These excellent videos by Mr Sale have been invaluable for students looking to create their facial rigs. We have built on these and it’s been great. Really powerful stuff – and very, very artist friendly, especially as a number of our students are from a non-3D backgrounds – i.e. sculptors, graphic designers, painters, illustrators, 2D animators etc.
And the rest - http://vimeo.com/thejoncrow/videos/page:6/sort:date
By the way, thanks for making these available Adam – really appreciated!
Cheers
Sofronis Efstathiou
Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation
Email: sefst...@bournemouth.ac.uk
Tel: +44 (0) 1202 965805
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Matt Morris
Sent: 21 March 2014 11:39
To: soft...@listproc.autodesk.com
Subject: Re: What use is ICE really?
When I first heard about ICE I thought it was just for particles, but its speeded up my character rigging workflow massively.
Video showing a set of shapes automatically connected to face controls, and secondary deformers (dorritos) added, all in ice. (bit older, scuse the capture quality)
Extending and reusing that work for these guys, also all the hair was ice (kristinka).
BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
From: Alastair Hearsum <hea...@glassworks.co.uk>
To: soft...@listproc.autodesk.com
Sent: Friday, 21 March 2014, 11:19
Subject: Re: What use is ICE really?
Great initiative Alastair.
While I can't offer examples of ingenious ways to make good use of ICE - many others here can - I will take the opportunity to advocate for not only developing Bifrost to work in a similar fashion to ICE, but also take it one step further for those of us less technically inclined.
I love ICE, use Mootzoid and Exocortex plugins regularly and probably generally use ICE on 80-90% of my productions, one way or another, so don't get me wrong here. It is however also a fact that I spend way too much time trying to do stuff that should be very easy, but failing to do so because of context mismatches and incompatible data types, like when I want to use pointcloud data on a polygonal mesh or the other way around. Handling and controlling orientation comes to mind too - this has often taken too much time when all I want to do is something similar to the UI constraints, with choice of axis for orientation constraints etc.
So in order to make more of the (hopefully coming) power of Bifrost available to less technical artists, I would suggest to go further in creating higher level control nodes too, but certainly not sacrificing the low level access to the nuts and bolts for those who understand this.
Hoping I am not the only one wishing for something like this, I realize it would be a fase 4 in the Bifrost rollout :)
Morten
I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this:
http://www.polynoid.tv/infiniti-blue-essence/
I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :)
Morten
Johnnie Walker: Ice scattering of objects, spice particle sims, tree leaves/fruit.
https://vimeo.com/album/2447847/video/50901027
Qantas: Water droplets and rain sims
https://vimeo.com/album/2447847/video/50901027
Abbotts: Grass, Oat particles stuck to bread, oat sims
https://vimeo.com/album/2447847/video/61127819
Ubank: Debris/paper, luggage, falling branches, snow impacts
https://vimeo.com/album/2447847/video/37924795
Nissin Polar Bears: All fur done with ICE, plus snow footprints displaced at rendertime using ICE data
Cadbury: chocolate swirl, balloons
And heaps more I can’t even remember
Cheers, Nick
I think the Polynoid guys are too busy to post, but big parts of their work is heavily ICE driven. I mention them spefically because they were so kind to give me access to a strand setup they used for this:
http://www.polynoid.tv/infiniti-blue-essence/
I used it for creating similar flowy glowing energy streaks for a logo animation, which I can't show here as it is not released yet, but I talked to some Maya people here who said they had no idea how to do something like that and it would probably require a very skilled scripter/coder for Maya :)
Morten
This one takes me back. One of my first big ICE projects. ICE dust sharks, ice strands for carpet fibers, ice disintegration of dust sharks.
Infinite high detail ground plane was made using a hex tile system created in ICE. Tornado was simulated in houdini by Miguel but the particles were modified for rendering in ICE and rendered in Soft.
Blackbody emission sparks that instance lights to approximate the illumnation coming from the sparks. All the rain of course. ICE based tangents everywhere to control a ward shader. Also water surface that came from naiad was used to advect a bunch the oil slicks.
Our whole own crowd system which works in ICE, called BigAssCrowd. It works by playing back looking animations in any particular order using time instancing, and it knows where attachment points are for heads, hands, etc and so can instance big foam finger or foam cowboy hats on everything.
Whole custom crowd system, built in 2 weeks together with Dave Barosin.
Cracking of the ginger bread man works via a tangent based tension map that creates data for stretching only along the tangent. In areas where stretching happens along the tangent, a displacement map of cracks against the tangent are turned on. We also had an artist control for biasing the tension, with interactive artist feedback.Development time: half day for proof of concept, 1.5 days for production version
On top of that there's all the various snow in the air, snow on the ground, glitter, and tons of crumbs and sugar crystals on the ginger bread guy.
