-
Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Post
by Hirazi Blue » 08 Jul 2009, 22:31
"Good things come to those who wait!!!"
Phil Taylor's ICE Pack contains 100 ICE Compounds and 7 sample scenes:
-Compounds-
--Arrays--
Build Array from Per Point Data
Build Index Array
Build Linearly Interpolated Array
Find Closest in Array
Get Array Maximum 2
Get Array Minimum 2
Move in Array
Rebuild Array
Reverse Array
Select SubArray in Array
------------------------
--2D arrays--
Build 2D Array
Calc Sub Array Size
Get 2D Array Size
Get 2D SubArray Size
Initialize 2d Array
Pop SubArray from 2D Array
Push SubArray on 2D Array
Resize Array in 2D Array
Select Array in 2D Array
Select SubArray in 2D Array
Set SubArray in 2D Array
------------------------
--Curves--
Bezier4
Bezier5
Curve Distance to Curve Location
Curve Location to Curve Distance
Curve Location to Normalized U
Fitted Bezier Curve
Normalized U to Curve Location
------------------------------
--Debugging--
Build Arrow
Build Capsule
Build Circle
Build Cross
Build Debug Grid
Build Rectangle
Build Sphere
Build Square
Display Arrow
Display Line
Display Point
-------------
-Deformation-
--Effects--
Transform Mesh
Turbulize Mesh
--------------
--Hull Deformer--
Deform by Hull
Find Hull Surface Point
-----------------------
--Skinning--
Calculate Deformer Weights
Cleanup Painted Weights
Dual Quaternion Deformation
----------------------------
--Verlet--
Apply Surface Stiffness
Blend Verlet Effect
Correct Edge Lengths
Inflate Volume
Init Verlet Geometry Data
Move Points Outside Geometry
Pin Point to Position
Simulate Mesh using Verlet Integration
Verlet Framework
----------------
--Forces--
Add Verlet Force
Add Verlet Forces
Restitution Force
Verlet Drag Force
Verlet Wind Force
-----------------
--Execution--
Execute Once
Repeat with Counter
While with Counter
------------------
--Geometry Queries--
Reinterpret Location on New Geometry
------------------------------------
--Math--
LawOfCos
Limit Vector Length
Quaternion nlerp
WorleyNoise
-----------
-Particles-
--Emission control--
Filter by Particle IDs
Offset Particle From Emitter
----------------------------
--Getters--
Get Location by Raycast
Get Next Particle Position
Get Next Particle
Get Particle Speed
Get Particle Transform
Get Prev Particle Position
Get Prev Particle
-----------------
--Setters--
Set Particle Transform
----------------------
--Simulation--
Simulate Particles
------------------
--Strands--
Curl Strand
Display Strand Shape
Get Strand Length
-----------------
--Strand Dynamics--
Add Strand Force
Add Strand Forces
Constrain To Guide Hairs
Curl Strand
Emit Filler Strands
Emit Strands
Init Strand Dynamics
Shape Strand With Curve
Simulate Strand using Verlet Integration
Stick Particle to Emit Location
Strand Drag Force
Strand Dynamics Framework
Strand Gravity Force
Strand Length Bidirectional Constraint
Strand Length Constraint
Strand Stiffness
----------------
--Tests--
Test Animated Value
Test Particle ID
----------------
-Scenes-
Accessing Curves by Distance
Display Circle
Display Strand Shape
Fit Hermite Curve
Hair
Hull Deformer
Worley Noise
------------
Get it at the
download section at the Area
Just found out, we're allowed to mirror it here also ;)
Stay safe, sane & healthy!
-
Osama
- Posts: 4
- Joined: 10 Jun 2009, 17:59
- Location: Syria - Dubai
-
Contact:
Post
by Osama » 08 Jul 2009, 23:08
Thanks you
-
Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Post
by Hirazi Blue » 09 Jul 2009, 09:55
Yes, and as of just now, si-community mirrors the file also.
See the updated first post or use
this link
and BTW: for those of you, who wish to download it from XSIBase only (why?): this is the
direct link
edit: BTW also: why is it, this gets released on the download-page of the Area, announced on XSIBase
and there is as of yet no mention of it on the Softimage-forums on the Area itself?
Stay safe, sane & healthy!
-
Leo
- Posts: 128
- Joined: 04 Jun 2009, 17:06
Post
by Leo » 09 Jul 2009, 16:05
Outstanding!
Love the 2darrays.
-
druitre
- Posts: 471
- Joined: 25 Jun 2009, 23:35
Post
by druitre » 09 Jul 2009, 23:51
Hey hey! Under 'skinning' does that read 'Dual Quaternion deformation' as in 'Dual Quaternion enveloping'??? (Oh, by the way, since it's my first post here: thanks for starting up this forum, I really hope it'll pick up speed.)
-
druitre
- Posts: 471
- Joined: 25 Jun 2009, 23:35
Post
by druitre » 10 Jul 2009, 18:17
Allright, I can see that this is in fact the one we've all been waiting for (all the ICE stuff that was shown upon release of version 7 but wasn't in version 7) but in the meantime ICE is still very hard for me to grasp.
On XSIBase Bronco posted this link
http://polimeno.blogspot.com/2009/02/softimage-ice.html which shows a lot of info on how to use the new compounds.
Hope it helps if I post it here too.
And I'm sure I will be back asking questions...
-
Squizmek
- Posts: 53
- Joined: 11 Jul 2009, 13:13
- Skype: squizmek
Post
by Squizmek » 11 Jul 2009, 23:37
awesome! i've been waiting for this so long, especially the duat quaternion compound..
-
skylark3
- Posts: 4
- Joined: 11 Jun 2009, 20:07
Post
by skylark3 » 29 Jul 2009, 12:46
I've been following along with the strand dynamics video but have run into a problem: in the video, when Phil moves the sphere (the strand emitter) the hair follows along with it; this doesn't happen when I do it - the hair is left behind. Parenting doesn't work, and anyway that's not how Phil is doing it. The scene is pretty basic, as is the problem, everything else - gravity, collision, works OK, and all the compounds look to be the same. Has anyone else come across this yet?
Edit: Just found it in the test hair scene - you need a get particle emit location node plus a set point position to track the emitter. Should have checked the scenes first - or even better been able to work it out myself.
-
redmotion
- Posts: 150
- Joined: 09 Jun 2009, 18:38
- Location: London
-
Contact:
Post
by redmotion » 30 Jul 2009, 23:26
I can't understand why they can't just share the scenes from the vids. Some of the nodes either have different names or exist...
-
skylark3
- Posts: 4
- Joined: 11 Jun 2009, 20:07
Post
by skylark3 » 31 Jul 2009, 20:19
I totally agree. One of the more interesting of Phil's videos was the dynamic tail, but trying to recreate the scene has got me into all kinds of trouble: there are just too many nodes either not supplied or not seen in full. I wonder if Softimage/Autodesk are simply not aware of how much some of us rely on working scenes we can replicate to build our ICE skills.
Incidentally, if anyone posessing a superior ICE skillset wants to display their skill, why not create the scene for us? Or at least enough of it that we can follow. It seems Phil did all the hard work with the strand dynamics framework nodes, so the rest of it should be quite straightforward.
Users browsing this forum: No registered users and 65 guests