Re: Ice Circle Shape u-step value.

2012-05-24 Thread Adam Seeley
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.

2012-05-24 Thread Adam Seeley
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!

2012-05-24 Thread Christoph Muetze

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!

2012-05-24 Thread Thomas Volkmann
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?

2012-05-24 Thread Thomas Volkmann
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?

2012-05-24 Thread Jens Lindgren
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.

2012-05-24 Thread Adam Seeley
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.

2012-05-24 Thread Chris Chia
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 ????

2012-05-24 Thread Rob Wuijster

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

2012-05-24 Thread Andy Moorer
( 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 ????

2012-05-24 Thread patrick nethercoat
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

2012-05-24 Thread patrick nethercoat
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?

2012-05-24 Thread Eric Thivierge
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?

2012-05-24 Thread Eric Thivierge
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

2012-05-24 Thread Florian Eberle
nah, i'll pass.


Re: Problems with Windows 7 audio and Softimage

2012-05-24 Thread Ted Kotsaftis
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!

2012-05-24 Thread Gareth Bell
 


test - is anyone there!

2012-05-24 Thread Matt Morris
Haven't had any mails since the 18th may...

-- 
www.matinai.com


RE: resubscribed to list.....ping!

2012-05-24 Thread Grahame Fuller
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!

2012-05-24 Thread Mirko Jankovic
here here :)


Re: ping

2012-05-24 Thread Jens Lindgren
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!

2012-05-24 Thread Jens Lindgren
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

2012-05-24 Thread Hilary Macdonald
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?

2012-05-24 Thread john clausing



Re: Executing system commands in Linux from XSI but outside of XSI's environment?

2012-05-24 Thread Frederic Servant
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

2012-05-24 Thread Schoenberger
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?

2012-05-24 Thread James G. Jones
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?

2012-05-24 Thread Steven Caron
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

2012-05-24 Thread Williams, Wayne
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.

2012-05-24 Thread peter_b
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

2012-05-24 Thread olivier jeannel

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

2012-05-24 Thread Marc Brinkley


___
Marc Brinkley
GO GO GO
Microsoft Studios
I got my Mojo working
marc.brinkley [at] microsoft.com



RE: Ping Again

2012-05-24 Thread Marc Brinkley
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

2012-05-24 Thread Tim Leydecker

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?

2012-05-24 Thread Eric Thivierge
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

2012-05-24 Thread Guillaume Laforge
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

2012-05-24 Thread Jens Lindgren
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?

2012-05-24 Thread Ciaran Moloney
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

2012-05-24 Thread Demian Kurejwowski
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