RE: slight OT: they want what we got!

Date : Wed, 2 May 2007 13:51:07 -0400
To : <XSI(at)Softimage.COM>
From : "Robert Moodie" <rmoodie(at)buzzimage.com>
Subject : RE: slight OT: they want what we got!
Edit>Create Non Overlapping Cluster?

E.g
Polys 1,2,3,4 are in Cls A
Sel Polys 4,5,6,7
Edit>Create Non Overlapping Cluster
Cls B = Polys 5,6,7



> -----Original Message-----
> From: Andy Jones [mailto:andy(at)thefront.com] 
> Sent: Wednesday, May 02, 2007 1:43 PM
> To: XSI(at)Softimage.COM
> Subject: Re: slight OT: they want what we got!
> 
> Which reminds me --  I've been meaning to request some sort 
> of non-overlapping clusters...  Sort of like a miniature pass 
> system with "partitions" for polygons.  Like, there's a 
> default cluster, and when you add polys to another one, they 
> get pulled out of the default.  Maybe what we really need is 
> just some sort of generic "set manager" that attaches to 
> things like clusters or partitions or groups and 
> automatically manages the membership according to some set of 
> rules and filters...
> 
> - Andy
> 
> Steven Caron wrote:
> 
> > hmmm...didn't think about overlapping clusters...
> >
> > steven
> >
> > On 5/2/07, *Halfdan Ingvarsson* <hingvars(at)softimage.com 
> > <mailto:hingvars(at)softimage.com>> wrote:
> >
> >     Polygon clusters already are a type of a meta-object (actually a
> >     sub-object is more apt).
> >
> >     The fun part starts when you have to consider 
> overlapping clusters
> >     and visibility overrides on them. For example: Cluster A and B
> >     overlap. If you set cluster A to be non-visible 
> (render/viewport),
> >     will it reveal the overlapped section covered by B?
> >
> >     - ½
> >
> >     -----Original Message-----
> >     From: owner-xsi(at)Softimage.COM <mailto:owner-xsi(at)Softimage.COM>
> >     [mailto:owner-xsi(at)Softimage.COM 
> <mailto:owner-xsi(at)Softimage.COM>]
> >     On Behalf Of Alan Jones
> >     Sent: 02-May-2007 07:29
> >     To: XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>
> >     Subject: Re: slight OT: they want what we got!
> >
> >     Yeah, but it's so annoying to go digging in there. ;-) Oh and I
> >     forgot to mention being able to add them to groups/partitions
> >     which would override inherited properties the same way
> >     groups/partitions override branch inherited properties etc now.
> >
> >     Cheers,
> >
> >     Alan.
> >
> >     On 5/2/07, Andy Nicholas <andy(at)andynicholas.com
> >     <mailto:andy(at)andynicholas.com>> wrote:
> >     > Sounds good.
> >     >
> >     > Actually, if they implemented it like that, they could just
> >     place the
> >     > meta objects in the same place as the clusters 
> currently are... and
> >     > call them clusters ;-D No need to tell anyone 
> anything - except the
> >     > improvement in cluster functionality!
> >     >
> >     >
> >     >
> >     >
> >     > > Hi Andy,
> >     > >
> >     > > Well I was thinking with the metaobject (object fixed
> >     underneath the
> >     > > original mesh) that it would be pretty consistent 
> with current XSI
> >     > > behaviour beyond being fixed.
> >     > >
> >     > > So by default it would inherit visibility etc from 
> the parent
> >     object
> >     > > (that would be a difference between a real object - it could
> >     inherit
> >     > > local properties from it's parent as well as branch 
> ones). Though
> >     > > you could still make local versions of them etc.
> >     > >
> >     > > I'd probably see implementing it as being done by 
> keeping the
> >     > > existing cluster system in place, but having the ability to
> >     create a
> >     > > meta-object from clusters (possibly only polygon 
> clusters as they
> >     > > relate directly to renderable items whereas edges 
> etc don't).
