SoftImage XSI Plugin v1.022e

Forums: SoftImage XSI Plugin v1.022e
Autodesk Softimage XSI (Developed by Face)

Re: SoftImage XSI Plugin v1.022e

Postby face » Sun Oct 24, 2010 8:08 pm

face Sun Oct 24, 2010 8:08 pm
The problem is, Kratos use a voronoi algorithm. With that you have ever inner shattering.
Maybe you can select the inner pieces. If you can, extract the polygons with "extract polygons (delete).
Duplicate the new generated mesh. Select both, the extracted and the duplicated and merge them in a new mesh with "Create -> Poly.Mesh -> Merge"
The tolerance value should be 0. With that workflow, you delete the polyislands and have a cleaned new mesh.

A hint to select the inner pieces.
I think you make a animation. Let they calculate to a point where the inner pieces are shown, then you can select they easier.
If you switch to frame 1, the selection should be stay.
Then you can use the worflow above.

Hope that helps...


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Re: SoftImage XSI Plugin v1.022e

Postby PeterCGS » Mon Oct 25, 2010 10:38 am

PeterCGS Mon Oct 25, 2010 10:38 am
Thanx face, but I want the inner shattering. I just don't want it to be visible until it breaks up :)

Right now Im experimenting with ICE, trying out the raycast but I get poor result, since it wont behave as I planned :/ First, it doesn't like polygon normal as an direction input, and then I thought that the raycast compound could report how many hits it gets within a specified range. That way if I had set it to only one hit, with a small range I would know that its a outer polygon and keep it.

My other plan was to compare the normal vector, and if it finds a inverted vector with the same value it should hide those polygons (since the inner shatter object are planar to eachother, I though the direction of the vector would be the same until it broke up). But I didn't know how to compare each and everyone of the polygons with eachother.. Another plan was to do a fill volume with particles, and compare it somehow... My only "working" solution right now is just to create a massive particle cloud of my object and polygonize. But its not really suited for hard surfaces :I

You plug-in does work really really well btw! :) When I compare the speed of your implementation compared to the lw octane plug-in, its just soooo much faster :)
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Re: SoftImage XSI Plugin v1.022e

Postby face » Mon Oct 25, 2010 12:22 pm

face Mon Oct 25, 2010 12:22 pm
You can confirm that?
I think the duplicated and merged mesh should be updated if the input ones are changed.
Maybe im wrong...

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Re: SoftImage XSI Plugin v1.022e

Postby Chris_TC » Mon Oct 25, 2010 4:33 pm

Chris_TC Mon Oct 25, 2010 4:33 pm
You keep the original unfractured mesh visible and hide all the fragments.
On the moment of impact, you hide the unfractured mesh and unhide all fragments.

With your example scene this would work perfectly I think.
But if you need finer control over where the fragments appear, you would simply render two passes. One with the unfractured mesh and one with the fragments. Then use an animated mask in post to blend the two animations together.
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Re: SoftImage XSI Plugin v1.022e

Postby jamnique » Tue Nov 16, 2010 6:27 pm

jamnique Tue Nov 16, 2010 6:27 pm
Hey, sorry for trashing the thread if it was asked before, i've got a very busy Octane job to do now and suddenly my materials get overwritten each time i render a frame. I tried assigning empty materials but still Octane forgets the ones i set in the OCS. Any ideas?

EDIT: Let me rephrase ;] Each time i use the render frame or render animation button in Softimage, it disrespects the materials i set for the objects in Octane. It opens with default materials or translates material settings from phong to Octane again and again.

Please help it's driving me nuts.

Tone mapping is remembered correctly with the exception of exposure, but I'm guessing this is the desired effect.
Last edited by jamnique on Tue Nov 16, 2010 6:55 pm, edited 1 time in total.
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Re: SoftImage XSI Plugin v1.022e

Postby face » Tue Nov 16, 2010 6:43 pm

face Tue Nov 16, 2010 6:43 pm
Use material macros.
Thats the only way...

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Re: SoftImage XSI Plugin v1.022e

Postby jamnique » Tue Nov 16, 2010 6:58 pm

jamnique Tue Nov 16, 2010 6:58 pm
But... i just used it yesterday and even today in the morning and it seemed to be working? I will try doing macros, thank you. And thanks again for the awesome plugin :)
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Re: SoftImage XSI Plugin v1.022e

Postby jamnique » Tue Nov 16, 2010 7:03 pm

jamnique Tue Nov 16, 2010 7:03 pm
It works, thank you Face :P
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