Re: Ice Circle Shape u-step value.
Thanks guys, that did the trick nicely. Short fix so hopefully the paste will stick until the end of the job. Adam. From: Grahame Fuller grahame.ful...@autodesk.com To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Sent: Wednesday, 23 May 2012, 22:13 Subject: RE: Ice Circle Shape u-step value. BTW those attributes work with mental ray only, as far as I know. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Wednesday, May 23, 2012 04:55 PM To: Adam Seeley; softimage@listproc.autodesk.com Subject: RE: Ice Circle Shape u-step value. I think you’re looking for the ShapeResolutionU and ShapeResolutionV attributes. They need to be integers. Bear in mind these are unsupported and undocumented, so your compounds and scene may break if things change in the future. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley Sent: Wednesday, May 23, 2012 04:46 PM To: softimage@listproc.autodesk.com Subject: Ice Circle Shape u-step value. Hi, In the hope that some people get this post of course. How do you control the number of steps in Ice shape? i.e. I want my circle shapes to have six steps but they default to 8. I remember a u-step parameter around somewhere but can't seem to track it down (probably under my nose!). Many thanks, Adam.
Split ice cloud into randomised collections.
Hi, Before I spend time sorting this one out on my short time scale, I wondered if someone had been there already. I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty much the same way that instancing 10 objects works, but so I can define specific colours/shapes etc. within the cloud. Any handy compounds spring to mind? Thanks and hope to see a few faces next Tuesday at USer Group, Adam.
Re: Softimage and Fedora14 - help please!
Hi Xavier, /etc/hosts and /etc/hostname are exactly how they should be - as far as i can tell. the license is served and the program starts halfway through before either freezing up or segfaulting (depending on the situation (see previous posts)). the problem you suggest is softimage crashing because either the first line of /etc/hosts doesn't start with 127.0.0.1... or the machinename is missing from the hosts files, which is not the case here.. and i checked all the xsisupport-blog articles of course. still, no luck getting soft to run :( cheers! chris On 05/24/2012 05:52 AM, Xavier Lapointe wrote: Not sure it's going to help here, but make sure that your /etc/host has not being regenerated by the Network Manager. It does happen on CentOS 6, not sure about Fedora 14. You can prevent this from happening by running this command as root: chattr +i /etc/hosts Also, make sure you did all the fixes mentioned on the xsi support blog. One of them: http://xsisupport.wordpress.com/2011/01/19/the-case-of-the-slow-2011-startup-on-fedora-14/ But I would think that it should be pretty straight forward on FC14 ... 2012/5/23 Christoph Muetzec...@glarestudios.de Hey Sean, thanks for jumping in and helping out! this actually helped a lot to narrow the problem down.. if i try what you suggested then soft starts up (very slowly) and gets past the splashscreen, opens the netview and then segfaults the moment the ogl-viewports are drawn. disabling the ogl-viewports (via this description - http://usa.autodesk.com/adsk/**servlet/ps/dl/item?siteID=** 123112id=14691242linkID=**12544120http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112id=14691242linkID=12544120) lets me fully start softimage, it takes ages and i can't do a thing without ogl-views, but there are no segfaults and no freezing.. so that's a partial success, i guess :) interestingly enough, if if just disable the the ogl-viewports without removing the x11-patch then soft freezes up right after the splashscreen again.. here is the end of the segfault-strace, i can provide the full log (which is over 17megs) if necessary... [...] stat(/home/gizmo/Autodesk/**Softimage_2013/_DSRTL.MTT, {st_mode=S_IFREG|0664, st_size=38808, ...}) = 0 chmod(/home/gizmo/Autodesk/**Softimage_2013/DSRTL.MTT, 0100664) = 0 lstat(/home/gizmo/Autodesk/**Softimage_2013/wireframe5d7bee** a2a52d11e135f74f68.bthttp://wireframe5d7beea2a52d11e135f74f68.bt, {st_mode=S_IFREG|0664, st_size=2539, ...}) = 0 close(43) = 0 write(27, Failed to save scene before syst..., 43) = 43 write(27, \n, 1) = 1 lseek(45, 1024, SEEK_SET) = 1024 write(45, R\0o\0o\0t\0 \0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0..., 512) = 512 close(45) = 0 stat(/var/tmp/XSI_Temp_11756/**ViewSetup.DSViewSettings, {st_mode=S_IFREG|0664, st_size=1536, ...