Re: Redshift3D Render

2014-02-17 Thread Dan Yargici
I've just started to look into Redshift and I can only say wow!  It's
really quite amazing.

DAN



On Mon, Feb 17, 2014 at 8:22 AM, Angus Davidson
angus.david...@wits.ac.zawrote:

  I believe the expression is *Vrooom*

  That is incredibly fast
  --
 *From:* Emilio Hernandez [emi...@e-roja.com]
 *Sent:* 17 February 2014 02:42 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Redshift3D Render

   Just changed an old scene from Arnold to Redshift.

  I am impressed with the performance.  They are still working on the hair
 shader, this one is with the Redshift arch shader.  Judge by yourselfves.

 https://vimeo.com/86856132






 2014-02-16 18:33 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

  ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



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Re: automatic Random color for ID Material color

2014-02-17 Thread Cristobal Infante
In Arnold there is the utility shader that does out of the box. Another option
is to have several multimattes (R,G,B,A) this way it will be easier to
matte..

On Monday, 17 February 2014, Siew Yi Liang soni...@gmail.com wrote:

  It's not really object id here...but it's a similar thing using the
 store colour in channel node. Personally I don't like object IDs for
 compositing, I'd rather composite the passes over each other...more clean
 that way rather than dealing with matte fringes.


 http://caffeineabuse.blogspot.com/2012/03/using-render-channels-in-softimage.html

 Yours sincerely,
 Siew Yi Liang

 On 2/16/2014 2:00 PM, David Rivera wrote:

  Hello, I´ve seen a video tutorial where the guy explains that he uses a
 random
 function to color each object with a random-non-repeating color for
 later compositing.

 Anyone knows such technique? or recalls where could the video be found?
 I don´t remember well, but he uses it on the color wheel...I might be
 wrong...
 Thanks.

 David.





Re: Envelopes, Weights, Deformers and setting them up.

2014-02-17 Thread pedro santos
Hi again.
I've updated the compound to have more options per null, like I said.

https://vimeo.com/86603483

Cheers


On Tue, Jan 21, 2014 at 5:00 PM, Tiago Craft craft@gmail.com wrote:

 Cool.
 One interesting solution too would be to use meshes instead of nulls. we
 used that in production and it worked quite nice for body parts, but it
 surely lacked the speed and procedural behaviour of your solution, which
 works better for face deformers.

 Heat algorithms tend to be very usefull too, in situations where the mesh
 folds a lot.


 ( hey Pedro!! que fixe que continuas cheio de ideias :) )


 2014/1/21 Marco Peixoto mpe...@gmail.com

 Interesting, tks for sharing Pedro


 On Tue, Jan 21, 2014 at 12:06 AM, pedro santos probi...@gmail.comwrote:

 This was the solution I came up with. Still refining it to have more
 options per null but already using it in production.

 Cheers

 https://vimeo.com/84025815


 On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos 
 manny.papama...@autodesk.com wrote:

 Perhaps deform by volume?
 This doesn't deal with weight though but can be flexible since you can
 interactively mod the radius on the volume deformers.


 Manny Papamanos
 Product Support Specialist
 Americas Frontline Technical Support


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
 Sent: Monday, January 06, 2014 4:45 PM
 To: softimage@listproc.autodesk.com
 Subject: Envelopes, Weights, Deformers and setting them up.

 Hi
 We use Species here for ease and speed. So the head and jaw have their
 deformers, and the facial expressions are done through Shapes on a FaceRig
 panel. For some time now the animator wants some additional Facial controls
 so he isn't restricted by the range of the shapes. And he wants something
 that does not turn into a cumbersome task given the revisions/iterations
 over an asset. I'm fairly new to Softimage and these were the approaches I
 went about:


 Doritos
 I had it setup, just one thing that is dragging the process; Envelopes
 are generated by distance but there's always normalization. So if I want
 them to just have a straight spherical falloff into black I can't. Or even
 to falloff into another dummy null weight, I can't. So I had to paint,
 around the ears, on the top of the head and sides, neck, etc. I was trying
 to minimize paitings so iterations on a model's rig can be faster.
 I could put an inplicit per Derformer set on Bounding Volume  Limit.
 But it's an abrupt cut off.


 Deform by Spine
 Creates the falloff I want from the curve. I like the drawn
 deformations it does on mouth and eyes. I do an operator per curve, since
 the combined weights of several curves seems wonky. The downside seems to
 be that I can't transfer them with GATOR. How would you come about to
 transfer Deform by Spine between objects to save time?


 General Concerns.
 I come from Lightwave and Envelopes to me seem to be like a box of
 weights that are usually normalized. I see that deformers like Cage, Spine
 also generate such box of weights, but they don't seem to be handled as
 envelopes.
 How flexible and manipulated can be weights and the underlying
 connections of Softimage between the mesh object, the weight, the control
 null and the deforming operator?? Seems to me that such weights don't exist
 without the deformers.


 This Image
 https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png
 illustrates what I'me trying to do.

 Cheers
 probiner




 --
 [img]
 http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]






-- 
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]


Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
Hi all, sorry for another silly question, but I've just spent the better 
part of 3 hours trying to find a solution: is there actually a way in 
XSI to paint across multiple envelopes at the same time, assuming they 
have the same deformer influences? I've been searching around for a way 
to do so but it doesn't seem like I can, and the best I can hope for is 
to GATOR over the points I want?


The problem is that I have a character split up into several parts, so 
weighting the areas where neck meets shirt, torso meets pants etc. is a 
little annoying when I can't paint across them seamlessly. I've actually 
never had to deal with this before in XSI, so I have no idea if this is 
actually possible?


Additionally, when trying to create a symmetry mapping template for a 
certain geometry, I'm getting:


Application.CreateSymmetryMappingTemplate(, , , )
# ERROR : 2057-GetSkeleton - Input object is not a skeleton object - 
[line 492 in C:\Program Files\Autodesk\Softimage 2013 
SP1\Application\DSScripts\enveloping.vbs]


The deformers affecting it are just implicit bones, so I'm not sure what 
exactly the error is referring to -  I tried manually creating the 
symmetry template myself and mirroring the weights, but nothing 
happened. No error message appeared, but the weights didn't mirror either.


The scene file is available at: http://1drv.ms/1cfWE34 , I'd really 
appreciate it if anyone has run into this situation before and could 
spare a few minutes to take a quick look! The head geometry is the one 
giving problems (I thought it might have had something to do with the 
ICE facial rig, but I froze those operators and tried doing the symmetry 
template again and it still gave the same issue...)


--
Yours sincerely,
Siew Yi Liang



Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Mirko Jankovic
Not sure how others deal with it but when having character that will have
cltoth weighted and simulated I like to have an mesh with full body, and
then 2nd mesh with only visible parts, hands, neck, head etc...
Then painting weights on full body  mesh only, GATOR-ing everything else
and then for animationa nd everything els using only cloth and partialy
bodu mesh, and full body mesh is left out of model not used for anything
esle but for painting and GATOR-ing weights to all other meshes on
characters.



On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.com wrote:

  Hi all, sorry for another silly question, but I've just spent the better
 part of 3 hours trying to find a solution: is there actually a way in XSI
 to paint across multiple envelopes at the same time, assuming they have the
 same deformer influences? I've been searching around for a way to do so but
 it doesn't seem like I can, and the best I can hope for is to GATOR over
 the points I want?

