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Aikiman
06-11-2010, 12:44 AM
"SOuP is a set of plug-ins that extend the procedural (and other) capabilities of Maya.
As you probably know Maya needs more (sophisticated) "live" data generators and modifiers that operate on components lists, objects groups and point attributes. This imposes a lot of limitations when doing more involving things like complex effects, advanced characters and actually quite often geometry manipulations."

For download and dedicated website...
www.soup-dev.com (http://www.soup-dev.com)

Tutorial Videos to get you started, we will expand on these as time goes.

Group Node:
http://vimeo.com/12693731 By David Schoneveld

FluidAttributeToArray:
http://www.vimeo.com/13048896 By Jeremy Raven

ArrayToArray:
http://www.vimeo.com/13070902 By Jeremy Raven

TextureToArray:
http://www.vimeo.com/13086132 By Jeremy Raven

PeakDeformer:
http://vimeo.com/15403363 By Jeremy Raven

AttributeTransfer & Weightmap Baking:
http://vimeo.com/15404050 (http://www.vimeo.com/15642835) By Jeremy Raven

Local Vs World Space:
http://www.vimeo.com/15487543 (http://www.vimeo.com/15641124) By Jeremy Raven

AttributeTransfer:
http://www.vimeo.com/15539027 (http://www.vimeo.com/15644090) By Jeremy Raven

Localized Shatter:
http://www.vimeo.com/15608299 (http://www.vimeo.com/15643250) By Jeremy Raven

Scatter To Instancer
http://www.vimeo.com/16336958By Jeremy Raven

Scatter & Shatter:
http://www.youtube.com/watch?v=IfGZuZsD4RE By Jimmy Gunawan
http://www.youtube.com/watch?v=_2ewZ7BC4Fg By Jimmy Gunawan
http://www.youtube.com/watch?v=ZuamBtw3v9g By Jimmy Gunawan

coccosoids
06-11-2010, 06:37 AM
Oh my God - is this free?!

viki164
06-11-2010, 07:38 AM
Mind Blowing Update Aiki!
this adds more muscles to maya fluid/particles.
thnxs Pshipkov!

Giap
06-11-2010, 07:38 AM
Ah!! The download link is below the download word. Interesting.

nathansims100
06-11-2010, 09:59 AM
Brilliant!! This is truly awesome.

DavidLessel
06-11-2010, 10:08 AM
This looks too good to be true :)

Albo
06-11-2010, 11:07 AM
that's just awesome! we need to make a big donation to this guy!

Alberto

HowardM
06-11-2010, 11:15 AM
awesome, you rock Peter!

KidderD
06-11-2010, 03:37 PM
that's just awesome! we need to make a big donation to this guy!

Alberto

Agreed, inspirational work. Where's the donate button?

I officially nominate him a master in the next Maya Masters recognition.

Great work Master Shipkov!

ruchitinfushion
06-11-2010, 08:45 PM
Hello friend i found one cool site
www.swingpicture.com
Enjoy

SGIFreak
06-11-2010, 10:50 PM
Peter Shipkov is a maya guru :bowdown:

mandark1011
06-11-2010, 11:39 PM
great stuff thanks to Peter (must have a head like brainiac) and Aikmen for sharing

viki164
06-12-2010, 12:15 PM
I use to wonder why he is so good at developing tools for maya. just got to know from my colleague tht he use to work with alias before & now he is in DD.
hope to see update for "Overburn" as well too.
thanks much.

Albo
06-12-2010, 12:35 PM
Agreed, inspirational work. Where's the donate button?

I officially nominate him a master in the next Maya Masters recognition.

Great work Master Shipkov!

I was saying that, but there isn't any button. But he should create one. This plug-ins are so good that I think everyone can make a donation for compensate his had work.

psilo
06-12-2010, 07:34 PM
wow ! seems to be some pretty solid stuffs!

sacslacker
06-12-2010, 08:32 PM
Wow! I've just started playing with this. I'm not familiar with the tools but I did manage to get a few cool things working. I'm so happy I have all weekend to play with this! I really wish there was a donate button or something. I'm a big fan of supporting stuff like this and kludge city. Even if it's just buying a case of beer or whatever we can afford!

Also, this seems to work just fine with Windows 7 x64 in case anyone was wondering.

doffer
06-13-2010, 12:19 AM
Oh my! trajectories in Maya? That is almost too good to be true. Something I've wanted so bad and really miss from 3ds max. How fantastic. Just tried it out and works perfect!

Aikiman
06-13-2010, 07:34 AM
If there are any mac users out there please communicate to Peter and beg on your knees for a mac port. He doesn't appear to want to release the source code for compiling but Im hoping if enough mac users beg he might change his mind ;) One can only hope.

coccosoids
06-14-2010, 04:28 PM
Guys... help please?!
The shelf... my SOuP shelf is empty. I've placed icons everywhere - mydocuments, programfiles... nothing shows. And I don't think it loads anything into the shelf, because clicking returns no result. I'm inclined to think that it's not only an 'icon' display problem.

Maya 2011, standard - not the hotfix.
The example files do work.

KidderD
06-14-2010, 04:38 PM
Guys... help please?!
The shelf... my SOuP shelf is empty. I've placed icons everywhere - mydocuments, programfiles... nothing shows. And I don't think it loads anything into the shelf, because clicking returns no result. I'm inclined to think that it's not only an 'icon' display problem.

Maya 2011, standard - not the hotfix.
The example files do work.

If you find the solution please let me know, as I have the same situation. It works fine on work computer, but my home computer, a little older, (dual opteron 285's), has the same issue. Good to know the example files should work though, might just be a matter creating a new shelf with the Mel commands or something. Will investigate tonight.

doffer
06-14-2010, 06:47 PM
Are you sure it's loaded?

Cainor
06-14-2010, 07:15 PM
I've had the same problem in Maya 2009 with the buttons on the shelf. Simple fix was just to switch shelves then switch back and everything is visible. Although I don't know if this will work in Maya 2011.

viki164
06-14-2010, 07:16 PM
It works in maya but it isn`t stable. I encountered few fatal errors & maya unexpectedly got shut/crashed. for a instance if I try to create a pointcloudfluidemitter & when I link it with any fluid.. it works! but the moment If I change the emitter type to omni or surface then it crashes.
there were few other instances where maya crashed as I dont remember much the cause but this plugins has really some stability issues.
Let pshipkov know if anyone else encounters the same.

coccosoids
06-14-2010, 07:22 PM
I've had some crashes by just playing with the examples.
Please let me know if you get a fix for the missing shelves. I will probably have to write to... 'you know who' in person. :)

KidderD
06-14-2010, 07:24 PM
Save you a stamp.

"go to the shelves dir in /home/maya/prefs/shelves and delete all soup shelves there. Then launch maya and load the plug-in"

Let me know if it works.

coccosoids
06-14-2010, 10:12 PM
Save you a stamp.

"go to the shelves dir in /home/maya/prefs/shelves and delete all soup shelves there. Then launch maya and load the plug-in"

Let me know if it works.

:wavey:

No SOuP shelves at the mentioned location... but I wiped out everything and now it *ding* works.
Thank you...

Aikiman
06-14-2010, 10:29 PM
Im talking with Peter at the moment and hes in the process of compiling these for the Mac, 3 bl**dy cheers I say. It may take a few days or so until he gets all the libs and includes as the laptop hes using doesnt have a version of Maya on it. Please log any bugs on this forum and Ill get him to check in and answer our problems from here, I think thats the best thing to do rather than bombard him with emails.

Cheers Aik

Aikiman
06-15-2010, 12:18 AM
Without him knowing the reason for your crashes he did write this in an email.

"If there are frequent crashes then most likely something is wrong with the hw/sw configuration. I am using the red-hat platform (centOS 5.0/5.5 and Fedora8-11). If you deviate too much from that base you can very well get unexpected crashes. Recently i noticed that debian soup builds crash all the time on centos and the opposite (not a surprise here really).
For Windows - i use WinXPx-64, never tried Vista/Win7 or any of the Win Servers.
Yet to see how things will perform on MaxOS."

Have fun.

VTeixeira
06-15-2010, 12:21 AM
Have someone tried these fantastic "upgrades"?
I'm kinda off right now, cause I have to deliver my master thesis for next week, so I did't have the time to check them out.
Could someone talk about the experience with them?
Thanks for sharing Aikiman and of course a huge thanks to Peter.
Cheers

Aikiman
06-15-2010, 12:30 AM
BTW, he plans to create a CG account this week ;)

destruct007
06-15-2010, 01:29 AM
Hey guys, Juuuust a little word of warning, to some of you, not all of you.

Remember Peter's Overburn technique? (http://petershipkov.com/development/overburn/overburn.htm) Can you build that from scratch? ok, sure you can my way, but can you HIS way? That's what he was doing 3-4 years ago! So let's just say that SOuP is not for beginner or even Mid level artist yet. Its solves problems one might have in the most advanced setups. Not to say don't use it, don't learn everything you can. My point is just

Make sure you are already very knowledgeable with Maya before spending too much time trying to learn this.

It will be kind a of waste of your time if you're not that comfortable with how maya works under the hood (how nodes and the dep graph work). You'll be able to open up example scene files and just have more questions than answers.

Ok that was just my warning. Good luck to those who continue.

And I'm learning this right along with you guys, except I have direct access to Peter as we work together. I may help write some documentation/tutorials or just give Peter ideas... we'll see. This is a huge undertaking for him, a 2 year project. It's early, so remember that when asking him for things.

Aikiman
06-15-2010, 02:03 AM
I agree with you David also I think its important to log any bugs or errors in this forum and not email him directly. Obviously Peter is a very busy man so I think we need to make it as easy as possible for him to help us rather than make him feel over burdened with a full inbox!
This includes things like "How do I use this node with this node", these types of questions could be answered by one of us, I think Peter would be more interested in bugs rather than usability issues so lets show a bit of decorum so that we can see a bit of him around here.

I think a lot of us cgers are pretty decent people anyway so there wont be any problems there ;)

Cainor
06-15-2010, 02:09 AM
I must say thanks to Peter for these tools, definitely an eye opener for myself to learn how to use these. Jeremy and David, thank you for the updates on the progress/bugs/advice on this. It is much appreciated.

Hopefully we can get into some good discussions within this thread regarding these tools.

I have mostly been focusing on the pointFluidEmitter and pointFields as I am pretty comfortable with the concept. I will try to post some tests when I get them going.

destruct007
06-15-2010, 03:56 AM
Yeah Peter is a little too smart for his own good if you ask me. Even at DD he's constantly busy with people needing him. I'll help you guys as I can, right now I don't know enough, but that's why I'm sitting down now to play and learn.

sacslacker
06-15-2010, 07:52 AM
Sure, most of the features require advanced knowledge but man, that trajectory stuff is pretty damn sweet eh? Great stuff!

ruchitinfushion
06-15-2010, 11:19 AM
Guys don't worry if you lose hair after some R&D on SOuP ...just create boundingObject and move over your head may be you will get back..Ha ha ha OMG.This is unbelievable Stuff.Enjoy
Love you Peter.Thanx

coccosoids
06-15-2010, 03:29 PM
Can you make like a cloning tool with these?
Anyone sees it possible?

Aikiman
06-15-2010, 10:19 PM
Can you make like a cloning tool with these?
Anyone sees it possible?
Im still waiting for the mac compiles so I cant really see the potential yet but if you cant use these plugins Im sure they could lead to more ideas for development. Going by Peters website there does seem to be a lot of point data collection and bounding box info. I think essentially the mesh data needs to be referenced and not copied and placed into another transform path. These transforms could be created with a mouse click and placed on world plane or the UVs of a surface. For something more robust you could dial in rand rotations via the AE. You are still stuck with the same surface shader though.

This is why I love this stuff, it inspires more from people.

elvis75k
06-17-2010, 03:34 PM
it wont run on 32 bit system? I've got only error while loading the plugin

// Error: Unable to dynamically load : C:/Autodesk/Maya2009/bin/plug-ins/SOuP.mll
//
// Error: //
// Error: (SOuP) //

destruct007
06-17-2010, 04:29 PM
no 32bit build yet.

