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ICE trig maths, camera facing angles
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Andy Moorer  
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 More options Mar 28 2012, 12:53 pm
From: Andy Moorer <andymoo...@gmail.com>
Date: Wed, 28 Mar 2012 09:53:46 -0700
Local: Wed, Mar 28 2012 12:53 pm
Subject: Re: ICE trig maths, camera facing angles

You're looking for the dot product between the (normalized) vector pointing
from particle to camera and the (normalized) vector perpendicular to the
sprite.

If the sprite is facing the camera the scalar result will be 1. If it is
90-degrees to the camera the value becomes zero, and then goes to -1 when
the sprite is facing away from the camera position.


 
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Andy Moorer  
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 More options Mar 28 2012, 12:55 pm
From: Andy Moorer <andymoo...@gmail.com>
Date: Wed, 28 Mar 2012 09:55:09 -0700
Local: Wed, Mar 28 2012 12:55 pm
Subject: Re: ICE trig maths, camera facing angles

Oops, looks like my reply was old news, never mind nothing to see here move
along...


 
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pete...@skynet.be  
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 More options Mar 28 2012, 2:01 pm
From: <pete...@skynet.be>
Date: Wed, 28 Mar 2012 20:01:48 +0200
Local: Wed, Mar 28 2012 2:01 pm
Subject: Re: ICE trig maths, camera facing angles

not at all.
I usually hack things around with some visual understanding of how things could/should work and a lot of trial and error – it can be helpful to see it spelled out like that.

From: Andy Moorer
Sent: Wednesday, March 28, 2012 6:55 PM
To: softim...@listproc.autodesk.com
Subject: Re: ICE trig maths, camera facing angles

Oops, looks like my reply was old news, never mind nothing to see here move along...

On Wed, Mar 28, 2012 at 9:53 AM, Andy Moorer <andymoo...@gmail.com> wrote:

  You're looking for the dot product between the (normalized) vector pointing from particle to camera and the (normalized) vector perpendicular to the sprite.

  If the sprite is facing the camera the scalar result will be 1. If it is 90-degrees to the camera the value becomes zero, and then goes to -1 when the sprite is facing away from the camera position.

  On Tue, Mar 27, 2012 at 4:07 AM, Rob Chapman <tekano....@gmail.com> wrote:

    Hi guys,

    quick trigonometry question, unfortunately its never been my strong point so any advice would be much appreciated.,  Ive had a go at trying to get clouds as sprites working and getting improved results with each test, I'm finding that a direct sprite grid align to camera does not work  so well when the camera flies into or around the clouds but a randomised orientation does... but not when the angle is too extreme eg take a look at this test here http://vimeo.com/39255483  and the sprite grids that are too obtuse or acute really stand out. Iv'e had a go with an ICE tree that gives an angle between two vectors (the camera and the y axis of each particle) but don't seem to get the required results when show values is turned on. what I'd really like is that as the particle orientation approaches horizontal angle (to the camera) this gaves a scalar value/angle that I can then use to control the transparency , effectively fading it out at extreme angles or limit the orientation between certain values..   Anybody have an idea how to do this with ICE?  hopefully its simple.

    cheers

    Rob


 
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Chris Marshall  
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 More options Mar 29 2012, 10:12 am
From: Chris Marshall <chrismarshal...@gmail.com>
Date: Thu, 29 Mar 2012 15:12:24 +0100
Local: Thurs, Mar 29 2012 10:12 am
Subject: Re: ICE trig maths, camera facing angles

I got to understand the cross-product because it involves sticking your
fingers out at right angles, so you can actually see in front of you what
you want and what you're going to get. Now that's the kind of maths my
brain can cope with.

On 28 March 2012 19:01, <pete...@skynet.be> wrote:


 
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Rob Chapman  
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 More options Mar 30 2012, 8:48 am
From: Rob Chapman <tekano....@gmail.com>
Date: Fri, 30 Mar 2012 13:48:51 +0100
Local: Fri, Mar 30 2012 8:48 am
Subject: Re: ICE trig maths, camera facing angles

and since its Friday, here is a render test using this new 'incidence' mode
on the sprites to fade the transparency.

cheers!

Rob

On 29 March 2012 15:12, Chris Marshall <chrismarshal...@gmail.com> wrote:


 
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Rob Chapman  
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 More options Mar 30 2012, 8:49 am
From: Rob Chapman <tekano....@gmail.com>
Date: Fri, 30 Mar 2012 13:49:37 +0100
Local: Fri, Mar 30 2012 8:49 am
Subject: Re: ICE trig maths, camera facing angles

woops a link would help!

http://vimeo.com/39465231

On 30 March 2012 13:48, Rob Chapman <tekano....@gmail.com> wrote:


 
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