 The problem is that I have a character split up into several parts, so
 weighting the areas where neck meets shirt, torso meets pants etc. is a
 little annoying when I can't paint across them seamlessly. I've actually
 never had to deal with this before in XSI, so I have no idea if this is
 actually possible?

 Additionally, when trying to create a symmetry mapping template for a
 certain geometry, I'm getting:

 Application.CreateSymmetryMappingTemplate(, , , )
 # ERROR : 2057-GetSkeleton - Input object is not a skeleton object - [line
 492 in C:\Program Files\Autodesk\Softimage 2013
 SP1\Application\DSScripts\enveloping.vbs]

 The deformers affecting it are just implicit bones, so I'm not sure what
 exactly the error is referring to -  I tried manually creating the symmetry
 template myself and mirroring the weights, but nothing happened. No error
 message appeared, but the weights didn't mirror either.

 The scene file is available at: http://1drv.ms/1cfWE34 , I'd really
 appreciate it if anyone has run into this situation before and could spare
 a few minutes to take a quick look! The head geometry is the one giving
 problems (I thought it might have had something to do with the ICE facial
 rig, but I froze those operators and tried doing the symmetry template
 again and it still gave the same issue...)

 --
 Yours sincerely,
 Siew Yi Liang




Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
OHHH. So just duplicate my mesh objects, merge them all together, use 
that to paint weights, and then GATOR over to individual pieces is what 
you're saying? Going to try that now! Hopefully I can workaround the 
symmetry problem that way as well...


(Speaking of which, does XSI have a way to prune deformers whose weight 
influence on the mesh is zero?)


Yours sincerely,
Siew Yi Liang

On 2/17/2014 2:34 AM, Mirko Jankovic wrote:
Not sure how others deal with it but when having character that will 
have cltoth weighted and simulated I like to have an mesh with full 
body, and then 2nd mesh with only visible parts, hands, neck, head etc...
Then painting weights on full body  mesh only, GATOR-ing everything 
else and then for animationa nd everything els using only cloth and 
partialy bodu mesh, and full body mesh is left out of model not used 
for anything esle but for painting and GATOR-ing weights to all other 
meshes on characters.




On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.com 
mailto:soni...@gmail.com wrote:


Hi all, sorry for another silly question, but I've just spent the
better part of 3 hours trying to find a solution: is there
actually a way in XSI to paint across multiple envelopes at the
same time, assuming they have the same deformer influences? I've
been searching around for a way to do so but it doesn't seem like
I can, and the best I can hope for is to GATOR over the points I
want?

The problem is that I have a character split up into several
parts, so weighting the areas where neck meets shirt, torso meets
pants etc. is a little annoying when I can't paint across them
seamlessly. I've actually never had to deal with this before in
XSI, so I have no idea if this is actually possible?

Additionally, when trying to create a symmetry mapping template
for a certain geometry, I'm getting:

Application.CreateSymmetryMappingTemplate(, , , )
# ERROR : 2057-GetSkeleton - Input object is not a skeleton object
- [line 492 in C:\Program Files\Autodesk\Softimage 2013
SP1\Application\DSScripts\enveloping.vbs]

The deformers affecting it are just implicit bones, so I'm not
sure what exactly the error is referring to -  I tried manually
creating the symmetry template myself and mirroring the weights,
but nothing happened. No error message appeared, but the weights
didn't mirror either.

The scene file is available at: http://1drv.ms/1cfWE34 , I'd
really appreciate it if anyone has run into this situation before
and could spare a few minutes to take a quick look! The head
geometry is the one giving problems (I thought it might have had
something to do with the ICE facial rig, but I froze those
operators and tried doing the symmetry template again and it still
gave the same issue...)

-- 
Yours sincerely,

Siew Yi Liang






Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Peter Agg
Yep, I do as Mirko does for this stuff, the envelope tools are fairly
limited for a lot of this fiddly kind of things.


If you're merging existing geo together make sure everything is welded -
Polygon Islands are a pain to deal with as well. Ideally you want some kind
of single mesh body-glove for the 'master' envelope.


On 17 February 2014 10:34, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 Not sure how others deal with it but when having character that will have
 cltoth weighted and simulated I like to have an mesh with full body, and
 then 2nd mesh with only visible parts, hands, neck, head etc...
 Then painting weights on full body  mesh only, GATOR-ing everything else
 and then for animationa nd everything els using only cloth and partialy
 bodu mesh, and full body mesh is left out of model not used for anything
 esle but for painting and GATOR-ing weights to all other meshes on
 characters.



 On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.com wrote:

  Hi all, sorry for another silly question, but I've just spent the
 better part of 3 hours trying to find a solution: is there actually a way
 in XSI to paint across multiple envelopes at the same time, assuming they
 have the same deformer influences? I've been searching around for a way to
 do so but it doesn't seem like I can, and the best I can hope for is to
 GATOR over the points I want?

 The problem is that I have a character split up into several parts, so
 weighting the areas where neck meets shirt, torso meets pants etc. is a
 little annoying when I can't paint across them seamlessly. I've actually
 never had to deal with this before in XSI, so I have no idea if this is
 actually possible?

 Additionally, when trying to create a symmetry mapping template for a
 certain geometry, I'm getting:

 Application.CreateSymmetryMappingTemplate(, , , )
 # ERROR : 2057-GetSkeleton - Input object is not a skeleton object -
 [line 492 in C:\Program Files\Autodesk\Softimage 2013
 SP1\Application\DSScripts\enveloping.vbs]

 The deformers affecting it are just implicit bones, so I'm not sure what
 exactly the error is referring to -  I tried manually creating the symmetry
 template myself and mirroring the weights, but nothing happened. No error
 message appeared, but the weights didn't mirror either.

 The scene file is available at: http://1drv.ms/1cfWE34 , I'd really
 appreciate it if anyone has run into this situation before and could spare
 a few minutes to take a quick look! The head geometry is the one giving
 problems (I thought it might have had something to do with the ICE facial
 rig, but I froze those operators and tried doing the symmetry template
 again and it still gave the same issue...)

 --
 Yours sincerely,
 Siew Yi Liang





Re: Envelopes, Weights, Deformers and setting them up.

2014-02-17 Thread pedro santos
Oi Tiago
Há uns tempos fui ao teu site para ver o que andavas a fazer mas estava em
baixo.
Sempre foste para a Austrália?

Eu tou pela Illusive mas cheio de vontade de bazar para algum lado mais
interessante.

No processo também pensei no que sugeriste de usar geomatria, NURBS, para
calcular os weights mas acabei por me ficar pelo mais simples.

Pah eu tento sempre implementar ideias que tenho e no Softimage o caixote
de ferramentas é consideravelmente maior e mais interessante. Ainda me
lembro quando me falaste pra mudar pra XSI ;)

Cumps
Pedro Alpiarça dos Santos


On Tue, Jan 21, 2014 at 5:00 PM, Tiago Craft craft@gmail.com wrote:

 Cool.
 One interesting solution too would be to use meshes instead of nulls. we
 used that in production and it worked quite nice for body parts, but it
 surely lacked the speed and procedural behaviour of your solution, which
 works better for face deformers.

 Heat algorithms tend to be very usefull too, in situations where the mesh
 folds a lot.


