Resourcedump
Plugins linking to this thread: (hide)
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
Volume of tetrahedron
Calculates volume of smallest possible closed mesh, or just a volume between four points, in somewhat ICE-ish way. For each point position, knowing positions of another three. Could be usable for filling the volume between by clones, or whatever else.
Calculates volume of smallest possible closed mesh, or just a volume between four points, in somewhat ICE-ish way. For each point position, knowing positions of another three. Could be usable for filling the volume between by clones, or whatever else.
Re: Resourcedump
This is a good thing. (And when it comes to broken scraps and crap with little conceivable use, well, I'm your guy.)
Here's a rather dreadful implementation of the "diamond-square" algorithm for generating terrain. It's painfully slow just at the point where detail gets interesting, in part because it has a big whopping repeat with counter node right in the middle of it. It might be a good example of how not to approach modeling stuff procedurally in ICE, other than that I can't see any use for it.
If someone was to build a proper implementation of the diamond-square algorithm I'd love to see it, it's perhaps the simplest kind of iterative model there is so it might be a good example to use to show how to go about this kind of thing (this isn't it lol).
Cheers
Here's a rather dreadful implementation of the "diamond-square" algorithm for generating terrain. It's painfully slow just at the point where detail gets interesting, in part because it has a big whopping repeat with counter node right in the middle of it. It might be a good example of how not to approach modeling stuff procedurally in ICE, other than that I can't see any use for it.
If someone was to build a proper implementation of the diamond-square algorithm I'd love to see it, it's perhaps the simplest kind of iterative model there is so it might be a good example to use to show how to go about this kind of thing (this isn't it lol).
Cheers
- Attachments
-
- example_diamondSquareTerrain.zip
- Diamond square algorithm in ice, crap version
- (142.69 KiB) Downloaded 369 times
Re: Resourcedump
Cheers Anto and Matic, cool additions.
Here are a few "caustic" textures for spot light projections
Here are a few "caustic" textures for spot light projections
softimage resources section updated Jan 5th 2024
Re: Resourcedump
Fill Quads
ICE compound, emits particles evenly from each polygon, trying to keep the same particle size, also trying to fill polygon area as much possible. Number of rows and columns in one polygon, is determined by desired global count per mesh. In case of all rectangles, it should be able to do 1:1 covering. I made a prototype a while ago, for purpose of hair emitter - but emitting from triangles was a more robust solution for hair system.
Requirements:
1: polygon mesh, created only of quads (for triangles or five or more sides, it does something unwanted)
2: nice, unfolded UV projection on mesh - this is used for orientation. Let's say, "unique UV" in SI should be fine
3: ICE node on emitter mesh, with "initialize polymesh emitter" node - same as one from Kristinka Hair
Limitations:
1: it works properly only with quads
2: "polygons" in UV projection should be convex - usually they are with mentioned "unique UV", unfold, or like.
3: for now, in order to find vector for orientation, it interpolates between two sides of polygon. Taking a vector from possible tangent map, could do a nicer alignment.
Get the entire setup here.
I've added a few additional options, possible this node could be used for procedurally animated "self - building" structures. There's "compensate pivot" which moves center of rotation to the side of particle. There's also "delete interior" for look of rivets on hull... "Max x Max" forces equal count for each polygon. X and Y moving is relative, 1 is distance to neighboring particle. "Smooth normal", if activated, calls interpolated point normal, off is non-interpolated surface geometric normal - second should be better for walls, buildings or like.
ICE compound, emits particles evenly from each polygon, trying to keep the same particle size, also trying to fill polygon area as much possible. Number of rows and columns in one polygon, is determined by desired global count per mesh. In case of all rectangles, it should be able to do 1:1 covering. I made a prototype a while ago, for purpose of hair emitter - but emitting from triangles was a more robust solution for hair system.
Requirements:
1: polygon mesh, created only of quads (for triangles or five or more sides, it does something unwanted)
2: nice, unfolded UV projection on mesh - this is used for orientation. Let's say, "unique UV" in SI should be fine
3: ICE node on emitter mesh, with "initialize polymesh emitter" node - same as one from Kristinka Hair
Limitations:
1: it works properly only with quads
2: "polygons" in UV projection should be convex - usually they are with mentioned "unique UV", unfold, or like.
3: for now, in order to find vector for orientation, it interpolates between two sides of polygon. Taking a vector from possible tangent map, could do a nicer alignment.
Get the entire setup here.
I've added a few additional options, possible this node could be used for procedurally animated "self - building" structures. There's "compensate pivot" which moves center of rotation to the side of particle. There's also "delete interior" for look of rivets on hull... "Max x Max" forces equal count for each polygon. X and Y moving is relative, 1 is distance to neighboring particle. "Smooth normal", if activated, calls interpolated point normal, off is non-interpolated surface geometric normal - second should be better for walls, buildings or like.
