Resourcedump
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Get Closest Filtered points
Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a »true« boolean. It's much much faster than rifling through arrays. Hopefully someone will find this useful. It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.
local backup: Get closest filtered points.xsicompound
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a »true« boolean. It's much much faster than rifling through arrays. Hopefully someone will find this useful. It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.
local backup: Get closest filtered points.xsicompound
Re: Resourcedump
jesus, a whole render integration... thats tough to beat!
here are some humble deformations...
Squash and Stretch
https://dl.dropbox.com/u/39280733/Resou ... sicompound
I dont have limits in this one like in the video... yes I actually lost that file
Collision with volume preservation
https://dl.dropbox.com/u/39280733/Resou ... sicompound
I dont actually remember it being so slow... I think that is workable...
One can probably use the volume preserving parts in other compounds
here are some humble deformations...
Squash and Stretch
https://dl.dropbox.com/u/39280733/Resou ... sicompound
I dont have limits in this one like in the video... yes I actually lost that file
Collision with volume preservation
https://dl.dropbox.com/u/39280733/Resou ... sicompound
I dont actually remember it being so slow... I think that is workable...
One can probably use the volume preserving parts in other compounds
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
Re: Resourcedump
Ha Ha ! this is not a competition and there are a lot of interesting work ;) !gustavoeb wrote:jesus, a whole render integration... thats tough to beat!
Re: Resourcedump
and here is a little tornado force based on the famous Bradley Gabe's videos
https://dl.dropbox.com/u/39280733/Resou ... sicompound
https://dl.dropbox.com/u/39280733/Resou ... sicompound
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
Re: Resourcedump
what do you mean "not a competition"?!!
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
Re: Resourcedump
This is going much better than I hoped! Thanks guys for that. keep on dumping! (I mean fighting of course )
___
Attached some popup menus for xPop (for misc. Hide, smooth, views and some cloning tools)
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Attached some popup menus for xPop (for misc. Hide, smooth, views and some cloning tools)
- Attachments
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- MiscPopups.zip
- (3.93 KiB) Downloaded 383 times
softimage resources section updated Jan 5th 2024
Re: Resourcedump
From another thread, this here exports/converts a selection of objects to MDD PointOven format which can be streamed from disk. (Objects must all have the same topology)
softimage resources section updated Jan 5th 2024
Re: Resourcedump
This is my SI to AfterEffects Exporter. I use it once every two years and then it does the job. No guarantees though...
You just create a group containing the camera and some nulls. Select it and run the script.
A .jsx script is created that you can run inside AfterFX. It creates a new Comp with Camera and Nulls (you can choose to create lights instead, that you can use with OpticalFlares).
It probably does not work with optical center shift or other fancy stuff
cheers,
Thomas
You just create a group containing the camera and some nulls. Select it and run the script.
A .jsx script is created that you can run inside AfterFX. It creates a new Comp with Camera and Nulls (you can choose to create lights instead, that you can use with OpticalFlares).
It probably does not work with optical center shift or other fancy stuff
cheers,
Thomas
- Attachments
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- tvSI2AFX.zip
- (3.48 KiB) Downloaded 458 times
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- Posts: 9
- Joined: 27 Apr 2010, 16:10
Re: Resourcedump
Great idea for a thread. I can only apologise for the state this scene and ICE Tree are in. I've tried to clean it up as much as possible. There's some very agricultural ICE hacking in there. Possibly someone might find some use for it. I never had the time to explore it further. It's based on the paper: Meshless Deformations Using Shape matching here:
http://www.beosil.com/download/Meshless ... _SIG05.pdf
The scene can be downloaded here:
https://dl.dropbox.com/u/69741069/shape ... cedump.rar
http://www.beosil.com/download/Meshless ... _SIG05.pdf
The scene can be downloaded here:
https://dl.dropbox.com/u/69741069/shape ... cedump.rar
Re: Resourcedump
most excellant thread, heres a whirlpool!
here is scene (2013sp1) https://docs.google.com/file/d/0B0WD7fS ... lUcDQ/edit and some compounds attached below which should hopefully work in earlier versions of SI
they are commented from an original SeExpr expression kindly provided by Taikomatsu form here https://vimeo.com/57296151 and the whirlpool compound needs some deformation to the grid beforehand to see the effect. in the example video above I've used Amaan's AAOcean to deform the grid but in my example scene I quickly made some waves with turbulence node (attached) Ive doubled it up and changed the global scales to make the waves more interesting.
think the actual maths involved is called a Logarithmic Spiral http://en.wikipedia.org/wiki/Logarithmic_spiral
cheers!