Telstra:Also the bird used Ruffle, our entirely ICE based feather system which uses ICE to instance feathers that are made.. out of strands generated by ICE.
Made the Entwiner, which creates 3D knits entirely out of strands. The only downside was we had to re-model the characters using NURBs, and then deform those nurbs using the animation geometry. Those deformers were made in ICE, of course.Mio:
Lots of mios. ICE feathers by Todd Akita in this one, and ICE haircuts. Lots of little ICE things too, like deforming render geometry with animation geometry, deforming softimage hair growing geometry with animation geometry.
Everything is an instance. Not sure how to even approach this job without a porgrammable procedural instancer.
Fanta Waterfall:
I didn't personally work on this, and these avatar jungles show what a couple people who were using ICE for almost the first time can pull of.
ICE instancing and Ruffle feathers everywhere.
I think it would be an amusing exercise to do a comparison of technique and workflow for these projects. What would it take to do the SAME effect in Maya!?Side by side. It would show how one framework is capable of so much more than 'just particles'. Maya will have to tap every corner of it's toolset to achieve the same effects.. If it even can in all cases.
Agreed Ed.The fact ICE is accessible to generalists to do advanced technical FX without a TD, or scripting, is lost on Autodesk I'm afraid.
Best Regards,
Stephen P. Davidson
(954) 552-7956
sdav...@3Danimationmagic.com
Any sufficiently advanced technology is indistinguishable from magic
- Arthur C. Clarke
Can I suggest again that we keep this thread for it's intended purpose and not turn it into a discussion...DAN
We should make an edit of all this ice work into a 2-3 mins showcase. That would really ram home the point.. Call it "what is ice?"
OMG... how long will it take... (!?)
ICE (a relatively friendly way to deal with otherwise complex stuff ) touches soo many things,
and is tied to the most versatile (and itself very fiendly) DCC app out there.
My god... how long will it take... (!?)
Shallow Water SimAuthor: Gustavo Eggert Boehsupdated osAll ICEmisc scene fluids updated, osAll, ICEmisc, scene, fluidsDisclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)
For those in the need to simulate SIMPLE water interactions FAST this is a shallow (2d) water simulator coupled with Lagoa, so it does not look toooooo cheap. It cant do curls and rolling waves, but it will spit some Lagoa particles for your viewing pleasure :D. It served quite well on a little student short, so maybe it can help others. I would love to keep working in it but no time for it, so here it goes [..]
Continue reading in the resourcedump thread linked above. Related: »Water Surface« by Felix Gebhard (moved below).
local backup:
mFlow.scn
author site: http://gustavoeb.com.brPositive Mean Value Coordinates DeformationsAuthor: Ahmidou LyazidiosAll deformer ICEmisc workflow osAll, deformer, ICEmisc, workflowA new ICE based cage defomer utilizing positive mean value coordinates (PMVC) resulting in a deformation with superior quality to that of the factory/legacy cage deformers. (PMVC is described in
this Eurographics paper by Yaron Lipman et al.).
One requirements has to be met which is that the deformed object must be fully enclosed by the cage object.
local backup:
PMVC_deformer.xsiaddon
Silhouette Edge Drawing – AlphaAuthor: Jakob SchindeggerosAll ICEmisc strands osAll, ICEmisc, strandsA technique by VFX designer/director Jakob Schindegger, employing ICE to draw sketchy ink lines following the contour of a polygon mesh object. Research based on papers such as
Artistic Silhouettes: A Hybrid Approach and
Object Space Silhouette Algorithms.
Currenly in alpha with the following author warnings:Performance problems when used on meshes with a higher polycount
temporal consistency not yet implemented.
For example images and tree setup instructions, see the download page — link below.
local backup:
fak_SED.xsiaddon
author site: http://www.fakob.com / download: /2013/silh...development/
Cable through SurfacesAuthor: unknownosAll ICEmisc strands osAll, ICEmisc, strandsDisclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)
This plugin spotted by si-community user caledonian tartan:A small modification of the »Bezier Movement along Surfaces« compound. unfortunately i can't remember who was the author of this source... anyway, you can now use the new compound to create strands by/through many surfaces.
local backup:
Cable through Surfaces.xsicompound
author link: n/aemReader 1.2Author: Eric MootzosAll ICEparticle ICEmisc osAll, ICEparticle, ICEmiscFrom Eric's newly designed Mootzoid site:
emReader is a procedural item which loads indexed geometry cache files. The geometry cache files are only referenced (instead of imported) and directly passed to the renderer when needed. The plugin consists of a kit that contains a "lx" file (Windows 64bit) for Modo 601 and above.
