Re: Custom Contour Shader Questions...

Date : Fri, 1 Dec 2006 14:32:34 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Custom Contour Shader Questions...
Hi Thomas,

see if you can find the free standalone *.fbx converter
at the Alias/Autodesk site, probably part of one of the
plug-in downloads for Maya in case you canÂt spot it.

Loads *.fbx, *.3DS and *.obj files and converts back
and forth between those formats. May prove handy.

Cheers

tim

P.S: Arghh, licensing. bah. Cost me days after an OS install...

----- Original Message ----- From: "Thomas Helzle" <xsi(at)screendream.de>
To: <XSI(at)Softimage.COM>
Sent: Friday, December 01, 2006 2:19 PM
Subject: Re: Custom Contour Shader Questions...



The way we did it this time was rather stupid but worked just fine for the pitch:
Rendering to RGBA PNGs from XSI with the XSI toon shader, importing the sequence in Flash 8 and then (because of the horrible bitmap scaling in Flash) converting it there to vectors one image at a time. The tracer in Flash is quite good, but the animations became too large for the real world (again, it was fine for the pitch).


Since the presentation went well yesterday, we may need a fluid and fast solution that creates much smaller files.
In the end, I will try to do the inklines as vectors and the shading as jpgs in a layer behind the lines (smooth gradients scale just fine in Flash).


If contours/eps export proves to be suboptimal, I think I will give Swift 3D Standalone a try (if I can't find that second old overpriced plugin license for XSI that is ;-) ). XSI can't output to 3ds which happens to be the only import format in Swift 3D, but exporting as .XSI and converting with Deep Exploration may work...

Way too much trouble for my taste, but hey... ;-)

But honestly: if I read another of those bold statements that XSI doesn't need more plugins I think I will go throwing up in a dark corner.

Since the SDK discussion came up lately I want to add my unasked-for two cent to that also:

- I vote for opening up the SDK for commercial plugins and make the SDK support optional. Small developers don't pay 2400.- $ a year and may need no support over what this list can provide. It is cool that Softimage sponsors developers but the whole process is counter-creative and not too inviting.
I would even do it the other way around: throw some _full_ licenses at people like BenR, Alan, Holger, Michele (those metaballs rock!), Moritz etc. who are willing to do free or cheap plugins to broaden the spectrum of projects where XSI can be used.


- Softimage should think about a licensing scheme included in the SDK that allows plugin authors to use one consistent way of licensing without too much trouble. In Lighwave and messiah I can simply license my tools to the dongle which is very easy to do and gives a lot of freedom to the user while being secure enough. In XSI it looks like every developer has to create his own more or less convenient and secure licensing which is confusing and a waste of development time IMO. One company licenses to the network card, another has a simple serial number and a third is trying to get a per machine node-locking mechanism to work... None of that is both secure and flexible enough for production.

I understand and respect the notion to keep everything under the Softimage-hood and consistent, but at the same time, it is the weakest point of the software from my point of view which is the view of a smallest-possible-studio allrounder where each project needs completely different tools and more often than not there is no time to write a custom inhouse solution.

Best regards and thanks again for all the input!

Thomas Helzle
www.screendream.de



Am 01.12.2006, 12:53 Uhr, schrieb Tim Leydecker <BauerOink(at)gmx.de>:

I havenÂt used the latest versions of Flash but did you check
if the features you need will actually import correctly into Flash?

That program is a bitch when importing larger numbers of vectors
with loads of knots and fills, tends to optimize the shapes unasked,
resulting in disapearing lines and fills on random frames. No fun...

Last time I did vectoroutput I used Maya (ravix engine) and split
things up into scenes, outputting seperate layers, one with the
Normalangles set to hard at edges supposed to have outline,
all others set to 180Â to prevent random lines to show up.

Second pass flat fills (all angles 180Â) and a third with gradient
shading (huge files, not ideal for webstuff) on select objects.