}) = 0 access(/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings, W_OK) = 0 unlink(/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings) = 0 munmap(0x7fa15004c000, 16384) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.53) = 0 munmap(0x7fa11e4f7000, 2097152) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.52) = 0 lseek(55, 1024, SEEK_SET) = 1024 write(55, R\0o\0o\0t\0 \0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0..., 512) = 512 close(55) = 0 stat(/var/tmp/XSI_Temp_11756/**ViewSetupSequence.**DSViewSettings, {st_mode=S_IFREG|0664, st_size=1536, ...}) = 0 access(/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings, W_OK) = 0 unlink(/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings) = 0 munmap(0x7fa1495f6000, 16384) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.56) = 0 munmap(0x7fa1197cf000, 2097152) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.55) = 0 sched_yield() = 0 --- {si_signo=SIGSEGV, si_code=SEGV_MAPERR, si_addr=0} (Segmentation fault) --- +++ killed by SIGSEGV (core dumped) +++ has anyone any idea on how to proceed from here? (thanks for hanging on in there with me!) cheers! chris On 05/23/2012 10:35 PM, Sean Donnelly wrote: Are you still stuck at the problem where once you start XSI it shows the splashscreen and then hangs? If so then you can try removing the X11 patch by editing the ${MWHOME}/scripts/.mwenv file and looking for the x11patch line. There you should see where it checks for various fedora versions and sets the x11patch for fc14. You could temporarily comment that line (should be line 17) and then source the .xsi??? file again. This will remove that X11 patch folder from your LD_LIBRARY_PATH. Now see if XSI starts up correctly. Note: without this patch you may notice viewport performance problems. So this should not be used as a permanent
Re: Softimage and Fedora14 - help please!
Damn, this sounds like a nightmare... Have you tried: - different Window managers (kde, gnome, xfce, fluxbox) - SI 2012 (not sure if you could run it with your license) - a different machine/graphicscard (just to see if it's somehow hardware related) - ...contacting support (what do they say) ? Christoph Muetze c...@glarestudios.de hat am 24. Mai 2012 um 10:37 geschrieben: Hi Xavier, /etc/hosts and /etc/hostname are exactly how they should be - as far as i can tell. the license is served and the program starts halfway through before either freezing up or segfaulting (depending on the situation (see previous posts)). the problem you suggest is softimage crashing because either the first line of /etc/hosts doesn't start with 127.0.0.1... or the machinename is missing from the hosts files, which is not the case here.. and i checked all the xsisupport-blog articles of course. still, no luck getting soft to run :( cheers! chris On 05/24/2012 05:52 AM, Xavier Lapointe wrote: Not sure it's going to help here, but make sure that your /etc/host has not being regenerated by the Network Manager. It does happen on CentOS 6, not sure about Fedora 14. You can prevent this from happening by running this command as root: chattr +i /etc/hosts Also, make sure you did all the fixes mentioned on the xsi support blog. One of them: http://xsisupport.wordpress.com/2011/01/19/the-case-of-the-slow-2011-startup-on-fedora-14/ But I would think that it should be pretty straight forward on FC14 ... 2012/5/23 Christoph Muetzec...@glarestudios.de Hey Sean, thanks for jumping in and helping out! this actually helped a lot to narrow the problem down.. if i try what you suggested then soft starts up (very slowly) and gets past the splashscreen, opens the netview and then segfaults the moment the ogl-viewports are drawn. disabling the ogl-viewports (via this description - http://usa.autodesk.com/adsk/**servlet/ps/dl/item?siteID=** 123112id=14691242linkID=**12544120http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112id=14691242linkID=12544120) lets me fully start softimage, it takes ages and i can't do a thing without ogl-views, but there are no segfaults and no freezing.. so that's a partial success, i guess :) interestingly enough, if if just disable the the ogl-viewports without removing the x11-patch then soft freezes up right after the splashscreen again.. here is the end of the segfault-strace, i can provide the full log (which is over 17megs) if necessary... [...] stat(/home/gizmo/Autodesk/**Softimage_2013/_DSRTL.MTT, {st_mode=S_IFREG|0664, st_size=38808, ...}) = 0 chmod(/home/gizmo/Autodesk/**Softimage_2013/DSRTL.MTT, 0100664) = 0 lstat(/home/gizmo/Autodesk/**Softimage_2013/wireframe5d7bee** a2a52d11e135f74f68.bthttp://wireframe5d7beea2a52d11e135f74f68.bt, {st_mode=S_IFREG|0664, st_size=2539, ...}) = 0 close(43) = 0 write(27, Failed to save scene before syst..., 43) = 43 write(27, \n, 1) = 1 lseek(45, 1024, SEEK_SET) = 1024 write(45, R\0o\0o\0t\0 \0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0..., 512) = 512 close(45) = 0 stat(/var/tmp/XSI_Temp_11756/**ViewSetup.DSViewSettings, {st_mode=S_IFREG|0664, st_size=1536, ...