Lagoa 2 materials/phases with polyganizer

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john clausing

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Nov 12, 2010, 5:45:18 PM11/12/10
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is it possible to generate 2 different materials on 1 polygonizer object using phases?
for instance, oil and water mixing with two different looks

i've set this up and cant get it to work even with the lagoa fluid shaper.....might it be because my emitters are nulls?

thank you

Guillaume Laforge

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Nov 12, 2010, 6:13:45 PM11/12/10
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Hello John,

Generating 2 materials is not possible (as polygonizer can't create material per clusters). But for fluid looking geometries, using two materials
would give you some sharp limits between them with no blending area at all.

The way to go is to use one material. Just get the phases from your point cloud on the polymesh (using an ICEtree with a Get Closest Location to store a custom attribute). Then you can feed a weight map with this attribute and use it in the render tree to mix two (or more) shaders.

Cheers

Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

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image001.gif

john clausing

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Nov 12, 2010, 6:26:31 PM11/12/10
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guillaume,

thank you for the quick reply.

im afraid i dont quite understand how that goes.

i have phases set up and its clear that they are "active" (the particles are represented as different colors, and they physically act different)
would you suggest applying these attributes to the lagoa fluid shader?

sorry, im having trouble seeing it.

john


From: Guillaume Laforge <guillaum...@autodesk.com>
To: "soft...@listproc.autodesk.com" <soft...@listproc.autodesk.com>
Sent: Fri, November 12, 2010 6:13:45 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

Guillaume Laforge

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Nov 12, 2010, 6:44:17 PM11/12/10
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>...would you suggest applying these attributes to the lagoa fluid shader?

The Lagoa Fluid Shaper is a compound to deform your polymesh, it won't help for your material problem.

What you need is to transfert the Phases attribute from the point cloud to your "polygonized" mesh.

First, apply a weight map on this mesh, then create an ICETree. Use a Get Closest Location to get the Phase attribute, then set the weight map using this attribute.

(you will need to re-map the attribute between 0-1 or just change the default range of the weight map).

Then in the render tree using a Color Map Lookup you can get the weight map to mix several shader branches in your material.

I'm not in front of Softimage so I can't help you more tonight :p.

Cheers

Guillaume

guillaume,

john

Hello John,

Cheers

Direct 514 954 7195

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john clausing

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Nov 12, 2010, 6:49:21 PM11/12/10
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thank you

Sent: Fri, November 12, 2010 6:44:17 PM

Piotrek Marczak

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Nov 12, 2010, 6:52:22 PM11/12/10
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If you need two separate polymeshes for each liquid you can do it by duplicating (plotted) pointcloud and 2 empolygonizers for each pc, with filtering option (inside emp2) set to lagoa phase=x

W dniu 2010-11-13 00:26, john clausing pisze:

john clausing

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Nov 15, 2010, 4:41:56 PM11/15/10
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guillaume,

may i send you a simple scene? i thought i'd had it, but DOH!

not quite.
thank you for your help,

j

Sent: Fri, November 12, 2010 6:44:17 PM

Guillaume Laforge

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Nov 15, 2010, 8:56:37 PM11/15/10
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Hi John,

I finally found some time to setup a simple scene : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn

It is even more simple that in my previous mail as you can directly use the particle color instead of dealing with PhaseID ;).

In this scene, first take a look at the particle ICETree to see how to deal with two emitters (but I think you already figure out this part).
Then in the Polygonizer mesh, expand the cluster folder and select the vertex color property.
Open the ICETree and you will see how to get the Lagoa cloud particle color.
Then re-select the Polygonizer to open a RenderTree to see how to get this color in your shader network.

Hope this help,

Cheers !


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of john clausing
Sent: Monday, November 15, 2010 4:42 PM
To: soft...@listproc.autodesk.com
Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,

may i send you a simple scene? i thought i'd had it, but DOH!

not quite.
thank you for your help,

j

________________________________
From: Guillaume Laforge <guillaum...@autodesk.com>
To: "soft...@listproc.autodesk.com" <soft...@listproc.autodesk.com>
Sent: Fri, November 12, 2010 6:44:17 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

>...would you suggest applying these attributes to the lagoa fluid shader?

The Lagoa Fluid Shaper is a compound to deform your polymesh, it won't help for your material problem.

What you need is to transfert the Phases attribute from the point cloud to your "polygonized" mesh.

First, apply a weight map on this mesh, then create an ICETree. Use a Get Closest Location to get the Phase attribute, then set the weight map using this attribute.

(you will need to re-map the attribute between 0-1 or just change the default range of the weight map).

Then in the render tree using a Color Map Lookup you can get the weight map to mix several shader branches in your material.

I'm not in front of Softimage so I can't help you more tonight :p.

Cheers

Guillaume

From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>] On Behalf Of john clausing
Sent: Friday, November 12, 2010 6:27 PM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,

thank you for the quick reply.

im afraid i dont quite understand how that goes.

i have phases set up and its clear that they are "active" (the particles are represented as different colors, and they physically act different)
would you suggest applying these attributes to the lagoa fluid shader?

sorry, im having trouble seeing it.

john

________________________________
From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>

Sent: Fri, November 12, 2010 6:13:45 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

Hello John,

Generating 2 materials is not possible (as polygonizer can't create material per clusters). But for fluid looking geometries, using two materials
would give you some sharp limits between them with no blending area at all.

The way to go is to use one material. Just get the phases from your point cloud on the polymesh (using an ICEtree with a Get Closest Location to store a custom attribute). Then you can feed a weight map with this attribute and use it in the render tree to mix two (or more) shaders.