> >     > >
> >     > > Limit materials to only being appliable to objects (and
> >     > > meta-objects)
> >     > > - i.e. remove that from clusters to ensure 
> consistency. Backwards
> >     > > compatibility would just convert clusters with materials to
> >     > > meta-objects and apply the material.
> >     > >
> >     > > Meta-objects should only behave like objects for 
> the purposes of
> >     > > properties (like visibility) and materials. They 
> should have no
> >     > > construction history etc as the stack already has 
> operators which
> >     > > can only be applied to clusters.
> >     > >
> >     > > This would give you a robust framework for handling 
> properties on
> >     > > clusters while maintaining consistency with the rest of the
> >     > > architecture. It also doesn't require the overhead of a real
> >     object
> >     > > (such as a transform state etc).
> >     > >
> >     > > Cheers,
> >     > >
> >     > > Alan.
> >     > >
> >     > > On 5/2/07, Andy Jones <andy(at)thefront.com
> >     <mailto:andy(at)thefront.com> > wrote:
> >     > >> That's a nice idea.  There are a couple of 
> potential problems
> >     I can
> >     > >> think of, but they might all be solvable.  One is that
> >     objects are
> >     > >> really heavy in XSI.  One of the big reasons we 
> use clusters
> >     is to
> >     > >> make our scenes lighter.  Another problem is that a lot of
> >     > >> properties of the cluster (most notably visibility) are
> >     effectively
> >     > >> overridden by the properties of the object in some 
> sense.  So,
> >     > >> you'd have to find a way to make the interface and 
> implementation
> >     > >> consistent.  I think ultimately, it doesn't really 
> make much
> >     > >> difference whether the clusters look like objects or not,
> >     because they fundamentally can't work like objects.
> >     > >> Unless they can...  But to me, the concept of a 
> polygon cluster
> >     > >> makes a lot of sense.  We just need the ability to control
> >     them a little better.
> >     > >>
> >     > >> On the other hand, something similar that I think could be
> >     useful
> >     > >> is a nice, integrated way to make "blown apart" objects,
> >     where you
> >     > >> have several objects that are essentially 
> extracted polygons from
> >     > >> one single mesh.  For example, this could be a way to get a
> >     lot of
> >     > >> control over different parts of character meshes, 
> where for the
> >     > >> purpose of enveloping you want a single mesh, but for
> >     > >> materialization and passes, separate objects are
> >     beneficial.  So,
> >     > >> if you've got a character where the clothes are sort of
> >     attached to
> >     > >> the skin, you can still deal with the skin and clothes like
> >     they're
> >     > >> totally different objects.  You can of course do 
> this sort of
> >     thing
> >     > >> in the software in several ways already, but it's ugly.  Of
> >     course,
> >     > >> if clusters are improved a little, the need to do 
> this sort of
> >     > >> thing decreases.  But there are still probably cases where
> >     you want smooth, continuous surfaces that behave like multiple
> >     objects.
> >     > >>
> >     > >> - Andy
> >     > >>
> >     > >> Alan Jones wrote:
> >     > >>
> >     > >> > Why not just have clusters appear as objects 
> instead? Or at
> >     least
> >     > >> > a metaobject which has an unfreezable history 
> linked to the
> >     > >> > cluster under the original object? Disable 
> applying materials
> >     > >> > onto the original cluster and only have them apply to the
> >     > >> > metacluster object. I can't see any disadvantage 
> to having the
> >     > >> > metaobject fixed underneath the original object.
> >     > >> >
> >     > >> > Cheers,
> >     > >> >
> >     > >> > Alan.