}) = 0 access(/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings, W_OK) = 0 unlink(/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings) = 0 munmap(0x7fa15004c000, 16384) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.53) = 0 munmap(0x7fa11e4f7000, 2097152) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.52) = 0 lseek(55, 1024, SEEK_SET) = 1024 write(55, R\0o\0o\0t\0 \0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0..., 512) = 512 close(55) = 0 stat(/var/tmp/XSI_Temp_11756/**ViewSetupSequence.**DSViewSettings, {st_mode=S_IFREG|0664, st_size=1536, ...}) = 0 access(/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings, W_OK) = 0 unlink(/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings) = 0 munmap(0x7fa1495f6000, 16384) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.56) = 0 munmap(0x7fa1197cf000, 2097152) = 0 unlink(/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.55) = 0 sched_yield() = 0 --- {si_signo=SIGSEGV, si_code=SEGV_MAPERR, si_addr=0} (Segmentation fault) --- +++ killed by SIGSEGV (core dumped) +++ has anyone any idea on how to proceed from here? (thanks for hanging on in there with me!) cheers! chris On 05/23/2012 10:35 PM, Sean Donnelly wrote: Are you still stuck at the problem where once you start XSI it shows the splashscreen
Re: Executing system commands in Linux from XSI but outside of XSI's environment?
Hey Alan, did you receive an answer to this (not sure if I get all the mails lately)? I was stumbling on the same problem once and never got it solved :/ cheers, Thomas Alan Fregtman alan.fregt...@gmail.com hat am 22. Mai 2012 um 23:44 geschrieben: Hey guys, I'm stuck trying to run a compiled executable utility from a plugin in XSI in Linux (CentOS though, not Fedora) and I'm getting this: /path/to/softimage/linux/Softimage_2012.SAP/Application/bin/libstdc++.so.6: version `GLIBCXX_3.4.11' not found (required by /path/to/myprogram) Anyone know any reliable tricks to have the system run the stupid thing? The system can run the program, but XSI's Python environment in Linux cannot. I hoped XSIUtils.LaunchProcess() would do some magic, but no... it gives up silently. :( Any tips appreciated. Cheers, -- Alan
Re: Executing system commands in Linux from XSI but outside of XSI's environment?
Have you tried subprocess? http://docs.python.org/library/subprocess.html /Jens On Thu, May 24, 2012 at 11:21 AM, Thomas Volkmann tho...@heulfritze.dewrote: ** Hey Alan, did you receive an answer to this (not sure if I get all the mails lately)? I was stumbling on the same problem once and never got it solved :/ cheers, Thomas Alan Fregtman alan.fregt...@gmail.com hat am 22. Mai 2012 um 23:44 geschrieben: Hey guys, I'm stuck trying to run a compiled executable utility from a plugin in XSI in Linux (CentOS though, not Fedora) and I'm getting this: /path/to/softimage/linux/Softimage_2012.SAP/Application/bin/libstdc++.so.6: version `GLIBCXX_3.4.11' not found (required by /path/to/myprogram) Anyone know any reliable tricks to have the system run the stupid thing? The system can run the program, but XSI's Python environment in Linux cannot. I hoped XSIUtils.LaunchProcess() would do some magic, but no... it gives up silently. :( Any tips appreciated. Cheers, -- Alan -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Split ice cloud into randomised collections.
Hi, Could be, trying not to be thick, but not sure how to mutually exclusive sets out of it. The Instance randomisation is nice and quick (and there). Does anybody know how to get the Instance ID of a particle? After setting random instance objects using multiple objects in a group, I'd like to be able to find out which particles relate to which instance so I can manipulate them. Thanks, adam. From: Vladimir Jankijevic vladi...@elefantstudios.ch To: Adam Seeley adam_see...@yahoo.com; softimage@listproc.autodesk.com Sent: Thursday, 24 May 2012, 9:20 Subject: Re: Split ice cloud into randomised collections. the modulo node would be your friend then... vladimir On Thu, May 24, 2012 at 10:17 AM, Adam Seeley adam_see...@yahoo.com wrote: Hi, Before I spend time sorting this one out on my short time scale, I wondered if someone had been there already. I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty much the same way that instancing 10 objects works, but so I can define specific colours/shapes etc. within the cloud. Any handy compounds spring to mind? Thanks and hope to see a few faces next Tuesday at USer Group, Adam. -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch ---
Re: Split ice cloud into randomised collections.