 ( hey Pedro!! que fixe que continuas cheio de ideias :) )


 2014/1/21 Marco Peixoto mpe...@gmail.com

 Interesting, tks for sharing Pedro


 On Tue, Jan 21, 2014 at 12:06 AM, pedro santos probi...@gmail.comwrote:

 This was the solution I came up with. Still refining it to have more
 options per null but already using it in production.

 Cheers

 https://vimeo.com/84025815


 On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos 
 manny.papama...@autodesk.com wrote:

 Perhaps deform by volume?
 This doesn't deal with weight though but can be flexible since you can
 interactively mod the radius on the volume deformers.


 Manny Papamanos
 Product Support Specialist
 Americas Frontline Technical Support


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
 Sent: Monday, January 06, 2014 4:45 PM
 To: softimage@listproc.autodesk.com
 Subject: Envelopes, Weights, Deformers and setting them up.

 Hi
 We use Species here for ease and speed. So the head and jaw have their
 deformers, and the facial expressions are done through Shapes on a FaceRig
 panel. For some time now the animator wants some additional Facial controls
 so he isn't restricted by the range of the shapes. And he wants something
 that does not turn into a cumbersome task given the revisions/iterations
 over an asset. I'm fairly new to Softimage and these were the approaches I
 went about:


 Doritos
 I had it setup, just one thing that is dragging the process; Envelopes
 are generated by distance but there's always normalization. So if I want
 them to just have a straight spherical falloff into black I can't. Or even
 to falloff into another dummy null weight, I can't. So I had to paint,
 around the ears, on the top of the head and sides, neck, etc. I was trying
 to minimize paitings so iterations on a model's rig can be faster.
 I could put an inplicit per Derformer set on Bounding Volume  Limit.
 But it's an abrupt cut off.


 Deform by Spine
 Creates the falloff I want from the curve. I like the drawn
 deformations it does on mouth and eyes. I do an operator per curve, since
 the combined weights of several curves seems wonky. The downside seems to
 be that I can't transfer them with GATOR. How would you come about to
 transfer Deform by Spine between objects to save time?


 General Concerns.
 I come from Lightwave and Envelopes to me seem to be like a box of
 weights that are usually normalized. I see that deformers like Cage, Spine
 also generate such box of weights, but they don't seem to be handled as
 envelopes.
 How flexible and manipulated can be weights and the underlying
 connections of Softimage between the mesh object, the weight, the control
 null and the deforming operator?? Seems to me that such weights don't exist
 without the deformers.


 This Image
 https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png
 illustrates what I'me trying to do.

 Cheers
 probiner




 --
 [img]
 http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]






-- 
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]


RE: Re[2]: Survey - how would you do this?

2014-02-17 Thread Brent McPherson
On the subject of Windows I have an interesting perspective because prior to 
1998 I worked at Alias.

At that time Alias believed that Windows would be the dominant platform going 
forward and there was a lot of talk about using Mainwin (or one of the other 
Windows emulation frameworks available at the time) on IRIX to ease the burden 
of cross-platform development. The only saving grace was that Maya was designed 
to be cross-platform so even if we had switched to say Mainwin it wouldn't have 
locked the product into a single platform. I am saying this because in 1998 
computing was dominated by Windows/Microsoft and the decisions made by 
Softimage made perfect sense. (and I could imagine making similar decisions if 
Maya's development had started a few years later when Windows PCs took over 
from workstations)

COM is a different thing and it is a shame it has become synonymous with 
Windows. Rather COM is a set of rules and conventions designed to support 
interface-based programing in C++ since the language does not have direct 
support for this built-in. OOP got one thing fundamentally wrong in that it was 
overly concerned with code reuse through inheritance. Inheritance in retrospect 
turned out to be a bad thing because it mixes the two (unrelated) concepts of 
interface and implementation. The end result is usually code that is harder to 
maintain and change since changes in low-level classes have a tendency to 
ripple outwards to many parts of the system. (something we call 
tight-coupling in the programming world)

The reality is that most code in a large application is not reusable and reuse 
generally only happens with low-level libraries that are carefully crafted and 
designed to be reusable. A COM interface is a black box designed to separate 
interface from implementation and different objects can implement the same 
interface in different ways or masquerade as other objects using the magic of 
interfaces. This helps limit the scope of changes in the system and gives 
developers more flexibility at the application level. An interesting example 
that comes to mind is the quaternion fcurves in Softimage which are COM objects 
that masquerade as regular fcurves. As a result very little code needed to be 
modified to display or interact with them since most of the system *sees* them 
as regular fcurves.

So in summary Windows bad, COM good. ;-)
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: 14 February 2014 17:17
To: softimage@listproc.autodesk.com
Subject: Re: Re[2]: Survey - how would you do this?

It is really a shame that Autodesk when bought Softimage, instead of starting 
the migration from the COM/OLE platform, just took the guts outs of Softimage.  
The Dev team. To insert it in Maya, which, IMHO is sitll basically the same 
from those days.  I have not seen any super development of Maya as it would 
be expected by such corporate strategy...  If by now, Maya had the 
functionality, beauty, elegance, design, and workflow of Softimage,  the story 
would be different.
I am married to Softimage until death tear us appart.

Maybe it is not Softimage's days the only ones that are counted...
Autodesk has been loosing market lately, and has been unsuccesful of driving 
the small but solid Softimage user base to Maya.  And when the time comes, my 
perception is that the mayority of us, at least in the film/vfx industry is 
looking to other platforms rather than Maya.  They betted to the wrong horse, 
again imho.  Maybe I am wrong.  But only time will tell.



[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014-02-14 10:15 GMT-06:00 Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za:

For historical perspective, you need to know that we were owned by
Microsoft in 1998, and there was no indication that SGI or the Mac
would come back from the dead.  The company began to consider the Film
industry as legacy and that games would be the future.  The product
was named after the name of the game exchange format to subtly suggest
that.  Max also had taken the Windows NT jump, with huge success.
Well Microsoft hasnt gotten any better at predicting tech since.  Smart phones, 
tablets, pretty much anything internet based ;)=
table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally 

Re: OT - high memory usage with Vray

2014-02-17 Thread Jens Lindgren
Very high resolution with high AA and many in-memory Framebuffers could
take quite a lot of ram. If that's the case, try to write the framebuffers
directly to disk.
HDRIs take a lot of memory in V-Ray, make them as small as you can.
Look at the log files to see where your memory usage is at.
Check displacement settings. It's very easy for a artist to use way to many
subdivisions in VRayDisplacement due to the bad interface.
Maybe reduce Dynamic Memory Limit if it's set too high.

/Jens


On Mon, Feb 17, 2014 at 11:24 AM, Morten Bartholdy x...@colorshopvfx.dkwrote:

   Apologies for the OT, but I gather there are many Vray users here, so I
 thought i would give it a try, as we are in a pinch here.


We have a scene with a reasonable amount of geometry ( 8 million
 triangles ) and lots and lots of glossy reflections. Vray crashes on the
 farm due to memory usage (machines have 24 GB RAM). We are investigating
 the culprit, since neither geometry nor textures should use a lot of
 memory, and the glossy reflections should not use a lot of memory, onlu cpu
 cycles. Ligthing is a mix of HDRI and a few lightsources, so currently we
 suspect either light cache and/or BSP setup. We inherited the scenes from
 someone else, so we are careful to not break the look, but are looking into
 what can be tweaked.


Are there some seasoned Vray users here who might be able to point us
 to what to optimize for this specific problem?


Thanks!


