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 Post subject: Re: Resourcedump
PostPosted: 20 Mar 2013, 02:01 
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Joined: 26 Sep 2009, 15:51
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Location: Bonn, Germany
from another thread:

Quote:
... this assigns a random color (color at vertex property) for each UV island.

It's [strike]quite[/strike] very slow, so anytips on how to speed it up are quite welcome

(quick usage .. connect compound, pick "UVs" attribute from tproj, create color at vertices map, pick "Colors" attribute from that map, wait............................................, use color map lookup node in render tree to read from that map)

Image


file: RandomColorByUVIsland.xsicompound

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Image rray.de, a resource site for softimage, updated Oct 15th 2016


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 Post subject: Re: Resourcedump
PostPosted: 20 Mar 2013, 03:17 
Did you update it ? This is a nice tool, I passed the idea to RRay :)


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 Post subject: Re: Resourcedump
PostPosted: 20 Mar 2013, 03:37 
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No update there, didn't have the time. Yes credits for this idea go to you :)
[removed your fullquote]

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 Post subject: Re: Resourcedump
PostPosted: 10 May 2013, 18:44 
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Joined: 29 Mar 2013, 02:24
Posts: 27
Hi, thank you all for the sharing. :-bd

I have a question.
for the"whirlpool ", does anyone knows how to move the origin of the whirlpool? instead of move the mesh but keep the center in the <<0, 0, 0>>?
i mean when i try Tekano san's compound, there is a origin port, but when i move the null, instead move the center, it move the mesh... and for Matic's one, i just simply add a kine.global.pos to the pointposition, and got the same result.

is there a right way to do this?
or i can only move my camera to match it......> <

thank you.


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 Post subject: Re: Resourcedump
PostPosted: 10 May 2013, 23:38 
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Joined: 18 Jun 2009, 19:58
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Here you go Haimund, this is a v2 scene of the whirlpool deform with an exceedingly useful compound in it which can be used to apply deformations in a space local to the host geometry. The whirlpool and ridged turbulence nodes have been cleaned up and turned into proper compounds, too. In this image I've "tilted" the deformation a bit to illustrate this. The sphere shows the ridged turbulence applied as a deformer and that it is respecting the sphere's surface normals.

Image

Basically when you deform geometry as Rob and I did in our earlier examples, the deformation is calculated relative to the global origin. But as you note, in practical use you really need those deformations to be in the space of the deformed object. The solution to this is to take all the points in your geometry and superimpose them with the origin (by multiplying the point positions with the inverse matrix of the objects center). You then calculate your deformations, and move them back to their relative positions (multiply the deformed points by the object's matrix.) It's a simple operation but can be a little tough to visualize at first...

The compound I mentioned simply performs the inverse matrix operation (ie moves all points as if the object was at the origin), then has an execute node (so you can plug in your deformation operations), and then reverses the matrix transformation to put the points back to be relative to the object's center. You can use it "after the fact" to perform this technique- if you try it on Tekano's scene it should work, too.

Here is a zip containing the revised scene plus the compounds:


Attachments:
File comment: example scene, softimage 2013, plus compounds
example_whirlpoolDeformer2.zip [247.53 KiB]
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 Post subject: Re: Resourcedump
PostPosted: 11 May 2013, 02:21 
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Joined: 29 Mar 2013, 02:24
Posts: 27
thank you! THIS IS AWESOME! :D
i'm pretty bad at the kinematics and matrix things. :-B
and i'm trying to combine the wave-curl (http://www.si-community.com/community/viewtopic.php?f=19&t=109)and this one to make a effect, but the funny thing is for wave-curl, you cannot move the mesh, otherwise you will get a mess. but u can move the null anywhere you want. and for this one before, you can only move the mesh to locate it......well, i better just keep everything in the world center and move my camera......

thank you, this is cool. :ympray:


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 Post subject: Re: Resourcedump
PostPosted: 11 May 2013, 03:23 
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Joined: 18 Jun 2009, 19:58
Posts: 70
I haven't messed with the wave curl compound, but there should be some significant similarity between it and the whirlpool deformer. You might try rotating the whirlpool deformer onto it's side and reducing the "funnel depth" value to near zero, then with a low number of turns the whirlpool ought to be working like a wave deform... Not in front of Softimage at the moment so I can't give it a try but I had it making some interesting seashell shapes and the like earlier. If you look inside the wave deformer you'll see you can hook up a null to place the deformer instead of entering SRT values, BTW.


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 Post subject: Re: Resourcedump
PostPosted: 11 May 2013, 03:33 
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Joined: 29 Mar 2013, 02:24
Posts: 27
wow...what can i say... :ymdaydream:

remind me this:http://vimeo.com/4697942


Attachments:
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untitle.png [ 150.04 KiB | Viewed 3043 times ]
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 Post subject: Re: Resourcedump
PostPosted: 17 Sep 2013, 13:46 
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Joined: 17 Feb 2010, 16:13
Posts: 252
a little test on terraforming.

uses high quality viewport.

feel free to improve or create presets!

Attachment:
Landscape.jpg
Landscape.jpg [ 174.79 KiB | Viewed 2703 times ]


Scene

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 Post subject: Re: Resourcedump
PostPosted: 17 Sep 2013, 22:16 
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Joined: 24 May 2012, 09:44
Posts: 2250
Looks good. Is the scene only for 2014, i see your signature?


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