You could get the groups' name (from the multiple groups you have created) and set a custom data using set data node. Then your point cloud will inherit this data. Cheers. Regards, Chris Chia On 24 May, 2012, at 6:39 PM, Adam Seeley adam_see...@yahoo.commailto:adam_see...@yahoo.com wrote: Hi, Could be, trying not to be thick, but not sure how to mutually exclusive sets out of it. The Instance randomisation is nice and quick (and there). Does anybody know how to get the Instance ID of a particle? After setting random instance objects using multiple objects in a group, I'd like to be able to find out which particles relate to which instance so I can manipulate them. Thanks, adam. From: Vladimir Jankijevic vladi...@elefantstudios.chmailto:vladi...@elefantstudios.ch To: Adam Seeley adam_see...@yahoo.commailto:adam_see...@yahoo.com; softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Sent: Thursday, 24 May 2012, 9:20 Subject: Re: Split ice cloud into randomised collections. the modulo node would be your friend then... vladimir On Thu, May 24, 2012 at 10:17 AM, Adam Seeley adam_see...@yahoo.commailto:adam_see...@yahoo.com wrote: Hi, Before I spend time sorting this one out on my short time scale, I wondered if someone had been there already. I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty much the same way that instancing 10 objects works, but so I can define specific colours/shapes etc. within the cloud. Any handy compounds spring to mind? Thanks and hope to see a few faces next Tuesday at USer Group, Adam. -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.chhttp://www.elefantstudios.ch --- attachment: winmail.dat
Re: Ping ????
Pong! Rob \/-\/\/ On 24-5-2012 14:07, Alok Gandhi wrote: -- No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2012.0.2176 / Virus Database: 2425/5018 - Release Date: 05/23/12
Re: Procedural textures on particles
( crickets...) My god, I killed all conversation... o_O On Tue, May 22, 2012 at 11:53 AM, Andy Moorer andymoo...@gmail.com wrote: Hey folks, I'm playing around with a simple particle system to which I've applied a material with a procedural texture (simple noise.) The result is a bunch of particles textured identically, the space sampled being local to each particle. In this case I would rather have each particle swim through the spatial noise, their global position used, rather than local. Is there a way to go about this?
Re: Ping ????
SSSHH! On 24 May 2012 13:17, Chris Marshall chrismarshal...@gmail.com wrote: hello On 24 May 2012 13:07, Alok Gandhi alok.gandhi2...@gmail.com wrote: --
Re: Procedural textures on particles
There were a few replies. Gmail is clearly unhappy lately. Quick paste: patrick nethercoat patr...@brandtanim.co.uk 22 May (2 days ago) to softimage Which shader are you using for the noise? Things like the fractal_scalar act that way by default. The other fractal (for eg) doesn't have any way AFAIK of controlling the texture coordinates for particles. I'll have a look... pete...@skynet.be viahttp://support.google.com/mail/bin/answer.py?hl=en-GBctx=mailanswer=1311182 brandtanim.co.uk 22 May (2 days ago) to softimage if you want to swim through a spatial noise: vector state (set to 'intersection point') -- uv edit (uncheck the swap checkboxes) -- coordinate input on any of the texture generators, eg fractal. -Original Message- From: Christian Keller Sent: Tuesday, May 22, 2012 6:17 PM To: softimage@listproc.autodesk.com Subject: Re: Procedural textures on particles use the per cloud input in the particle density node and uncheck unique per particle in the text coord tab Am 22.05.2012 17:53, schrieb Andy Moorer: Rob Chapman tekano@gmail.com viahttp://support.google.com/mail/bin/answer.py?hl=en-GBctx=mailanswer=1311182 brandtanim.co.uk 14:43 (22 hours ago) to softimage So this thread is not on the google mailing list archive... https://groups.google.com/forum/#!forum/xsi_list but can see it in gmail, I wonder how many others have disappeared!? On 24 May 2012 13:23, Andy Moorer andymoo...@gmail.com wrote: ( crickets...) My god, I killed all conversation... o_O On Tue, May 22, 2012 at 11:53 AM, Andy Moorer andymoo...@gmail.comwrote: Hey folks, I'm playing around with a simple particle system to which I've applied a material with a procedural texture (simple noise.) The result is a bunch of particles textured identically, the space sampled being local to each particle. In this case I would rather have each particle swim through the spatial noise, their global position used, rather than local. Is there a way to go about this?
test, maybe a solution for those not receiving?