here is scene (2013sp1) https://docs.google.com/file/d/0B0WD7fS ... lUcDQ/edit and some compounds attached below which should hopefully work in earlier versions of SI
they are commented from an original SeExpr expression kindly provided by Taikomatsu form here https://vimeo.com/57296151 and the whirlpool compound needs some deformation to the grid beforehand to see the effect. in the example video above I've used Amaan's AAOcean to deform the grid but in my example scene I quickly made some waves with turbulence node (attached) Ive doubled it up and changed the global scales to make the waves more interesting.
think the actual maths involved is called a Logarithmic Spiral http://en.wikipedia.org/wiki/Logarithmic_spiral
cheers!
- Attachments
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- Whirlpool.xsicompound
- (75.33 KiB) Downloaded 559 times
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- turb waves.xsicompound
- (98.69 KiB) Downloaded 556 times
Last edited by Tekano on 18 Jan 2013, 12:15, edited 1 time in total.
Gossip is what no one claims to like, but everybody enjoys.
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Resourcedump
Concerning the scene file (after Google login): "You need permission to access this item."
Stay safe, sane & healthy!
Re: Resourcedump
good catch Hirazi - should be ok now
Gossip is what no one claims to like, but everybody enjoys.
Re: Resourcedump
Neat whirlpool!
Nowhere near as cool as that, here's a taper deform which only works on the objects local y axis. I built it as an example for my site and ran out of time before I added in the transforms to make the axis arbitrary. But it's all nicely commented, so hopefully it will be helpful to someone, learning-wise.
Compound attached, full scene is on my site http://andy.moonbase.net
Cheers
Nowhere near as cool as that, here's a taper deform which only works on the objects local y axis. I built it as an example for my site and ran out of time before I added in the transforms to make the axis arbitrary. But it's all nicely commented, so hopefully it will be helpful to someone, learning-wise.
Compound attached, full scene is on my site http://andy.moonbase.net
Cheers
- Attachments
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- Taper Deform Along Local Y.zip
- Taper deform on local Y
- (25.87 KiB) Downloaded 366 times
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- Posts: 9
- Joined: 10 Oct 2012, 22:54
Re: Resourcedump
This is the result of my adaptation of the exporter of Softimage to LuxRender (LuXSI) to export scenes of Softimage to Mitsuba.
It even has more code of LuXSI that needs to be cleaned, but it is already functional.
Exist compiled versions for win32 and win64* and, it has been proved with SI2012 win32 and Mod Tool 7.5 win32.
https://bitbucket.org/povman/mitxsi/downloads
Visit the wiki page, for more information about the state of the exporter.
https://bitbucket.org/povman/mitxsi/wiki/Home
(1) The version x64, it does not include the dll's of shaders, see https://bitbucket.org/povman/mitxsi/src ... at=default
Greetings..
It even has more code of LuXSI that needs to be cleaned, but it is already functional.
Exist compiled versions for win32 and win64* and, it has been proved with SI2012 win32 and Mod Tool 7.5 win32.
https://bitbucket.org/povman/mitxsi/downloads
Visit the wiki page, for more information about the state of the exporter.
https://bitbucket.org/povman/mitxsi/wiki/Home
(1) The version x64, it does not include the dll's of shaders, see https://bitbucket.org/povman/mitxsi/src ... at=default
Greetings..
Get Closest Filtered points
Get Closest Filtered points
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a 'true' boolean.
Its much much faster than rifling through arrays.
Hopefully someone will find this useful
It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a 'true' boolean.
Its much much faster than rifling through arrays.
Hopefully someone will find this useful
It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.
- Attachments
-
- Get closest filtered points.xsicompound
- (14.24 KiB) Downloaded 546 times
Re: Resourcedump
I liked mucking about with Tekano's very cool whirlpool deformer. For comparison/fun I made a similar deformer using the log spiral in the "display shapes" scene I made a while back. Here it is in case anyone is interested in two scenes which do the same thing, both based on log spirals, but with two different approaches to the ICE part (Tekano's is cleaner lol.)
Of (likely) more interest is that I've included a "ridged turbulence" compound in there for fun.
mirrored on my site http://andy.moonbase.net
Cheers
Of (likely) more interest is that I've included a "ridged turbulence" compound in there for fun.
mirrored on my site http://andy.moonbase.net
Cheers
- Attachments
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- alt_whirlpool.zip
- Alternate take on log spiral whirlpool deformer.
- (158.69 KiB) Downloaded 733 times
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