RE: Weird Realflow problem in XSI 6
| Date : Wed, 10 Jan 2007 10:29:20 +0000 |
| To : <xsi(at)Softimage.COM> |
| From : Duncan Burch <duncan_burch(at)hotmail.com> |
| Subject : RE: Weird Realflow problem in XSI 6 |
Im about to email Nextlimit today a big email with all my ideas, problems and solutions ive come across with Reaflow in general and the XSI plugin too.
We have legal versions of RF here, so shouldn't seem that dodgy!! ;)
But will be good to see what they think and to see if they know about XSI6 problems and whether they've managed to get meshes to update in xsi6 at rendertime. If they are releasing a new XSI plugin this week, then you would think they would have tested it, wouldn't you?.....
Dunk
We have legal versions of RF here, so shouldn't seem that dodgy!! ;)
But will be good to see what they think and to see if they know about XSI6 problems and whether they've managed to get meshes to update in xsi6 at rendertime. If they are releasing a new XSI plugin this week, then you would think they would have tested it, wouldn't you?.....
Dunk
> From: BauerOink(at)gmx.de
> To: XSI(at)Softimage.COM
> Subject: Re: Weird Realflow problem in XSI 6
> Date: Wed, 10 Jan 2007 10:56:40 +0100
>
> > guy rabiller | 3d tachnical director (at) LaMaison
>
> "tachnical" - what happened? You went more tactical?
>
> But seriously, wouldn´t anyone of you guys want to forward
> your findings to the Realflow/NextLimit guys?
>
> They may have simply not realized the changes yet and
> this could indeed speed things up a bit. Especially if it
> came from a registered user (with impressive domain name).
>
> I´d do it myself but I´ve actually never used the programm at all.
> (Except for installing the demo and being scared away...)
>
> Cheers
>
> tim
>
>
>
> ----- Original Message -----
> From: "Guy Rabiller" <guy(at)alamaison.fr>
> To: <XSI(at)Softimage.COM>
> Sent: Wednesday, January 10, 2007 2:50 AM
> Subject: Re: Weird Realflow problem in XSI 6
>
>
> >
> > This is exactly that.
> >
> > It's not a mental ray issue, nor a XSI issue.
> >
> > The problem purely has to be handled inside the operator wich deforms the mesh.
> >
> > The reference time ? No need to make simple things complicated. At each frame the
> > mesh file corresponding to that frame must be loaded, that's why the scene frame
> > time has to be taken into account fisrt, and not the operator evaluation time.
> >
> > The operator evaluation time then is use to compute the delta between this
> > evaluation step and the frame time to, as you said, deform the mesh according to
> > this delta and the embedded motion vectors.
> >
> > That's it. No need to look further.
> >
> > --
> > guy rabiller | 3d tachnical director (at) LaMaison
> >
> >
> >
> > Alan Jones a écrit :
> >> Hi Matt,
> >>
> >> This is half the problem and half the solution.
> >>
> >> The actual motion vector data in itself isn't an issue at all - it's
> >> right there in the realflow mesh data. XSI however doesn't have any
> >> way to directly say these are the motion vectors for each vertex - so
> >> in order for XSI to discover these motion vectors you need to deform
> >> your mesh by them based on the time. Not a big issue in itself either.
> >>
> >> Where it gets complex is your mesh topology is changing, but when?
> >> does it change at frame n or frame n+0.5 or some other point. To solve
> >> this you need to know what time you want the mesh at, as well as a
> >> base reference time (as Halfy suggested). This way the base reference
> >> time is the frame for which you pull the topology, and the time you
> >> want the mesh at determines where your motion vector shifts each of
> >> points so that XSI will discover the motion vectors itself.
> >>
> >> I haven't looked into it any further than that - so I've not found
> >> what the solutions are for the remaining issues (nor what all the
> >> issues involved are).
> >>
> >> Cheers,
> >>
> >> Alan.
> >>
> >> On 1/9/07, Matt Lind <speye_21(at)hotmail.com> wrote:
> >>> If I have it straight, it's up to the translator to provide motion vectors
> >>> for each vertex of a mesh. mental ray computes an interpolated motion
> >>> vector at each ray intersection at render time. In the case of realflow,
> >>> the motion vectors are included (or can be) when you export the mesh from
> >>> Realflow and send it to XSI. This is how we were able to do motion blur for
> >>> the milk and other liquids on 'Barnyard' using our own motion vector shader.
> >>>
> >>>
> >>> Matt
> >>>
> >>> ------------------------------
> >>> Matt Lind
> >>> Animator / Technical Director
> >>> SOFTIMAGE certified instructor:
> >>> SOFTIMAGE|3D
> >>> SOFTIMAGE|XSI
> >>> Matt.Lind(at)Mantom.net
> >>>
> >>>
> >>>
> >>> Date : Tue, 9 Jan 2007
> >>> To : XSI(at)Softimage.COM
> >>> From : Kim Aldis
> >>> Subject : RE: Weird Realflow problem in XSI 6
> >>>
> >>> Possibly Alan knows more about the way motion blur works between mental ray
> >>> and Realflow. It should be OpenSource though really. That way you'd get the
> >>> best of everyone's knowledge, in theory at least. If they had any sense at
> >>> all they'd release their code to OS. I'm sure they could do it without
> >>> letting anything important out.
> >>>
> >>> _________________________________________________________________
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