Morten






-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Mirko Jankovic
You dont even have to merge them, gator will manage just fine for example:

paint weigh on full body mesh

duplicate body mesh and delete all non seen polys, you dont need them, but
you can jstu skip this and just keep full body mesh if you dont mind having
not seen polygons, maybe even better if cloth materials have
sometranslucency

then GATOR shirt, pants.. any other cloth or prop object.
It iwill follow full body mehsh just fine
Tweak here or there if needed but in mosta case it works pretty fine


On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg peter@googlemail.comwrote:

 Yep, I do as Mirko does for this stuff, the envelope tools are fairly
 limited for a lot of this fiddly kind of things.


 If you're merging existing geo together make sure everything is welded -
 Polygon Islands are a pain to deal with as well. Ideally you want some kind
 of single mesh body-glove for the 'master' envelope.


 On 17 February 2014 10:34, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 Not sure how others deal with it but when having character that will have
 cltoth weighted and simulated I like to have an mesh with full body, and
 then 2nd mesh with only visible parts, hands, neck, head etc...
 Then painting weights on full body  mesh only, GATOR-ing everything else
 and then for animationa nd everything els using only cloth and partialy
 bodu mesh, and full body mesh is left out of model not used for anything
 esle but for painting and GATOR-ing weights to all other meshes on
 characters.



 On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.comwrote:

  Hi all, sorry for another silly question, but I've just spent the
 better part of 3 hours trying to find a solution: is there actually a way
 in XSI to paint across multiple envelopes at the same time, assuming they
 have the same deformer influences? I've been searching around for a way to
 do so but it doesn't seem like I can, and the best I can hope for is to
 GATOR over the points I want?

 The problem is that I have a character split up into several parts, so
 weighting the areas where neck meets shirt, torso meets pants etc. is a
 little annoying when I can't paint across them seamlessly. I've actually
 never had to deal with this before in XSI, so I have no idea if this is
 actually possible?

 Additionally, when trying to create a symmetry mapping template for a
 certain geometry, I'm getting:

 Application.CreateSymmetryMappingTemplate(, , , )
 # ERROR : 2057-GetSkeleton - Input object is not a skeleton object -
 [line 492 in C:\Program Files\Autodesk\Softimage 2013
 SP1\Application\DSScripts\enveloping.vbs]

 The deformers affecting it are just implicit bones, so I'm not sure what
 exactly the error is referring to -  I tried manually creating the symmetry
 template myself and mirroring the weights, but nothing happened. No error
 message appeared, but the weights didn't mirror either.

 The scene file is available at: http://1drv.ms/1cfWE34 , I'd really
 appreciate it if anyone has run into this situation before and could spare
 a few minutes to take a quick look! The head geometry is the one giving
 problems (I thought it might have had something to do with the ICE facial
 rig, but I froze those operators and tried doing the symmetry template
 again and it still gave the same issue...)

 --
 Yours sincerely,
 Siew Yi Liang






Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Martin Yara
What I do is duplicate the object, and delete the polygons I don't need.
This way the envelope is copied and I don't need to use Gator.

I automatized this task with a couple of scripts:
https://vimeo.com/44115056

You could use gator to keep the transfer attributes alive and keep tweaking
the full body object.

I don't think you can prune unused deformers out of the box.
I use Oz_Clean_WeightsPlugin for that.

Martin


On Mon, Feb 17, 2014 at 7:43 PM, Peter Agg peter@googlemail.com wrote:

 Yep, I do as Mirko does for this stuff, the envelope tools are fairly
 limited for a lot of this fiddly kind of things.


 If you're merging existing geo together make sure everything is welded -
 Polygon Islands are a pain to deal with as well. Ideally you want some kind
 of single mesh body-glove for the 'master' envelope.


 On 17 February 2014 10:34, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 Not sure how others deal with it but when having character that will have
 cltoth weighted and simulated I like to have an mesh with full body, and
 then 2nd mesh with only visible parts, hands, neck, head etc...
 Then painting weights on full body  mesh only, GATOR-ing everything else
 and then for animationa nd everything els using only cloth and partialy
 bodu mesh, and full body mesh is left out of model not used for anything
 esle but for painting and GATOR-ing weights to all other meshes on
 characters.



 On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.comwrote:

  Hi all, sorry for another silly question, but I've just spent the
 better part of 3 hours trying to find a solution: is there actually a way
 in XSI to paint across multiple envelopes at the same time, assuming they
 have the same deformer influences? I've been searching around for a way to
 do so but it doesn't seem like I can, and the best I can hope for is to
 GATOR over the points I want?

 The problem is that I have a character split up into several parts, so
 weighting the areas where neck meets shirt, torso meets pants etc. is a
 little annoying when I can't paint across them seamlessly. I've actually
 never had to deal with this before in XSI, so I have no idea if this is
 actually possible?

 Additionally, when trying to create a symmetry mapping template for a
 certain geometry, I'm getting:

 Application.CreateSymmetryMappingTemplate(, , , )
 # ERROR : 2057-GetSkeleton - Input object is not a skeleton object -
 [line 492 in C:\Program Files\Autodesk\Softimage 2013
 SP1\Application\DSScripts\enveloping.vbs]

 The deformers affecting it are just implicit bones, so I'm not sure what
 exactly the error is referring to -  I tried manually creating the symmetry
 template myself and mirroring the weights, but nothing happened. No error
 message appeared, but the weights didn't mirror either.

 The scene file is available at: http://1drv.ms/1cfWE34 , I'd really
 appreciate it if anyone has run into this situation before and could spare
 a few minutes to take a quick look! The head geometry is the one giving
 problems (I thought it might have had something to do with the ICE facial
 rig, but I froze those operators and tried doing the symmetry template
 again and it still gave the same issue...)

 --
 Yours sincerely,
 Siew Yi Liang






Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Greg Maguire
This is my preferred method too. ILM had a really cool concept I'd like to
see in Soft. Instead of painting with the radius of a circle, make the
brush three dimensional like a ball. Wings can be tricky, I generally chop
the top or bottom part of a wing off and Gator everything. However a 3D
ball would remove that need.


On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 You dont even have to merge them, gator will manage just fine for example:

 paint weigh on full body mesh

 duplicate body mesh and delete all non seen polys, you dont need them, but
 you can jstu skip this and just keep full body mesh if you dont mind having
 not seen polygons, maybe even better if cloth materials have
 sometranslucency

 then GATOR shirt, pants.. any other cloth or prop object.
 It iwill follow full body mehsh just fine
 Tweak here or there if needed but in mosta case it works pretty fine


 On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg peter@googlemail.comwrote:

 Yep, I do as Mirko does for this stuff, the envelope tools are fairly
 limited for a lot of this fiddly kind of things.


 If you're merging existing geo together make sure everything is welded -
 Polygon Islands are a pain to deal with as well. Ideally you want some kind
 of single mesh body-glove for the 'master' envelope.


 On 17 February 2014 10:34, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 Not sure how others deal with it but when having character that will
 have cltoth weighted and simulated I like to have an mesh with full body,
 and then 2nd mesh with only visible parts, hands, neck, head etc...
 Then painting weights on full body  mesh only, GATOR-ing everything else
 and then for animationa nd everything els using only cloth and partialy
 bodu mesh, and full body mesh is left out of model not used for anything
 esle but for painting and GATOR-ing weights to all other meshes on
 characters.