Hey all, I just realized I hadn't been getting messages since around the 22nd... just thought people were busy working on cool stuff. Went onto the google group page and clicked the My Membership button at the top. It was set to No Email. Just switched it to Email so hopefully it works and will help others... fingers crossed! Eric Thivierge http://www.ethivierge.com
Re: test, maybe a solution for those not receiving?
If you get this can you just reply to see if this is working properly? Eric Thivierge http://www.ethivierge.com On Thu, May 24, 2012 at 11:11 PM, Eric Thivierge ethivie...@gmail.comwrote: Hey all, I just realized I hadn't been getting messages since around the 22nd... just thought people were busy working on cool stuff. Went onto the google group page and clicked the My Membership button at the top. It was set to No Email. Just switched it to Email so hopefully it works and will help others... fingers crossed! Eric Thivierge http://www.ethivierge.com
Re: Test after resubscribing
nah, i'll pass.
Re: Problems with Windows 7 audio and Softimage
cool thanks! this really helped me out. strange issue... On Wed, Feb 22, 2012 at 3:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: Actually I did find a solution at the time. To restore the audio search for “xsi.exe”under this registry, and delete that sub-registry key. It will reset the default sound value HKEY_CURRENT_USER\Software\Microsoft\Internet Explorer\LowRegistry\Audio (why it's under Internet Explorer is a big WTF) The tracking issue for this problem is SOFT-1719 Vista and Windows 7 : Audio volume stays stuck at Zero after you set it to zero once with the the Windows Volume Mixer -- Ted Kotsaftis 917 518 3232 www.sitfastok.com t...@sitfastok.com
resubscribed to list.....ping!
test - is anyone there!
Haven't had any mails since the 18th may... -- www.matinai.com
RE: resubscribed to list.....ping!
ack From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gareth Bell Sent: Thursday, May 24, 2012 11:04 AM To: softimage@listproc.autodesk.com Subject: resubscribed to list.ping! attachment: winmail.dat
Re: test - is anyone there!
here here :)
Re: ping
works! On Thu, May 24, 2012 at 5:36 PM, Gustavo Eggert Boehs gustav...@gmail.comwrote: just unsubscridbed/subcscribed, lets see if this works -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: test - is anyone there!
here! On Thu, May 24, 2012 at 5:46 PM, Mirko Jankovic mirko.janko...@aeonproduction.com wrote: here here :) -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
RE: ping
I see you From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert Boehs Sent: 24 May 2012 16:36 To: SI mailing list Subject: ping just unsubscridbed/subcscribed, lets see if this works
working test?
Re: Executing system commands in Linux from XSI but outside of XSI's environment?
Hi Alan, Your problem is that the XSI environment has been sourced and it sets the LD_LIBRARY_PATH, hence overrides the system libraries with XSI's ones, including libstdc++. Attaching a simple wrapper to unset LD_LIBRARY_PATH and launch your command, use it like this: cmd_wrapper.sh my_command arg1 arg2 -- Fred On Thu, May 24, 2012 at 11:06 AM, Jens Lindgren jens.lindgren@gmail.com wrote: Have you tried subprocess? http://docs.python.org/library/subprocess.html /Jens On Thu, May 24, 2012 at 11:21 AM, Thomas Volkmann tho...@heulfritze.dewrote: ** Hey Alan, did you receive an answer to this (not sure if I get all the mails lately)? I was stumbling on the same problem once and never got it solved :/ cheers, Thomas Alan Fregtman alan.fregt...@gmail.com hat am 22. Mai 2012 um 23:44 geschrieben: Hey guys, I'm stuck trying to run a compiled executable utility from a plugin in XSI in Linux (CentOS though, not Fedora) and I'm getting this: /path/to/softimage/linux/Softimage_2012.SAP/Application/bin/libstdc++.so.6: version `GLIBCXX_3.4.11' not found (required by /path/to/myprogram) Anyone know any reliable tricks to have the system run the stupid thing? The system can run the program, but XSI's Python environment in Linux cannot. I hoped XSIUtils.LaunchProcess() would do some magic, but no... it gives up silently. :( Any tips appreciated. Cheers, -- Alan -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ cmd_wrapper.sh Description: Bourne shell script
RE: Procedural textures on particles
Or if you want particles to swim through a noise, just apply it AFTER the particle_density node. Multi Scalar Math set to subtract or multiply, fractal as second input. Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night | -Original Message- | From: softimage-boun...@listproc.autodesk.com | [mailto:softimage-boun...@listproc.autodesk.com] On Behalf | Of pete...@skynet.be | Sent: Tuesday, May 22, 2012 8:20 PM | To: softimage@listproc.autodesk.com | Subject: Re: Procedural textures on particles | | if you want to swim through a spatial noise: | | vector state (set to 'intersection point') -- uv edit | (uncheck the swap | checkboxes) -- coordinate input on any of the texture | generators, eg fractal. | | | | -Original Message- | From: Christian Keller | Sent: Tuesday, May 22, 2012 6:17 PM | To: softimage@listproc.autodesk.com | Subject: Re: Procedural textures on particles | | use the per cloud input in the particle density node and | uncheck unique per particle in the text coord tab | | Am 22.05.2012 17:53, schrieb Andy Moorer: | Hey folks, I'm playing around with a simple particle | system to which | I've applied a material with a procedural texture (simple noise.) | | The result is a bunch of particles textured identically, | the space | sampled being local to each particle. In this case I | would rather have | each particle swim through the spatial noise, their | global position | used, rather than local. Is there a way to go about this? | | | -- | christian keller | visual effects|direction | | m +49 179 69 36 248 | f +49 40 386 835 33 | chris3...@me.com |
Re: test, maybe a solution for those not receiving?
