Resourcedump

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Get Closest Filtered pointsAuthor: Paul Smith
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

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gustavoeb
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Re: Resourcedump

Post by gustavoeb » 16 Jan 2013, 00:13

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
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julca
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Re: Resourcedump

Post by julca » 16 Jan 2013, 00:22

gustavoeb wrote:jesus, a whole render integration... thats tough to beat!
Ha Ha ! this is not a competition and there are a lot of interesting work ;) !

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gustavoeb
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Re: Resourcedump

Post by gustavoeb » 16 Jan 2013, 00:24

and here is a little tornado force based on the famous Bradley Gabe's videos


https://dl.dropbox.com/u/39280733/Resou ... sicompound
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gustavoeb
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Re: Resourcedump

Post by gustavoeb » 16 Jan 2013, 00:38

what do you mean "not a competition"?!! :-?

:)
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rray
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Re: Resourcedump

Post by rray » 16 Jan 2013, 00:45

This is going much better than I hoped! :-bd Thanks guys for that. keep on dumping! (I mean fighting of course \m/ )
___
Attached some popup menus for xPop (for misc. Hide, smooth, views and some cloning tools)
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softimage resources section updated Feb 7 2019

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rray
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Re: Resourcedump

Post by rray » 16 Jan 2013, 18:48

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 Feb 7 2019

knekke
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Re: Resourcedump

Post by knekke » 17 Jan 2013, 09:06

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
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julian johnson
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Re: Resourcedump

Post by julian johnson » 17 Jan 2013, 10:57

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

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Tekano
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Re: Resourcedump

Post by Tekano » 18 Jan 2013, 12:01

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!
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Last edited by Tekano on 18 Jan 2013, 12:15, edited 1 time in total.
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Hirazi Blue
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Re: Resourcedump

Post by Hirazi Blue » 18 Jan 2013, 12:08

Concerning the scene file (after Google login): "You need permission to access this item."
...

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Tekano
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Re: Resourcedump

Post by Tekano » 18 Jan 2013, 12:13

good catch Hirazi - should be ok now :-bd
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Matic
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Re: Resourcedump

Post by Matic » 18 Jan 2013, 19:56

Neat whirlpool!

Nowhere near as cool as that, here's a taper deform which only works on the objects local y axis. :D 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.

Image

Compound attached, full scene is on my site http://andy.moonbase.net

Cheers
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povmaniaco
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Re: Resourcedump

Post by povmaniaco » 23 Jan 2013, 10:18

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

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(1) The version x64, it does not include the dll's of shaders, see https://bitbucket.org/povman/mitxsi/src ... at=default

Greetings..

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Get Closest Filtered points

Post by Pooby » 23 Jan 2013, 14:07

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.
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Matic
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Re: Resourcedump

Post by Matic » 24 Jan 2013, 17:58

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.)

Image

Of (likely) more interest is that I've included a "ridged turbulence" compound in there for fun.

Image
Image

mirrored on my site http://andy.moonbase.net

Cheers
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Re: Resourcedump

Post by Bullit » 24 Jan 2013, 18:10

That looks very nice.