Also for the shelf issue, if your shelf doesn't load, you can run the code again to load the shelf.


// To load the SOuP shelf execute the next two lines in the script editor:
addShelf_SOUP soup; // Mel code
soup().updateShelfMenus() # Python code


just make sure you run the code in the right tab (MEL/Python)

elvis75k
06-17-2010, 04:45 PM
no 32bit build yet.
..a little tribute to the good old days of CGA graphics = make 32 bit avaiable :) please

Irakli
06-17-2010, 05:15 PM
I would like to say to Peter a big thanks for this amazing tools, but yes David you are right, some docs and tutorials will be very helpful(at least for me).

thematt
06-18-2010, 12:39 PM
yep also waiting for a 32bit version!! :shrug: I know..:/
But thanks Peter for the amazing work, I've always love its stuff and tut and this thing is really going to change the work for me and others I'm sure. Big thanks! what can we give him to support? :beer:
matt

Aikiman
06-19-2010, 02:34 AM
Just one comment perhaps Peter is listening, is it necessary to have a lot of the surface inputs in the bounding box node set 'on'? Perhaps it is necessary to have them flagged in order to use them but it does seem a little overkill especially when trying to learn what makes the node tick for each scene.

For example, 'use nurbs curve', 'use particle', 'use mesh', 'use nurbs surface' are all flagged when the bounding box 'sphere' is chosen. A minor query from a user POV.

pshipkov
06-19-2010, 06:18 AM
Hi there,

thank you for the positive feedback.

32bit builds: I do not plan to support that. Will try to do one time compile but this may take some time.

@aikiman
Bounding objects have 4 modes - sphere, cube, capsule and pointCloud.
There are built-in manipulators. Press "t" and a little switch will be displayed, also the capsule mode has additional handles for direct manipulation in the viewport. Give it a try.
Now to answer your question - all the attributes you mentioned are related to the pointCloud mode (maybe you noticed already - they are grouped inside the "pointCloud" frame in the AE).
You can connect mesh, curve, surface, particles to the corresponding inputs of the boundingObject shape node (look for boundingObjectShape1.inMeshData.inMesh, ...inCurveData,inCurve, inSurfaceData.inSurface, inParticleData.inPositionPP).
You can use the "connect" shelf button (second one from right to left, next to the ABC one). This is a streamlined version of the connection editor. It will try to make the best guess what you want to connect.
It keeps me covered 90% of the time when i want to connect things, should help you too.



Few words about why SOuP exists in the first place:
Sometimes we do not have the choice to use the right app for the job or even if we can there are other preventive circumstances. So like many of you i have been writing or rewriting tools for different shows - most of the time during production - time is tight there, code is messy, workflow is ugly.
I decided that i have to get little more organized and stop wasting time for things that will be thrown away at the end of each show. SOuP is the first product of this effort.
It took longer than i expected - little less than 2 years.
Shortly after i got busy i realized that in reality i cannot spend more than 1-2 hours at night every 3 to 4 days a week - progress was very slow.
Also i had to restart twice until get things right - long story ...

Maya's out-of-the box workflow does not help much when we need to manually build nodal networks for procedural systems, so if you want to use SOuP you will have to learn how to swim against the stream. There is a lot of implicit stuff and scripted automation that is good for what it does, but is exactly the opposite of what we need in this case.
It's itching me to try my luck with "proper" graph editor, but coding of complex UIs is a tricky job ...
I hope i will be able to post few "basic workflow" videos, but it sounds like Dave (destruct007) is on his way to show some stuff anyway (good for me - one thing less to do :) ).

SebKaine
06-19-2010, 10:43 AM
This look great ! a friend show me some fire and smoke test done with maya fluids for a show and they were better than FumeFx stuff ! he use excactly the technics describe by peter in the Flame Thrower ! the fact that the fluids emitter is particles ! need to go deeper in this ! this technic looks gorgeous ! but you Cg talk geeks maybe use it since a decade ?

thanks to Jeremy for the Links !and of course thanks Peter for sharing those shiny ideas !!!

destruct007
06-19-2010, 04:50 PM
first tutorial is up

http://vimeo.com/12693731

group node and you'll see a basic work flow with SOuP.

EDIT Added example files. I'll upload them to my site

http://agentfx.com/SOuP/SOuP_groupExamples_v01.zip

thematt
06-19-2010, 05:12 PM
David thanks a lot for the tut..it shows the potential of a wonderfull tool, must again thanks Peter for realeasing such a tool, this stuff open new doors to maya and open up unlimited wondefull idea just what maya was missing if you ask me.
Anyway thanks both, hope I'd got to test it soon under a 64bit since no 32bit support is plan from what I understand.
cheers

SePu
06-19-2010, 06:17 PM
Thank You David!

SheepFactory
06-19-2010, 06:34 PM
Thanks so much David.

SGIFreak
06-19-2010, 06:53 PM
Thanks David for the video

destruct007
06-19-2010, 07:26 PM
:beer: Example files added to the previous post. :wip:

Oh and they are maya2011 files, so... sorry to earlier version folks

Irakli
06-19-2010, 11:33 PM
Thank you David. :bowdown:

Aikiman
06-20-2010, 02:04 AM
Sorry Ive started off on the point node examples so my questions are off topic a little.

Just a question related to the pointCloudField examples, how do you get the geoConnector into the mix? Are the connections created manually or automatically?

Also looking at the point_pointNormals.ma sample scene, the connections between the locator > point node and transform > point node are these manually created also? SOuP's connection command doesnt work in this case an I cant see any drag and drop feature.

Boy Im a noob.

BTW I just checked out Davids group node tut, thanks mate I just ran into that node and things wernt so dark to look at.

destruct007
06-20-2010, 04:13 AM
I don't know the answers to your questions but I can say when working with particles there's a lot of manual connections you have to make b/c the "best guess" technique of the plug in tool on the shelf can't list all the best guess options, there's too many options.
That's the hardest part. You have to understand what information you are pushing around. Easy with geo b/c it's mostly inMesh outMesh or something like that. Particles it gets tricky... lots of options and attrs being passed.

Aikiman
06-20-2010, 06:48 AM
mmmm target.matrix -> point1.inMessageList[0].inMessage bit of a mouthful to remember for a transform connection to the point node. You're right inMessage is not something I use everyday but then it is a little intriguing.

Aikiman
06-20-2010, 08:56 PM
@aikiman
Bounding objects have 4 modes - sphere, cube, capsule and pointCloud.
There are built-in manipulators. Press "t" and a little switch will be displayed, also the capsule mode has additional handles for direct manipulation in the viewport. Give it a try.
Now to answer your question - all the attributes you mentioned are related to the pointCloud mode (maybe you noticed already - they are grouped inside the "pointCloud" frame in the AE).
You can connect mesh, curve, surface, particles to the corresponding inputs of the boundingObject shape node (look for boundingObjectShape1.inMeshData.inMesh, ...inCurveData,inCurve, inSurfaceData.inSurface, inParticleData.inPositionPP).
You can use the "connect" shelf button (second one from right to left, next to the ABC one). This is a streamlined version of the connection editor. It will try to make the best guess what you want to connect.
It keeps me covered 90% of the time when i want to connect things, should help you too.


hey thats pretty cool, the capsule is also a custom manipulator nice touch. Thanks Peter.

Aikiman
06-21-2010, 11:17 AM
Im trying to emit fluid color from a texture but Im not geting the color transfer. Maybe Peter or David or someone else can have a looksy. File attached you will need to re-link file into file1 node.

Cheers

pshipkov
06-21-2010, 05:19 PM
How i attach file here ?

Turn the fluid color method to "dynamic grid".
Inside the pointCloudFluidEmitter bump-up the color attribute - set the rgb to 3/3/3 or more to better see the colors in the fluid.
Turn-on "solidAlpha" inside arrayToPointColor to can see the point colors in the viewport. JPG images do not have alpha channel.
You don't need the attributeTransfer node, bypass it.
This should do.
Nice logo !

Aikiman
06-22-2010, 04:18 AM
Underneath your post there are additional options > manage attachments. this should be enough though, thanks again for your help.

BTW the problems I was having with the geoConnector are solved. These ARE automatically produced connections thankfully, the connection is this: A mesh surface and SOuP's fluid emitter, essentially a point/surface emitter. Use mel to add the emitter to the mesh.

addDynamic pointToFluidEmitter pPlane1;

this will create the geoConnector connections for you.

viki164
06-22-2010, 07:03 PM
pshikpov!
from afghanistan???

lol :D

Cainor
06-23-2010, 06:32 PM
Thanks for the tutorial David. Just got back from a few days off, this will speed up the process of learning these tools.

staticVex
06-23-2010, 11:21 PM
All of this looks very cool but I can't help but notice how it's basically replicating Houdini's built-in workflow.

HowardM
06-24-2010, 11:06 AM
All of this looks very cool but I can't help but notice how it's basically replicating Houdini's built-in workflow.

lol whats your point? thats good news :)
Houdini rocks!

YourDaftPunk
06-24-2010, 06:57 PM
All of this looks very cool but I can't help but notice how it's basically replicating Houdini's built-in workflow.

He was clear about its purpose:

Sometimes we do not have the choice to use the right app for the job or even if we can there are other preventive circumstances. So like many of you i have been writing or rewriting tools for different shows - most of the time during production - time is tight there, code is messy, workflow is ugly.

I use the apprentice version of Houdini at home, but at work I'm limited to Maya. Most studies are not overflowing with Houdini licenses (or Houdini artists).

efecto
06-25-2010, 11:14 AM
Same here. Houdini at home and Maya at work.
Houdini is an amazing software, glad to see some more procedural system with SOuP within Maya.

Aikiman
06-25-2010, 06:57 PM
All of this looks very cool but I can't help but notice how it's basically replicating Houdini's built-in workflow.

and thats why I like it so much, thanks for pointing that out.

Aikiman
06-28-2010, 01:58 AM
new SOuP additions..

http://forums.cgsociety.org/showthread.php?p=6579813#post6579813

sacslacker
06-28-2010, 05:16 AM
That's just bad ass! Thanks for the heads up and of course, thanks Peter for the updates to some pretty powerfull mojo!

SGIFreak
06-28-2010, 10:01 AM
fantastic upgrade, now we need good tutorials

Don3Don
06-28-2010, 06:31 PM
too awesome... :cry:
These nodes are life saver for maya FX artist...
and It makes maya a bit more like houdini to me...

it is so promising..

THX for the effort, Peter.

dim1984kimo
06-29-2010, 09:19 AM
thanks!

Sorry!

sacslacker
06-29-2010, 09:22 AM
Thanks for the pointless post with a bunch of nonsense. Most of us that are using these tools are quite familiar with Maya and where it needs improvement, hence the excitement around these tools. You aren't going to be using SOuP without knowing Maya beyond the "Maya isn't so good for FX n stuff " stage.

Aikiman
06-29-2010, 09:57 AM
Help it could beat 3dsMax and Houdini.
Maya is great in ClothSimulation and Animation/Riggin. But it's not good enough in VFX.
Cebus and Sitni Sati's plugins are awesome, easy and time-saved.
Try making comparisons when you have apples with apples rather than apples with pears. These tools have nothing to do with the products you just advertised, its like saying the car you drive is better than the boat I steer, it doesn't make sense.

Besides nobody cares which tool is better than which, people just want to enjoy the process. Do you really think we live in a cave and aren't aware of what other technology is out there?

Plllllease.

dim1984kimo
06-29-2010, 10:22 AM
Try making comparisons when you have apples with apples rather than apples with pears. These tools have nothing to do with the products you just advertised, its like saying the car you drive is better than the boat I steer, it doesn't make sense.

Besides nobody cares which tool is better than which, people just want to enjoy the process. Do you really think we live in a cave and aren't aware of what other technology is out there?

Plllllease.

Sorry for my reply, I'm not mean to it.

Feel bad that other people show how others good, I just use maya and dumb.