Some features:Quick loading and rendering of indexed geometry cache files without the need to import them
Animatable file index (e.g. to make timewarps or reverse the sequence)
Loads motion vectors (scalable), normal vectors and texture coordinates, if available.
Supported file formats:RealFlow .bin
Wavefront .obj
Softimage's factory Polygonizer .emp2
Mootzoid .emp2 (compatible with emPolygonizer3)
Mootzoid .mzd (compatible with emPolygonizer4 and emTopolizer)
Post-load effects:Fix double edges
Fix non-manifold edges
Close holes
Push
Smooth
Thickness
Triangulation
Quadrangulation
author site: http://www.mootzoid.com / download: /plugin/emreaderLK FabricAuthor: Leonard KochosAll strands ICEmisc compilation fabric osAll, strands, ICEmisc, compilation, fabricA large toolset of over 50 nodes for creating/animating the creation of fabric down to the threads and even to the fiber level.
introduction video.
[..] it supports motionblur, strand-texturing directly in ICE, fabric flowing over multiple surfaces and many more things. This tool has come out of a series of commercials for Nike, which I got to work on at Royale this summer. They have graciously allowed me to share this tool-set with the community. Major thanks for that! Big thanks also go to Billy Morrison, Ciaran Moloney, Steven Caron and Andy Moorer who provided pages and pages of feedback during production and then used the tools to create all the pretty images.
Andy did a nice write-up about the production on the Softimage-mailing-list [..] (continue reading on the download page)
Watch these two spots on vimeo which are extensively featuring this plugin:Nike Tech Fleece /
Nike Evolution.
author link: http://leonardkoch.com / download: /blog/2013/10/9/new-plugin-lk-fabric /-community thread
FuzzAuthor: Paul SmithosAll strands python osAll, strands, pythonA set of compounds along with a script that automates the setup of this ICE based system for realistic fur. Features automatic flow computation from a starting selection of points, as well as paintable ridges (matting effect) and clumping of the fur.
After the initial application, the fur remains configurable, including curved based modification of the flow. This plugin is a good example of how to use scripting to deploy ICE based tools for users that don't have a deep knowledge of ICE. On the same topic, have a look at Paul's ongoing scripting tutorial series on hisvimeo channel.
Post any renders you create with this plugin in the si-community thread linked below. Also available: Anintroduction video (with a tip bucket).
local backup:
fuzz.zip (follow the included instructions to install)
ns_ThreadFromCurveAuthors: Niclas Schlapmann / Vincent Ullmannupdated osAll strands workflow fabric updated, osAll, strands, workflow, fabricNiclas shares this compound resulting from following Vincent's tutorial
»Strands from Strands«, which shows how to dynamically create strands following another strand which is created following the source curve object.
Demovideo.
local backup:
ns_ThreadFromCurve.xsicompound.
author site: http://www.enoni.de / download: /wordpress_v2/blog-2/downloadsConvert between Mesh and UVAuthor: Sakana-Ya aka GOTETZosAll ICEmisc shadingworkflow deformer osAll, ICEmisc, shadingworkflow, deformerSimilar to ringpull's »UV Edit by Mesh« but utilizing ICE, the first of these two compounds converts a mesh into a flat representation of itself using the existing UV coordinates, disconnecting edges if neccessary.
The second compound allows to transfer the flat shape back as UVs to the original mesh, allowing in-viewport UV editing, and possibly opening up a lot more potential applications.Video introduction.
local backup:
Convert Mesh to UV.xsicompound /
Convert UV to Mesh.xsicompound (drag and drop from netview to an ICE tree)
author'svimeo channel / site: http://artifacts.sakura.ne.jp/sakanaya/works / blog: http://gotetz-log.blogspot.jp
Strand Collision FrameworkAuthor: Mathias NordskogosAll ICEmisc strands scene osAll, ICEmisc, strands, sceneThis set of ICE nodes simulates inter-strand collisions as well as strand self-collisions. Fwiw the author declares it to be in a »useable enough« state — see the
demonstration video to get an impression of its speed, stability.
[..] Usage should be largely self-explanatory, with the zip containing a number of example scenes. The length correction factor before collision takes place corresponds to the bidirectional length correction in the original strand dynamics framework. Think of it was a wobbliness factor. A lot of the compounds have a Range input. These compounds are driven by various values, usually the collision force. We divide the input by the range value and clamp it between 0 and 1, so a range of 10 and an input value of 1 would give you 0.1, or a 10% effect. The lower the range the stronger the effect, with 0 disabling it completely.