Cheers

Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

image001.gif

john clausing

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Nov 16, 2010, 9:53:55 AM11/16/10
to soft...@listproc.autodesk.com
really great, thank you very much.
i think this has enormous potential for commercial production.........i really appreciate it.

john


From: Guillaume Laforge <guillaum...@autodesk.com>
To: "soft...@listproc.autodesk.com" <soft...@listproc.autodesk.com>
Sent: Mon, November 15, 2010 8:56:37 PM

Thiago Costa

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Nov 16, 2010, 10:11:05 AM11/16/10
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I thought you wanted something like this: http://lagoatechnologies.com/random/phases.png
that's just like what Guillaume did except that there are 3 meshers, one for each phase.

-Thiago

john clausing

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Nov 16, 2010, 10:34:56 AM11/16/10
to soft...@listproc.autodesk.com
the intent was to be able to get two fluids of different character.....say water and honey, and to be able to splash them and shade them appropriately.
i've not had good results "splashing" independent particle streams....the polys always seem to recede from each other? no?



From: Thiago Costa <thiago...@gmail.com>
To: soft...@listproc.autodesk.com
Sent: Tue, November 16, 2010 10:11:05 AM

Thiago Costa

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Nov 16, 2010, 11:57:37 AM11/16/10
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Just depends how much you need to shrink the mesh... You can also do a simple geometry query and approximate one mesh to the other quite easily.

In my experience it also depends more of the rendering than anything else. For example if you have a lot of ambient occlusion you will see a very dark shadow between the two meshes, and that doesn't look good.

-Thiago

Byron Nash

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Dec 9, 2010, 11:33:32 PM12/9/10
to soft...@listproc.autodesk.com
Related to this thread, how could I blur the vertex colors when it goes to the Mesh? Despite my dense mesh and sim, I need less aliasing in the result. 

Guillaume Laforge

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Dec 10, 2010, 9:28:11 AM12/10/10
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Hello Byron,

In the link I sent in the beginning of this thread (http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn) the color is smoothed using a repeat node.
Take a look at the ICETree setting the Color at Vertices.

Cheers

Guillaume


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Thursday, December 09, 2010 11:34 PM
To: soft...@listproc.autodesk.com
Subject: Re: Lagoa 2 materials/phases with polyganizer

Related to this thread, how could I blur the vertex colors when it goes to the Mesh? Despite my dense mesh and sim, I need less aliasing in the result.

On Tue, Nov 16, 2010 at 11:57 AM, Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com>> wrote:
Just depends how much you need to shrink the mesh... You can also do a simple geometry query and approximate one mesh to the other quite easily.

In my experience it also depends more of the rendering than anything else. For example if you have a lot of ambient occlusion you will see a very dark shadow between the two meshes, and that doesn't look good.

-Thiago

On 16 November 2010 10:34, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com>> wrote:
the intent was to be able to get two fluids of different character.....say water and honey, and to be able to splash them and shade them appropriately.
i've not had good results "splashing" independent particle streams....the polys always seem to recede from each other? no?

________________________________
From: Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com>>

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>


Sent: Tue, November 16, 2010 10:11:05 AM

Subject: Re: Lagoa 2 materials/phases with polyganizer

I thought you wanted something like this: http://lagoatechnologies.com/random/phases.png
that's just like what Guillaume did except that there are 3 meshers, one for each phase.

-Thiago


On 16 November 2010 09:53, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com>> wrote:
really great, thank you very much.
i think this has enormous potential for commercial production.........i really appreciate it.

john

________________________________

Sent: Mon, November 15, 2010 8:56:37 PM

Subject: RE: Lagoa 2 materials/phases with polyganizer

Hi John,

I finally found some time to setup a simple scene : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn

It is even more simple that in my previous mail as you can directly use the particle color instead of dealing with PhaseID ;).

In this scene, first take a look at the particle ICETree to see how to deal with two emitters (but I think you already figure out this part).
Then in the Polygonizer mesh, expand the cluster folder and select the vertex color property.
Open the ICETree and you will see how to get the Lagoa cloud particle color.
Then re-select the Polygonizer to open a RenderTree to see how to get this color in your shader network.

Hope this help,

Cheers !


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]


From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>] On Behalf Of john clausing
Sent: Monday, November 15, 2010 4:42 PM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,

may i send you a simple scene? i thought i'd had it, but DOH!

not quite.
thank you for your help,

j

________________________________

Sent: Fri, November 12, 2010 6:44:17 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

>...would you suggest applying these attributes to the lagoa fluid shader?

The Lagoa Fluid Shaper is a compound to deform your polymesh, it won't help for your material problem.

What you need is to transfert the Phases attribute from the point cloud to your "polygonized" mesh.

First, apply a weight map on this mesh, then create an ICETree. Use a Get Closest Location to get the Phase attribute, then set the weight map using this attribute.

(you will need to re-map the attribute between 0-1 or just change the default range of the weight map).

Then in the render tree using a Color Map Lookup you can get the weight map to mix several shader branches in your material.

I'm not in front of Softimage so I can't help you more tonight :p.

Cheers

Guillaume

guillaume,

thank you for the quick reply.

im afraid i dont quite understand how that goes.

i have phases set up and its clear that they are "active" (the particles are represented as different colors, and they physically act different)
would you suggest applying these attributes to the lagoa fluid shader?

sorry, im having trouble seeing it.

john

________________________________
From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>

Sent: Fri, November 12, 2010 6:13:45 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

Hello John,

Generating 2 materials is not possible (as polygonizer can't create material per clusters). But for fluid looking geometries, using two materials
would give you some sharp limits between them with no blending area at all.

The way to go is to use one material. Just get the phases from your point cloud on the polymesh (using an ICEtree with a Get Closest Location to store a custom attribute). Then you can feed a weight map with this attribute and use it in the render tree to mix two (or more) shaders.

Cheers

Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

image001.gif

Byron Nash

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Dec 10, 2010, 11:16:42 AM12/10/10
to soft...@listproc.autodesk.com
I don't see the repeat node in the tree for that scene. Should it be on the Polygonizer or the PointCloud? 