 On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.comwrote:

  Hi all, sorry for another silly question, but I've just spent the
 better part of 3 hours trying to find a solution: is there actually a way
 in XSI to paint across multiple envelopes at the same time, assuming they
 have the same deformer influences? I've been searching around for a way to
 do so but it doesn't seem like I can, and the best I can hope for is to
 GATOR over the points I want?

 The problem is that I have a character split up into several parts, so
 weighting the areas where neck meets shirt, torso meets pants etc. is a
 little annoying when I can't paint across them seamlessly. I've actually
 never had to deal with this before in XSI, so I have no idea if this is
 actually possible?

 Additionally, when trying to create a symmetry mapping template for a
 certain geometry, I'm getting:

 Application.CreateSymmetryMappingTemplate(, , , )
 # ERROR : 2057-GetSkeleton - Input object is not a skeleton object -
 [line 492 in C:\Program Files\Autodesk\Softimage 2013
 SP1\Application\DSScripts\enveloping.vbs]

 The deformers affecting it are just implicit bones, so I'm not sure
 what exactly the error is referring to -  I tried manually creating the
 symmetry template myself and mirroring the weights, but nothing happened.
 No error message appeared, but the weights didn't mirror either.

 The scene file is available at: http://1drv.ms/1cfWE34 , I'd really
 appreciate it if anyone has run into this situation before and could spare
 a few minutes to take a quick look! The head geometry is the one giving
 problems (I thought it might have had something to do with the ICE facial
 rig, but I froze those operators and tried doing the symmetry template
 again and it still gave the same issue...)

 --
 Yours sincerely,
 Siew Yi Liang







-- 

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
g...@inlifesize.com | www.inlifesize.com


Re: OT - high memory usage with Vray

2014-02-17 Thread Simon Reeves
Sorry for this fairly unhelpful reply but I shall go ahead anyway - Has it
always been so memory heavy? The other night I was rendering a car scene
(cad data that I exported from rhino myself) with a similar poly count that
you mention, one minute it was rendering fine, very fast 'scene export' esq
times etc.

Then I submitted it to the farm, hoping to leave and go drink fine belgian
beers and all the machines failed, I couldn't tell why, so rendering
locally I saw that it was trying to use all the 32gb of ram... I tried
teaking the dynamic memory limits etc. but to no avail - so I tried
deleting some geo that wasn't visible and it worked... (but it's not as
though i deleted 5 million polys)

Then in the morning despite my headache I tried to debug but it rendered
fine with all the geo. So I just had mysterious 6pm problems. (and that
is why my answer is not that helpful)





Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*


On 17 February 2014 10:24, Morten Bartholdy x...@colorshopvfx.dk wrote:

   Apologies for the OT, but I gather there are many Vray users here, so I
 thought i would give it a try, as we are in a pinch here.


We have a scene with a reasonable amount of geometry ( 8 million
 triangles ) and lots and lots of glossy reflections. Vray crashes on the
 farm due to memory usage (machines have 24 GB RAM). We are investigating
 the culprit, since neither geometry nor textures should use a lot of
 memory, and the glossy reflections should not use a lot of memory, onlu cpu
 cycles. Ligthing is a mix of HDRI and a few lightsources, so currently we
 suspect either light cache and/or BSP setup. We inherited the scenes from
 someone else, so we are careful to not break the look, but are looking into
 what can be tweaked.


Are there some seasoned Vray users here who might be able to point us
 to what to optimize for this specific problem?


Thanks!


Morten






Re: OT - high memory usage with Vray

2014-02-17 Thread Stefan Kubicek

Try disabling as much as you can (e.g. turn off Light cache and Irradiance map and use brute force instead). If that reduces memory consumption your problem might lie there.Make sure you are writing a new Irradiance map file and that you are not constantly reading from, and adding to an existing irradiance map.Same goes for the Light Cache. Displacement and Subdivisions are another good idea, as was already mentioned.Other than that it could only be corrupt geometry. Remove objects biut by bit and see if it helps. All of that is annoying when you have little time to f#% around of course.Very high resolution withhigh AA and many in-memory Framebuffers could take quite a lot of ram. If that's the case, try to write the framebuffers directly to disk.HDRIs take a lot of memory in V-Ray,make them as small as you can.
Look at the log files to see where your memory usage is at.Check displacement settings. It's very easy for a artist to use way to many subdivisions in VRayDisplacement due to thebad interface.
Maybe reduceDynamic Memory Limit if it's set too high./JensOn Mon, Feb 17, 2014 at 11:24 AM, Morten Bartholdy x...@colorshopvfx.dk wrote:

 

 
 
  
   
Apologies for the OT, but I gather there are many Vray users here, so I thought i would give it a try, as we are in a pinch here.
   
  
  
   

 

   
  
  
   
We have a scene with a reasonable amount of geometry ( 8 million triangles ) and lots and lots of glossy reflections. Vray crashes on the farm due to memory usage (machines have 24 GB RAM). We are investigating the culprit, since neither geometry nor textures should use a lot of memory, and the glossy reflections should not use a lot of memory, onlu cpu cycles. Ligthing is a mix of HDRI and a few lightsources, so currently we suspect either light cache and/or BSP setup. We inherited the scenes from someone else, so we are careful to not break the look, but are looking into what can be tweaked.
   
  
  
   

 

   
  
  
   
Are there some seasoned Vray users here who might be able to point us to what to optimize for this specific problem?
   
  
  
   

 

   
  
  
   
Thanks!
   
  
  
   

 

   
  
  
   
Morten
   
  
  
   

 

   
  
  
   

 

   
  
  
 
-- Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios

-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only--

Re: Re[2]: Survey - how would you do this?

2014-02-17 Thread Angus Davidson
Hi Brent

Very well explained thank you. I do agree that because of the overall 
crappiness of Windows COM has got a bad rep. Unfortunately its very hard for 
most people to know where one begins and the other ends and in the end the 
overall perception is the one that sticks.

On a slightly unrelated note I was patching my wifes GuildWars 2 and instead of 
downloading the whole data file I just copied it from my mac install to her 
windows one. Seems that GW2 is pretty much running in emulation mode using 
Transgaming Cider.  For those of you who may have played GW2 know its very 
graphics intensive and I comfortable get 45-60fps on max settings.

Anyone know if the way Softimage is put together would preclude it from coming 
to the Mac using this type of technology rather then rewriting it ?

Kind regards

Angus



From: Brent McPherson 
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Monday 17 February 2014 at 1:06 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Re[2]: Survey - how would you do this?

On the subject of Windows I have an interesting perspective because prior to 
1998 I worked at Alias.

At that time Alias believed that Windows would be the dominant platform going 
forward and there was a lot of talk about using Mainwin (or one of the other 
Windows emulation frameworks available at the time) on IRIX to ease the burden 
of cross-platform development. The only saving grace was that Maya was designed 
to be cross-platform so even if we had switched to say Mainwin it wouldn't have 
locked the product into a single platform. I am saying this because in 1998 
computing was dominated by Windows/Microsoft and the decisions made by 
Softimage made perfect sense. (and I could imagine making similar decisions if 
Maya's development had started a few years later when Windows PCs took over 
from workstations)

COM is a different thing and it is a shame it has become synonymous with 
Windows. Rather COM is a set of rules and conventions designed to support 
interface-based programing in C++ since the language does not have direct 
support for this built-in. OOP got one thing fundamentally wrong in that it was 
overly concerned with code reuse through inheritance. Inheritance in retrospect 
turned out to be a bad thing because it mixes the two (unrelated) concepts of 
interface and implementation. The end result is usually code that is harder to 
maintain and change since changes in low-level classes have a tendency to 
ripple outwards to many parts of the system. (something we call 
tight-coupling in the programming world)

The reality is that most code in a large application is not reusable and reuse 
generally only happens with low-level libraries that are carefully crafted and 
designed to be reusable. A COM interface is a black box designed to separate 
interface from implementation and different objects can implement the same 
interface in different ways or masquerade as other objects using the magic of 
interfaces. This helps limit the scope of changes in the system and gives 
developers more flexibility at the application level. An interesting example 
that comes to mind is the quaternion fcurves in Softimage which are COM objects 
that masquerade as regular fcurves. As a result very little code needed to be 
modified to display or interact with them since most of the system *sees* them 
as regular fcurves.