Aikiman
06-29-2010, 10:46 AM
Sorry for my reply, I'm not mean to it.
Feel bad that other people show how others good, I just use maya and dumb.

Well stick around, you might see something you like in SOuP. You cant beat the fact that these tools are free so why waste the opportunity? :)

Have fun.

maxx10
06-29-2010, 11:25 AM
would like to thank Mr Shipkov for the tools, actually I've just downloaded them for the Trajectory tool, I've been looking for something like that since, well, forever... as for the rest I'll stick around and try some new stuff, if everything works like Trajectory it might be interesting ... event though I,ve tried messing around with shatter and overburn without much success :cool:

HowardM
06-29-2010, 11:29 AM
cant wait to see the procedural on the fly shatter that Aikman has suggested in his other thread...

i notice Peter posted a new particle/shatter video, but the way it changes all the shards everytime, doesnt look like Aikman asked for, so Im hoping that Peter hasnt posted a demo of that kind of shatter yet?

btw, when are you going to rename it to Houdaya? ;)

lightcache
06-30-2010, 10:21 AM
looks great! any chance of a 32bit build? :(

Aikiman
07-02-2010, 02:39 AM
btw, when are you going to rename it to Houdaya? ;)

Now that would be an insult on too many levels Howard :)

Peter has just made another small update including a Windows 2010 build, some small fixes and something about particles emitting geometry and transferring rgb over to geo. Not sure if its another thing Maya has never been good at doing and thats rgbPP to instancer finally fixed, but it still looks the shizz. You'll have to have a look and play, I know I will be.

BTW SOuP is becoming a growing organism that is mutating like a virus we all want to catch, so make sure you keep eating as much SOuP as you can because its going to get out of control. The potential is already huge and we are so lucky to have the chance to play with it. Sorry if I keep going on about this stuff but you dont know how long I have been waiting for this, it has revived maya from the stone ages and peter intends to keep building on it, so keep learning, I know its a steep learning curve but like all things it will level off, I just dont know when :)

I can stop learning mel now thanks to SOuP.

pshipkov
07-02-2010, 05:37 PM
but the way it changes all the shards everytime

There are few example videos (rendered directly from the included scenes). The first one shows how you can bake the point cloud and deform with with the walking character (or other deforming geometry), the second one shows live point cloud stream that changes the shards at each evaluation step - i think you saw this one only.

HowardM
07-02-2010, 11:17 PM
Cheers for the reply Peter!

No I saw them all, love em all ;)
I was refering to the 2nd video, where each time a new particle appears, each fragment changes drastically.
I am hoping that you can actually break the sphere into fragments, then additively break each fragment into smaller ones without changing the shape of the initial shards... is that possible?
So you could procedurally break something on the fly with collision objects like Aikman suggested here http://forums.cgsociety.org/showpost.php?p=6579998&postcount=2

cheers for Houdaya ;)

pshipkov
07-03-2010, 02:23 AM
This can be easily done (on the fly shattering "layers"), will add a new example over the next days. Thanks for the idea.

Hodaya - actually quite a few guys called it ICE-like, so i guess it all depends on where you come from.
I think all procedural oriented tools these days share more or less similar philosophy and workflow. Houdini, ICE, PFlow, ThinkingParticles, etc.
But i will not object the name you gave it :)

Aikiman
07-03-2010, 06:58 AM
http://www.vimeo.com/13048896

Demo vid for fluidAttributeToArray node. Sorry if Im a bit slow, I promise to speed things up next time, this is my first video so got a lot to learn. Next one will be better I promise :)

noizFACTORY
07-03-2010, 09:58 AM
Thank you for this tool Peter! This is nothing less than a milestone for Maya users. You're a hero!
Thanks to Dave and Jeremy too for getting the rest of us up to speed.

I just love the wet maps and damage accumulation features. Awesome! The multiAttributeTransfer_3 example is awesome too. SOuP is truly beyond words!

Jeremy, could we not keep just this single thread for all SOuP updates as constant and regular updates might make it confusing to follow multiple threads later?

-Sachin

SGIFreak
07-03-2010, 10:28 AM
Great video Aikiman

SOuP can so complex that we need tutorials

Aikiman
07-03-2010, 11:16 AM
***double post*** dont shoot!

Aikiman
07-03-2010, 11:22 AM
Jeremy, could we not keep just this single thread for all SOuP updates as constant and regular updates might make it confusing to follow multiple threads later?
-Sachin

I know what you mean but at this stage I think Peter wants to keep it on a separate thread. The shatter tool may develop into something bigger since it obviously needs more work and has huge potential, and we can all guess how complex a subject shattering can get. Eventually I think this is the better way to go to have specialized threads rather than one big one where you have to wade through hundreds of posts to find what you need.

Also to make learning accessible, Peter's SouP webpage will contain all the links to videos as we do them and eventually he can link the different threads also perhaps.

All updates and regular information will be made on this thread however including ones that involve the other threads so perhaps this can be our mother of all threads so to speak. I promise to try and make this as simple as possible for everyone and keep people updated regularly. Peter has some good stuff in the pipeline, this guy is a workaholic ;)

noizFACTORY
07-03-2010, 11:49 AM
All updates and regular information will be made on this thread however including ones that involve the other threads so perhaps this can be our mother of all threads so to speak. I promise to try and make this as simple as possible for everyone and keep people updated regularly. Peter has some good stuff in the pipeline, this guy is a workaholic ;)

That sounds great. Actually this tool is so awesome that it probably deserves its own forum! :D

YourDaftPunk
07-04-2010, 10:08 PM
Does any now how I can drive instances with Scatter and AttributeTransfer? It seems like there could be a simple way to create a feather system- scatter points on surface for position and grab normal info from the mesh through AttributeTransfer then pass that array data into a node to instance. I'd rather not go through particles though, but I don't know of another way to control instancing in maya. Any thoughts?

And what about the tangent vector from UVs (to control feather twist)? Sorry, I'm half an hour into my first SOuP session and I want it all now! :) If I can figure this out, I'll post the scene.


The scope of the examples is great btw- I was surprised at how many were included with the plug-in. Good job!

pshipkov
07-05-2010, 12:27 AM
I pushed new version (1.21).
- from now on every time when new SOuP node is created or selected through the SOuP shelf it will be automatically added to the HyperShade editor
- added new example rbd sim scene, example video here: http://petershipkov.com/development/SOuP/videos/shatter_rbd_sim.mov

@YourDaftPunk
Let me try something here ...

Aikiman
07-05-2010, 05:46 AM
I just updated post #1 which now has links to vids and SOuP site.

coccosoids
07-05-2010, 09:34 AM
I just updated post #1 which now has links to vids and SOuP site.

Hey Aiki, the link to the SOuP website in your original post is broken... takes me only as far as the forum's home page.

Aikiman
07-05-2010, 10:11 AM
Hey Aiki, the link to the SOuP website in your original post is broken... takes me only as far as the forum's home page.

thanks, fixed ;)

SePu
07-05-2010, 06:05 PM
Hey Aikiman thanks a lot for those videos tutorials ... they are very helpful ... keep them coming ... thanks again!

pixelAffairs
07-05-2010, 08:23 PM
First of all - that looks great Peter.
But could it be that this accidentaly installs something like "PCM" - which replaces the normal particle caching feature?
Cause I got something like this here, which actually looks nice, but doesn't work.

Unfortunately reinstalling Maya is not an option here.

Can anybody help me out here?

It's kinda urgent...

Thanks in advance!

pshipkov
07-05-2010, 10:17 PM
I thought i turned off this auto-PCM-hijacking off. Let me check.
The fact that it does not work for you is kind of embarrassing.
Can you be more specific what exactly does not work there ?
If this thing is still on by default (it sounds like that), i will turn it off and will push tonight a new version of the SOuP package.

pixelAffairs
07-05-2010, 10:51 PM
Hi Peter!
Well, the particle caching simply didn't work anymore.
And it used to work before.
I can't be more specific than that :-)

It caches but the cache won't display.
Also the the previous scenes stopped working.

Though it could be that I haven't investigated in that long enough...

But I found my way around crappy particle caches anyway, so there is no pressure anymore.

cheers,
Johannes

PS: I like being able to pick the attributes for caching though :-)

Aikiman
07-06-2010, 12:18 AM
Hey Aikiman thanks a lot for those videos tutorials ... they are very helpful ... keep them coming ... thanks again!

Thanks for the feedback ;) Im working on some scenes at the moment with the help from Peter to iron out a couple of problem areas, once they are sorted I will do some more vids. Im doing a lot of stuff with textureToArray like using texture as a source of field on particles and trying to get the oceanShader to play nicely with SOuP but really need Peters help on this one. Normally colorAtPoint works but its great not having to use any mel, so much quicker and less to remember in some ways.

pshipkov
07-06-2010, 12:38 AM
Hi Peter!
Well, the particle caching simply didn't work anymore.
And it used to work before.
I can't be more specific than that :-)

It caches but the cache won't display.
Also the the previous scenes stopped working.

Though it could be that I haven't investigated in that long enough...

But I found my way around crappy particle caches anyway, so there is no pressure anymore.

cheers,
Johannes

PS: I like being able to pick the attributes for caching though :-)

I pushed a new version - 1.22 with few minor fixes, your problem among them. The PCM script will not hijack default maya stuff anymore. Also, you may have another problem over there, because the PCM thing does not do anything to the existing particle caches. It only allows you to write specific channels when you bake new caches. Which is very useful when dealing with big number of particles - particle caches get significantly smaller which translates to shorter read/write times.

noticeus
07-06-2010, 11:23 AM
well I have to say!

Peter, this is amazing stuff and thank you very much. I do like the houdini approach you are creating there. Amazing.

thanks a lot!

pixelAffairs
07-06-2010, 12:22 PM
I pushed a new version - 1.22 with few minor fixes, your problem among them. The PCM script will not hijack default maya stuff anymore. Also, you may have another problem over there, because the PCM thing does not do anything to the existing particle caches. It only allows you to write specific channels when you bake new caches. Which is very useful when dealing with big number of particles - particle caches get significantly smaller which translates to shorter read/write times.

Okay, cool.
I also noticed that the popUp-menus on the shelf stopped working after the latest update.
Dunno if that is my fault :-)
I am not used tto wroking with a Mac - but, currently I have to.
Will try the latest release later...

Can't tell what causes the problem with the cache, but since also the dynGlobals had changed, in that they had "PCM" written on them, I assumed this might be more than just a pimped caching interface.

I still like the idea of the PCM, as I said.
:-D

cheers,
Johannes

EDIT:
Okay, just tested it.
Still no popUp menus.
When I load the plugin I get :

p, li { white-space: pre-wrap; } // //
// SOuP 1.22, Copyright (C) 2010 Peter Shipkov. //
// This software comes with absolutely no warranty. //
// You can not modify, distribute or sell it. //
// //
# Error: NameError: name 'soup' is not defined #


Hm, anybody else on a Mac having this problem?
All the nodes seem to be there and working, I just can't call'em from the shelf...

skunk184
07-06-2010, 08:38 PM
overburn and now this ! by far the best thing to come to maya for a long long time, fantastic plugin Peter ... thanks for releasing all your hard work .

I have found one small problem. Not sure if its me or a 2009 issue but when i press the connect button (lets say i am connecting pSphereShape1.worldMesh[0] -> boundingObjectShape1.inMesh ) the drop down list displays as this :-

pSphereShape1.outMesh -> boundingObjectShape1....
pSphereShape1.outMesh -> boundingObjectShape1....
pSphereShape1.outMesh -> boundingObjectShape1....
pSphereShape1.worldMesh -> boundingObjectShape...
pSphereShape1.worldMesh -> boundingObjectShape...
pSphereShape1.worldMesh -> boundingObjectShape...

so i cant see what i am connecting

not sure how much work this would be or if its just a matter of changing a couple of variables but instead of displaying the full shape names maybe displaying as sel1 and sel2.

sel1.outMesh -> sel2.inMesh
sel1.worldMesh -> sel2.inMesh

anyway thanks again for SOuP

Craig

pshipkov
07-07-2010, 06:25 AM
@pixelAffairs

There is a new version that fixes this maya2009_osx problem. You hit a bug that i accidentally introduced in the yesterday's build. There is a new version. Give it a try.