Guillaume Laforge

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Dec 10, 2010, 11:35:43 AM12/10/10
to soft...@listproc.autodesk.com
Oh you're right, I was thinking of an other scene (used for this video http://vimeo.com/16995300 )

I have no time now, but I will try to send you something this afternoon !

Cheers

Guillaume


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Friday, December 10, 2010 11:17 AM
To: soft...@listproc.autodesk.com
Subject: Re: Lagoa 2 materials/phases with polyganizer

I don't see the repeat node in the tree for that scene. Should it be on the Polygonizer or the PointCloud?

On Fri, Dec 10, 2010 at 9:28 AM, Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>> wrote:
Hello Byron,

In the link I sent in the beginning of this thread (http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn) the color is smoothed using a repeat node.
Take a look at the ICETree setting the Color at Vertices.

Cheers

Guillaume


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>] On Behalf Of Byron Nash
Sent: Thursday, December 09, 2010 11:34 PM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: Re: Lagoa 2 materials/phases with polyganizer
Related to this thread, how could I blur the vertex colors when it goes to the Mesh? Despite my dense mesh and sim, I need less aliasing in the result.

On Tue, Nov 16, 2010 at 11:57 AM, Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>> wrote:
Just depends how much you need to shrink the mesh... You can also do a simple geometry query and approximate one mesh to the other quite easily.

In my experience it also depends more of the rendering than anything else. For example if you have a lot of ambient occlusion you will see a very dark shadow between the two meshes, and that doesn't look good.

-Thiago


On 16 November 2010 10:34, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>> wrote:
the intent was to be able to get two fluids of different character.....say water and honey, and to be able to splash them and shade them appropriately.
i've not had good results "splashing" independent particle streams....the polys always seem to recede from each other? no?

________________________________
From: Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>


Sent: Tue, November 16, 2010 10:11:05 AM

Subject: Re: Lagoa 2 materials/phases with polyganizer

I thought you wanted something like this: http://lagoatechnologies.com/random/phases.png
that's just like what Guillaume did except that there are 3 meshers, one for each phase.

-Thiago


On 16 November 2010 09:53, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>> wrote:
really great, thank you very much.
i think this has enormous potential for commercial production.........i really appreciate it.

john

________________________________

Sent: Mon, November 15, 2010 8:56:37 PM

Subject: RE: Lagoa 2 materials/phases with polyganizer

Hi John,

I finally found some time to setup a simple scene : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn

It is even more simple that in my previous mail as you can directly use the particle color instead of dealing with PhaseID ;).

In this scene, first take a look at the particle ICETree to see how to deal with two emitters (but I think you already figure out this part).
Then in the Polygonizer mesh, expand the cluster folder and select the vertex color property.
Open the ICETree and you will see how to get the Lagoa cloud particle color.
Then re-select the Polygonizer to open a RenderTree to see how to get this color in your shader network.

Hope this help,

Cheers !


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

guillaume,


may i send you a simple scene? i thought i'd had it, but DOH!

not quite.
thank you for your help,

j

________________________________

Sent: Fri, November 12, 2010 6:44:17 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

>...would you suggest applying these attributes to the lagoa fluid shader?

The Lagoa Fluid Shaper is a compound to deform your polymesh, it won't help for your material problem.

What you need is to transfert the Phases attribute from the point cloud to your "polygonized" mesh.

First, apply a weight map on this mesh, then create an ICETree. Use a Get Closest Location to get the Phase attribute, then set the weight map using this attribute.

(you will need to re-map the attribute between 0-1 or just change the default range of the weight map).

Then in the render tree using a Color Map Lookup you can get the weight map to mix several shader branches in your material.

I'm not in front of Softimage so I can't help you more tonight :p.

Cheers

Guillaume

Sent: Friday, November 12, 2010 6:27 PM

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>


Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,

thank you for the quick reply.

im afraid i dont quite understand how that goes.

i have phases set up and its clear that they are "active" (the particles are represented as different colors, and they physically act different)
would you suggest applying these attributes to the lagoa fluid shader?

sorry, im having trouble seeing it.

john

________________________________
From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>

Sent: Fri, November 12, 2010 6:13:45 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

Hello John,

Generating 2 materials is not possible (as polygonizer can't create material per clusters). But for fluid looking geometries, using two materials
would give you some sharp limits between them with no blending area at all.

The way to go is to use one material. Just get the phases from your point cloud on the polymesh (using an ICEtree with a Get Closest Location to store a custom attribute). Then you can feed a weight map with this attribute and use it in the render tree to mix two (or more) shaders.

Cheers

Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

winmail.dat

Byron Nash

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Dec 10, 2010, 11:38:02 AM12/10/10
to soft...@listproc.autodesk.com
Thanks Guillaume, it would be most appreciated. I'll check out that video in the meantime.

Guillaume Laforge

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Dec 10, 2010, 1:01:02 PM12/10/10
to soft...@listproc.autodesk.com
Here it is : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud2.scn

In the Polygonizer object, there is an ICETree named "Get_PhaseID". Its main compound control colors (Set in the CAV map) based on a gradient drived by the "Lagoa_PhaseID" attribute.

You can use as many phases as you want in your Lagoa sim and it will create one color by phase (based on the phase "position" along the color gradient).
The "Smooth Iterations" is the slider to blur your color.

Hope this help.

Cheers

Guillaume

winmail.dat

Byron Nash

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Dec 10, 2010, 2:26:14 PM12/10/10
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Would this work if I have one phase but the particles are getting their color from a Texture Map? My cloud can't seem to resolve the MaterialWeight attribute.