Read more in the thread linked below, including usage and the limitations
local backup:
StrandCollisionFramework.zip
rsNonLinearShapesAuthor: rigstudio / Roberto Rubio CorralwinAll rigging python winAll, rigging, pythonThe shape animation produces a linear interpolation. With this tool you can create non linear shapes. This tool creates an ICE tree to manage the shape information. It is possible to add several non linear shapes to the same object. This tool is inspired on a procedure of Paul Smith:
Arrays / Bezier Shape sequence.
Also have a look at the rigstudio team member's reels:Roberto Rubio,
Juan Lara and
Jaime Bescansa
local backup:
rsNonLinearShape.zip (put in a plugins folder)
Impact CompoundAuthor: Tim MarinovosAll ICEmisc deformer scene osAll, ICEmisc, deformer, sceneThis is a Softimage ICE compound that I made recently for a project and I decided to share it .I made a simple example what you can do with it and combination with XSI man and some softimage motion files :)
For the example I also used emFluid 5 beta witch is a great and very flexible fluid simulator.
Video availablehere. See the thread linked below for all the details.
local backup:
Tim_Impact.xsicompound /
Impact_demo.scn
author on vimeoSpherical Harmonics in ICEAuthor: Vladimir JankijevicosAll ICEmisc shadingworkflow cppsrc osAll, ICEmisc, shadingworkflow, cppsrcVladimir tests an application of spherical harmonics by using them to store a directional irradiance cache, subsequently using ICE to light the scene with global illumination inside the Softimage OGL viewport.
The primary motivation behind this, was to better understand what Spherical Harmonics were and how the math behind them works.
The scene in this video contains a polygon mesh which serves as environment. The lighting on the environment is calculated by an ICETree and contains only the direct component. Additionally the scene contains an Icosahedron which is used as the sampler. The evenly distributed points on the Icosahedron are used as direction vectors to shoot rays into the environment to calculate the Spherical Harmonic coefficients of the surrounding global illumination for each color channel separately. [..]
Continue readinghere. This page also includes a video demostration.
local backup:
SphericalHarmonics.xsiaddon (packaged for drag and drop)
spherical_harmonics.scn
sh_src.zip
author site: http://xsi.jankin.comFaster Polygon IslandsAuthor: Julian JohnsonosAll cppsrc ICEmisc scene osAll, cppsrc, ICEmisc, sceneThis plugin identifies »polygons islands« — connected areas of a mesh and outputs the result as ICE data for further processing in one of 3 possible formats. This is a compiled operator, running faster than all current ICE implementations.
Eric Mootz's emTools has a suite of compounds to manipulate polygon islands with a particle cloud. They require a pre-calculated index array mapping vertices to their island index. Doing this in ICE directly is relatively slow - quite a bit of work has been done to get these ICE compounds as fast as possible (see Guillaume Laforge's original blog post and this thread on si-community.com) but a C++ ice node can usually run orders of magnitude faster. In the case of the node provided here it has proved to be as much as 10-15x faster than the ICE implementations (depending on the scene). I'm sure there's scope for more optimal C++ coding to make it faster still.
You can use the node to feed data into Eric's vertex island tools (sample scene in the .rar file, remember to install emTools first) or as a standalone utility node if you're manipulating islands in your own way. It takes geometry and point positions as inputs and can output the index array of points and their island index, a per point island index and an array of island centres. It's been compiled against 2013 SP1 64bit. Source code is included with the addon.
local backup:
jj_Island_Indexer.1.0.0.xsiaddon
emTools_islands_combo.scn
author site: http://julianjohnsonsblog.blogspot.com / download: /2013/07/faster-polygon-islands.htmlPavement CompoundAuthor: 2ndrealityosAll shader mentalray shadercompound ICEtopo private scatter osAll, shader, mentalray, shadercompound, ICEtopo, private, scatterA scene including an ICE compound that places same-spaced rows of boxes or mesh instances between two curves.
local backup:
pavement.xsicompoundp
ShaderCompoundPavement.xsirtcompound
ICE KnittingAuthor: Nika RaguaosAll strands tutorialfiles scene fabric osAll, strands, tutorialfiles, scene, fabricDownloadable files from Nika's online tutorial AKA its full name »3D knitting in softimage ICE retribution to Pingo - pain is temporary pride is forever )))« — recreating Pingo van der Brinkloev's
cloth building approach from Cinema4D.
local backup:
ice_knit_tut7.scn
LK Lightning 2.0Author: Leonard KochosAll strands ICEmisc commercial vegetation osAll, strands, ICEmisc, commercial, vegetationUpdated April 2013 — LK Lightning 2.0 is a major update of the LK Lightning toolset which gives the artist deep but user-friendly control over the creation of many types of strand systems (not only lightning effects but many things which can be created procedurally using strands like trees, algae, feathers, ivy). Just like the free previous version 1.51, even though this is a fully ICE based system, it is designed in a way so no previous knowledge of ICE is needed. Watch
this video for an introduction of the new version features.
