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Normal blending between two object with point
hi... thanks a lot for your answer! 

So I have question about rotation, because I don't really know how to do that with Soup, (and even, I'm not so strong yet with vector rotation)

But before there is some stuff I dont get... (sorry if i'm a newbie to SOuP, hope it's will be ok to enlight me)

I tried that :
Capture.JPG 

So questions are :
- why should I need to pass through a attribute transfert to see the normals with the display Comp? Normals are not part of the outMesh data?
- Then The 2 spheres on the left are with tweaked normal. I change it putting some arbitrary values with 'setVertexNormal".
As you can see :
Capture2.JPG 
so why the displayComponement still display the default normals and not the usual one? 

I guess it's the data the point node compute then, so I'm not suprise now to didn't see any changes when when I execute :

$X=$NX;
$Y=$NY;
$Z=$NZ;
and the same with $NX2 and so On. 

- So how to pass this tweaked normal to the point and switch from one to one?

And then we come to the last question : 
- How can I blend (and not switch) with the rotation you talked about? 
I have no idea how to deal with vector rotation from one to one, can you give me some clue? 
The result  I would like to have is a blender between my first tweaked normal and my second, that user can play with. 

Thanks a lot :)



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Normal blending between two object with point
Hi all

I'm trying to blend the normal value of an object btw 2 objects (same polycount) normals value. 

So the idea is to use the point node, but I cannot make it work :/
I used the inGeo1 and inGeo2 in the point node...

I tried with the color to check, and it worked, so why not with the normals???

with an image is more easy :

Capture.JPG 

Capture2.JPG 

Please help me:)

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Silly question : isolate edges on the profile, then pass it to curves...
Hi all...

well, I get stuck somewhere, and may be some genius here have a clue for me... :)

well, I need to perform a fast way to do cartoon lines : in mesh because I want a total control on them. 

1- For the profile I use an offsetMesh technics. 

2- for the hard edges it's ok also : or pFx of extruded curves from edges. 

I scripted all of that and it rocks. 

BUT, from the step 2, I want to remove the edges lines that are similar to profile ones. is there a simple way in soup to do that? 
I tried to multiply the result of a facing ratio with a pFxtoon width map, but doesnt work. 
I can keep it procedural : take the edges, extrude, and modify the width of the extrusion for some vertices to 0. 

Well, do you have any clue? 

Images with the edges I want to keep in green, to remove in red

Thaaannnkkksss


Click image for larger version - Name: 09Capture.PNG, Views: 14, Size: 37557
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new release 2015-11-01
Hi... 

I sent you a mail :)
One big part fo the job is on 2013, so I cannot run the optimization :/

Thx a lot :)
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new release 2015-11-01
Hi pshipkov... thx for you fast reply on both topic. I will answer to you on the 2 topics here to be faster (this one and the one in C++ rivet post)

- I'm a little optimisation-geek on my rigs and try always to maintain real time for animator. I have to use a lot of follicule for a complex rig and this put the frame rate super slow! Well, it's kind of 'workable' but still could be much better I think. 
The main reason, I think, is that the evaluation is only in one thread!
I have the feeling that replacing follicule with a C++ rivet, optimizated, multithread, could speed up the rig a lot!
It could also reduce the connection number, increase the speed, to have one node per mesh, and not like the follicule, one node per rivet. 
What do you think of this ideas?

- also, I notice in the actual vertexConstraint that the rotation is not working correctly. It working on the 'oldSoup' relase (2013 and before). on the 2014+ release, I put the locator, when I deform the mesh, the locator is not refreshing in rotation unless I chek/unchek and 'rotation' checkbox.
Am I the only one having this? 

- well, if having an offset in the uv space of the face is a big deal, this is fine tuning and not really important. what is more (well, for me now :) is the ability to constraint on the face itself (let's say the center) and not only the vertex. 
Just for much flexibility and also beacuse the vertex normal can be tweaked a lot on maya.

- also having this kind of node (rivet) for NURBS if it's in multithread could be amazing, because on my rig I use both mesh and NURBS rivet. I have on the NURBS, the same slow down feeling. 

Also, As I need it for work, if it's doable to have a node that at the end speed up the rig in comparaison of the follicucle use, giving a good donation is ok for me :) Also because I found the work done amazing and love you attitude of sharing. 

That's it :)

EDIT : actually about the rotation problem : it seems to be ok at work on 2014, not at home on 2015... strange...

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fast rivet in C++ ? Cannot find a find a fast follicle :/
great, good to know :)
And do you think you can add the ability to constraint to face and offseting on the face space also? :) 

Thx a lot...
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new release 2015-11-01
Hi pshipkov, 

thanks for your fats reply.
actually according to my test, they are slow when you have a lot of them connected to one surface... may be because they are not mutlithread. But I didn't test it on 2016 with parrallel evaluation.

Could be awesome to see that on your nodes :)
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new release 2015-11-01
Hi... waow, this tools are so amazing, thanks a lot :)

is there any chance to improve the vertexConstraint to have also a faceConstraint too? and to be able to offset in the uv space fo the face? 
Also to support NURBS as input with this fashion input/output : one mesh, one constraint node, a lot of input/output?

I'm looking for that since a long time for a project where I have a lot of constraint to put to one mesh and nurbs?? 

thx again anyway
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vertex constraint addition
fox wrote: Ok, I will reply to myself first, because I didn't realize when I wrote that that the node had the multiple input/output feature... waow... perfect!

So now, I will rephrase my request : I need to be able to constraint to the face, and like the the mel rivet node, offset in the u/v of the face space...

Is it a big request??? :)

Btw, your tool are just AMAZING..; that's by far the most impressive tools I saw for maya, and most of it, it's free of distribution... impressive...

Thx
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vertex constraint addition
Ok, I will reply to myself first, because I didn't realize when I wrote that that the node had the multiple input/output feature... waow... perfect!

So now, I will rephrase my request : I need to be able to constraint to the face, and like the the mel rivet node, offset in the u/v of the face space...

Is it a big request??? :)

Thx
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vertex constraint addition
Hi... 

I would love to see a vetrtex constraint, that work with face too (so a face constraint, or let's say, componment constraint)

I have a projet where I have to constraint a lot of transform to a lot fo componement... Do you think it will be faster if there is ONE node, with a lot of input/output for the same inputMesh? 

Thanks...
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fast rivet in C++ ? Cannot find a find a fast follicle :/
Hi all...

i'm looking for a way to have a fast rivet script on maya. 

There is already some option : follicle/mel rivet script/point on poly, etc... but what I'm look for is :

- a node that can work in poly and surface
- uv independant for poly
and the more important : FAST AND MULTUTHREAD. I need to evaluate a lot of constraint for a rig, so I need one node, with multiple input, that give me a lot of output, evaluate in C++ and optimized. 
- can work with face

Is someone have this node, or know how to do it? I know there is a vertex contraint on Soup, but is that can work with face too?? and how to optimize it for a lot fo constraint? 
And for surface? 

thx
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