@skunk184
That's how maya's marking menus work. They trim text if it is too long. I like your suggestion. Adding it to my to do list - somewhere at the top.
Thanks.

KiserSoze
07-07-2010, 04:26 PM
I'm wondering if SOuP can "build" models in a design-like and controllable fashion..

Case in point, take a look at a friend's reel.

http://www.luxwork.com/

If you select DEMO and play the video out to 1:05sec, there's a Quikrete spot where parts of buildings, roads and towers are being built procedurally, based on component rotations and scales. ( triangles )

Matt did create the effect in Houdini, but I'm wondering if SOuP can handle this type of work and what would the approach be like..

I have to put a bid in asap, so any help would be great...

destruct007
07-08-2010, 02:29 AM
I'm wondering if SOuP can "build" models in a design-like and controllable fashion..

Case in point, take a look at a friend's reel.

http://www.luxwork.com/

If you select DEMO and play the video out to 1:05sec, there's a Quikrete spot where parts of buildings, roads and towers are being built procedurally, based on component rotations and scales. ( triangles )

Matt did create the effect in Houdini, but I'm wondering if SOuP can handle this type of work and what would the approach be like..

I have to put a bid in asap, so any help would be great...

Yeah this is super easy, just plug in a few group nodes and some point nodes, simple. I'd say put on a low low bid knowing that its easy to do. LOL

OR

put in a bid that way you KNOW how to do it, and not risk a whole job on a plug-in you have no idea how it works. Just sayin'

Aikiman
07-08-2010, 03:17 AM
Yeah this is super easy, just plug in a few group nodes and some point nodes, simple. I'd say put on a low low bid knowing that its easy to do. LOL
OR
put in a bid that way you KNOW how to do it, and not risk a whole job on a plug-in you have no idea how it works. Just sayin'

rofl, I was waiting for Peter to answer this one but I guess thats as good as any :)

thinkingPoly
07-08-2010, 06:20 AM
Hi everyone!
I put the plugin into the right directory as "readme" file said , then I try to load it in maya,the shelf and icons appear ,but the are not working and get this error message in the script window:
//
// SOuP 1.22, Copyright (C) 2010 Peter Shipkov.
// This software comes with absolutely no warranty.
// You can not modify, distribute or sell it.
//
# Error: name 'soup' is not defined
# Traceback (most recent call last):
# File "<maya console>", line 1, in <module>
# NameError: name 'soup' is not defined #

And when I open the example files,maya tells me "there is data lost...."when I load the plugin in maya I get this error :

I have no programing back ground,can not figure out what is wrong,Can anybody help me?
My OS is mac osx 10.5.8,maya version is 2009 sp1

skunk184
07-08-2010, 03:20 PM
Hi Peter and everyone else,

Looking at the two examples that show the dancing/prancing man that deforms the floor on imapact I noticed that different methods are used.

the first example is cluster based using multiAttrTransfer node which is great as you can control the shape of the deformation from the weights ramp in the bounding box node.

the second example uses the group node and an extrude ... the group node with animation control allows you to "remember" the deformations so they stay after impact.

is there a way to "remember" the deformation using the cluster with weighted deformation like in the first example ? also is there a way to weight(or a different way to get a falloff as there are no weight maps for extrudes) an extrusion?

cheers,

Craig

KiserSoze
07-08-2010, 04:21 PM
[ snip ]
put in a bid that way you KNOW how to do it, and not risk a whole job on a plug-in you have no idea how it works. Just sayin'
[ snip ]

Yeah, it was probably stupid of me to add the last line.. I do tend to put myself out there and I'm not afraid to be out on that ledge either.. ;)
And that's not to say that we don't have another approach that works.
Was just wondering if it were possible in SOuP at the moment..

I have nothing but love for Petrov!!!

On a side note, destruct007, your tutorials HAVE helped... Keep em coming!

_kS

pshipkov
07-08-2010, 05:13 PM
Last night i pushed a new version. Now the shattering can be to 2-3 times faster (or more) than before.

@thinkingPoly
I never tried SOuP on OSX10.5.8, only 10.6. So i cannot answer you question. Try the latest version 1.24 and report.

@skunk184
Yes, there is a way to "remember" the deformations. It will require a different setup tho. Will try to find some time this weekend for that.

@KiserSoze
It is all good man, i never tried anything like what we see on that video. Let's see ...

KiserSoze
07-08-2010, 07:10 PM
Petrov!

What we've been able to do is take polys or triangles, figure out which edge we want to rotate from, create locators at those edges ( via scripting ), then hand animate scaling and rotations of those locators based on the rotations and scaling of other objects ( expressions )

the process is laborious! on high poly models, mel slows down to a crawl, interactivity is super slow, not to mention, we'd have to hand animate most, if not all of the locators..

I was looking at your group nodes approach, and it occurred to me that if we transferred rotation and scaling from one object to another, but used your bounding box idea as a influence object that controlled when the rotation occurred, then we may have something..

there would have to be certain seeds planted, though.. ( and other challenges )

the problems I see is that if we have a lowPoly face who's local rotation is zero'ed out ( the driver ), but the object you'd want to affect, it's rotation is foo, foo foo ( the driven ).. It works to a certain degree, but lacks fluidness and smooth control.

On another note, we found it easier to have the model as separate pieces. Obviously, the model would look faceted, but maybe we mask the "whole" smoothed model underneath in another pass and deal with that in the comp..

You're special, man.. Thanks for listening..


_kS

tkdmatt
07-09-2010, 03:28 AM
I've got a question concerning SOuP but firstly I want to thank Peter for this awesome plugin and dave/jeremy/jimmy for the helpful video tutorials. It's quite fun playing around with these nodes and connections, and at the moment I'm trying to figure out a method of instancing geometry onto the scatter node.

So I've got a polysphere node plugged into scatter node set to surface, and what I'm trying to achieve is instancing a small polyplane onto each of the scatter points, is this possible? I've played around trying to plug the scatter node into a particle instancer node, and pointAttributeToArray, attribute transfer, and all kinds of combinations of nodes, but I'm not quite there yet.

Essentially I'm trying to see if this is a viable method of a feather system, I know there are other alternatives like shave or scripts, and I've got those working fine, it would just be really cool to do this with SOuP.

If Peter or anyone should shed some light on this I'd be greatly appreciated.

pshipkov
07-09-2010, 08:44 AM
Currently you cannot do that.
The instancer1.inputPoints is looking for kDynArrayAttrsData data, you cannot plug there a vectorArray.
It is on my radar.

You can actually do feathers with standard Maya tools only, but some of them happen to be dynamic objects - this will prevent you from being able to freely scrub the timeline.

This kind of stuff (procedural instancing) works ok for small feathers - they are forgiving because of their small scale.
Medium and big feathers are mostly on the rigging side + deformers to mimic air flow + dynamics thrown on top if needed.

Also, renderers don't perform very will with tons of transparent. objects. Maybe you can consider using fur (riCurves or mr hair primitives) for the small feathers instead of polygons+texture maps.

tkdmatt
07-09-2010, 10:04 AM
Yeah we've done birds in the past with the method you mentioned, with large/medium feathers rigged with deformers, and small feathers using shave with puppet shader and textures, for a new one we've got coming up I was really interested in finding other methods, thanks Peter for clearing that up, after I saw the clip on your site with the scatter points on the animated guy I got excited about the possibilities and assumed that the scatter points could be converted to particle data etc.

Thanks again Peter for this plugin, I'm going to continue exploring it and try to get it implemented in our pipeline at our studio, I can already see the animators appreciating the trajectory nodes and the fx guys with all the contact type stuff. I myself am really interested in all the particle and fluid nodes. Exciting stuff...

pshipkov
07-09-2010, 04:53 PM
You can actually drive particles easily with the scattered points. I will mock-up some example this weekend - thanks for the idea.

thinkingPoly
07-10-2010, 08:03 AM
Last night i pushed a new version. Now the shattering can be to 2-3 times faster (or more) than before.

@thinkingPoly
I never tried SOuP on OSX10.5.8, only 10.6. So i cannot answer you question. Try the latest version 1.24 and report.

@skunk184
Yes, there is a way to "remember" the deformations. It will require a different setup tho. Will try to find some time this weekend for that.

@KiserSoze
It is all good man, i never tried anything like what we see on that video. Let's see ...
pshipkov,
I download the latiest version of Soup,It's working! Thank you!

Pookyjuice
07-11-2010, 03:57 AM
Thank you to Peter Shipkov for his awesome contribution to the Maya Community! Are you going to work for Autodesk? I could see these features working their way into the next version.

pshipkov
07-11-2010, 11:56 AM
You are welcome.

I would gladly take the CEO position there, thanks. :D



There is a new version 1.25 + couple of new videos and examples. There are quite a few videos there already, so i am going to include here few of the new videos. Check the SOuP web page for the full notes.

Additional nodes can be used to further refine the shape and distribution of the scattered point cloud. This way we can precisely place or remove points:
http://petershipkov.com/development/SOuP/videos/shatter_postPointCloudInfluence.mov

Scatter nodes can be used to drive particles in a procedural manner. This way you don't have to rely on dynamic simulation if you want to stick particles to geometry for example:
http://petershipkov.com/development/SOuP/videos/scatter_baked_directParticlesControl_mud.mov


http://petershipkov.com/development/SOuP/videos/scatter_volume_maxDistanceFromSurface_fluidEmission.mov

rain example:
http://petershipkov.com/development/SOuP/videos/rain.mov

Aikiman
07-11-2010, 10:40 PM
Thank you to Peter Shipkov for his awesome contribution to the Maya Community! Are you going to work for Autodesk? I could see these features working their way into the next version.

But then there would be no reason for SOuP ;) I cant see AD adopting SOuP's philospohy, AD likes big nodes, SOuP is more like a mutating virus that just gets bigger.

noticeus
07-12-2010, 08:48 AM
well, why should AD bother now that someone else did their job.
so isn't that AD philosophy "if it's already out there why bother implementing it in our software?"
just thinking out loud ;)

Aikiman
07-13-2010, 02:15 AM
I cant contain myself, Peter has a nice upgrade due in a day or 2 in relation to some instancing requests. I haven't seen it yet but from reports its got to do with birds and feathers and how about setting instancer direction to fluid voxel velocity?! mmmmm annnnd instancer scale based on voxel density?!

Give the man a beer.

(you heard it first from Aiki, haha.) sorry Peter Im a real spoiler ;)

tkdmatt
07-13-2010, 03:38 AM
I cant contain myself, Peter has a nice upgrade due in a day or 2 in relation to some instancing requests. I haven't seen it yet but from reports its got to do with birds and feathers and how about setting instancer direction to fluid voxel velocity?! mmmmm annnnd instancer scale based on voxel density?!

Give the man a beer.

(you heard it first from Aiki, haha.) sorry Peter Im a real spoiler ;)
Awesome, this sounds great, looks like I may be able to attempt my bird with this method, though shame on you Aiki for leaking Peter's surprise!

I saw Peter's mud example with the nparticles, I've been playing with that and getting results, though this should make it easier. I'm also keen to see some applications of the fluids with this instancing.

Aikiman
07-13-2010, 03:44 AM
its totally procedural according to my leaked information, so anything with a normal, tangent or velocity information the instancing will hook up to it. Thats all Im aloud to sa...................arhhh.........beep beep beep.

treedee
07-13-2010, 07:29 PM
What a great treat...thank you for the toolset. sorry if this a bit of a noob question as Im curious as to how one would connect objects other than spheres, Cubes, etc? Again sorry if this has been covered somewhere...

XianPalintir
07-13-2010, 07:43 PM
how one would connect objects other than spheres, Cubes, etc?
I plug the worldMesh from the shape node and, if necessary, the worldMatrix from the transform as inputs to the chain. Then I create a mesh node using MEL (createNode mesh) and use this shape node as the end of the chain. Remember to connect this last node to some shading group.