Re: Resourcedump
One way to make "greebles" in ICE...
It works fine, so why am I putting it in a "public rubbish bin" rather than releasing it with fanfare? Well, I'm not particularly proud of it lol. Here are some reasons why this isn't awesome:
- It's a "push" style deformer, meaning it doesn't create geometry it just deforms it. That kinda blows, it means you have to start with a very dense mesh. In fact, this is the main reason why I haven't released the loads of terrain stuff I've got hanging around - I haven't come up with a good way to make the geometry as I go and add detail only where it's needed that isn't too slow.
- This is just worley noise hooked to a push deform structure and a repeat node. I was sure a zillion people were going to do it, in fact I'm amazed I haven't seen this compound done better from someone else. Surely we have some Star Wars fans somewhere messing with ice?
-I never bothered to add in a control to decrease the amplitude of the noise per generation. This would be easy enough to sort out but I never got around to it.
-The deformer respects normals, but the noise itself is spatial, in other words it doesn't "flow" along the surface, which would be nice. Note the sphere shape in the video (http://andy.moonbase.net), instead of looking like the death star it reveals this spatial, circular character of the worley noise.
But it's hardly doing any good sitting on my hard drive so here you go - consider it an example of how to iterate a push deformer. Try turbulence instead of worley noise and it will look a little terrain like. Change the worley noise and you can make some crater-like looks. So it sucks, but in a kinda fun way. Hope it's of use to someone.
Too big to attach, you can find it here: http://andy.moonbase.net/archives/897
It works fine, so why am I putting it in a "public rubbish bin" rather than releasing it with fanfare? Well, I'm not particularly proud of it lol. Here are some reasons why this isn't awesome:
- It's a "push" style deformer, meaning it doesn't create geometry it just deforms it. That kinda blows, it means you have to start with a very dense mesh. In fact, this is the main reason why I haven't released the loads of terrain stuff I've got hanging around - I haven't come up with a good way to make the geometry as I go and add detail only where it's needed that isn't too slow.
- This is just worley noise hooked to a push deform structure and a repeat node. I was sure a zillion people were going to do it, in fact I'm amazed I haven't seen this compound done better from someone else. Surely we have some Star Wars fans somewhere messing with ice?
-I never bothered to add in a control to decrease the amplitude of the noise per generation. This would be easy enough to sort out but I never got around to it.
-The deformer respects normals, but the noise itself is spatial, in other words it doesn't "flow" along the surface, which would be nice. Note the sphere shape in the video (http://andy.moonbase.net), instead of looking like the death star it reveals this spatial, circular character of the worley noise.
But it's hardly doing any good sitting on my hard drive so here you go - consider it an example of how to iterate a push deformer. Try turbulence instead of worley noise and it will look a little terrain like. Change the worley noise and you can make some crater-like looks. So it sucks, but in a kinda fun way. Hope it's of use to someone.
Too big to attach, you can find it here: http://andy.moonbase.net/archives/897
Re: Resourcedump
Hello,
I want to share the code for the implementation of LuxRays renderer into Softimage.
I want to warn you that this is an old version of LuxRays and an old version of the softimage plugin.
I stop development of this plugin 2 years ago .
The workgroup actualy only work on softimage 2011 x64 and use only cpu.
The current code isn't ready to compile (I modify the file "softscene.cpp" when I stopped the development..).
But I think it may just help those who want to integrate a renderer .
Here is a small demonstration :
And some screenshots : However luxrays has since become much more efficient today (http://www.luxrender.net/wiki/LuxRays).
Download the project source code and/or the workgroup (with dll)
Moderator edit: download links added - HB
I want to share the code for the implementation of LuxRays renderer into Softimage.
I want to warn you that this is an old version of LuxRays and an old version of the softimage plugin.
I stop development of this plugin 2 years ago .
The workgroup actualy only work on softimage 2011 x64 and use only cpu.
The current code isn't ready to compile (I modify the file "softscene.cpp" when I stopped the development..).
But I think it may just help those who want to integrate a renderer .
Here is a small demonstration :
And some screenshots : However luxrays has since become much more efficient today (http://www.luxrender.net/wiki/LuxRays).
Download the project source code and/or the workgroup (with dll)
Moderator edit: download links added - HB
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)
___
Attached some popup menus for xPop (for misc. Hide, smooth, views and some cloning tools)
- Attachments
-
- MiscPopups.zip
- (3.93 KiB) Downloaded 369 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
-
- tvSI2AFX.zip
- (3.48 KiB) Downloaded 451 times
-
- 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
-
- Whirlpool.xsicompound
- (75.33 KiB) Downloaded 554 times
-
- turb waves.xsicompound
- (98.69 KiB) Downloaded 549 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!
Who is online
Users browsing this forum: No registered users and 64 guests