Byron Nash

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Dec 10, 2010, 3:53:10 PM12/10/10
to soft...@listproc.autodesk.com
Thank you very much for your assistance with my ICE trees. I'm under the gun pretty bad to get some shots done and it's awesome to get feedback from the devs. I just saw your Elephant melting(http://vimeo.com/16995534)  with UV coordinates intact. That's pretty similar to what I need to do on this project. I need to start with a lottery ticket shape and have it melt away like paint. The texture of the surface would go with the surface and mix together. I'm getting pretty close but I thought if I could see your tree for that elephant it might help me work out the kinks. 

Right now, I'm getting the particle color from the nearby geometry. Then using the Map Lookup and Color at Vertex map to get the color onto my mesh. Getting the detail high enough has been hard, (and slow). I would like to be able to blend the colors a bit like that tree you sent today. My setup varies a little from the test scene and I'm still troubleshooting. 

Thanks again for your help!

Guillaume Laforge

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Dec 10, 2010, 11:31:39 PM12/10/10
to soft...@listproc.autodesk.com
Hi Byron,

Here it is : http://dl.dropbox.com/u/5533643/Softimage/GetTextureProjFromEmitter_00.scn

As the polygonizer is by definition not the same mesh at each frame, you will need to increase its subdivision to get more details.
Increasing the number of particles will also give you better results. So it is a balance between particles density and polygonizer details...

You will see that it is not a very complex setup. Here is a little summary :


- On the simulated point cloud, you need to store the Emitter UVs on the first frame of the simulation in a custom attribute named UVs for example.

- Then on the polygonizer mesh apply any texture projection you want (planar, cubic etc... the type is not important as we will use an ICETree to set the good values).

- Always on the polygonizer mesh you can get the UVs from the point cloud using a Get Closest Points. The little optimization trick is to get this attribute per point first (as a point set is smaller than a polynode set).

- Then using a Get Data : Self.NodeLocation, you can get those UVs and finally set the texture projection.

Good luck !

Guillaume

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Friday, December 10, 2010 3:53 PM
To: soft...@listproc.autodesk.com
Subject: Re: Lagoa 2 materials/phases with polyganizer

Thank you very much for your assistance with my ICE trees. I'm under the gun pretty bad to get some shots done and it's awesome to get feedback from the devs. I just saw your Elephant melting(http://vimeo.com/16995534) with UV coordinates intact. That's pretty similar to what I need to do on this project. I need to start with a lottery ticket shape and have it melt away like paint. The texture of the surface would go with the surface and mix together. I'm getting pretty close but I thought if I could see your tree for that elephant it might help me work out the kinks.

Right now, I'm getting the particle color from the nearby geometry. Then using the Map Lookup and Color at Vertex map to get the color onto my mesh. Getting the detail high enough has been hard, (and slow). I would like to be able to blend the colors a bit like that tree you sent today. My setup varies a little from the test scene and I'm still troubleshooting.

Thanks again for your help!


On Fri, Dec 10, 2010 at 2:26 PM, Byron Nash <byro...@gmail.com<mailto:byro...@gmail.com>> wrote:
Would this work if I have one phase but the particles are getting their color from a Texture Map? My cloud can't seem to resolve the MaterialWeight attribute.

On Fri, Dec 10, 2010 at 1:01 PM, Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>> wrote:
Here it is : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud2.scn

In the Polygonizer object, there is an ICETree named "Get_PhaseID". Its main compound control colors (Set in the CAV map) based on a gradient drived by the "Lagoa_PhaseID" attribute.

You can use as many phases as you want in your Lagoa sim and it will create one color by phase (based on the phase "position" along the color gradient).
The "Smooth Iterations" is the slider to blur your color.

Hope this help.

Cheers

Guillaume

From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>] On Behalf Of Guillaume Laforge
Sent: Friday, December 10, 2010 11:36 AM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: RE: Lagoa 2 materials/phases with polyganizer

Oh you're right, I was thinking of an other scene (used for this video http://vimeo.com/16995300 )

I have no time now, but I will try to send you something this afternoon !

Cheers

Guillaume


From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>] On Behalf Of Byron Nash
Sent: Friday, December 10, 2010 11:17 AM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: Re: Lagoa 2 materials/phases with polyganizer

I don't see the repeat node in the tree for that scene. Should it be on the Polygonizer or the PointCloud?

On Fri, Dec 10, 2010 at 9:28 AM, Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>> wrote:
Hello Byron,

In the link I sent in the beginning of this thread (http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn) the color is smoothed using a repeat node.
Take a look at the ICETree setting the Color at Vertices.

Cheers

Guillaume


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]


From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>] On Behalf Of Byron Nash
Sent: Thursday, December 09, 2010 11:34 PM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>
Subject: Re: Lagoa 2 materials/phases with polyganizer
Related to this thread, how could I blur the vertex colors when it goes to the Mesh? Despite my dense mesh and sim, I need less aliasing in the result.

On Tue, Nov 16, 2010 at 11:57 AM, Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>> wrote:
Just depends how much you need to shrink the mesh... You can also do a simple geometry query and approximate one mesh to the other quite easily.

In my experience it also depends more of the rendering than anything else. For example if you have a lot of ambient occlusion you will see a very dark shadow between the two meshes, and that doesn't look good.

-Thiago


On 16 November 2010 10:34, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>> wrote:
the intent was to be able to get two fluids of different character.....say water and honey, and to be able to splash them and shade them appropriately.
i've not had good results "splashing" independent particle streams....the polys always seem to recede from each other? no?

________________________________
From: Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>>

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>


Sent: Tue, November 16, 2010 10:11:05 AM

Subject: Re: Lagoa 2 materials/phases with polyganizer

I thought you wanted something like this: http://lagoatechnologies.com/random/phases.png
that's just like what Guillaume did except that there are 3 meshers, one for each phase.