>From Leo's changelog page:Big changes:
A new animation engine. Combining a more classical particle system workflow with LK Lightnings non-simulated nature.
Completely revamped emitters. Housing most of the parameters for the new animation engine. Now allow for continuous emissions. Have much deeper control over the look and motion of the particles.
Orientation controls added. The Orientation for Strands is now calculated. Gives you control over the Orientation for both particles and strands.
Most values now per point instead of per object. This allows you to take control over behaviour on a per particle basis. A lot of randomization compounds specifically for LKL have been added to aid you in this.
Mesher added. Gives you the ability to mesh strands or particles of any pointcloud. Allows you to render LK Lightning with any renderer, regardless of the depth of it's ICE support.
Parameter and node renaming across the board. The naming scheme is now more in line with Softimage's usual terminology and also more internally consistent. [..]
LK Lightning 2.0 is available for €119 at Leo's website.
Legolize 0.2.1 betaAuthor: Ed SchifferosAll ICEparticle ICEmisc scatter osAll, ICEparticle, ICEmisc, scatterLegolize 0.2 is a particle system inside Softimage ICE, created as a hobby. List of features ::
Auto Construct slider, at random or uniform height
Hollow trigger
Transforms constraints
Randomize rotation by 90o (useful when only one edge of the piece is beveled)
Slight turbulence
Offset in X and or Z
Debug mode for the hollow effect
You can change the input geometry's topology and the pieces won't jump around.
These below are NOT features, but useful tips that are shown in the video ::Define a color for the pieces from texture maps, vertex colors or randomize it by a gradient
Delete pieces inside a null. UPDATE :: I've just made some modifications and released version 0.2.1, including the "Generate 3D Point Grid from Center" compound
Mentioned video demo to be foundhere. Also, a
Gloob (Children's channel) bumper created with this compound.
local backup:
Legolize.0.2.1.xsicompound
Generate 3D Point Grid from Center.xsicompoundp (needs to exist for the first compound to import correctly)
author site: http://edschiffer.com / authordemo reel
XOceanAuthor: Christian Schnellhammerwin64 ICEmisc scene fluids win64, ICEmisc, scene, fluidsAnother project of mine was to create an ICE Node using the HOT (Houdini Ocean Toolkit). The HOT is a very stable implementation of the Tessendorf algorithm for ocean waves.
The Xocean node can be used as a deformer (by using a non-simulated ICETree on geometry objects) or for creating interesting particle simulations. The node outputs the displacement values as well as the eigenvectors and eigenvalues for each point in world space. The advantage using an ICE Node is that the outputs can be combined and reused in the ICE Tree (e.g. colorize foam or emitting particles where foam occures)
local backup:
xocean_XSI2012_x64.xsiaddon (works on 2013+)
XOcean_Basic_Setup.scn
how-to screenshot
Explosion ForcesAuthor: Bradley LewisosAll ICEmisc osAll, ICEmiscDownloadable file from Bradley's 2-part video tutorial Secret Recipes - Blowing Stuff Up in Softimage ICE
part 1 and
part 2. The »secret recipes« page also features the turtorials »How to rig a train in 5 minutes« and »Midi Player Piano«
local backup:
Explosion Forces 3.xsicompound
Wheel RigAuthor: Andrew SkoblyanoffosAll ICEmisc deformer rigging scene osAll, ICEmisc, deformer, rigging, scenePlayed a little with 'interactive playback' simulation environment mode. Some simple ICE Kinematics and some ICE mesh and nurb deformation – and here we have quite useful auto-rotated wheel rig. I used to do it with ScOps before, but it's much easy and comfortable to built such things with ICE. Note. If you hide nulls in viewport, it becomes a little bit buggy (but doesn't stop working at all:) ) . Strange but true.
Workflowvideo by the author is available.
local backup:
Autorotation_wheels_ice.scn
author site: http://staplex.ru / download: /?p=556Feather BuilderAuthor: Fabricio ChamonosAll ICEmisc osAll, ICEmiscDisclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)
only works on straight curves and generates perfect mirrored feather barbs. It has some neat PPG logic for toggling fcurves UI display on/off.
local backup:
Feather Builder.xsicompound
author site: http://iceduous.blogspot.comStrand TreeAuthor: Fabricio ChamonosAll ICEmisc vegetation osAll, ICEmisc, vegetationSet of ICE compound nodes that allow the creation of plants and trees. See the author site / the si-community discussion for documentation, example scenes and videos.