If someone knows a better way please let us know :)

alibaba
07-14-2010, 07:05 AM
All the normal load plug-in, open the examples file, an error prompted:

file -f -options "v=0" -ignoreVersion -typ "mayaAscii" -o "C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma";addRecentFile("C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma", "mayaAscii");
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 126: The mesh 'pPlaneShape1' has no '.bnr' attribute. //
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 126: No object matches name: .bnr //
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 609: The time 'time1' has no '.unw' attribute. //
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 609: No object matches name: .unw //
// File read in 0 seconds.
// Error: line 196: Invalid flag: -ignorePanZoom //
// Error: line 0: Error reading file. //
// Error: line 0: Error reading file. //
// Press the ESC key to stop playback.
// Press the ESC key to stop playback.

YourDaftPunk
07-14-2010, 05:26 PM
Just a quick tip on installing SOuP (the more experienced maya users will know this, but for everyone else...):


The cleanest and easiest way to set it up is to copy the SOuP folder (containing icons,plug-ins,etc) to your yourUserPath/maya directory.

Then set the environmental variables in Maya.env which will be in the user maya directory with the version you want to modify: yourUserPath/maya/2009-x64/Maya.env

Edit the Maya.env text file (or create it if it doesn't exist) to include SOuP's plug-in directory (your specific version) and icon directory:
MAYA_PLUG_IN_PATH = yourUserPath/maya/SOuP/plug-ins/maya2009_windows_vc9
XBMLANGPATH = yourUserPath/maya/SOuP/icons



This takes a little setup, but it's worth it for a couple reasons:
1) Your Maya install stays clean.
2) Updating means just replacing the old SOuP folder with the new one. All the SOuP files stay together.
3) You'll see SOuP nicely separated in the Plug-in Manager in Maya.
4) You don't need admin privileges to edit your user directory. I notice some people still like to install plug-ins in the actual Maya bin\plug-ins directory. That's a bad habit; reinstalls of Maya get ugly.


-shawn

destruct007
07-14-2010, 07:54 PM
Thanks myDaftPunk, good advice. Even tho I'm an experienced maya user I'm sloppy in this regard at home, hah.

Aikiman
07-15-2010, 12:04 AM
What a great treat...thank you for the toolset. sorry if this a bit of a noob question as Im curious as to how one would connect objects other than spheres, Cubes, etc? Again sorry if this has been covered somewhere...

If its a polymesh then look for the inMesh plug or the outGeometry depending on what you want to do with it. Im not sure these tools work with nurbs but give it a go with the create plug and worldSpace, they work with curves. Not sure if CVs have any components except xyz, uv?

Aikiman
07-15-2010, 11:41 AM
Dont rush to get the latest download of SouP, it has some boring instancing features that inherit surface normal direction without the need for goals plus passing of fluid info to influence all sorts of crazy things. Apparently its available for download at the usual place, ho hum.

SGIFreak
07-15-2010, 12:00 PM
the new update looks funny

Aikiman
07-15-2010, 12:03 PM
If you are talking about the jungle guy with all the feathers, then yeah I had a good laugh at that too.

HowardM
07-15-2010, 12:04 PM
... instancing features that inherit surface normal direction without the need for goals plus passing of fluid info to influence all sorts of crazy things.

thats insane... so cool! Peter ROCKS!

now, did he ever get the shatter based on shape of object and cracking then breaking implemented like you asked? ;)

i keep seeing old videos of shattering, but it seems that each step it rebreaks everything, where i want to break an object, then have it break more and more without starting over...

Aikiman
07-15-2010, 12:10 PM
Absolutely, check out the guy dancing on the pathway, his footsteps break the surface as he lands, it might need more work but the concept is working in practice. Also increasing the mesh resolution will give you more detail and finer definition, Im not sure what it is like performance wise probably hold up great with a dual quad core or something.

HowardM
07-15-2010, 12:15 PM
hmm but it seems like if he hits 2x in similar place that it pops... and is are the cracks shaped like his footsteps?

im just thinking of something cracking first into large pieces, then slowly crumbling, without changing the entire shape or the original breaks, as it did in earlier sphere breaking examples...

Aikiman
07-15-2010, 12:30 PM
I havent had a decent look at the shatter stuff but like I said increasing the resolution will give you more definition. You have to remember that the shatter happens due to the proximity of vertices so the more you have the better detail but of course longer sim times.

Peter is still working on this tool, this is just a taste of shatter but he did mention to me that he wanted to create surface presets so you could select some vertices and apply a concrete rigidity while others could shatter like glass shards. I also suggested it would be good to have texture maps to influence shatter, he replied that it would go onto his "to do" list. I wonder how big that list is now?

SGIFreak
07-15-2010, 12:59 PM
it is possible to combine multiple different nodes to make effects like this ? http://www.blastcode.com/gallery/sample.php?pid=110

dafloW
07-15-2010, 04:07 PM
just tried the newest version (update 2010/07/15 ) and getting this error (2011 and 2010 on xp64):

// SOuP 1.25, Copyright (C) 2010 Peter Shipkov.
// This software comes with absolutely no warranty.
// You can not modify, distribute or sell it.
//
// Error: ķŕ; //
// Error: Syntax error //
// Error: Cannot find procedure "getShelfStyle". //
// Warning: waitCursor stack empty //

does anybody have the version before that new one? I am having some free time now and would love to play with those great new tools.

pshipkov
07-15-2010, 05:07 PM
All the normal load plug-in, open the examples file, an error prompted:

file -f -options "v=0" -ignoreVersion -typ "mayaAscii" -o "C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma";addRecentFile("C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma", "mayaAscii");
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 126: The mesh 'pPlaneShape1' has no '.bnr' attribute. //
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 126: No object matches name: .bnr //
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 609: The time 'time1' has no '.unw' attribute. //
// Error: file: C:/Documents and Settings/CarlLee/Desktop/examples/attributeTransfer_curveCvColors.ma line 609: No object matches name: .unw //
// File read in 0 seconds.
// Error: line 196: Invalid flag: -ignorePanZoom //
// Error: line 0: Error reading file. //
// Error: line 0: Error reading file. //
// Press the ESC key to stop playback.
// Press the ESC key to stop playback.

You are using older version of Maya (pre-2011). There are backwards compatibility issue with 2011 scenes.
You have to manually delete the erroring lines using text editor.
I cleaned up most of the scenes - there is a maya2009_example_scenes archive on the SOuP page. It has pretty much everything except the few examples from the latest updates.

pshipkov
07-15-2010, 05:08 PM
just tried the newest version (update 2010/07/15 ) and getting this error (2011 and 2010 on xp64):

// SOuP 1.25, Copyright (C) 2010 Peter Shipkov.
// This software comes with absolutely no warranty.
// You can not modify, distribute or sell it.
//
// Error: ķŕ; //
// Error: Syntax error //
// Error: Cannot find procedure "getShelfStyle". //
// Warning: waitCursor stack empty //

does anybody have the version before that new one? I am having some free time now and would love to play with those great new tools.

Close Maya, go to ../Documents And Settings/maya/prefs/shelves/ and delete the SOuP shelf. Then try to load the plug-in again.

pshipkov
07-15-2010, 05:09 PM
it is possible to combine multiple different nodes to make effects like this ? http://www.blastcode.com/gallery/sample.php?pid=110

Yes, you only have to preshatter the object, the rest can be achieved easily with standard Maya tools.

pshipkov
07-15-2010, 05:17 PM
hmm but it seems like if he hits 2x in similar place that it pops... and is are the cracks shaped like his footsteps?

im just thinking of something cracking first into large pieces, then slowly crumbling, without changing the entire shape or the original breaks, as it did in earlier sphere breaking examples...

I got some ideas about layers of shattering with minimum intervention from the user - where specific shards get further shattered based on some rules or events. Also, yesterday Dave mentioned things like gluing shards (merging neighbor faces) for more interesting shapes, you know voronoi shards look little too CG straight out of the box.
But that's for later.

treedee
07-15-2010, 05:25 PM
If its a polymesh then look for the inMesh plug or the outGeometry depending on what you want to do with it. Im not sure these tools work with nurbs but give it a go with the create plug and worldSpace, they work with curves. Not sure if CVs have any components except xyz, uv?


Thank you XianPalintir and Aikiman for the suggestions, ill give it a go!

HowardM
07-15-2010, 05:57 PM
I got some ideas about layers of shattering with minimum intervention from the user - where specific shards get further shattered based on some rules or events. Also, yesterday Dave mentioned things like gluing shards (merging neighbor faces) for more interesting shapes, you know voronoi shards look little too CG straight out of the box.
But that's for later.

cool mate, cant wait for the next few years of HOT SOUP! ;)

coccosoids
07-15-2010, 08:23 PM
Why no more tutorials and video pilots on SOuP? :curious:
I was having such a good time...

And Peter... bravo mister! :thumbsup:

Albo
07-15-2010, 09:04 PM
Why no more tutorials and video pilots on SOuP? :curious:
I was having such a good time...

And Peter... bravo mister! :thumbsup:

well I think we have already a lot here. This guys are working during the day, and may be even the nights! We can't pretend a tutorial per day. lol
Alberto

andyG3D
07-15-2010, 09:32 PM
First of all THANK YOU for this awesome plugin!!!

If at all possible, please provide a detailed description on how to do that procedural feather technique shown on the website!!! :eek:

Aikiman
07-15-2010, 10:58 PM
As mentioned Peter has a day job and Im working on some other stuff to do with SOuP. We are working furiously to get a user manual done, but its still a ways off yet as these things take time, then its back to making vids. I havent had time to learn SOuP either thats how bad it is but have patience ppl and battle on with the sample scenes, PEter will do what he can to answer all your important questions.

dafloW
07-16-2010, 09:21 AM
Close Maya, go to ../Documents And Settings/maya/prefs/shelves/ and delete the SOuP shelf. Then try to load the plug-in again.

ok, tried that without success. i get the same error. even deleting my user prefs did not help. anybody else having this problem on xp64?

YourDaftPunk
07-16-2010, 02:52 PM
dafloW, I just tested the latest XP64 Maya 2009 version and I can confirm the syntax error.

andyG3D
07-16-2010, 03:51 PM
Yes, I am getting the same shelf related error on xp64. I think the plugin is corupting the user pref file somehow(?). The plugin worked the first time I started up maya, but then on following maya startups the shelf is completely missing - and various attempts to refresh the viewport or removing the SOuP shelf.mel did not resolve the problem. I had to trash my user prefs to get the shelf back.:hmm:

pshipkov
07-16-2010, 05:56 PM
Ouch, how embarrassing. Will take a look shortly.
Maybe i busted something accidentally in the last minute.
I check things after building for each platform, but maybe something slipped through.
Linux/osx versions work fine here, so maybe something else is going on ...
Will report soon.

pshipkov
07-17-2010, 09:01 AM
Fixed now.
The problem appears to be more on the Maya side in one of the shelf related scripts, not really a bug, just something that can cause trouble in some cases.
Workaround is added, new version is uploaded - give it a try.

SGIFreak
07-17-2010, 09:05 PM
Thanks i tested later

giuseppeluciano
07-26-2010, 11:54 AM
Wow, this SOuP plugin looks great!

I just started testing with an example-scene "pointCloudFluidEmitter_pointColors_3.ma", and i'm trying to find a way to use the auto resize function in Maya 2011. The fluid acts kinda weird though, is this normal? Is the auto resize function supported for the SOuP plugin?

thanks in advance,
G.

pshipkov
07-29-2010, 02:07 AM
pointCloudFluidEmitter have been written long before Maya2011 was released. I will look into this at some point later.

misterBil
08-01-2010, 12:55 AM
Hi Peter,
sorry for a silly/newbies question but I'm having trouble to install the plug in.
I tried both to place the mll file in my maya2011/bin/plugins/directory or changing the env variable in the maya.env file. In both case maya tells me... when I open the plugins manager and try to click in the load button next to soup.mll

// Error: line 1: Unable to dynamically load : C:/Program Files/Autodesk/Maya2011/bin/plug-ins/SOuP.mll //
// Error: line 1: //
// Error: line 1: (SOuP) //

any idea?
I really want to test it as it seems to offer so many creative possibilities.