> >     > >> >
> >     > >> > On 5/2/07, Guillaume Laforge < guillaume(at)alamaison.fr
> >     <mailto:guillaume(at)alamaison.fr>> wrote:
> >     > >> >
> >     > >> >>
> >     > >> >> >...If I'm not misunderstanding the  setup you're
> >     describing, I
> >     > >> >> >think it also has the problem that you
> >     > >> >> can't
> >     > >> >> > override the same material on two different 
> clusters two
> >     > >> >> > different ways.  So, for example, if you want 
> to make a
> >     set of
> >     > >> >> > objects blue
> >     > >> and
> >     > >> >> > another set of objects green, you can't 
> really gaurantee
> >     that
> >     > >> >> > it's possible if you're using cluster materials.
> >     > >> >>
> >     > >> >> I completely agree Andy. For this scenario, it is not
> >     really an
> >     > >> >> "override cluster material" problem but just 
> the actual design
> >     > >> >> of cluster object in xsi.
> >     > >> >>
> >     > >> >> To be able to drag and drop clusters in 
> partitions could be
> >     > >> >> handy but it could be really messy too. A such 
> re-design work
> >     > >> >> doesn't look
> >     > >> simple.
> >     > >> >> Maybe a "Partition Material Manager" showing 
> only objects,
> >     > >> >> clusters and materials like this :
> >     > >> >>
> >     > >> >> partition A :
> >     > >> >> ____Material A used by "objects A" and "object 
> Z.cluster 1".
> >     > >> >> ____Material B used by "objects Z" and "object 
> A.cluster 1".
> >     > >> >>
> >     > >> >> partition B :
> >     > >> >> ____Material A used by "objects C" and "object 
> Z.cluster 2".
> >     > >> >> ____Material B used by "objects D" and "object 
> A.cluster 2".
> >     > >> >>
> >     > >> >>
> >     > >> >> The UI will have to be extremely user friendly to avoid
> >     headache ;-).
> >     > >> >>
> >     > >> >> > I think we need a) a much improved 
> implementation of the
> >     > >> >> > "texture
> >     > >> map"
> >     > >> >>
> >     > >> >> 100% agree. "texture map" are really useful and 
> to be able to
> >     > >> >> apply them on a cluster would be nice. Again, 
> it looks like a
> >     > >> >> re-design of the actual cluster object.
> >     > >> >>
> >     > >> >> About the texture map property, it could be 
> really useful
> >     if we
> >     > >> >> could use them for the bump too...
> >     > >> >>
> >     > >> >>
> >     > >> >> 1/2
> >     > >> >>
> >     > >> >> --
> >     > >> >> Guillaume Laforge | La Maison
> >     > >> >>
> >     > >> >>
> >     > >> >>
> >     > >> >> On Wed, 02 May 2007 01:03:50 +0200, Andy Jones
> >     > >> >> <andy(at)thefront.com <mailto:andy(at)thefront.com>>
> >     > >> >> wrote:
> >     > >> >> > This is my experience as well.  The hack of getting at
> >     cluster
> >     > >> >> materials
> >     > >> >> > through proxy objects, while occasionally a 
> useful hack,
> >     isn't
> >     > >> >> really a
> >     > >> >> > scalable production-worthy strategy.  If I'm not
> >     > >> >> > misunderstanding
> >     > >> the
> >     > >> >> > setup you're describing, I think it also has 
> the problem
> >     that
> >     > >> >> > you
> >     > >> >> can't
> >     > >> >> > override the same material on two different 
> clusters two
> >     > >> >> > different ways.  So, for example, if you want 
> to make a
> >     set of
> >     > >> >> > objects blue
> >     > >> and
> >     > >> >> > another set of objects green, you can't 
> really gaurantee
> >     that
> >     > >> >> > it's possible if you're using cluster 
> materials.  Also,
> >     this
> >     > >> >> > doesn't
> >     > >> >> give you
> >     > >> >> > cluster visibility control, or overall 
> material overrides.
> >     > >> >> > Just
> >     > >> >> shader
> >     > >> >> > overrides.