Emitters: Emit Branches, Emit Leaves
Grow Control: Even distribution grow, Random distribution grow
Modifiers: Modify Branch Color by Iteration, Modify Branch Width by Iteration, Modify Particle Size by Iteration, Modify Value by Iteration, Modify Value by Normalized Strand Segment
Debug: Debug Iteration
Strand Effects: Deform Tree by Curve, Surface Grow
Rendering: Tree Visibility Options, Use Geometry Branches
Presets: Basic Tree, Pine Tree
Video demo1,
2 and
3.
author site: http://iceduous.blogspot.com / download: /p/ice-compounds-plugins.html /-community thread / local
backup
Meshless Deformations in ICEAuthor: Julian JohnsonosAll ICEmisc deformer osAll, ICEmisc, deformerDisclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)
I've tried to clean it up as much as possible. There's some very agricultural ICE hacking in there. Possibly someone might find some use for it. I never had the time to explore it further. It's based on the paper: Meshless Deformations Using Shape matching here: MeshlessDeformations_SIG05.pdf
Available video:Compound Demonstration.
local backup:
shape_matching_resourcedump.scn
author site: http://gustavoeb.com.br / download: /blog/?p=744&lang=enAdd ICE Operators to MenusAuthor: Stephen BlairosAll ICEmisc workflow osAll, ICEmisc, workflowThe User Tools menu in an ICE Tree view has an Add Operator to Menu command that adds your compounds to menus, so you can apply them to the selected object. ?dd Operators to Menu?is implemented in VBScript in %XSI_HOME%\Addons\ICEUserTools\Application\Plugins\ICEUserTools.vbs.
Unfortunately, this command wasn? updated after 2011 Advantage Pack, so it doesn? know about the new ICE toolbar and menu structure.
So, here? a Python version that adds ICE operators to either the Particles > Create or Deform > Create menus in the ICE toolbar. When you apply the operators, they will be applied to all selected objects.
local backup:
AddICEOperatorsToMenus.xsiaddon
author link: http://xsisupport.wordpress.com / download: ..your-ice-operators-to-menusstBend_PaperAuthor: Andrew SkoblyanoffosAll ICEmisc deformer rigging osAll, ICEmisc, deformer, riggingICE compound for bending paper effect. Inspired by
Curriculum Vitae commercial. I was impressed by this video and thought of how could this compound work.. and, I think, I got the idea. It's quite simple - guess, they used more complex one in a real production - cause I didn't need any more from it, just checked the idea.
Workflowvideo by the author is available.
local backup:
stBend_Paper.xsicompound
author site: http://staplex.ru / download: /?p=383stLeft_Right_WeightmapAuthor: Andrew SkoblyanoffosAll ICEmisc workflow osAll, ICEmisc, workflowThis compound calculates left and right-side weightmaps. One of the most-used compounds — I always use it in a face rigging.
Workflowvideo by the author is available. Related:
Tips & Tricks - ICE Gradient Weightmap Control by
TD Survival.
local backup:
stCalc_LeftRite_WM.xsicompound
author site: http://staplex.ru / download: /?p=265Triggerfish Feather CompoundsAuthor: Triggerfish / Sue Sauerscene osAll strands ICEmisc scene, osAll, strands, ICEmiscA suite of Feather creation and animation compounds, demonstrated in this tutorial (login required) by Sue Sauer on the Autodesk® Area website. Developed by Emmy-Award nominated South African film studio Triggerfish for their feature film »Adventures in Zambezia«.
A demo scene is available here (direct link to .scn file for drag and drop). This suite/scene is for Softimage 2012, it's not confirmed working in higher versions.
local backup:
TFfurandfeathers.xsiaddon
author link: http://triggerfish.co.za / download: /en/index.php/downloads/ICE MudAuthor: BiOssosAll ICEmisc deformer fluids osAll, ICEmisc, deformer, fluidsIt's a basic ice tree setup for simulating muddy fluid surface. It has a smooth deformer in the simulation stack and the deformer connected to weightMap (shown in this screenshot). Geometry's corner edges didn't painted with weightMap so when you play the animation the actual geometry doesn't shrink.
author vimeo / downloadhere
Simple Self CollideAuthor: Julien SilvestreosAll ICEmisc deformer osAll, ICEmisc, deformerJulien's take on Paul Smith's Skin Collide concept. This deformer attempts to avoid self intersections by using ICE raycasting to push »inside« points to the outside.
local backup:
SelfCollide_JS.xsicompound
author site: http://www.juliensivestre.com / blog: http://julien.silvestre.over-blog.comWall of LightsAuthor: Ola MadsenosAll ICEmisc tutorialfiles scene osAll, ICEmisc, tutorialfiles, scenePart of the downloadable files from Ola's online tutorial Wall of lights - How to set up a wall of animated light bulbs:
Nine out of ten times you?e overegging the pudding by adding actual light source to the setup as you most likely could get away with a using really bright material on the object. But there is that one time you do need it, and this apparently is it. [..]