So in summary Windows bad, COM good. ;-)
--
Brent

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: 14 February 2014 17:17
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Re[2]: Survey - how would you do this?

It is really a shame that Autodesk when bought Softimage, instead of starting 
the migration from the COM/OLE platform, just took the guts outs of Softimage.  
The Dev team. To insert it in Maya, which, IMHO is sitll basically the same 
from those days.  I have not seen any super development of Maya as it would 
be expected by such corporate strategy...  If by now, Maya had the 
functionality, beauty, elegance, design, and workflow of Softimage,  the story 
would be different.
I am married to Softimage until death tear us appart.

Maybe it is not Softimage's days the only ones that are counted...
Autodesk has been loosing market lately, and has been unsuccesful of driving 
the small but solid Softimage user base to Maya.  And when the time comes, my 
perception is that the mayority of us, at least in the film/vfx industry is 
looking to other platforms rather than Maya.  They betted to the wrong horse, 
again imho.  Maybe I am wrong.  

Re: OT - high memory usage with Vray

2014-02-17 Thread Morten Bartholdy
Thanks guys - much appreciated! This will give us something to try out.
Makes me all warm and fuzzy using Arnold ;) BSP settings - shudder!

Morten



Den 17. februar 2014 kl. 12:48 skrev Stefan Kubicek s...@tidbit-images.com:

 Try disabling as much as you can (e.g. turn off Light cache and Irradiance
 map and use brute force instead). If that reduces memory consumption your
 problem might lie there.
 Make sure you are writing a new Irradiance map file and that you are not
 constantly reading from, and adding to an existing irradiance map.
 Same goes for the Light Cache. Displacement and Subdivisions are another
 good idea, as was already mentioned.
 Other than that it could only be corrupt geometry. Remove objects biut by
 bit and see if it helps. All of that is annoying when you have little time
 to f#% around of course.
 
  Very high resolution with high AA and many in-memory Framebuffers could
  take quite a lot of ram. If that's the case, try to write the framebuffers
  directly to disk.
  HDRIs take a lot of memory in V-Ray, make them as small as you can.
  Look at the log files to see where your memory usage is at.
  Check displacement settings. It's very easy for a artist to use way to many
  subdivisions in VRayDisplacement due to the bad interface.
  Maybe reduce Dynamic Memory Limit if it's set too high.
  
  /Jens
  
  
  On Mon, Feb 17, 2014 at 11:24 AM, Morten Bartholdy  x...@colorshopvfx.dk
  mailto:x...@colorshopvfx.dk  wrote:
   Apologies for the OT, but I gather there are many Vray users here, so I
   thought i would give it a try, as we are in a pinch here.
   
   We have a scene with a reasonable amount of geometry ( 8 million triangles
   ) and lots and lots of glossy reflections. Vray crashes on the farm due to
   memory usage (machines have 24 GB RAM). We are investigating the culprit,
   since neither geometry nor textures should use a lot of memory, and the
   glossy reflections should not use a lot of memory, onlu cpu cycles.
   Ligthing is a mix of HDRI and a few lightsources, so currently we suspect
   either light cache and/or BSP setup. We inherited the scenes from someone
   else, so we are careful to not break the look, but are looking into what
   can be tweaked.
   
   Are there some seasoned Vray users here who might be able to point us to
   what to optimize for this specific problem?
   
   Thanks!
   
   Morten
   
   
  
  
  
  --
  Jens Lindgren
  --
  Lead Technical Director
  Magoo 3D Studios http://www.magoo3dstudios.com/
 
 
 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--


Scripted Ghosting on off button

2014-02-17 Thread Mladen Kevic
Hello everyone,
I need help creating a toolbar button witch will turn ghosting of selected
object on/off and switch it onto trail mode.

i would be really thankful to anyone who help :)

thanks,
Mladen


Re: Survey - how would you do this?

2014-02-17 Thread Luc-Eric Rousseau
that's based on WINE for OSX.  you can go ahead and try it yourself.

On Monday, February 17, 2014, Angus Davidson angus.david...@wits.ac.za
wrote:

  Hi Brent

  Very well explained thank you. I do agree that because of the overall
 crappiness of Windows COM has got a bad rep. Unfortunately its very hard
 for most people to know where one begins and the other ends and in the end
 the overall perception is the one that sticks.

  On a slightly unrelated note I was patching my wifes GuildWars 2 and
 instead of downloading the whole data file I just copied it from my mac
 install to her windows one. Seems that GW2 is pretty much running in
 emulation mode using Transgaming Cider.  For those of you who may have
 played GW2 know its very graphics intensive and I comfortable get 45-60fps
 on max settings.

  Anyone know if the way Softimage is put together would preclude it from
 coming to the Mac using this type of technology rather then rewriting it ?

  Kind regards

  Angus





RE: Scripted Ghosting on off button

2014-02-17 Thread gareth bell
Quick and dirty



From: mladen.ke...@gmail.com
Date: Mon, 17 Feb 2014 13:38:34 +0100
Subject: Scripted Ghosting on off button
To: softimage@listproc.autodesk.com

Hello everyone, 
I need help creating a toolbar button witch will turn ghosting of selected 
object on/off and switch it onto trail mode. 

i would be really thankful to anyone who help :)


thanks,
Mladen

Ghosting Toolbar.xsitb
Description: Binary data


Re: Scripted Ghosting on off button

2014-02-17 Thread Martin Yara
So, what is the problem?

To switch ghost you have to change the camera animghostenable property in
camera display and the object property ghosting and ghosttype

I wrote something like that a long time ago, it was something like this:

//JS
SetValue(*.*.*.camdisp.animghostenable, true, null);
for (var i=0; i  selection.count; i++) {
selection(i).properties(visibility).ghosting = 1
selection(i).properties(visibility).ghosttype = 4
}

Martin





On Mon, Feb 17, 2014 at 9:38 PM, Mladen Kevic mladen.ke...@gmail.comwrote:

 Hello everyone,
 I need help creating a toolbar button witch will turn ghosting of selected
 object on/off and switch it onto trail mode.

 i would be really thankful to anyone who help :)

 thanks,
 Mladen



Re: Scripted Ghosting on off button

2014-02-17 Thread Mladen Kevic
nice and clean :)

thank you very much


On Mon, Feb 17, 2014 at 2:32 PM, gareth bell garethb...@outlook.com wrote:

 Quick and dirty




 --
 From: mladen.ke...@gmail.com
 Date: Mon, 17 Feb 2014 13:38:34 +0100
 Subject: Scripted Ghosting on off button
 To: softimage@listproc.autodesk.com


 Hello everyone,
 I need help creating a toolbar button witch will turn ghosting of selected
 object on/off and switch it onto trail mode.

 i would be really thankful to anyone who help :)

 thanks,
 Mladen



RE: Re[2]: Survey - how would you do this?

