Monday 6 January 2014

Getting scene name into ICE

I have found a way to get the scene name into ICE



  1. Set your Explorer window to show Sources/Clips
  2. Drag Sources (yourSceneName) from the Explorer into your ICE tree
  3. Plug Out Name into a Reference To String node
  4. Use a Get Sub String to trim off the bits of the string you don't want
There you have your scene name as a string in ICE.

I found this useful for setting custom paths on my ICE Caches.




Tuesday 12 November 2013

UV particles via SOuP

Here is a small SOuP technique for producing a plane of particles with a UV gradient on their RGB.

First you need a plane, then emit some particles from that plane. Make sure that the particles have the rgbPP attribute available as we will need to put an expression on it.

Create a SOuP TextureToArray node
Create a SOuP rgbaToColorAndAlpha node
Create two ramp texture nodes - ramp1 is black to red along U, ramp two is black to green along V

Connect the following:

ramp2.outColor -->  ramp1.colorOffset
ramp1.outColor --> textureToArray1.inColor
polyPlaneShape.worldMesh[0] --> nParticleShape.inputGeometry
polyPlaneShape.worldMesh[0] --> textureToArray1.inGeometry
textureToArray1.outRgbaPP --> rgbToColorAndAlpha1.inRgbaPP 

Also connect the emitting plane's transform node to the particle's transform node as shown in the node graph.



Now set the rgbPP using the creation expression:

rgbPP=rgbaToColorAndAlpha1.outRgbPP

Rewind and step forward one frame so that the particles are emitted. Then set their initial state and disconnect the emitter and the connection between polyPlaneShape.worldMesh[0] --> nParticleShape.inputGeometry





The particles will now be dynamic again.


In Nuke, plug in your rendered particles into the STMap node as shown in the image below


Monday 11 November 2013

Ticker-Tape Tumble

Here is an expression I used to simulate the tumbling motion of ticker-tape.
The ticker tape need to tumble fast around its long axis, in my case the x-axis.


//which direction to tumble?userScalar1PP=rand(1);if(userScalar1PP<0.5){tumble_dirPP=1;}else {tumble_dirPP=-1;}

tumble_speedPP=rand(30,60);

rotStartPP=sphrand(360);rotIncrPP=<<(tumble_speedPP * tumble_dirPP),rand(-2,2),rand(-10,10)>>;

rotationPP=rotStartPP;

sizePP=rand(0.25,0.35);

indexPP=rand(3);

lifespanPP=99;

Friday 13 September 2013

GPU renderers

I will be testing some particle renderers in the next few days - Arnold, Fury and Krakatoa.


This first test is Fury

20 million nParticles
motion blur switched ON
4 x multisampling

13.26 seconds (dual Xeon E5 - 32 cores, 48GB RAM, Nvidia Quadro 4000)

I'm showing the alpha channel only because I currently just have the demo version of Fury and the watermark is distracting in the colour channel.


The next test is Krakatoa

motion blur OFF, render time 11 seconds

It's slightly trickier to get started with Krakatoa, but I think the results look amazing. Again, this is a lot of particles (14 million)


Here is my setup for Arnold, but I cannot seem to get the opacity to work properly.






More details as soon as I can get some help making this work.


Monday 9 September 2013

nCloth instances

I have been working on a confetti shot and wanted to use nCloth. I decided to use a particle emitter and to instance the nCloth object onto the particles - but how? If I were to simply assign the nCloth object to the instance, then each instance would be identical. I wanted to have a different starting point in the nCloth cache for each instance. Unfortunately Maya's instancer doesn't support this kind of connection. I tried to use an userScalarPP attribute along with a particle sampler to access the cacheStart attribute on the nCloth cache, but that didn't work.

Here's how I did it:

First cache the nCloth object

Export the nCloth as a sequence of OBJs. I used a python script called objsExporter_v2 from Christos Parliaros

Re-import the OBJ sequence using Dave Girard's objSequenceImporter

Use the imported OBJs to create an instancer with cycling set to On

On the particle object I setup a per-particle attribute; cyclePP and used this to select the correct OBJ in the sequence. For example, if there are 30 OBJs in your sequence, in the creation expression:

cyclePP=0;

and in the Runtime before dynamics:

cyclePP=(cyclePP+1) % 30;

so the nCloth object will loop through the cache and start from the beginning at the end of the loop.

Maya Strands*

*OK, not exactly the same as Softimage ICE strands (which are great, by the way), but here is a way to get a very basic approximation.

