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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #1 
instance manager
SOuP offers powerful tools for geometry instancing but the workflow is demanding.
This new tool wraps all of that in a simple GUI and straightforward workflow.
Video tutorial at the bottom of this page: http://www.soup-dev.com/examples2_7.htm
Direct link: http://www.soup-dev.com/videos/instanceManager.mp4
Most of it focuses on the basics.
The last 5 minutes explain instancing to instances.

blend shapes manager
Added normalization of split maps.

arrayExpression
Added $NODE local variable, minor bug fix.

scatter
Added option to clip points to camera frustum.

morph
Added auto-number of threads (if the attribute is set to -1). Fixed "rename" API method to handle properly inbetweens and combinations.

randomizeArray
New node. Self-explanatory.

sliders manager
Minor fixes for specific cases from changes in Maya 2015/2016.
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David l

First taste
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Reply with quote  #2 
Thanks Peter, looking forward to test it out! :)
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djx

Node Bending
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Reply with quote  #3 
Thanks Peter!! This is first on my to-do list for tomorrow. 

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pechart

Wanting the recipes
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Posts: 230
Reply with quote  #4 
Sounds great, thanks a lot! Is the scatter frustum culling dynamic and does it work with animated cameras?
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pshipkov

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Reply with quote  #5 
@pechart
of course.
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coccosoids

Asking for seconds
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Reply with quote  #6 
Have I missed the video?!
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ourouk

Wanting the recipes
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Reply with quote  #7 
thx. looks good !
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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #8 
Updated the initial post with links to the video tutorial.
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pechart

Wanting the recipes
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Reply with quote  #9 
This is amazing, thanks a lot! Did you develop this for an actual production or just for yourself the soup community?
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oglu

First taste
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Posts: 103
Reply with quote  #10 
have someone tried the new instacing tool with vray meshes or redshift proxy objects...?
is it also instacing with input connection..?
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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #11 
Quote:
Originally Posted by pechart
This is amazing, thanks a lot! Did you develop this for an actual production or just for yourself the soup community?


came up with the base idea a while ago. around Ender's Game vfx production, or was it during one of the Xmans ? cannot remember anymore. got a prototype going right away. recently decided to dust it off. upgraded it quite a bit and now is in soup.
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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #12 
Quote:
Originally Posted by oglu
have someone tried the new instacing tool with vray meshes or redshift proxy objects...?
is it also instacing with input connection..?


this tool instances to point clouds.
as far as i remember vray proxies require dag instancing.
you can instance boxes and uninstance them to individual objects then attach vray attributes to them to "convert" them to proxies for delayed load at render time. i dont think thats a great workflow.
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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #13 
Quote:
Originally Posted by oglu
is it also instacing with input connection..?


of course.
also you have the option to shift animation for each individual instance or evaluate its graph for completelly different result. this relies on the copier node. check its examples if not familiar.
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pechart

Wanting the recipes
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Posts: 230
Reply with quote  #14 
Oh boy. Now let's hope that the shading of the copier output can be made more easy and accessible. I tried the worklflow with the ramp (from another thread) some time ago, but ended in making multiple copiers, one for each shader. But things get very slow this way, also I evaluated the same point node for each system. But the timeshift made it slow, I guess. But I assume this is related to the way it works.
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pshipkov

SOuP Jedi
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Posts: 4,711
Reply with quote  #15 
I don't think much can be done about performance at this point. Just combining heavy and/or lots of meshes and cooking the upstream graph for each instance takes its time.
Maybe if complete rewrite of the node from the ground up ... But that will be mostly for the mesh combining part. The rest of the still stays true.
On the workflow side - i plan to wrap the hide the complexities behind a nice GUI that is part of the node's AE template. Will see how this goes.
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