All that combined in Flash on layers and sifted through deleting
things may give you more options than trying the above in one go?

Especially if you happen to have Lightwave anyway?

Cheers

tim


----- Original Message ----- From: "Thomas Helzle" <xsi(at)screendream.de> To: <XSI(at)Softimage.COM> Sent: Friday, December 01, 2006 9:02 AM Subject: Re: Custom Contour Shader Questions...


Hm - I'm not sure what it can do. I need outlines, creases, material borders and if
possible a texture threshold too. And yes, I fear I would need full hidden surface
to prevent showing back side lines through the wire.
Is Swuff dead then?


Cheers,

Thomas Helzle

Am 01.12.2006, 08:33 Uhr, schrieb Kim Aldis <XSI(at)kim-aldis.co.uk>:

I Keep saying I'm going to publish my eps export plugin. It doesn't do full
hidden surface, just back-face culling but would it be of any use to you
here?

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Thomas Helzle
Sent: 01 December 2006 01:07
To: XSI(at)Softimage.COM
Subject: Re: Custom Contour Shader Questions...

If Contour Shaders prove to be unusable, I will have a look at that
stuff, but the examples in that paper don't look too motivating to me.
The Tomcat shader may use some basic principles from this technique to
find the contours, but it uses maya paint effects for its great looking
strokes and styles AFAIK, something that isn't available anywhere else.

But Hair placed along contours may be a funny idea to try... :-)

I know a lot of other NPR workarounds and techniques, like cloning your
model, make it all black, render/show only backside polys and use a
push op (or displacement) to set your line thickness. Visible in the
viewport too and renders reliably with almost no overhead since it
isn't based on subsampling. Combined with weightmaps for the push or
displacement maps, you have very fine control over the "strokes".
...and sure it has problems too like all options I have evaluated so
far... ;-)

But for this particular job, I just need simple Flash-compatible ink
lines in one color over extremely simple objects for animated symbols
and waiting half an hour for 25 frames at 350 pixels square isn't
practical when Lightwave can do it with better quality in seconds.

Well, I look forward to try the MR contours with Halfdans help.
I will let you know if I come up with something usable.

guillaume: I don't know what happened exactly, but Toon shading was the
only "unusual" thing in the project, so I assumed it to be the cause
for the crashing and massive buggyness. Sure I can be wrong and it was
goblins... ;-)

Does the old Swift 3D for XSI still work in 5.11? Maybe I can find an
old license somewhere on ebay?

Kim: Does your "Swuff" still work for 5.11? Is it available somewhere?
All links I found are dead.

Thanks for all the input!

Thomas Helzle
www.screendream.de



Am 30.11.2006, 19:38 Uhr, schrieb Ahmidou Lyazidi
<ahmidou.xsi(at)gmail.com>:

> I don' t want to be redondant but geometric stroques look like one of
> the best solution for me realtime viewport preview, render fast as a
> mouse buton clic, texturable, deformable and so on....
> the siggraph paper (section 4.4) :
>
>
http://www.gamasutra.com/education/theses/20030707/jerome_thoma_thesis
> .pdf
>
> This is this technic that is used bye the maya toon module
(previously
> a plugin called tomcat toon shader)
> http://www.deathfall.com/article.php?sid=5239
>
> the advantage is that it can give many hand drawing styles as well as
> clean lines.
>
> just my 2 euros.
> A.
>
> 2006/11/30, perryh(at)netzero.net <perryh(at)netzero.net>:
>>
>> This brings up a great subject:
>>
>> We need a good, fast, flexible Toon renderer for XSI. Toon Ink, and
>> contours in general, are only going to take us so far, especially
>> after we deal with all the problems stated below.
>>
>> finalToon from Cebas seems to be
>> one of the best out there, and having this in XSI would be great.
>>
>> I'm not holding my breath, though. They seem to be focused mostly on
>> Max and Maya these days. Still, I did just email them to suggest
they
>> contact Will at Softimage.
>>
>> Perry

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