-Thiago


On 16 November 2010 09:53, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>> wrote:
really great, thank you very much.
i think this has enormous potential for commercial production.........i really appreciate it.

john

________________________________

Sent: Mon, November 15, 2010 8:56:37 PM

Subject: RE: Lagoa 2 materials/phases with polyganizer

Hi John,

I finally found some time to setup a simple scene : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn

It is even more simple that in my previous mail as you can directly use the particle color instead of dealing with PhaseID ;).

In this scene, first take a look at the particle ICETree to see how to deal with two emitters (but I think you already figure out this part).
Then in the Polygonizer mesh, expand the cluster folder and select the vertex color property.
Open the ICETree and you will see how to get the Lagoa cloud particle color.
Then re-select the Polygonizer to open a RenderTree to see how to get this color in your shader network.

Hope this help,

Cheers !


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

guillaume,


may i send you a simple scene? i thought i'd had it, but DOH!

not quite.
thank you for your help,

j

________________________________

Sent: Fri, November 12, 2010 6:44:17 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

>...would you suggest applying these attributes to the lagoa fluid shader?

The Lagoa Fluid Shaper is a compound to deform your polymesh, it won't help for your material problem.

What you need is to transfert the Phases attribute from the point cloud to your "polygonized" mesh.

First, apply a weight map on this mesh, then create an ICETree. Use a Get Closest Location to get the Phase attribute, then set the weight map using this attribute.

(you will need to re-map the attribute between 0-1 or just change the default range of the weight map).

Then in the render tree using a Color Map Lookup you can get the weight map to mix several shader branches in your material.

I'm not in front of Softimage so I can't help you more tonight :p.

Cheers

Guillaume

Sent: Friday, November 12, 2010 6:27 PM

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>


Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,

thank you for the quick reply.

im afraid i dont quite understand how that goes.

i have phases set up and its clear that they are "active" (the particles are represented as different colors, and they physically act different)
would you suggest applying these attributes to the lagoa fluid shader?

sorry, im having trouble seeing it.

john

________________________________
From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>>

Sent: Fri, November 12, 2010 6:13:45 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

Hello John,

Generating 2 materials is not possible (as polygonizer can't create material per clusters). But for fluid looking geometries, using two materials
would give you some sharp limits between them with no blending area at all.

The way to go is to use one material. Just get the phases from your point cloud on the polymesh (using an ICEtree with a Get Closest Location to store a custom attribute). Then you can feed a weight map with this attribute and use it in the render tree to mix two (or more) shaders.

Cheers

Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

winmail.dat

Byron Nash

unread,
Dec 11, 2010, 7:28:20 PM12/11/10
to soft...@listproc.autodesk.com
Brilliant! That helps me out in spades Guillaume. The UV transfer makes a much cleaner texture than the vertex colors and I can blur it in the FX tree to get more blend.  

Guillaume Laforge

unread,
Dec 13, 2010, 10:31:03 AM12/13/10
to soft...@listproc.autodesk.com
I'm glad it helps you !

Guillaume


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Saturday, December 11, 2010 7:28 PM
To: soft...@listproc.autodesk.com
Subject: Re: Lagoa 2 materials/phases with polyganizer

Brilliant! That helps me out in spades Guillaume. The UV transfer makes a much cleaner texture than the vertex colors and I can blur it in the FX tree to get more blend.

On Fri, Dec 10, 2010 at 11:31 PM, Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>> wrote:
Hi Byron,

As the polygonizer is by definition not the same mesh at each frame, you will need to increase its subdivision to get more details.
Increasing the number of particles will also give you better results. So it is a balance between particles density and polygonizer details...

You will see that it is not a very complex setup. Here is a little summary :


- On the simulated point cloud, you need to store the Emitter UVs on the first frame of the simulation in a custom attribute named UVs for example.

- Then on the polygonizer mesh apply any texture projection you want (planar, cubic etc... the type is not important as we will use an ICETree to set the good values).

- Always on the polygonizer mesh you can get the UVs from the point cloud using a Get Closest Points. The little optimization trick is to get this attribute per point first (as a point set is smaller than a polynode set).

- Then using a Get Data : Self.NodeLocation, you can get those UVs and finally set the texture projection.

Good luck !

Guillaume

From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>] On Behalf Of Byron Nash
Sent: Friday, December 10, 2010 3:53 PM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: Re: Lagoa 2 materials/phases with polyganizer
Thank you very much for your assistance with my ICE trees. I'm under the gun pretty bad to get some shots done and it's awesome to get feedback from the devs. I just saw your Elephant melting(http://vimeo.com/16995534) with UV coordinates intact. That's pretty similar to what I need to do on this project. I need to start with a lottery ticket shape and have it melt away like paint. The texture of the surface would go with the surface and mix together. I'm getting pretty close but I thought if I could see your tree for that elephant it might help me work out the kinks.

Right now, I'm getting the particle color from the nearby geometry. Then using the Map Lookup and Color at Vertex map to get the color onto my mesh. Getting the detail high enough has been hard, (and slow). I would like to be able to blend the colors a bit like that tree you sent today. My setup varies a little from the test scene and I'm still troubleshooting.

Thanks again for your help!

On Fri, Dec 10, 2010 at 2:26 PM, Byron Nash <byro...@gmail.com<mailto:byro...@gmail.com><mailto:byro...@gmail.com<mailto:byro...@gmail.com>>> wrote:
Would this work if I have one phase but the particles are getting their color from a Texture Map? My cloud can't seem to resolve the MaterialWeight attribute.

In the Polygonizer object, there is an ICETree named "Get_PhaseID". Its main compound control colors (Set in the CAV map) based on a gradient drived by the "Lagoa_PhaseID" attribute.

You can use as many phases as you want in your Lagoa sim and it will create one color by phase (based on the phase "position" along the color gradient).
The "Smooth Iterations" is the slider to blur your color.

Hope this help.