Visit Ola's blog caffeinabuse for a lot of technical insight and tutorials like this one, most of them including ready-to-use project files.
local backup:
Wall_of_Lights.zip (project)
author blog: http://caffeineabuse.blogspot.de / tutorial: /2012/11/wall-of-lights-how-to-set-up-wall-of.htmlParticle Goals defined by Animated MapsAuthor: Ola MadsenosAll ICEmisc tutorialfiles scene osAll, ICEmisc, tutorialfiles, scenePart of the downloadable files from Ola's online tutorial Using an animated map to define particle goals in Softimage:There? a slight difference depending on what map you?e using. A texture map is essentially an image file connected to an object, and as such you need to tell ICE what to do with this information before you can make use of it. First you need to convert the RGB color of the image to a scalar value and store this information as a custom attribute. [..]
Visit Ola's blog caffeinabuse for a lot of technical insight and tutorials like this one, most of them including ready-to-use project files.
local backup:
GoalLocation_using_AnimatedMaps.zip (project)
ICE Multistrand ClumpsAuthor: Nika RaguawinAll strands scene winAll, strands, sceneA scene file from
this video tutorial, inspired by Paul Smith's
SIMPLEFUR technique. Starting from an empty scene, Nika demonstrates how to created clumped strands as displayed in the thumbnail. (Update February 2013: There is
a new video by Nika available on this topic)
Sand with SoftimageAuthor: Amin SadeghvandosAll ICEparticle scene osAll, ICEparticle, sceneAmin shares a scene file demonstrating realistically behaving sand using Thiago Costa's Lagoa system.
Demonstrational video availablehere.
local backup:
Sand_Simulation_Lagoa.scn
author site: http://sobexsi.blogspot.cz / download: /2012/08/trmerge.htmlShape Blending using an image sequenceAuthor: Ola MadsenosAll rigging tutorialfiles scene ICEmisc osAll, rigging, tutorialfiles, scene, ICEmiscPart of the downloadable files from Ola's online tutorial Shape blending in ICE using an image sequence which demonstrates how to use ICE to dynamically mix shapes on an object, bypassing the factory shape mixer/shape combiner nodes.
Visit Ola's blog caffeinabuse for a lot of technical insight and tutorials like this one, most of them including ready-to-use project files.
author blog: http://caffeineabuse.blogspot.de / tutorial: ../shape-blending-in-ice-using-image.html / localbackup
Motion Tools 1.1Author: Gustavo Eggert BoehsosAll ICEmisc python osAll, ICEmisc, pythonUpdated September 2012 to support polygon island pivots/rotation fixes.
Motion Tools is a small collection of tools that aims to aid Motion Graphic work being created inside Softimage. The idea is to create a workflow for the creation, distribution and animation of instances as intuitive as the ones found in comercial solutions. Since it is created ontop of ICE the tools have speed and combustibility considerably superior to similar solutions.
Demo video availablehere. For demos of the previous beta versions, see
here vor v0.1,
here for v0.2 and
here for v0.3.
author site: http://gustavoeb.com.br / download: /mtools / author'svimeo page /
-community thread / local
backup
ICE Rope RigAuthor: Vincent UllmannosAll ICEtopo ICEkinematics extrusion osAll, ICEtopo, ICEkinematics, extrusionThis compound creates a rope/tube along a series of Null controllers. Allows adding controllers between existing ones, controls edge-hardness with controller scale. Automatic even mesh subdivision. Configurable using a fcurve for thickness, roll parameters, custom profile etc.
Show related plugins: Power Extrude, TinyCurveExtrude, Custom_Loft, KP_CurveTools, keyvis Curve Tools, MX_Loft
local backup:
120706_Rope_Rig_v01.xsicompound
Delete Double EdgesAuthor: Guillaume LaforgeosAll ICEtopo osAll, ICEtopoIn a response on the mailing list to Olivier Jeannel asking for a quick way to remove double edges from a Cityengine import, Guillaume posted this compound which should also work in similar situations.
Vertex Blur Plus PlusAuthor: Rob ChapmanosAll ICEmisc scene osAll, ICEmisc, sceneThis compound generates a blurred vertex color map from an input vertex color map. Input color map must be set inside the compound. See this post for details. Has parameters for strength and distance.
Rob posted this in a si-community thread started by Pete, asking for a way to blur vertex colors using ICE.
DigiboardAuthor: Werner ZiemerinkosAll ICEmisc strands osAll, ICEmisc, strandsDigiboard displays a tronesque animated effect as shown in the thumbnail and this
video.
