll try to build the same then in Houdini ..
You do not have the required permissions to view the files attached to this post.
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
sant0s
Posts: 332
Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: ICE gurus assemble!

Post by sant0s » 13 Feb 2018, 23:45

Thats a really cool and easy to follow tutorial, gonna do the next steps tomorrow!

Was just watching a "tutorial" on "how to learn more efficent" (was an article on SPON) and the guy has some interesting videos on YT.
The Prof. talks about training the brain like training a muscle - you have to start slowly and with motivation.

Thats actually exactly what you did here. :D
Not to complicated, but a big effect - and motivating.

User avatar
rray
Moderator
Posts: 1535
Joined: 26 Sep 2009, 15:51
Location: Bonn, Germany

Re: ICE gurus assemble!

Post by rray » 14 Feb 2018, 00:10

Hey thanks very nice to hear. I like following tutorials made up of snacky bite-sized parts too that's why I tried it that way :)

Also keeps the work efffort low, few minutes-max half hour/day. Well let's see where this is going if anywhere xD
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

User avatar
sant0s
Posts: 332
Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: ICE gurus assemble!

Post by sant0s » 14 Feb 2018, 00:25

yes, agree! :)
Thats why I like the Entagma Houdini Tutorials alot.
Quick Tutorials with big effect :D