Any help would be appreciated.

bil

pshipkov
08-01-2010, 02:36 AM
You are running Windows i can tell by the .mll file your are trying to load.
Any chance this is 32bit windows ?
Because all builds at this point are for 64bit operating systems.

misterBil
08-01-2010, 04:55 AM
that would explain the issue! Thanks for your quick reply, I'll try to find 64 and install it.
Amazing work though, can't wait.

rasamaya
08-05-2010, 07:53 AM
Thank you for sharing your work.
Look forward to playing.

Can you pm me this info so I can nominate you:


Supply a short biography of the person you are nominating (maximum 300 words).
Include a valid telephone number and/or email address of the person you are nominating, and a web site address, if available.

Supply images or movies by sending either: links to a website; an FTP site; by e-mail (maximum 2MB), or send a DVD by mail to the address shown below.


Clear copyright. Full permission to display the images must be given to Autodesk.*
Thanks
Rasa

pshipkov
08-13-2010, 03:43 AM
Can you pm me this info so I can nominate you

Didn't know they let boys to compete in Miss Universe
...
oh, you meant Maya Master nominations, i see now :)

Not sure this is a good idea, but maybe i should just do it.

rasamaya
08-13-2010, 07:02 AM
haha I know.
But really, credit is deserved. Its really ground breaking what you have done, in my eyes at least.
You have Houdini'd Maya.

Looking forward to more.

noizFACTORY
08-13-2010, 07:34 AM
haha I know.
But really, credit is deserved. Its really ground breaking what you have done, in my eyes at least.
You have Houdini'd Maya.

Looking forward to more.

Agree. I would gladly nominate Peter this year.

pixelAffairs
08-13-2010, 10:21 PM
Hey Peter do you mind me coming back to this PCM thing?
Is this a script or a plugin?
And do you share this somewhere?
Cause I would actually really love to try this again and hopefully reduce my caching times...

PS: Yeah, go for the nomination, I couldn't think of anybody better.

pshipkov
08-13-2010, 11:24 PM
@pixelAffairs:
Sure, can you remind me what the problem was with PCM ?
It is a script really - a wrapper around the "dynExport" command - check it out in the documentation.
The script is embedded in the plug-in for user simplicity. I thought that will be a good idea to supply a separate archive with the few scripts used in SOuP in case somebody wants to tweak things, but didn't get to that yet.

@rasamaya and noizFACTORY
I added a line to my previous post to better express what i meant :)

rasamaya
08-13-2010, 11:42 PM
Im really unclear sometimes.
You will notice a lot of my posts are edited lol

pixelAffairs
08-15-2010, 06:21 PM
Hi Peter
my problem was that my "pre-PCM-caches" stopped working and also reading the caches I made with PCM didn't work.
But I would like to play around with that again and see if it works now or find out out what the problem is.

Cause Maya's cache are ridiculously big.
Good thing though is that 2011 seems to handle crazy amount of particles much better.
Still...

cheers,
Johannes

pshipkov
08-16-2010, 01:44 AM
Let me know if you find the problem.

Maya's caching system is very flexible under the hood, but the wrapper tools are kind of underdeveloped. I think caching and emitters right now are the Achilles heel of the FX toolset in Maya.
Well, thinking about this - Mental Ray is another thing that does not work for particle effects ...
Anyway.

pixelAffairs
08-16-2010, 12:28 PM
Ah okay, so is still part of SOUP!
I just found it in the shelf:
Tools>Particle Cache Manager aka PCM :-)
Cool, will play around with that.

Thanks!

And talking about MR:
Yes it is usually not the best choice for particles.
Played around with 3Delight for this, but it wasn't perfect at 4 million + particles either.
So I am hoping for Kraktoa for Maya:-)

Aikiman
08-31-2010, 09:50 AM
Theres been another small update and some nice particle examples from Sergey Tsyptsyn.
Hope yous are getting your daily SOuP fix :)

SGIFreak
08-31-2010, 05:39 PM
very nice :wip:

now we need more tutorials for advanced stuff.

Aikiman
08-31-2010, 07:39 PM
yep, the cogs are starting to turn again.;)
Actually how advanced are we talking here?

eddgarpv
09-01-2010, 12:12 AM
Hey there!
Just had a chance to test SOuP and it's great!

I tried to do some deforming objects based on the multiAttributeTransfer_3.ma example and seems like the values set in boundingObjectShape1 are not saved in the scene.. to see it, open that scene from examples, play until frame 86/90 and save. Then reopen and you'll have to set Input Geometry as the Type on the dropdown menu.

A workaround for batch rendering is to set that Attribute in a pre mel script.

maya 2011 hotfix3/linux / SOuP 1.26

Aikiman
09-01-2010, 12:36 AM
Hey there!
Just had a chance to test SOuP and it's great!

I tried to do some deforming objects based on the multiAttributeTransfer_3.ma example and seems like the values set in boundingObjectShape1 are not saved in the scene.. to see it, open that scene from examples, play until frame 86/90 and save. Then reopen and you'll have to set Input Geometry as the Type on the dropdown menu.

A workaround for batch rendering is to set that Attribute in a pre mel script.

maya 2011 hotfix3/linux / SOuP 1.26

I think you found a bug.

OmegaN
09-01-2010, 08:45 AM
now the only thing we need for maya is a good nodebased connection editor to replace hypershade/hypergraph.. oooor one of them re-made into easy connection godness ;) .. (anyone who been working in houdini or any compositing software knows what im talking about!)

noizFACTORY
09-01-2010, 09:08 AM
now the only thing we need for maya is a good nodebased connection editor to replace hypershade/hypergraph.. oooor one of them re-made into easy connection godness ;) .. (anyone who been working in houdini or any compositing software knows what im talking about!)
Peter is already working on one that looks awesome.
Btw, this is the user group you can join:
http://groups.google.com/group/maya_he3d/?pli=1

-Sachin

ginodauri
09-04-2010, 02:22 AM
Hi

Nice plugin.
But i don't like shelfs. :)
First thing that i do is to write script to build menu from soup shelf.
Script:

import maya.cmds as mc
def soupUI():
pass

def createSoupMenu():
soupUI.menu=mc.menu(l="Soup",p="MayaWindow")
soupShelfItems=mc.shelfLayout("soup",q=1,ca=1)
for each in soupShelfItems:
label=mc.shelfButton(each,q=1,ann=1)
if label!="separator" and label!="tools":
mItem=mc.menuItem(l=label,p=soupUI.menu,subMenu=1)
mc.menuItem(mItem,e=1,pmc=soupUpdate(mItem,label))

def soupUpdate(mItem,label):
def helpDef(*args):
if label=="buffers":
soup().updateBufferMenuItems(mItem,"buffers")
elif label=="connect":
soup().updateBufferMenuItems(mItem,"connect")
else:
soup().updateBaseMenuItems(label,mItem)
return helpDef

createSoupMenu()





I tried to delete ncloth polygons in simulation , with bounding object , but no luck.
When first polygon is deleted maya just dyplay input mesh.
Is this possible to do?

Aikiman
09-07-2010, 12:40 AM
I tried to delete ncloth polygons in simulation , with bounding object , but no luck.
When first polygon is deleted maya just dyplay input mesh.
Is this possible to do?

Yes, the nClothShape.outputMesh -> boundingObject1.inMesh then group1.outGeometry and outComponents go into delete node inGeo and deleteComponents. Make sure you have face components selected in the group node.

nice menu BTW

mads_tuxen
09-08-2010, 12:14 PM
Fantistic Plugin.
I think theres a bug in the scatter node in maya 2011 the scatter node dont react to worldspace input it works as it should with inversewordl matrix (only inversed :) )

fantastic work!

Aikiman
09-08-2010, 11:00 PM
Fantistic Plugin.
I think theres a bug in the scatter node in maya 2011 the scatter node dont react to worldspace input it works as it should with inversewordl matrix (only inversed :) )

fantastic work!

Can you upload the scene or screen grab the DG with details attached.
Cheers

ginodauri
09-14-2010, 03:55 AM
Yes, the nClothShape.outputMesh -> boundingObject1.inMesh then group1.outGeometry and outComponents go into delete node inGeo and deleteComponents. Make sure you have face components selected in the group node.

nice menu BTW

I didn't try this this , but with deleting polygons on outputmesh , this just for display(deleted polygons won't be considered in simulation--input mesh unchanged)

What i would like to delete input mesh polygons and to force maya to resim with new geometry.
But as i sad maya just display mesh in input position , and start deleting polygons(simulation is stopped).

Aikiman
09-14-2010, 05:31 AM
sorry I need a screenshot of hypershade - DG and if possible upload your scene. Thank you.

Aikiman
09-14-2010, 09:28 PM
I didn't try this this , but with deleting polygons on outputmesh , this just for display(deleted polygons won't be considered in simulation--input mesh unchanged)

What i would like to delete input mesh polygons and to force maya to resim with new geometry.
But as i sad maya just display mesh in input position , and start deleting polygons(simulation is stopped).

mm Ill have to give it a go when I get back home. Have you tried deleting faces on the mesh upstream from the nCloth? You have to turn off intermediate Object to see it. The only problem then is you are deleting faces in object space.

psilo
09-28-2010, 11:36 AM
Hi there,

can someone could help me with the basic workflow on creating wetmap on collision with soup? like the rain.mov and arraydatacontainer_pointcloud_wetmap.mov exemples videos on the soup webpage.
Totally new to soup and don t really know where to start from

Thanks.

Aikiman
09-28-2010, 07:43 PM
Absolutely. It is the weight transfer that creates wetmap using the attributeTransfer node. Notice how particle goes through bounding object of attributeTransfer (AT) node. Make sure you have a customPP called weightPP=1 on particle and pass that through the AT node also. Check inputGeo is "on" AT node and make sure weight is passed also.

Now connect collision surface through AT node too, WorldMesh>inGeometry. Make sure you have View Vertex Colors on colllision surface. Create a dataArrayContainer (DAC) and a arrayToPointColor(ATPC) nodes. Connect AT.outGeometry->ATPC.inMesh->ATPC.outMesh->collisionSurface.inMesh
You also need to connect AT to DAC
AT.outWeight->DAC.inArray->DAC.outRgba->ATPC.inRgbaPP
Now you need to adjust time settings on DAC to match your timeline and play with sink value for results.

Aikiman
09-28-2010, 07:44 PM
I will do a video sometime soon.

psilo
09-28-2010, 07:45 PM
Absolutely. It is the weight transfer that creates wetmap using the attributeTransfer node. Notice how particle goes through bounding object of attributeTransfer (AT) node. Make sure you have a customPP called weightPP=1 on particle and pass that through the AT node also. Check inputGeo is "on" AT node and make sure weight is passed also.

Now connect collision surface through AT node too, WorldMesh>inGeometry. Make sure you have View Vertex Colors on colllision surface. Create a dataArrayContainer (DAC) and a arrayToPointColor(ATPC) nodes. Connect AT.outGeometry->ATPC.inMesh->ATPC.outMesh->collisionSurface.inMesh
You also need to connect AT to DAC
AT.outWeight->DAC.inArray->DAC.outRgba->ATPC.inRgbaPP
Now you need to adjust time settings on DAC to match your timeline and play with sink value for results.

thanks a lot

Aikiman
09-28-2010, 08:36 PM
No worries, actually the rain example is one of my favourite examples. Peter passes the weight for wetmap but also uses the weight value to emit fluids as well as deform the mesh using the peak deformer. So you see just one attribute can do 3 awesome things at the same time by adding just one or 2 extra nodes.

psilo
09-29-2010, 10:00 AM
Absolutely. It is the weight transfer that creates wetmap using the attributeTransfer node. Notice how particle goes through bounding object of attributeTransfer (AT) node. Make sure you have a customPP called weightPP=1 on particle and pass that through the AT node also. Check inputGeo is "on" AT node and make sure weight is passed also.

