Archive for xsi
ICE crash shot
Posted by: | CommentsFrom a couple of years back, when ICE was very new.
Janimation Facial Animation
Posted by: | CommentsThis demo shows Janimation’s facial animation methodology. Mocap is run thru face robot for retargeting and to generate some base shapes, which are then sculpted and stored. A rig then uses ICE in some clever ways to blend those shapes as controls are driven by the mocap data (or new data) plus there are some other tricks. While Face Robot is used early in the process, the end result rig is proprietary to JA, and much faster and easier to work with. Cool stuff.
XSI, Kinect and low end mocap
Posted by: | CommentsThis is fun, and was inevitable… a plugin to use a Microsoft Kinect for very basic motion capture in XSI. 99 euros.
NPR and procedural sketching in ICE
Posted by: | Comments(This article is a follow up to a thread on the XSI mailing list, showing some experiments I did a ways back with NPR using softimage ICE…)
Terrain Generation Basis Functions
Posted by: | CommentsHaving established a good start on hydraulic erosion, I moved to another area necessary for any good terrain toolkit – establishing a set of basis functions, from which you can achieve a the natural complexity needed by mixing various basis functions based on criteria such as latitude, slope, height, other fractals etc. Each basis function has it’s own character and “look” so to get a good heterogeneous result it’s valuable to be able to draw from a number of different functions. For example, here is a set of simple spheres deformed by a compound in which I use ICE’s excellent worley noise as a basis, which is then iterated through over a user-defined number of octaves, some of which are further modulated by a simplex fractal. You can see the character of the worley noise clearly, but where the simplex modulation comes into play you get a much more interesting result:
Less “terrain-like” is this output from a reticulation compound, which uses as it’s basis the “computational” noise described by Stephen Gustafson et al:
Interestingly, I approached this project having not read Ken Musgrave’s various writing on the subject of terrain generation outside of white papers. Once I did, I found that much of what I have discovered anecdotally he thought through in detail long ago. This is awesome, because it shows that my thinking has validity (after all, there are few who have spent more time and energy on the subject than he) and also because it gives me more threads to pull. I now have a series of compounds at my disposal that do various “terrain stuff,” now I can take a step back and decide how to assemble those experimental compounds into a more user-friendly and extensible set of ICE building blocks…
ICE Terrain Project
Posted by: | CommentsMy personal project of creating a series of nodes useful for terrain generation in Softimage ICE is going well. Here’s a terrain made with two of the compounds, and is based on a pyroclastic noise with slope suppression followed by 24 iterations of a compound implementing a fast hydraulic erosion scheme I’m playing with. There is some tendency of the erosion to create bands where edges flow in an even grid due to my use of Von Neumann sampling in the erosion routine, which is fast but I may have to add an option to take a speed hit and sample more thoroughly. After this I will implement a more thorough and more traditional hydraulic erosion scheme and compare the two.
Exocortex Slipstream test
Posted by: | CommentsTest images created using softimage ICE and Exocortex’s Slipstream. I made them while evaluating and writing a review of slipstream and fury for 3Dworld magazine. Other images were picked for the article leaving these poor orphan images no other place to go than here…
Slipstream is a very handy tool, it’s super fast and you can tune a look independently of the number of particles used, meaning you can pump up the numbers for rendering without changing the behavior of the simulation… A big plus!
Diffuse convolution map test render
Posted by: | CommentsA test image using a single diffuse convolved environment map and hacky cobbled together shader for lighting, for near realtime speed. Lighting is coming from the map at the moment, with the only outside contribution being some cast shadows. Needs more work, I just slapped it together one afternoon.
RTlight
Posted by: | CommentsA while back I made a few compounds in ICE to light pointclouds, but am still not satisfied. There is a tradeoff between physical accuracy and speed, and I’ve been hunting for the best of both worlds. My latest approach, used in a compound I’m calling RTlight, is by far the fastest I’ve made while still being “true” enough to be useful in a production situation. Here are a couple of tests:
Terrain Generation via ICE
Posted by: | CommentsIn between other projects I’ve slowly been building a number of softimage ICE compounds which deal with aspects of terrain generation. Here’s a result of two of them: a ridged perlin fractal and an iterative slope-based errosion. Only the basics are in place as of now – for instance I need to change the compounds to optionally deform along the original surface normal as opposed to just a y-up implementation (so you can generate planet surfaces etc) and create a set of nodes that let you blen various types of generation schemes (to get, say, a mix of ridged multifractal and fault-fracture methods.) Other items on my “to-do” list include:
Texture masks based on height, curvature and slope
River generation (I have one approach but it leaves a lot to be desired)
Additional fractal deforms (worley and other cell based schemes, “hill”, variants on multifractals)
Crater formation, ecosystem maps, more refined erosion, and mountain/valley range formation
So, there’s a lot to do. But one step at a time.