Like some other folks, I hadn't received any posts since the 18th on my GMail account. So I subscribed to the list from one of my other email addresses (Comcast), and I'm now getting all the list messages there... but still nothing on GMail. Maybe a GMail-centric problem?
Re: test, maybe a solution for those not receiving?
i am using gmail and have got many (if not all) posts... On Thu, May 24, 2012 at 10:07 AM, James G. Jones jgj...@comcast.net wrote: Like some other folks, I hadn't received any posts since the 18th on my GMail account. So I subscribed to the list from one of my other email addresses (Comcast), and I'm now getting all the list messages there... but still nothing on GMail. Maybe a GMail-centric problem?
RE: hulk smash
Danke shern kind freudian. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Thursday, May 24, 2012 12:57 PM To: softimage@listproc.autodesk.com Subject: OT: hulk smash 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.comblocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comblocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: Split ice cloud into randomised collections.
not sure what you are trying to achieve - but I think you might use state_ID. assign a random state ID to the particles, (eg. random value scalar to integer set data state_ID) or using modulo indeed. and then use a select_case node, driven by get data state_ID this way you can manipulate them independently very well - the different cases are the different states. its usefull in a number of ways, for instance in the case node you can have a different value for each case to drive any parameter. or you can plug for instance different forces in each case or have an execute node and a whole network in each case. you can plug a different instance shape node in each one. there is a ton you can achieve with this approach without using a state_machine. -Original Message- From: Chris Chia Sent: Thursday, May 24, 2012 1:11 PM To: Adam Seeley ; softimage@listproc.autodesk.com Subject: Re: Split ice cloud into randomised collections. You could get the groups' name (from the multiple groups you have created) and set a custom data using set data node. Then your point cloud will inherit this data. Cheers. Regards, Chris Chia On 24 May, 2012, at 6:39 PM, Adam Seeley adam_see...@yahoo.commailto:adam_see...@yahoo.com wrote: Hi, Could be, trying not to be thick, but not sure how to mutually exclusive sets out of it. The Instance randomisation is nice and quick (and there). Does anybody know how to get the Instance ID of a particle? After setting random instance objects using multiple objects in a group, I'd like to be able to find out which particles relate to which instance so I can manipulate them. Thanks, adam. From: Vladimir Jankijevic vladi...@elefantstudios.chmailto:vladi...@elefantstudios.ch To: Adam Seeley adam_see...@yahoo.commailto:adam_see...@yahoo.com; softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Sent: Thursday, 24 May 2012, 9:20 Subject: Re: Split ice cloud into randomised collections. the modulo node would be your friend then... vladimir On Thu, May 24, 2012 at 10:17 AM, Adam Seeley adam_see...@yahoo.commailto:adam_see...@yahoo.com wrote: Hi, Before I spend time sorting this one out on my short time scale, I wondered if someone had been there already. I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty much the same way that instancing 10 objects works, but so I can define specific colours/shapes etc. within the cloud. Any handy compounds spring to mind? Thanks and hope to see a few faces next Tuesday at USer Group, Adam. -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.chhttp://www.elefantstudios.ch ---
Re: OT: hulk smash
That is ...something ! Was this used in the movie ? Le 24/05/2012 18:56, adrian wyer a écrit : 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Ping Again
___ Marc Brinkley GO GO GO Microsoft Studios I got my Mojo working marc.brinkley [at] microsoft.com
RE: Ping Again
Woohoo!! ___ Marc Brinkley GO GO GO Microsoft Studios I got my Mojo working marc.brinkley [at] microsoft.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc Brinkley Sent: Thursday, May 24, 2012 2:33 PM To: softimage@listproc.autodesk.com Subject: Ping Again ___ Marc Brinkley GO GO GO Microsoft Studios I got my Mojo working marc.brinkley [at] microsoft.com
Re: OT: hulk smash
Where´s the SSS effect within the areas of strong shadows? Is this a raw beauty - prior to a shot comp? It´s crazy how much detail the skin color texture and the pant´s color texture would need to match the actual AA crispness of the 5K renderings. Looking at the hands, feet and shoulders in 622571-hulk.jpg... The teeth are really nicely shaded. The sweat/spec layer is cool. The face got a lot of love. Inspiring, if this is the average level of output prior to a shot comp. Cheers, tim On 24.05.2012 20:51, olivier jeannel wrote: That is ...something ! Was this used in the movie ? Le 24/05/2012 18:56, adrian wyer a écrit : 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: test, maybe a solution for those not receiving?