Now connect collision surface through AT node too, WorldMesh>inGeometry. Make sure you have View Vertex Colors on colllision surface. Create a dataArrayContainer (DAC) and a arrayToPointColor(ATPC) nodes. Connect AT.outGeometry->ATPC.inMesh->ATPC.outMesh->collisionSurface.inMesh
You also need to connect AT to DAC
AT.outWeight->DAC.inArray->DAC.outRgba->ATPC.inRgbaPP
Now you need to adjust time settings on DAC to match your timeline and play with sink value for results.

Don't find all the necessary connection you describe there , i attach a scene file to show where i am , i m a little lost

Other thing,is it possible to reuse the black and white on something else ,is it save somewhere? (want to reuse the black/white image for a crackmap on fracture)

thanks

Aikiman
09-29-2010, 09:46 PM
I posted a quick video here on your scene, no voice over.
http://vimeo.com/15404050

There is also another one very similar, bit longer with voice over.
http://vimeo.com/15403363

psilo
09-29-2010, 09:54 PM
I posted a quick video here on your scene, no voice over.
http://vimeo.com/15404050

There is also another one very similar, bit longer with voice over.
http://vimeo.com/15403363

:bowdown: thanks a lot ,

psilo
09-30-2010, 08:03 AM
me again :curious: ,

I watched the video multiple times and redo it 3 or 4 times , but i'm facing an issue :

-It seems tha it dont recognize particle world position , got a pretty big offset in the colision white areas ,don t konow if it s a bug

-another bug , when i open a saved scene , the bounding box shape input go back to sphere type , i got to put it back to input geometry by hand each time

Here the scene file :

Aikiman
09-30-2010, 08:40 AM
Yep there is an operating system issue with the bounding object reverting back to sphere, currently you just have to live with it for now, good that you are aware of it.

The other problem is this. Remember how you input the polyPlane1 into the AT node? Essentially SouP operates at object level not world space so if you start playing around with the transform node, you are actually changing the outMesh shape hence you wont get the desired effect. Ideally when you create your mesh try and make it the size and shape you want it as you drag the mouse to create it. You'll notice if you look at your transform node that it sits at world space 0,0,0 in all xforms. If you want to move and scale your mesh you can either attach a cluster handle to your mesh and animate that around or you can create a transformGeometry node and place that in between your polyPlane1 and pPlaneShape1. Then create a new transform node and hook that into the transformGeometry. Now when you scale, move or rotate this new transform it happens in local space. Again if you check the original transform, everything remains at 0,0,0.

In your scene you scaled the final mesh shape using its transform which means soup was operating at object level while your final mesh shape had been transformed. Hope that makes sense. I might do another vid on this issue as it got me as well :)

psilo
09-30-2010, 08:48 AM
so , in a more complex scene, can i just freeze transform/delete history the colisions geometries before going to the soup network? or do i have to create some transform nodes like you said?

Aikiman
09-30-2010, 08:59 AM
It wont work because you've changed the final mesh shape, best thing to do would be to note down the xforms, reset transform back to zero - dont freeze them - and apply those xform settings to the new cluster handle.

psilo
10-01-2010, 12:14 PM
Thanks, finally got it to work.

Have some questions:

-once i make the setup (for ex , for one building) , is it possible to connect other geometries(other buildings) to same network? or do i have to remake all the network for each new collision object added?

- is there a way to connect the weight map interactively/realtime to a shader?or i have to bake it eachtime?

-is it possible to use the shelf icons in the hypershade? all the nodes look the same , and i m quickly lost in the network

edit : is this possible to change the color/shader of the impact, i tried to modified color swatches of the boundingbox object , but dont seem to work

Aikiman
10-01-2010, 09:16 PM
Thanks, finally got it to work.

Have some questions:

-once i make the setup (for ex , for one building) , is it possible to connect other geometries(other buildings) to same network? or do i have to remake all the network for each new collision object added?

- is there a way to connect the weight map interactively/realtime to a shader?or i have to bake it eachtime?

-is it possible to use the shelf icons in the hypershade? all the nodes look the same , and i m quickly lost in the network

edit : is this possible to change the color/shader of the impact, i tried to modified color swatches of the boundingbox object , but dont seem to work

From my limited understanding Ill attempt to answer your questions.

Generally you have to create a new network as the attributeTransfer has only one inputGeometry.

Yes baking is quite normal as vertex shading uses graphic card and other shading models use software to render.

USing the icons on the nodes requires more API coding and will slow down hypsershade performance so currently this will not be implemented.

The only way to change the colour of impact is to transfer color over to surface since weight is a float value between 0-1 you will always get grey values.

Aikiman
10-03-2010, 01:11 AM
Another video explaining local and world space using SOuP nodes...

http://www.vimeo.com/15487543

SGIFreak
10-03-2010, 11:40 AM
thanks Aikiman

i see many manuals node connections in this video. plans peter new upgrade for the future ?

Aikiman
10-03-2010, 09:39 PM
thanks Aikiman

i see many manuals node connections in this video. plans peter new upgrade for the future ?

Hopefully Peter can answer this question but I will stick my 2 cents in without giving too much away :) Peter does have a vision for SOuP but it does involve a development process over time. I dont really like speaking for him on these matters but I do play a small part in order to keep things chugging along.

AFAIK he has received some help in developing wavelet turbulence for fluids, Im not sure how far he has gotten with this but he was quite keen to get this implemented.
Also I sent him a contact to incorporate a multi channel audio deformer node, this is something Ive been pushing on him to do so we will see what happens.

I would like to contribute to SOuP also eventually but Im pretty new to the API although I have an idea of what I would like to do. One idea is to design a node that gives you visual feedback on field velocity much like the velocity draw on a fluid. Im sure Peter will have a big hand in this when he gets time.

In terms of development there may be more on the oven, but we do have some other little ideas for the future on SouP which we can hopefully reveal sometime later.

To be honest I dont know where he finds the time but I take it upon myself to keep pushing him when I can ;) In the meantime keep learning, I want to do one or 2 more vids over the next month so stay tuned.

Cheers Aiki

VTeixeira
10-03-2010, 10:23 PM
Thanks for the explanation.
Cheers

Kel Solaar
10-04-2010, 12:16 AM
Just saw this thread, and the potential of those tools is terrific, thanks to Peter and everyone involved !

KS

psilo
10-04-2010, 03:29 PM
an easier way to make the connections ( like a nodal interface) , that allow to create some digital assets more easily would be the holy graal ;) (at least for me)
But it s already a very powerfull tool , i hope it will be develop further more

everyone should eat some SOuP!

hominid
10-04-2010, 05:01 PM
Hey Jeremy,

I just have a request if you feel like taking soup suggestions.

Could you possibly make a video showing how to connect a scatter node to a particle
instancer. I'd like to use it for making forests. So perhaps a way to distribute trees using textures maps, and or control random things like tree scale and rotations etc.

It seems like simple things are way confusing for me using SOup at this stage.

Cheers,
Pete

psilo
10-04-2010, 05:14 PM
Hey Jeremy,

I just have a request if you feel like taking soup suggestions.

Could you possibly make a video showing how to connect a scatter node to a particle
instancer. I'd like to use it for making forests. So perhaps a way to distribute trees using textures maps, and or control random things like tree scale and rotations etc.

It seems like simple things are way confusing for me using SOup at this stage.

Cheers,
Pete

maybe i could make this one , not sure , will take a look at it

Aikiman
10-04-2010, 09:30 PM
an easier way to make the connections ( like a nodal interface) , that allow to create some digital assets more easily would be the holy graal ;) (at least for me)
But it s already a very powerfull tool , i hope it will be develop further more

everyone should eat some SOuP!

We have considered creating assets for people, however at this stage SouP is still evolving slowly. As previously mentioned we do have some plans in place for SouP though we are not disclosing anything yet as we're not sure about timing on such things, it may happen overnight, it may happen in a few months not sure yet.

Anyway I hope for you guys to become better FX artists by learning the tools rather than have it all done for you ;)

Aikiman
10-04-2010, 09:35 PM
Hey Jeremy,

I just have a request if you feel like taking soup suggestions.

Could you possibly make a video showing how to connect a scatter node to a particle
instancer. I'd like to use it for making forests. So perhaps a way to distribute trees using textures maps, and or control random things like tree scale and rotations etc.

It seems like simple things are way confusing for me using SOup at this stage.

Cheers,
Pete

Okay requests are fine though cant guarantee timing on these things, sorry. Sometime this week hopefully.

BTW I will be creating SOuP's own Vimeo account soon so once that happens I will let you all know and refresh all the links.

psilo
10-04-2010, 09:37 PM
Anyway I hope for you guys to become better FX artists by learning the tools rather than have it all done for you ;)

didn t said you have to teach all of the plugin aspect , just making some ideas/suggestions.You already make a lot of work to explain the basic workflow,thank a lot for that

sorry if i look like a "can you do it all for me" guy , the asset suggestion was far away from that kind of request

Aikiman
10-04-2010, 09:44 PM
didn t said you have to teach all of the plugin aspect , just making some ideas/suggestions.You already make a lot of work to explain the basic workflow,thank a lot for that

No worries, but your are right, assets are something we should consider in the future :)
BTW we would like to encourage people to create some workflows and share them as assets too. Currently all we have are sample scenes but that will change.

psilo
10-04-2010, 09:48 PM
No worries, but your are right, assets are something we should consider in the future :)

by the way , i didnt want to say you have to make asset for people , but my suggestion was more directed for making asset ourselves

psilo
10-04-2010, 09:50 PM
No worries, but your are right, assets are something we should consider in the future :)
BTW we would like to encourage people to create some workflows and share them as assets too. Currently all we have are sample scenes but that will change.

will share my soup work as soon as it will be enough intersting for the community

Aikiman
10-04-2010, 10:20 PM
Another video on attribute Transfer node
http://www.vimeo.com/15539027

hominid
10-05-2010, 01:41 AM
Okay requests are fine though cant guarantee timing on these things, sorry. Sometime this week hopefully.

BTW I will be creating SOuP's own Vimeo account soon so once that happens I will let you all know and refresh all the links.
Hey Jeremy,

I just wanted to let you know, As far as that earlier request goesÖ

I wasnít expecting anything from you other than if you felt like doing it. Itís completely up to you, if and when you might want to do it. I hope I didnít come across sounding like i was demanding it.

And also a big thanks for the tutorials you've already made.

Cheers,
Pete

Aikiman
10-05-2010, 01:49 AM
Hey Jeremy,

I just wanted to let you know, As far as that earlier request goesÖ

I wasnít expecting anything from you other than if you felt like doing it. Itís completely up to you, if and when you might want to do it. I hope I didnít come across sounding like i was demanding it.

And also a big thanks for the tutorials you've already made.

Cheers,
Pete



Honestly its no big deal, if i am really tied down and cant do it, Ill let you know ;) Thanks for that though.

drGonzo
10-05-2010, 07:48 AM
I wanted to share this awesome FX-rig Sylvain Riou set up with SOuP and Fracture:

http://www.fracture-fx.com/node/46

SePu
10-05-2010, 04:01 PM
Thank you for another great tutorial Jeremy,!

bazuka
10-05-2010, 11:07 PM
great work Peter,

i have some strange probl im in maya 2009, when i make scatter and when i open hypershade maya crash every time???

any1 with the same probl?

cheers

win7 x64
nvidia gtx260
maya 2009 x64

psilo
10-06-2010, 08:06 AM
great work Peter,

i have some strange probl im in maya 2009, when i make scatter and when i open hypershade maya crash every time???

any1 with the same probl?

cheers

win7 x64
nvidia gtx260
maya 2009 x64

No problem here on maya 2011 xp64

bazuka
10-06-2010, 10:51 AM
me to, in 2011 i dont have that much crashes, only in 2009, i also have turned off all plugins just in case there is a some conflict, but still maya crash, ill try to reinstall maya as a last solution...