Cheers

Guillaume
From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>] On Behalf Of Guillaume Laforge


Sent: Friday, December 10, 2010 11:36 AM

Subject: RE: Lagoa 2 materials/phases with polyganizer

Oh you're right, I was thinking of an other scene (used for this video http://vimeo.com/16995300 )

I have no time now, but I will try to send you something this afternoon !

Cheers

Guillaume

From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>] On Behalf Of Byron Nash
Sent: Friday, December 10, 2010 11:17 AM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>
Subject: Re: Lagoa 2 materials/phases with polyganizer
I don't see the repeat node in the tree for that scene. Should it be on the Polygonizer or the PointCloud?

On Fri, Dec 10, 2010 at 9:28 AM, Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>> wrote:
Hello Byron,

In the link I sent in the beginning of this thread (http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn) the color is smoothed using a repeat node.
Take a look at the ICETree setting the Color at Vertices.

Cheers

Guillaume


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]

On Tue, Nov 16, 2010 at 11:57 AM, Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>>> wrote:
Just depends how much you need to shrink the mesh... You can also do a simple geometry query and approximate one mesh to the other quite easily.

In my experience it also depends more of the rendering than anything else. For example if you have a lot of ambient occlusion you will see a very dark shadow between the two meshes, and that doesn't look good.

-Thiago


On 16 November 2010 10:34, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>>> wrote:
the intent was to be able to get two fluids of different character.....say water and honey, and to be able to splash them and shade them appropriately.
i've not had good results "splashing" independent particle streams....the polys always seem to recede from each other? no?

________________________________
From: Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>>>

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>


Sent: Tue, November 16, 2010 10:11:05 AM

Subject: Re: Lagoa 2 materials/phases with polyganizer

I thought you wanted something like this: http://lagoatechnologies.com/random/phases.png
that's just like what Guillaume did except that there are 3 meshers, one for each phase.

-Thiago


On 16 November 2010 09:53, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>>> wrote:
really great, thank you very much.
i think this has enormous potential for commercial production.........i really appreciate it.

john

________________________________


From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>>
To: "soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>" <soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>

Sent: Mon, November 15, 2010 8:56:37 PM

Subject: RE: Lagoa 2 materials/phases with polyganizer

Hi John,

I finally found some time to setup a simple scene : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn

It is even more simple that in my previous mail as you can directly use the particle color instead of dealing with PhaseID ;).

In this scene, first take a look at the particle ICETree to see how to deal with two emitters (but I think you already figure out this part).
Then in the Polygonizer mesh, expand the cluster folder and select the vertex color property.
Open the ICETree and you will see how to get the Lagoa cloud particle color.
Then re-select the Polygonizer to open a RenderTree to see how to get this color in your shader network.

Hope this help,

Cheers !


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
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From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>] On Behalf Of john clausing
Sent: Monday, November 15, 2010 4:42 PM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>
Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,


may i send you a simple scene? i thought i'd had it, but DOH!

not quite.
thank you for your help,

j

________________________________


From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>>
To: "soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>" <soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>

Sent: Fri, November 12, 2010 6:44:17 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

>...would you suggest applying these attributes to the lagoa fluid shader?

The Lagoa Fluid Shaper is a compound to deform your polymesh, it won't help for your material problem.

What you need is to transfert the Phases attribute from the point cloud to your "polygonized" mesh.

First, apply a weight map on this mesh, then create an ICETree. Use a Get Closest Location to get the Phase attribute, then set the weight map using this attribute.

(you will need to re-map the attribute between 0-1 or just change the default range of the weight map).

Then in the render tree using a Color Map Lookup you can get the weight map to mix several shader branches in your material.

I'm not in front of Softimage so I can't help you more tonight :p.

Cheers

Guillaume


From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>>] On Behalf Of john clausing

Sent: Friday, November 12, 2010 6:27 PM

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>


Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,

thank you for the quick reply.

im afraid i dont quite understand how that goes.

i have phases set up and its clear that they are "active" (the particles are represented as different colors, and they physically act different)
would you suggest applying these attributes to the lagoa fluid shader?

sorry, im having trouble seeing it.

john

________________________________
From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>>>


To: "soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>" <soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>>

Sent: Fri, November 12, 2010 6:13:45 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

Hello John,

Generating 2 materials is not possible (as polygonizer can't create material per clusters). But for fluid looking geometries, using two materials
would give you some sharp limits between them with no blending area at all.

The way to go is to use one material. Just get the phases from your point cloud on the polymesh (using an ICEtree with a Get Closest Location to store a custom attribute). Then you can feed a weight map with this attribute and use it in the render tree to mix two (or more) shaders.

Cheers

Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

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From: 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On Behalf Of john clausing


Sent: Friday, November 12, 2010 5:45 PM

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winmail.dat

Byron Nash

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Jan 6, 2011, 5:41:43 PM1/6/11
to soft...@listproc.autodesk.com
Here is the resulting animation that I came up with. This is a static camera render of the effect. The final version used this effect from 4 different cameras/shots. Thanks for all the help!

Steven Caron

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Jan 6, 2011, 5:50:49 PM1/6/11
to soft...@listproc.autodesk.com
very cool, thanks for sharing!

s

Guillaume Laforge

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Jan 6, 2011, 5:58:32 PM1/6/11
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Nice result ! Thanks for sharing Byron :)

Guillaume Laforge

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Thursday, January 06, 2011 5:42 PM
To: soft...@listproc.autodesk.com
Subject: Re: Lagoa 2 materials/phases with polyganizer

Here is the resulting animation that I came up with. This is a static camera render of the effect. The final version used this effect from 4 different cameras/shots. Thanks for all the help!

http://vimeo.com/18508951


On Mon, Dec 13, 2010 at 10:31 AM, Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>> wrote:
I'm glad it helps you !