2014-02-17 Thread Brent McPherson
In general most games draw all their own custom UI on top of the graphics 
library so the platform-specific code footprint would be much less than in an 
application like Softimage which is built on top of the native UI toolkit. e.g. 
games are typically implemented in a single OpenGL/DirectX window.

In terms of emulation technology you are not going to get any better than 
Mainwin since it was developed directly from the Windows source code and is 
natively compiled. I doubt any other emulation library would achieve the 
required level of compatibility to run Softimage. The only viable solution IMO 
is to use virtualization technology to run windows on your Mac or dual-boot etc.

Cheers.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
Sent: 17 February 2014 11:51
To: softimage@listproc.autodesk.com
Subject: Re: Re[2]: Survey - how would you do this?

Hi Brent

Very well explained thank you. I do agree that because of the overall 
crappiness of Windows COM has got a bad rep. Unfortunately its very hard for 
most people to know where one begins and the other ends and in the end the 
overall perception is the one that sticks.

On a slightly unrelated note I was patching my wifes GuildWars 2 and instead of 
downloading the whole data file I just copied it from my mac install to her 
windows one. Seems that GW2 is pretty much running in emulation mode using 
Transgaming Cider.  For those of you who may have played GW2 know its very 
graphics intensive and I comfortable get 45-60fps on max settings.

Anyone know if the way Softimage is put together would preclude it from coming 
to the Mac using this type of technology rather then rewriting it ?

Kind regards

Angus



From: Brent McPherson 
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Monday 17 February 2014 at 1:06 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Re[2]: Survey - how would you do this?

On the subject of Windows I have an interesting perspective because prior to 
1998 I worked at Alias.

At that time Alias believed that Windows would be the dominant platform going 
forward and there was a lot of talk about using Mainwin (or one of the other 
Windows emulation frameworks available at the time) on IRIX to ease the burden 
of cross-platform development. The only saving grace was that Maya was designed 
to be cross-platform so even if we had switched to say Mainwin it wouldn't have 
locked the product into a single platform. I am saying this because in 1998 
computing was dominated by Windows/Microsoft and the decisions made by 
Softimage made perfect sense. (and I could imagine making similar decisions if 
Maya's development had started a few years later when Windows PCs took over 
from workstations)

COM is a different thing and it is a shame it has become synonymous with 
Windows. Rather COM is a set of rules and conventions designed to support 
interface-based programing in C++ since the language does not have direct 
support for this built-in. OOP got one thing fundamentally wrong in that it was 
overly concerned with code reuse through inheritance. Inheritance in retrospect 
turned out to be a bad thing because it mixes the two (unrelated) concepts of 
interface and implementation. The end result is usually code that is harder to 
maintain and change since changes in low-level classes have a tendency to 
ripple outwards to many parts of the system. (something we call 
tight-coupling in the programming world)

The reality is that most code in a large application is not reusable and reuse 
generally only happens with low-level libraries that are carefully crafted and 
designed to be reusable. A COM interface is a black box designed to separate 
interface from implementation and different objects can implement the same 
interface in different ways or masquerade as other objects using the magic of 
interfaces. This helps limit the scope of changes in the system and gives 
developers more flexibility at the application level. An interesting example 
that comes to mind is the quaternion fcurves in Softimage which are COM objects 
that masquerade as regular fcurves. As a result very little code needed to be 
modified to display or interact with them since most of the system *sees* them 
as regular fcurves.

So in summary Windows bad, COM good. ;-)
--
Brent

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: 14 February 2014 17:17
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Re[2]: Survey - how would you do this?

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
Lofted strands aren't quite there yet, but are around the corner. All 
in all, Redshift really is rocking our little corner of the business. 
For us, it's been a game-changer.


-Tim

On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

This is just XSI hair, but now it supports also strands.






2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com 
mailto:car...@gmail.com:


ice strands or just xsi hair?


On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez
emi...@e-roja.com mailto:emi...@e-roja.com wrote:

Latest release of redshift with hair.

https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg




--
Signature




Re: 3d printing

2014-02-17 Thread Ed Manning
I've been very happy with Shapeways.  Be very careful designing for minimal
volume! You can save or waste a LOT that way.


On Sun, Feb 16, 2014 at 5:21 AM, Tim Leydecker bauero...@gmx.de wrote:

 At least for a good reference, I can recommend shapeways.

 If you take the time to create an account, you can upload
 your model and benefit from shapeways´ model processing,
 showing you stats and running through a printability test.

 You´ll get print prices for each and every material you select
 and can then either go back to tune your model and re-upload
 or make a decisision based on the material cost.

 You don´t need to publish or actually print the model, so
 I found this helps a lot in starting to create models that
 fit as good as possible into print specs (size, wallthickness, etc.).

 It´s important to check the bounding box limitations of different
 materials (based on the printer/material used) and get used to how
 the different materials influence your print result.

 That is a pretty good and transparent service that should lead to few
 surprises.

 From there, it´s probably easier to compare competition prizes and options.


 Cheers,

 tim




 On 16.02.2014 07:37, Mirko Jankovic wrote:

 Hello,
 Anyone can recommend good 3d printing company?
 Any experiences with using them as well?
 Thanks!




Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
The problem is...my mesh is already split up into pieces when i was 
starting to weight them. The full body mesh doesn't exist anymore, the 
hidden faces are already gone. :X


Also I tried duplicating all the geometry and merging it together while 
trying to preserve the existing weighting so I could continue working on 
it and then GATOR the weights back to the seperated geo later, but 
merging the geo together even while transferring all attributes seemed 
to remove the weighting from the character entirely...


I'm wondering if I should just bite the bullet and paint the weights 
manually at this point via numerical input. It's a pain, but right now I 
don't know of any other method that wouldn't be overly troublesome, 
short of modeling the hidden polys again and combining them back into 
the body mesh. The lack of ability to mirror weights on the head is 
going to be a real pain to get the rig to behave symmetrically though.


Hopefully the paint tools get an update eventually for this sort of 
thing...I never even knew painting across multiple meshes was an issue, 
no wonder it's recommend to model unibody in XSI. Oh well, something new 
every day! :P


Thanks for the advice all!

Yours sincerely,
Siew Yi Liang

On 2/17/2014 3:14 AM, Greg Maguire wrote:
This is my preferred method too. ILM had a really cool concept I'd 
like to see in Soft. Instead of painting with the radius of a circle, 
make the brush three dimensional like a ball. Wings can be tricky, I 
generally chop the top or bottom part of a wing off and Gator 
everything. However a 3D ball would remove that need.



On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic 
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote:


You dont even have to merge them, gator will manage just fine for
example:

paint weigh on full body mesh

duplicate body mesh and delete all non seen polys, you dont need
them, but you can jstu skip this and just keep full body mesh if
you dont mind having not seen polygons, maybe even better if cloth
materials have sometranslucency

then GATOR shirt, pants.. any other cloth or prop object.
It iwill follow full body mehsh just fine
Tweak here or there if needed but in mosta case it works pretty fine


On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg
peter@googlemail.com mailto:peter@googlemail.com wrote:

Yep, I do as Mirko does for this stuff, the envelope tools are
fairly limited for a lot of this fiddly kind of things.