I am basically taking Sigillarium's particle expression for making a uniform trail of particles and adding a line to take the seed particle's colour attribute and passing it to the emit command. This way, the trails have the same colour as the emitter particle, which is very handy if you are emitting from a surface and inheriting particle colour from that surface.

Here is the expression:

//runtime before dynamics
seed_particleShape.beforePosition = seed_particleShape.position;


//runtime after dynamics
string $trail_pt = "smoke_nParticle";
float $separ = seed_particleShape.separation;
vector $lastPos = seed_particleShape.beforePosition;
vector $pos = seed_particleShape.position;
vector $move = <<(($pos.x)-($lastPos.x)), (($pos.y)-($lastPos.y)), (($pos.z)-($lastPos.z))>>;

//get colour info
vector $rgb=seed_particleShape.rgbPP;
float $r=$rgb.r;
float $g=$rgb.g;
float $b=$rgb.b;

//get number of particles to emit per frame
int $num = ceil( mag( $move ) / $separ );

//loop !
if( $num != 0 ) {
vector $step = $move / $num;
for( $i = 1; $i <= $num; $i++ ) {
vector $newPos = $lastPos + $step*$i;
float $life = time - (1.0/25/$num * ($num-$i));
emit -o $trail_pt -pos ($newPos.x) ($newPos.y) ($newPos.z) -at rgbPP -vv ($r) ($g) ($b) -at "birthTime" -fv $life;
}
}


There are a couple of things to note:

The seed particle shape node has an extra attribute added - separation. This is a float value that determines the distance between each particle in the trail. The number you use depends on the scale of the scene and velocity of the seed particle. It's handy to have this variable on the shape node rather than in the expression.

There is a per-particle vector attribute called beforePosition, which stores a particle's position from the previous frame. This attribute needs to be created using the Add Attribute dialogue:




Also, note the variable $trail_pt in the expression. This is just the name of the trail particle object. Create this object before running the expression either by a 'particle' or 'nParticle' MEL command or by creating an emitter via the menus and deleting the emitter and leaving the particle object behind. Set the $trail_pt variable to the name of your trail particle object.






So, you can hopefully see that I have an image on a plane from which I am emitting some particles which are taking the colour from the plane. Those particles are then emitting more particles in a trail and inheriting the colour from the first particles.

Thanks to Sigillarium for the excellent expression. Please check the Sigillarium blog as it is outstanding and very clearly explains some difficult concepts.

Motion Vectors for hardware particles

I am trying to write an expression which will mimic the mv2DToxik motion vectors, but for hardware particles. Therefore removing the need to instance some geo to get the motion vectors to render.

I have not got very far before I came across some vector maths...


Here is the setup which works for a camera pointing exactly down the z-axis.







Here is the render loaded into Nuke. Notice the RGB values.



I now need to find a way to convert World Velocity to Screen Space Velocity.
In a MEL expression. Hmmm, time to ask the Forum

After some great advice from Zoharl, I grabbed some code which uses the camera's worldInverseMatrix to transform the velocity vector.

Here is the expression:

//multiplier
float $mult=0.5;

//get the particle's World Space velocity
vector $vel=particleShape1.worldVelocity;
float $xVel=$vel.x;
float $yVel=$vel.y;
float $zVel=$vel.z;

// create particle's velocity matrix which is in World Space
matrix $WSvel[1][4]=<<$xVel,$yVel,$zVel,1>>;

// get the camera's World Inverse Matrix
float $v[]=`getAttr camera1.worldInverseMatrix`;
matrix $camWIM[4][4]=<< $v[ 0], $v[ 1], $v[ 2], $v[ 3]; $v[ 4], $v[ 5], $v[ 6], $v[ 7]; $v[ 8], $v[ 9], $v[10], $v[11]; $v[12], $v[13], $v[14], $v[15] >>;

//multiply particle's velocity matrix by the camera's World Inverse Matrix to get the velocity in Screen Space
matrix $SSvel[1][4]=$WSvel * $camWIM;

vector $result = <<$SSvel[0][0],$SSvel[0][1],$SSvel[0][2]>>;
float $xResult = $mult * $result.x;
float $yResult = $mult * $result.y;
float $zResult = $mult * $result.z;

//rgbPP
particleShape1.rgbPP=<<$xResult,$yResult,0>>;


So far it seems to be working, but I will try to test it and see if it breaks down.





Thanks to Zoharl on the CGTalk forum and to xyz2.net and 185vfx who came up with the original matrix manipulation code.