Guillaume


From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>] On Behalf Of Byron Nash
Sent: Saturday, December 11, 2010 7:28 PM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: Re: Lagoa 2 materials/phases with polyganizer
Brilliant! That helps me out in spades Guillaume. The UV transfer makes a much cleaner texture than the vertex colors and I can blur it in the FX tree to get more blend.

On Fri, Dec 10, 2010 at 11:31 PM, Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>> wrote:
Hi Byron,

As the polygonizer is by definition not the same mesh at each frame, you will need to increase its subdivision to get more details.
Increasing the number of particles will also give you better results. So it is a balance between particles density and polygonizer details...

You will see that it is not a very complex setup. Here is a little summary :


- On the simulated point cloud, you need to store the Emitter UVs on the first frame of the simulation in a custom attribute named UVs for example.

- Then on the polygonizer mesh apply any texture projection you want (planar, cubic etc... the type is not important as we will use an ICETree to set the good values).

- Always on the polygonizer mesh you can get the UVs from the point cloud using a Get Closest Points. The little optimization trick is to get this attribute per point first (as a point set is smaller than a polynode set).

- Then using a Get Data : Self.NodeLocation, you can get those UVs and finally set the texture projection.

Good luck !

Guillaume

Sent: Friday, December 10, 2010 3:53 PM

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>
Subject: Re: Lagoa 2 materials/phases with polyganizer

Thank you very much for your assistance with my ICE trees. I'm under the gun pretty bad to get some shots done and it's awesome to get feedback from the devs. I just saw your Elephant melting(http://vimeo.com/16995534) with UV coordinates intact. That's pretty similar to what I need to do on this project. I need to start with a lottery ticket shape and have it melt away like paint. The texture of the surface would go with the surface and mix together. I'm getting pretty close but I thought if I could see your tree for that elephant it might help me work out the kinks.

Right now, I'm getting the particle color from the nearby geometry. Then using the Map Lookup and Color at Vertex map to get the color onto my mesh. Getting the detail high enough has been hard, (and slow). I would like to be able to blend the colors a bit like that tree you sent today. My setup varies a little from the test scene and I'm still troubleshooting.

Thanks again for your help!

On Fri, Dec 10, 2010 at 2:26 PM, Byron Nash <byro...@gmail.com<mailto:byro...@gmail.com><mailto:byro...@gmail.com<mailto:byro...@gmail.com>><mailto:byro...@gmail.com<mailto:byro...@gmail.com><mailto:byro...@gmail.com<mailto:byro...@gmail.com>>>> wrote:
Would this work if I have one phase but the particles are getting their color from a Texture Map? My cloud can't seem to resolve the MaterialWeight attribute.

In the Polygonizer object, there is an ICETree named "Get_PhaseID". Its main compound control colors (Set in the CAV map) based on a gradient drived by the "Lagoa_PhaseID" attribute.

You can use as many phases as you want in your Lagoa sim and it will create one color by phase (based on the phase "position" along the color gradient).
The "Smooth Iterations" is the slider to blur your color.

Hope this help.

Cheers

Guillaume
From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>] On Behalf Of Guillaume Laforge


Sent: Friday, December 10, 2010 11:36 AM

Subject: RE: Lagoa 2 materials/phases with polyganizer

Oh you're right, I was thinking of an other scene (used for this video http://vimeo.com/16995300 )

I have no time now, but I will try to send you something this afternoon !

Cheers

Guillaume

Sent: Friday, December 10, 2010 11:17 AM

I don't see the repeat node in the tree for that scene. Should it be on the Polygonizer or the PointCloud?

In the link I sent in the beginning of this thread (http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn) the color is smoothed using a repeat node.
Take a look at the ICETree setting the Color at Vertices.

Cheers

Guillaume


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

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From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>] On Behalf Of Byron Nash


Sent: Thursday, December 09, 2010 11:34 PM

Related to this thread, how could I blur the vertex colors when it goes to the Mesh? Despite my dense mesh and sim, I need less aliasing in the result.

On Tue, Nov 16, 2010 at 11:57 AM, Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>>>> wrote:
Just depends how much you need to shrink the mesh... You can also do a simple geometry query and approximate one mesh to the other quite easily.

In my experience it also depends more of the rendering than anything else. For example if you have a lot of ambient occlusion you will see a very dark shadow between the two meshes, and that doesn't look good.

-Thiago


On 16 November 2010 10:34, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>>>> wrote:
the intent was to be able to get two fluids of different character.....say water and honey, and to be able to splash them and shade them appropriately.
i've not had good results "splashing" independent particle streams....the polys always seem to recede from each other? no?

________________________________
From: Thiago Costa <thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com><mailto:thiago...@gmail.com<mailto:thiago...@gmail.com>>>>>>

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>


Sent: Tue, November 16, 2010 10:11:05 AM

Subject: Re: Lagoa 2 materials/phases with polyganizer

I thought you wanted something like this: http://lagoatechnologies.com/random/phases.png
that's just like what Guillaume did except that there are 3 meshers, one for each phase.

-Thiago


On 16 November 2010 09:53, john clausing <jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com><mailto:jclau...@yahoo.com<mailto:jclau...@yahoo.com>>>>>> wrote:
really great, thank you very much.
i think this has enormous potential for commercial production.........i really appreciate it.

john

________________________________


From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>>>
To: "soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>" <soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>>

Sent: Mon, November 15, 2010 8:56:37 PM

Subject: RE: Lagoa 2 materials/phases with polyganizer

Hi John,

I finally found some time to setup a simple scene : http://dl.dropbox.com/u/5533643/Softimage/MixingColorFromLagoaCloud.scn

It is even more simple that in my previous mail as you can directly use the particle color instead of dealing with PhaseID ;).

In this scene, first take a look at the particle ICETree to see how to deal with two emitters (but I think you already figure out this part).
Then in the Polygonizer mesh, expand the cluster folder and select the vertex color property.
Open the ICETree and you will see how to get the Lagoa cloud particle color.
Then re-select the Polygonizer to open a RenderTree to see how to get this color in your shader network.