I see my messages in the various archives but am not receiving anything... grrr... Hulk SMASH!!! Eric Thivierge http://www.ethivierge.com On Thu, May 24, 2012 at 11:58 PM, Eric Thivierge ethivie...@gmail.comwrote: If you get this can you just reply to see if this is working properly? Eric Thivierge http://www.ethivierge.com On Thu, May 24, 2012 at 11:11 PM, Eric Thivierge ethivie...@gmail.comwrote: Hey all, I just realized I hadn't been getting messages since around the 22nd... just thought people were busy working on cool stuff. Went onto the google group page and clicked the My Membership button at the top. It was set to No Email. Just switched it to Email so hopefully it works and will help others... fingers crossed! Eric Thivierge http://www.ethivierge.com
RE: OT: hulk smash
Great work ! I didn't see the other ones (is this 15GB promo-kit somewhere on the web ?) but the Hulk doesn't look too much photoshoped. Maybe a little bit 'stylized' for the promo-kit, like adding more darkness in the wrinkles (artist doing printed versions often do that). That is maybe why the SSS effect in the shadow is not very strong. Guillaume From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Jens Lindgren [jens.lindgren@gmail.com] Sent: May 24, 2012 4:44 PM To: softimage@listproc.autodesk.com Subject: Re: OT: hulk smash These pics are part of the 15GB promo-kit with several high res stills of all the main characters in The Avengers. They all look beautiful but little too sharp and photoshoped for my taste. /Jens On Fri, May 25, 2012 at 1:04 AM, Tim Leydecker bauero...@gmx.demailto:bauero...@gmx.de wrote: Where´s the SSS effect within the areas of strong shadows? Is this a raw beauty - prior to a shot comp? It´s crazy how much detail the skin color texture and the pant´s color texture would need to match the actual AA crispness of the 5K renderings. Looking at the hands, feet and shoulders in 622571-hulk.jpg... The teeth are really nicely shaded. The sweat/spec layer is cool. The face got a lot of love. Inspiring, if this is the average level of output prior to a shot comp. Cheers, tim On 24.05.2012 20tel:24.05.2012%2020:51, olivier jeannel wrote: That is ...something ! Was this used in the movie ? Le 24/05/2012 18:56, adrian wyer a écrit : 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com blocked::blocked::mailto:adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com www.fluid-pictures.comhttp://www.fluid-pictures.com blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Jens Lindgren -- Lead Technical Director Magoo 3D Studioshttp://www.magoo3dstudios.com/ attachment: winmail.dat
Re: OT: hulk smash
I don't think the promo kit is on the web and I don't think I can share any because of the big CONFIDENTIAL stamps :) We got it from Marvel because we did all the graphics for this site: http://www.shieldops.com/ /Jens On Fri, May 25, 2012 at 2:51 AM, Guillaume Laforge guillaume.lafo...@autodesk.com wrote: Great work ! I didn't see the other ones (is this 15GB promo-kit somewhere on the web ?) but the Hulk doesn't look too much photoshoped. Maybe a little bit 'stylized' for the promo-kit, like adding more darkness in the wrinkles (artist doing printed versions often do that). That is maybe why the SSS effect in the shadow is not very strong. Guillaume From: softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Jens Lindgren [ jens.lindgren@gmail.com] Sent: May 24, 2012 4:44 PM To: softimage@listproc.autodesk.com Subject: Re: OT: hulk smash These pics are part of the 15GB promo-kit with several high res stills of all the main characters in The Avengers. They all look beautiful but little too sharp and photoshoped for my taste. /Jens On Fri, May 25, 2012 at 1:04 AM, Tim Leydecker bauero...@gmx.demailto: bauero...