2014 WISH LIST

General discussion about 3D DCC and other topics
Letterbox
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2014 WISH LIST

Post by Letterbox » 21 Nov 2012, 18:05

#1 ALL ppg's in ALL stacks eg modeling, animation, ice, etc should have a MUTE button, not some, all.

It's pretty much against the whole non-destructive philosophy to have to delete something of the modeling stack(or whatever), just to see what it looked like prior to the op, only then have re-do the op again, remembering all the settings. Why some ppg's have mute, but not all is a complete mystery, that should be remedied.

luceric
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Re: 2014 WISH LIST

Post by luceric » 21 Nov 2012, 19:57

didn't Disable from here in the explorer work for you? http://softimage.wiki.softimage.com/xsi ... #Xbu480422
what operator didn't have the mute button?

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nixx
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Re: 2014 WISH LIST

Post by nixx » 21 Nov 2012, 20:27

"Disable from here" disables the whole stack from the selected operator and up.

On the other hand, could it be that some operators can't be muted because without them, the next op in the stack would just make no sense ?
I 'm child, and man, and child again; the boy never gets older.

my Vimeo

Letterbox
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Re: 2014 WISH LIST

Post by Letterbox » 21 Nov 2012, 20:29

first is Bevel, problem is that 'disable from here', works, but not always when items are grouped, you cant pull just one bevel out. Generally you only bevel sections not the whole object, so it builds up a stack.

Second is Polygon reduction, again its about visually looking at the object at all times, and having a ppg toggle (ie mute), allows you to see what's going right and wrong when doing this op. They might seem no so important, but when your day is reviewing and checking others work, it's a real pain.

Same is true for bevel NOT remembering the last bevel settings, which 9/10 is what you need. I believe maya does this, unless you hit reset. Honestly that's smarter workflow.

I know that the stack can get messed up, but not if your working on sections as mentioned, but you know I think modelers who use SI are more grown up than max :)

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nixx
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Re: 2014 WISH LIST

Post by nixx » 21 Nov 2012, 20:47

Letterbox wrote:first is Bevel, problem is that 'disable from here', works, but not always when items are grouped, you cant pull just one bevel out. Generally you only bevel sections not the whole object, so it builds up a stack.

Second is Polygon reduction, again its about visually looking at the object at all times, and having a ppg toggle (ie mute), allows you to see what's going right and wrong when doing this op. They might seem no so important, but when your day is reviewing and checking others work, it's a real pain.[...]
In both those examples there could be a big problem, rendering the "mute" workflow useless : both bevel and poly reduction operations add or remove polygons, so the point/poly indices are rearranged. So, say you bevel a section, then move the resulting polys. If you were to mute the bevel op, then the "move" action would operate on different polygons (due to different poly indices), giving ugly results at best, or I don't know, maybe an error at worst (if the poly index it was looking for didn't even exist now).

I totally agree on the rest though :)
I 'm child, and man, and child again; the boy never gets older.

my Vimeo

bergj
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Re: 2014 WISH LIST

Post by bergj » 21 Nov 2012, 23:30

Would like open subdiv integration as well as ptex in the viewport.

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ActionArt
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Re: 2014 WISH LIST

Post by ActionArt » 22 Nov 2012, 01:44

Would like to see MR fully connected, including Ptex, IBL and Iray.

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csaez
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Re: 2014 WISH LIST

Post by csaez » 22 Nov 2012, 01:49

ActionArt wrote:Would like to see MR fully connected, including Ptex, IBL and Iray.
Iray is another renderer from mental images/nvidia, it isn't just a new rendering algorithm in mental ray.

Letterbox
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Re: 2014 WISH LIST

Post by Letterbox » 22 Nov 2012, 08:17

ActionArt wrote:Would like to see MR fully connected, including Ptex, IBL and Iray.
+1E6

iamVFX
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Re: 2014 WISH LIST

Post by iamVFX » 22 Nov 2012, 09:02

2D Navier–Stokes ICE node solver

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bottleofram
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Re: 2014 WISH LIST

Post by bottleofram » 22 Nov 2012, 09:30

Image

iamVFX
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Re: 2014 WISH LIST

Post by iamVFX » 22 Nov 2012, 09:52

bottleofram wrote:Image
http://public.web.cern.ch/public/en/lhc/Facts-en.html
At full power, trillions of protons will race around the LHC accelerator ring 11 245 times a second, travelling at 99.9999991% the speed of light.
I would like to know how many sub-steps the simulation would take...

But no, seriously:

2D Navier–Stokes ICE node solver!

Letterbox
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Re: 2014 WISH LIST

Post by Letterbox » 22 Nov 2012, 10:28

iamVFX wrote:2D Navier–Stokes ICE node solver
Always wondered but never tried, cant EMFLUID work in 2D if you force z=0?

EDIT:
TESTED:
Constantine try this, get emfluid 3 demo scenes - photonic explosions - Change the Sphere and Cylinder scale z=0, at the end of the ice tree before simulate, do a get pointposition>3dvec2scalar set z=0, then scalar3dvec>setpointpos. That gets you pretty close to a 2d fluid solver. You can also narrow the fluid box z scale to z=1(has to be 1 or more of c++ err) to increase speed and save mem if you want to change the cell size small for more detail.

That's the quick and dirty way, maybe Eric can add his thoughts, either way, hope it helps.

iamVFX
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Re: 2014 WISH LIST

Post by iamVFX » 22 Nov 2012, 11:54

Letterbox wrote:
iamVFX wrote:2D Navier–Stokes ICE node solver
Always wondered but never tried, cant EMFLUID work in 2D if you force z=0?
Yea, but I want a native one to make sure everyone can use my compounds based on it

Letterbox
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Re: 2014 WISH LIST

Post by Letterbox » 22 Nov 2012, 13:18

iamVFX wrote:
Letterbox wrote:
iamVFX wrote:2D Navier–Stokes ICE node solver
Always wondered but never tried, cant EMFLUID work in 2D if you force z=0?
Yea, but I want a native one to make sure everyone can use my compounds based on it
Fair enough, if they don't put one in 2014, then search for "javascript 2d fluid", you can reprogramme in c++?

Here's the vimeo of Emfluid3 in 2D.

iamVFX
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Re: 2014 WISH LIST

Post by iamVFX » 22 Nov 2012, 13:40

Letterbox wrote:you can reprogramme in c++?
Nope. By the way, you remind me of another feature - Python ICE nodes... :ymdaydream:

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