1 more thing, when can we expect help? coz im f****** loosing my mind :D

psilo
10-06-2010, 06:46 PM
I m facing an issue :

What i want to do is instanced object on scatter points , and the have some bounding box altering some parameters (scale, rotation....)
I nearly get all working , but the problem is i don t know how to tell the bounding box to not affect positionPP , i tried a lot of connection and don t understand how to do , i would like to have all the instance at 1:scale and in the bounding box , random value

here a scene file :

thanks

psilo
10-06-2010, 07:12 PM
@psilo (http://forums.cgsociety.org/member.php?u=111930)

my man, i was playing with same probl last 2 nights, i didnt even sleep

i also manage to instance scatter obj on some plane but i couldnt make random scale or random obj index on instancer
so it could be nice to have some help coz samples didnt help a lot...

cheers

ha ha ha ! the same for me, i m on it since yesterday , did you use the same kind of set up? if it different , please share;)

bazuka
10-06-2010, 07:15 PM
@psilo (http://forums.cgsociety.org/member.php?u=111930)

my man, i was playing with same probl last 2 nights, i didnt even sleep

i also manage to instance scatter obj on some plane but i couldnt make random scale or random obj index on instancer
so it could be nice to have some help coz samples didnt help a lot...

cheers

bazuka
10-06-2010, 07:43 PM
i cant open ur scene, looks like didnt upload good,

ill send u something i did, hold on......

psilo
10-06-2010, 07:51 PM
here again , it s a maya 2011 file

psilo
10-06-2010, 08:41 PM
no, still nothing, can open archive corrupted, can u use some file share servers? (rapid, mega, hotfile...)

http://hotfile.com/dl/74267643/0324b63/Sly_SOupTest_instances.ma.html

psilo
10-06-2010, 08:42 PM
http://hotfile.com/dl/74267643/0324b63/Sly_SOupTest_instances.ma.html

bazuka
10-06-2010, 08:42 PM
no, still nothing, can open archive corrupted, can u use some file share servers? (rapid, mega, hotfile...)

Aikiman
10-06-2010, 08:44 PM
Sorry guys, really busy at the moment and not near a copy of SOuP. Will take a look tonight.

Sometimes I find that when Im struggling to find a working solution with SouP, its best to walk away for a while grab a hot drink and clear ones head.

I understand your frustration believe me ;)

Aikiman
10-06-2010, 10:30 PM
This is what I was doing last night...localized shatter example.

http://www.vimeo.com/15608299

psilo
10-07-2010, 10:18 AM
This is what I was doing last night...localized shatter example.

http://www.vimeo.com/15608299

thanks :beer: !

ianwaters
10-07-2010, 05:31 PM
Has anyone managed to get particles coloured with SOuP to render correctly with Vray? I just get a black render with a generic kSamplerInfo error.

Ta,
Ian

psilo
10-07-2010, 06:51 PM
another question, is it possible to use projected texture for a particle texture rate emission with soup? it s not possible with maya , i have to bake the projected texture,



Has anyone managed to get particles coloured with SOuP to render correctly with Vray? I just get a black render with a generic kSamplerInfo error.

Ta,
Ian

Never tried to render particle with vray,does it work with maya hardware/software/mental ray?

Aikiman
10-08-2010, 12:02 AM
another question, is it possible to use projected texture for a particle texture rate emission with soup? it s not possible with maya , i have to bake the projected texture,


I believe I asked that question of Peter a while ago and the answer was no. There are a lot of things in the API that wont allow even a programmer to get access to, or classes that dont have certain functionality that you wish it did. So even though you can dig around under the hood, often times you can be stone walled by lack of API flexibility.

Im not talking from personal experience, just from what Ive heard.

tristanm
10-08-2010, 12:40 AM
Thanks so much for this brilliant plug-in Peter...

And thanks Jeremy for posting the video tuts!

I was attempting to use some of the connection scenarios you'd outlined in your Attribute transfer video tutorial to create a volume kill for particles....I tried piping radiusPP from attTransfer into lifespanPP in particleShape...not working as expected...should I be going at this differently??
I followed the tutorial and got the radius and rgbPP to work as instructed...however when I try to use lifespanPP = radiusPP > no dice :(

I have scoured the video tutorials and haven't found anything to this end...
Did I miss something?

Aikiman
10-08-2010, 12:53 AM
Thanks so much for this brilliant plug-in Peter...

And thanks Jeremy for posting the video tuts!

I was attempting to use some of the connection scenarios you'd outlined in your Attribute transfer video tutorial to create a volume kill for particles....I tried piping radiusPP from attTransfer into lifespanPP in particleShape...not working as expected...should I be going at this differently??
I followed the tutorial and got the radius and rgbPP to work as instructed...however when I try to use lifespanPP = radiusPP > no dice :(

I have scoured the video tutorials and haven't found anything to this end...
Did I miss something?

Not sure, depends on your setup. Maybe you need to actually make lifespanPP=particleShape1.radiusPP rather than attributeTransfer.outRadiusPP. So when the particles hit the bounding object which has set its radius to zero, then the particles radius become zero also, and lifespan in turn.

I would probably use another attribute like weight and create a custom per particle weightPP. Then set weightPP=attributeTransfer.outWeight; In turn you can say if(weightPP=1) lifespanPP=0;

that way you can do what you like with the radius if you need to.

Aikiman
10-08-2010, 01:59 AM
heya guys, we are moving the videos from my Vimeo account to a new SOuP vimeo account. Dont worry too much, I will keep my links there for another week or so and update all the video links on this thread as I upload them to the new account.

SOuP videos
http://www.vimeo.com/user4885564/videos

Peace.

Ourouk
10-08-2010, 04:58 PM
Hi Aikiman ( and Peter ),

First of all, thanks for your work Peter ( and thanks Aikiman for the tuts and support ;) )
SOuP is just awesome !

I dived into Houdini for some months now and dreamed about seing some Houdini tools inside Maya to lighten "data transfert" between Houdini and Maya and here it is ! Thanks.

Btw, I would like to know if it is possible to output "point position" ( from scatter for example ) to "position" of a particleShape. I think I read something like that in the description of this video ( some coding was needed ), can you help about that ?

Is it just :
For every points position -> create a particle ?
Or is there a "nicer way" to do that ( with SOuP maybe, like in Houdini with a pop network )

thanks

Aikiman
10-08-2010, 09:10 PM
Hey Ourouk,

thanks for your feedback ;)

[EDIT]
Found a simpler way, connect the scatterShape1.outPositionPP>pointCloudToCurve.inArray then connect the pointCloudCurve.outCurve>particleShape1.inputGeometry.

Reason being remember that the particle is a shape also and has an input for Mesh type data so just like vertices on a mesh shape, you can position particles like mesh points using the inputGeometry connection. To do that however you cant just plug the scatterShape1.outPositionPP into the inputGeometry as these are 2 different data types. So you hook the scatter node into the pointCloudToCurve first, now you can pipe it into the inputGeometry to get position.

Now I just realised that there is EVEN a more simpler approach but there is a hitch to this one. You can connect scatterShape1.outPositionPP>particleShape1.deformedPosition so this is a direct connection without having to convert position to mesh data.

HOwever by using deformedPosition on the particle automatically disables "isDynamic" so you can not affect it with fields or any other dynamic attribute. Boohoo nevermind.

tristanm
10-09-2010, 09:35 PM
Not sure, depends on your setup. Maybe you need to actually make lifespanPP=particleShape1.radiusPP rather than attributeTransfer.outRadiusPP. So when the particles hit the bounding object which has set its radius to zero, then the particles radius become zero also, and lifespan in turn.

I would probably use another attribute like weight and create a custom per particle weightPP. Then set weightPP=attributeTransfer.outWeight; In turn you can say if(weightPP=1) lifespanPP=0;

that way you can do what you like with the radius if you need to.

Thanks for the response...
It's greatly appreciated and never taken for granted.

coccosoids
10-09-2010, 10:08 PM
Hello again...
Quick question to the guys in the trenches: do you think it's possible to sample a bitmap image mapped on a plane (or a deforming surface) and use the result to drive an instancer node's scale and rotation?

noiseOfId
10-10-2010, 08:00 PM
Hi,
here is a way to do it without soup and it's quite procedural.

emit from Surface>need parentUV> plug parentU and parentV into U and V of a ramp, that goes into a custom PP attribute.
Use the custom Attr to drive whatever (radiusPP in my example).
You can make as many textures/Attributes as you want.

Will try to do a version with Soup now - though I might fail ;-)

cheers,
Johannes

Aikiman
10-10-2010, 09:01 PM
Hello again...
Quick question to the guys in the trenches: do you think it's possible to sample a bitmap image mapped on a plane (or a deforming surface) and use the result to drive an instancer node's scale and rotation?

yes you can, matter of fact Im just playing around with that right now. I can do it with particles, Im just having some teething problems with scatter shape, not sure why. Havent tried rotation but aim direction is an obvious one - surface normal, scale is easy - outAlpha.

I will look into rotation.

noiseOfId
10-10-2010, 09:59 PM
there is a way to do it without soup and it's quite procedural.

emit from Surface>need parentUV> plug parentU and parentV into U and V of a ramp, that goes into a custom PP attribute.
Use the custom Attr to drive whatever (radiusPP in my example).
You can make as many textures/Attributes as you want.

For SOuP you might wanna look into the examples from Sergey Tsyptsyn.
The texureToArrayToInstancerRamp.ma utilizes particles for that.
I was trying to hook it directly into the instancer, but no success.

cheers,
Johannes

Aikiman
10-10-2010, 11:38 PM
I think there might be a bug on the scatter node as the data doesnt appear to flow correctly when extracting alpha from texture into scale, Ive sent a report to Peter hopefully hear back soon.

Also tried connecting a random rotation vector from particleShape into aimUpAxis of arrayToDynArray node that isnt working either, so unless soembody else has success Ill have to wait on Peter again. The feather scene is definitely work a look here although quite intense, be warned.

Nice example NoiseofId.

noiseOfId
10-10-2010, 11:54 PM
Here is a thing.
I was trying to get vertexColors from a texture.
Got it working in the end, but some things made me wonder:

If you might wanna check the file you can see that I connected the polyPlane node into textureToArray and into the arrayToPointColor.
Connecting it to the textureToArray makes perfect sense to me, because it needs some mesh to start on.
But then I also had to connect it to the arrayToPointColor, cause otherwise altering the ployPlane's resolution wouldn't update on the final mesh.

I don't really get that, because I thought "inGeometry", "inMesh" and all that would pass all the mesh data like verts, edges, faces and colors.
I mean you can't even split that information with any of the nodes.

Can anybody shed some light on this, because i would really like to get a better idea of all the dataTypes and the information that is being passed through.

cheers,
Johannes

Aikiman
10-11-2010, 12:08 AM
Yes you are right you have to plug the output into both these nodes because if you only plug it into the textureToArray node, this node only passes outRgbaPP>arrayToPointColor.inRgbaPP and no mesh data. Therefore you need to pass the mesh data into this node as well and there is no outMesh on the TextureToArray to do that so you use the polyPlane1 instead. Get it?

noiseOfId
10-11-2010, 12:19 AM
Uhhh, yeah I just realized while I was playin' with some group node and couldn't connect it.
No inGeometry connection at aaall - hehe - I should go to bed :scream:

Aikiman
10-11-2010, 12:19 AM
I mean you can't even split that information with any of the nodes.
cheers,
Johannes

Generally you wouldnt split the information because vertex points carry most of the data anyway unless you actually perform an operation on a particular component like extrude faces for example then you can use the group node to isolate these components.

noiseOfId
10-11-2010, 12:22 AM
Generally you wouldnt split the information because vertex points carry most of the data anyway unless you actually perform an operation on a particular component like extrude faces for example then you can use the group node to isolate these components.

Yeah, I was just thinking that you might wanna get rid of the color in some cases or merge it with some other color for another mesh or whatever.

I think it can be really handy "baking" the texture that way, especially with SOuP, so I am happy it works :-)