> >     > >> >> >
> >     > >> >> > I think we need a) a much improved 
> implementation of the
> >     > >> >> > "texture
> >     > >> map"
> >     > >> >> > property that works with clusters and allows 
> mapping of
> >     > >> >> > values,
> >     > >> >> textures
> >     > >> >> > and shader sub-trees, b) a way to put clusters in
> >     partitions
> >     > >> >> > (with
> >     > >> >> some
> >     > >> >> > of the logical conundrums worked out.  Like, is every
> >     cluster
> >     > >> >> > in
> >     > >> the
> >     > >> >> > background objects partition?), and c) a 
> thing I've never
> >     > >> >> > actually
> >     > >> >> heard
> >     > >> >> > anyone ask for yet:
> >     > >> >> >
> >     > >> >> > Multiple partition sets.  Currently, in each pass, you
> >     get one
> >     > >> >> > set
> >     > >> of
> >     > >> >> > partitions and they're mutually exclusive.  
> So, you have to
> >     > >> >> > define properties at the most granular level, 
> with objects
> >     > >> >> > sorted into
> >     > >> >> lots of
> >     > >> >> > highly specific categories.  Instead, I'm 
> proposing that it
> >     > >> >> > should
> >     > >> be
> >     > >> >> > possible to have sets of partitions grouped 
> together so that
> >     > >> they're
> >     > >> >> > only exclusive within each group.  That way, 
> you could have,
> >     > >> >> > for example, a dedicated partition set just 
> for dealing
> >     with
> >     > >> visibility.
> >     > >> >> > Then, you'd do all your shader stuff 
> elsewhere.  In the
> >     > >> >> > current implementation, you end up with a horrible
> >     > >> >> > multiplicitive
> >     > >> >> relationship,
> >     > >> >> > the more things you try to control, forcing 
> you to need lots
> >     > >> >> > of partitions with highly specific behaviors that are
> >     > >> >> > difficult to understand.  I think with 
> objects, it's not so
> >     > >> >> > bad, but once you
> >     > >> start
> >     > >> >> > partitioning at the cluster level, you really need
> >     something
> >     > >> >> > more specific.  Especially since overrides 
> for clusters
> >     often
> >     > >> >> > work a
> >     > >> little
> >     > >> >> > differently than overrides for objects.
> >     > >> >> >
> >     > >> >> > - Andy
> >     > >> >> >
> >     > >> >> > Graham D Clark wrote:
> >     > >> >> >
> >     > >> >> >> Hey Guillaume, yeah thats similar to the technique I
> >     setup on
> >     > >> >> Barnyard
> >     > >> >> >> for subassets, using dummy geo as a standin 
> and presets to
> >     > >> >> >> switch
> >     > >> to
> >     > >> >> >> various subassets so we didn't have to have 
> tons of extra
> >     > >> >> >> models
> >     > >> of
> >     > >> >> >> characters with only a few parameter differences.
> >     > >> >> >> Unfortunately things change in a story and we have to
> >     rebuild
> >     > >> assets
> >     > >> >> >> and then automate the cluster overrides and presets,
> >     and for
> >     > >> >> >> some
> >     > >> >> damn
> >     > >> >> >> reason it didn't always work (not suprising being a
> >     kludge)
> >     > >> requiring
> >     > >> >> >> manual eval by a TD each time.
> >     > >> >> >> And you've touched on our tracking issue requiring
> >     attaching
> >     > >> >> >> a
> >     > >> >> node to
> >     > >> >> >> the model.
> >     > >> >> >>
> >     > >> >> >> Regarding passes SDK no its not impossible, we did it
> >     too, it
> >     > >> >> >> just wasnt as pleasant as the rest of XSIs 
> areas via SDK
> >     > >> >> >> (except for fxtree), The partitions part 
> still needs work.
> >     > >> >> >
> >     > >> >> >
> >     > >> >> > -
> >     > >> >>
> >     > >> >>
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