Hope this help,

Cheers !


Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]


From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>>] On Behalf Of john clausing

Sent: Monday, November 15, 2010 4:42 PM

guillaume,


may i send you a simple scene? i thought i'd had it, but DOH!

not quite.
thank you for your help,

j

________________________________


From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>>>
To: "soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>" <soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>>

Sent: Fri, November 12, 2010 6:44:17 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

>...would you suggest applying these attributes to the lagoa fluid shader?

The Lagoa Fluid Shaper is a compound to deform your polymesh, it won't help for your material problem.

What you need is to transfert the Phases attribute from the point cloud to your "polygonized" mesh.

First, apply a weight map on this mesh, then create an ICETree. Use a Get Closest Location to get the Phase attribute, then set the weight map using this attribute.

(you will need to re-map the attribute between 0-1 or just change the default range of the weight map).

Then in the render tree using a Color Map Lookup you can get the weight map to mix several shader branches in your material.

I'm not in front of Softimage so I can't help you more tonight :p.

Cheers

Guillaume


From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>>> [mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com><mailto:softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>>>>>>] On Behalf Of john clausing

Sent: Friday, November 12, 2010 6:27 PM

To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>>


Subject: Re: Lagoa 2 materials/phases with polyganizer

guillaume,

thank you for the quick reply.

im afraid i dont quite understand how that goes.

i have phases set up and its clear that they are "active" (the particles are represented as different colors, and they physically act different)
would you suggest applying these attributes to the lagoa fluid shader?

sorry, im having trouble seeing it.

john

________________________________
From: Guillaume Laforge <guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com><mailto:guillaum...@autodesk.com<mailto:guillaum...@autodesk.com>>>>>>>


To: "soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>>" <soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com><mailto:soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>>>>>>>

Sent: Fri, November 12, 2010 6:13:45 PM
Subject: RE: Lagoa 2 materials/phases with polyganizer

Hello John,

Generating 2 materials is not possible (as polygonizer can't create material per clusters). But for fluid looking geometries, using two materials
would give you some sharp limits between them with no blending area at all.

The way to go is to use one material. Just get the phases from your point cloud on the polymesh (using an ICEtree with a Get Closest Location to store a custom attribute). Then you can feed a weight map with this attribute and use it in the render tree to mix two (or more) shaders.

Cheers

Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage

Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7

Direct 514 954 7195

[Adsk_logo_4_sig_v03_crop.gif]
From: 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On Behalf Of john clausing


Sent: Friday, November 12, 2010 5:45 PM

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Thiago Costa

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Jan 6, 2011, 8:29:39 PM1/6/11
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Nice:) I added to the channel... http://vimeo.com/channels/140058

-t

Byron Nash

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Jan 6, 2011, 9:05:11 PM1/6/11
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Thanks Thiago. Everyone on the team was super impressed with what I was able to get done with Lagoa and ICE. Great work and congrats on the CG Society thing. 

Dan Yargici

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Feb 24, 2011, 9:22:22 AM2/24/11
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Hi guys, I'm using Lagoa for the first time and absolutely loving it.  I couldn't have done the shot I'm working on anywhere near as fast and painlessly without it.  However....  

I'm emitting cloth from a grid, in bursts.  I now want a second emitter in the same cloud but the second emitter cause the first to go haywire.  I am using a different emit with a different PhaseID and also a second material and Phase node.  

Anyone managed this?  It appears on the surface to be an issue exclusive to the way in which Emit Mesh works.  Emitting fluids from multiple emitters works fine.

Thanks,

DAN

Thiago Costa

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Feb 25, 2011, 1:28:52 AM2/25/11
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Not sure I know why that would break anything but post a screenshot of your graph might help?

-thiago

Dan Yargici

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Feb 25, 2011, 6:19:10 AM2/25/11
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Thanks Thiago - here's a simple test scene.  If you remove all the elements regarding the second emission it will work fine.

DAN
SM_lagoa_cloth_test_for_Thiago_03___dy.rar

Thiago Costa

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Feb 25, 2011, 11:11:48 AM2/25/11
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Hello Darci,
take a look on the Phase nodes. that the materials are plugged... they are both "phase 1". I think you got mistaken with the "next phase" slider...
(what's happening is that as there's no material being set to "phase 1", it gets no material so it doesnt know what to do with the elements. Therefore Simulate Multiphysics only integrates user forces such as gravity and wind. )

I can anticipate you will need to do a cluster ID separation by frame, otherwise yours stuff will be unstable (i.e elasticity could be built one way, where the element B doesn't know about element A creating an unbalance so things can start spinnin around).
To resolve that, you will to set the "cluster ID" at emission to be one unique number for that "chunk" emitted. In this case unique number could be the "frame"...
There's a node inside of the Lagoa Emit Grid, Initialize Data, (Lagoa Cluster Separation at Creation) that does what I'm talking about...

hope that helps.

-Thiago

Dan Yargici

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Jun 24, 2011, 4:21:17 AM6/24/11
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Hi Thiago,

Sorry for the very late reply, I have to confess I totally missed your answer.

You are correct, there were errors in my test scene however I had
previously had it set up as you explained and if recall correctly by
the time I got to sending the test scene I had got to the stage of
wildly changing values out of desperation! I guess a few signs of my
frustration remained in there! ;)

Anyhow, I just came back to this thread in order to forward it on to
Adrian in the other thread ("Deforming Particle instances on the fly")
and I had another crack at fixing the scene I sent. Despite my best
efforts I failed once again.

If you have time it would great if you could correct and re-post the
scene I attached to my previous mail (2011 SAP) because I'm aching
with curiosity as to learn how you can emit from more than one mesh...

Thanks for you help, and more importantly, thanks for Lagoa!

DAN

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