The compound emits particles with strands, so create an empty point cloud with simulated ICE tree, and plug in a grid as emitter object..
WaveToSpectrumAuthor: Claude VervoortosAll ICEmisc deformer cppsrc osAll, ICEmisc, deformer, cppsrcIn case someone is interested, I've set up a Custom ICE Node that uses simple WAVE file loader and feeds it in a Fast Fourier Transform to get a Spectrum decomposition.
I've checked in the code on Github. I am by no mean a C++ expert nor a Softimage Plugin developer on that matter! So mileage may vary, better use a plain vanilla stereo WAVE (the one generated by Itunes worked for me), And I'd appreciate anything I would have missed or done wrongly. [..]
Cont'd on si-community. For visuals, see thedemo,
this introduction and
this tutorial.
local backup:
wave_spectrum.xsiaddon
author site: http://iceduous.blogspot.com / download @areaWinding compoundAuthor: Angel 07osAll ICEtopo osAll, ICEtopoSimilar to Simon Reeves'Dynamic XSI ICE Bar Tape, this compound allows wrapping a polygon strip around a cylinder like object employing collision detection/noise/thickness etc. Results can serve as a starting point for organic modeling for objects like taped wrists/ankles etc.
Demos:introduction /
taped forearm demo.
Kristinka Hair 3.1Author: Anto MatkovicosAll ICEparticle strands scene osAll, ICEparticle, strands, sceneUpdated June 2012. The kH3 framework is a new and unique way to set up, style and simulate hair using ICE nodes.
A set of fully customizable ICE nodes
Scalable, from only a few basic compounds for building basic hair, to very complex structures.
Hair styling that always considers the whole shape of the hair.
Styling works well for short and for long hair.
Unlimited hair length, unlimited number of hair segments.
Automatic, procedural generation of details - always with full control. Locks, clumps, curls, turbulence, are created by ICE compounds
Additional modifiers, like cutting hairs by external geometry, constant strand length for key frame animation, resampling and subdividing strands, morphing with another hair, modulating hair's distribution over emitter, so user can increase density on most visible areas
Full support for the Sofimage's built-in Strand Dynamics Framework simulation engine.
Only factory ICE nodes were used, it should work nicely with any Softimage version from 7.01 on.
The 3.0 update adds a lot of new features, including a new method of guides-filler interpolation which allows for the filler strands to be generated inside the same point cloud as the guides. Version 3.1 adds new features written by Anto himself, as well as custom developments by Jonah Friedman from Psyop and Mihail Dzhurev from Chaos Group. Here's a TV ad created with the new version nodes.
Also available: documentation and an online tutorial. Note that bronco67 has created a video introduction for an earlier version availablehere. In case you want to apply kH3 nodes and dynamics on top of strands that were not generated by kH3 itself, here is a setup for that.
author site: http://www.matkovic.com / download: /anto/kristinka-hair.html /-community thread / local
backup
Knit Strand ProAuthor: Anto MatkovicosAll ICEparticle strands modeling fabric osAll, ICEparticle, strands, modeling, fabricThis plugin by Kristinka Hair author Anto Matkovic is a newer version of the 2009 release »Knit the Stand«, which generates realistic procedural fabric by interweaving ICE strands following the UV lines of a given NURBS surface. For increased realism it supports customizable weaving patterns, position noise, tip flattening etc..
The new version adds some major features:better distribution, now strand size always fits between neighboring strands, whatever deformation is used
lighter in render time: strand segments are generated sparingly, also there are built-in strand resolution attributes
default is spread in X-Z plane. NURBS surface is optional, strands will fit to NURBS only if NURBS is connected
diagonal distribution, like common fabrics.
Should be much faster than old one. Fitting on strand size rely on simple, 'parallel' computation, not on geometry query by distance.
Thumnail image above (large version) was created by Piotrek Marczak using the old version of this plugin. Follow the 5+ page thread on si-community (Note: Download of new version is on page 4 of that thread).
local backup:
knit_strand_pro.rar
Emit from PolygonsAuthor: Felix GeremusosAll ICEmisc osAll, ICEmiscThis compound is thought to be used in a non-simulated environment and the emitter mesh should ideally consist of quads only. The idea behind this compound was to quickly create coral like structures by emitting instances from polygon centers and scaling them according to the polygon they've been emited from. This helps to prevent instances from penetrating each other, and also results in a more natural, organic look [..]
Go to the download page to read more about the usage of this compound.
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Is this "volume grid context" something that ICE can't deal with. or is it just a matter of their not being a specific solver written to demonstrate this behaviour, like Raff is saying for Lagoa.
This was a simple effect using ICE to create welding on a logo, which was incredibly simple in ICE using input objects, ICE and polygonizer.
https://vimeo.com/90008824