@gmx.de wrote: Where´s the SSS effect within the areas of strong shadows? Is this a raw beauty - prior to a shot comp? It´s crazy how much detail the skin color texture and the pant´s color texture would need to match the actual AA crispness of the 5K renderings. Looking at the hands, feet and shoulders in 622571-hulk.jpg... The teeth are really nicely shaded. The sweat/spec layer is cool. The face got a lot of love. Inspiring, if this is the average level of output prior to a shot comp. Cheers, tim On 24.05.2012 20tel:24.05.2012%2020:51, olivier jeannel wrote: That is ...something ! Was this used in the movie ? Le 24/05/2012 18:56, adrian wyer a écrit : 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com blocked::blocked::mailto:adrian.w...@fluid-pictures.commailto: adrian.w...@fluid-pictures.com www.fluid-pictures.comhttp://www.fluid-pictures.com blocked::blocked:: http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Jens Lindgren -- Lead Technical Director Magoo 3D Studioshttp://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: pointvelocity to drive motion vectors on geometry - does it work?
Do you mean you're getting in camera 3D motion blur? If you're using mip_motion_vectors and you have motion blur turned on (shouldn't need that), you should be rendering with the shutter set to 0 (look under optimization). This will prevent in camera blur from rendering. In my test Self.PointUserMotion will override rather than add to all other deformation motion... On Tue, May 22, 2012 at 9:41 PM, pete...@skynet.be wrote: Just thought I’d get back on this subject – as it’s only a partial solution. with usermotions you can influence the motion vectors allright, (using mip_motion_vectors) but it also adds actual blur – which renders the motion vectors useless. I’ve tried with and without motion blur in scene and pass options, and tried adding a motion blur property to disable blur (which is actually necessary for taking away the incorrect motion vectors – because the usermotion vectors get added – they dont replace the default vectors) so overall – I can’t find a way to influence user motion vectors without causing blur to be drawn. I hope I’m simply overlooking something? *From:* pete...@skynet.be *Sent:* Thursday, May 10, 2012 9:24 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: pointvelocity to drive motion vectors on geometry - does it work? thanks – will have a look – this sounds just like what I need! *From:* Alan Fregtman alan.fregt...@gmail.com *Sent:* Thursday, May 10, 2012 3:25 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: pointvelocity to drive motion vectors on geometry - does it work? Yeah; for a UserMotion example, go to your XSI_SAMPLES project under: /Scenes/ICE/RotatingGearWithICEUserMotions.scn On Thu, May 10, 2012 at 3:43 AM, Ciaran Moloney moloney.cia...@gmail.comwrote: Hi, PointVelocity applies to particles only. If you're using MR, then there's an ICE attribute usermotion that you can use to define custom vectors for motion blur. On Thu, May 10, 2012 at 8:32 AM, pete...@skynet.be wrote: Hi, I’m using the mip_motion_vectors output shader. My non-simulated particle cloud (sticking to a surface) shows up black which makes sense I guess. No worries, I’m looking up the PointVelocity at the surface and saving this on the particles – and magically the motion vectors are fixed and blend perfectly with the surface. Now I have some geometry with incorrect motion vectors (I think) – and I was hoping to accomplish the same thing: calculating motion vectors (difference between previous and current frames’ pointposition ?) and saving it as a PointVelocity attribute. However – it doesnt seem to be working – no matter what I try, the PointVelocity attribute doesnt seem to affect motion vectors – as it did for the particles. Has anyone done this? Does it / should it work? thanks for any pointers.
Re: OT: hulk smash
wow so much detail, thanks for the pics. De: olivier jeannel olivier.jean...@noos.fr Para: softimage@listproc.autodesk.com Enviado: Jueves, 24 de mayo, 2012 13:51:49 Asunto: Re: OT: hulk smash That is ...something ! Was this used in the movie ? Le 24/05/2012 18:56, adrian wyer a écrit : 5k renders http://media.screened.com/uploads/0/1144/622571-hulk.jpg http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg you're welcome a Adrian Wyer Fluid Pictures 75-77 Margaret St . London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales . Company number:5657815 VAT number: 872 6893 71