If you're merging existing geo together make sure everything
is welded - Polygon Islands are a pain to deal with as well.
Ideally you want some kind of single mesh body-glove for the
'master' envelope.


On 17 February 2014 10:34, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com
wrote:

Not sure how others deal with it but when having character
that will have cltoth weighted and simulated I like to
have an mesh with full body, and then 2nd mesh with only
visible parts, hands, neck, head etc...
Then painting weights on full body  mesh only, GATOR-ing
everything else and then for animationa nd everything els
using only cloth and partialy bodu mesh, and full body
mesh is left out of model not used for anything esle but
for painting and GATOR-ing weights to all other meshes on
characters.



On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang
soni...@gmail.com mailto:soni...@gmail.com wrote:

Hi all, sorry for another silly question, but I've
just spent the better part of 3 hours trying to find a
solution: is there actually a way in XSI to paint
across multiple envelopes at the same time, assuming
they have the same deformer influences? I've been
searching around for a way to do so but it doesn't
seem like I can, and the best I can hope for is to
GATOR over the points I want?

The problem is that I have a character split up into
several parts, so weighting the areas where neck meets
shirt, torso meets pants etc. is a little annoying
when I can't paint across them seamlessly. I've
actually never had to deal with this before in XSI, so
I have no idea if this is actually possible?

Additionally, when trying to create a symmetry mapping
template for a certain geometry, I'm getting:

Application.CreateSymmetryMappingTemplate(, , , )
# ERROR : 2057-GetSkeleton - Input object is not a
skeleton object - [line 492 in C:\Program
Files\Autodesk\Softimage 2013

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Matt Morris
You know you can gator from multiple sources right? So if you already have
your merged mesh, with the geo frozen (worth deleting any rogue clusters as
well) you can then select gator and pick all the enveloped meshes that make
up your character. Transfer the envelope weighting, then 'freeze modelling'
the mesh so that it freezes off the gator operator but keeps the envelope.
Make your weight edits, and then gator them back to the original meshes.
(delete the envelope from the original parts before gatoring).




On 17 February 2014 18:28, Siew Yi Liang soni...@gmail.com wrote:

  The problem is...my mesh is already split up into pieces when i was
 starting to weight them. The full body mesh doesn't exist anymore, the
 hidden faces are already gone. :X

 Also I tried duplicating all the geometry and merging it together while
 trying to preserve the existing weighting so I could continue working on it
 and then GATOR the weights back to the seperated geo later, but merging the
 geo together even while transferring all attributes seemed to remove the
 weighting from the character entirely...

 I'm wondering if I should just bite the bullet and paint the weights
 manually at this point via numerical input. It's a pain, but right now I
 don't know of any other method that wouldn't be overly troublesome, short
 of modeling the hidden polys again and combining them back into the body
 mesh. The lack of ability to mirror weights on the head is going to be a
 real pain to get the rig to behave symmetrically though.

 Hopefully the paint tools get an update eventually for this sort of
 thing...I never even knew painting across multiple meshes was an issue, no
 wonder it's recommend to model unibody in XSI. Oh well, something new every
 day! :P

 Thanks for the advice all!

 Yours sincerely,
 Siew Yi Liang

 On 2/17/2014 3:14 AM, Greg Maguire wrote:

 This is my preferred method too. ILM had a really cool concept I'd like to
 see in Soft. Instead of painting with the radius of a circle, make the
 brush three dimensional like a ball. Wings can be tricky, I generally chop
 the top or bottom part of a wing off and Gator everything. However a 3D
 ball would remove that need.


 On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 You dont even have to merge them, gator will manage just fine for
 example:

  paint weigh on full body mesh

  duplicate body mesh and delete all non seen polys, you dont need them,
 but you can jstu skip this and just keep full body mesh if you dont mind
 having not seen polygons, maybe even better if cloth materials have
 sometranslucency

  then GATOR shirt, pants.. any other cloth or prop object.
 It iwill follow full body mehsh just fine
 Tweak here or there if needed but in mosta case it works pretty fine


 On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg peter@googlemail.comwrote:

  Yep, I do as Mirko does for this stuff, the envelope tools are fairly
 limited for a lot of this fiddly kind of things.


  If you're merging existing geo together make sure everything is welded
 - Polygon Islands are a pain to deal with as well. Ideally you want some
 kind of single mesh body-glove for the 'master' envelope.


 On 17 February 2014 10:34, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 Not sure how others deal with it but when having character that will
 have cltoth weighted and simulated I like to have an mesh with full body,
 and then 2nd mesh with only visible parts, hands, neck, head etc...
 Then painting weights on full body  mesh only, GATOR-ing everything
 else and then for animationa nd everything els using only cloth and
 partialy bodu mesh, and full body mesh is left out of model not used for
 anything esle but for painting and GATOR-ing weights to all other meshes on
 characters.



 On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang soni...@gmail.comwrote:

  Hi all, sorry for another silly question, but I've just spent the
 better part of 3 hours trying to find a solution: is there actually a way
 in XSI to paint across multiple envelopes at the same time, assuming they
 have the same deformer influences? I've been searching around for a way to
 do so but it doesn't seem like I can, and the best I can hope for is to
 GATOR over the points I want?

 The problem is that I have a character split up into several parts, so
 weighting the areas where neck meets shirt, torso meets pants etc. is a
 little annoying when I can't paint across them seamlessly. I've actually
 never had to deal with this before in XSI, so I have no idea if this is
 actually possible?

 Additionally, when trying to create a symmetry mapping template for a
 certain geometry, I'm getting:

 Application.CreateSymmetryMappingTemplate(, , , )
 # ERROR : 2057-GetSkeleton - Input object is not a skeleton object -
 [line 492 in C:\Program Files\Autodesk\Softimage 2013
 SP1\Application\DSScripts\enveloping.vbs]

 The deformers affecting it are just implicit bones, so I'm not sure
 what 

RE: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Matt Lind
I solved the problem for our pipeline by writing a tool which is similar to 
GATOR but runs as a command instead of an operator.  The advantage is the tool 
can operate on selected subcomponents instead of the entire mesh.  A further 
embellishment I exposed was different methods for searching the source mesh for 
envelope weights.  The user was free to move between built-in methods such as 
closest location, raycast, closest vertex, ... as well as other custom criteria 
I devised myself.

I also wrote a dedicated clothing transfer tool which allows weights to be 
painted on our main character, then transferred and refit onto the other 
characters while accounting for changes in proportions of limbs and torso, for 
example.

It's a very solvable problem if you crack open the script editor.


Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Siew Yi Liang
Sent: Monday, February 17, 2014 10:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: Paint weights across multiple envelopes? And symmetry mapping 
errors

The problem is...my mesh is already split up into pieces when i was starting to 
weight them. The full body mesh doesn't exist anymore, the hidden faces are 
already gone. :X

Also I tried duplicating all the geometry and merging it together while trying 
to preserve the existing weighting so I could continue working on it and then 
GATOR the weights back to the seperated geo later, but merging the geo together 
even while transferring all attributes seemed to remove the weighting from the 
character entirely...

I'm wondering if I should just bite the bullet and paint the weights manually 
at this point via numerical input. It's a pain, but right now I don't know of 
any other method that wouldn't be overly troublesome, short of modeling the 
hidden polys again and combining them back into the body mesh. The lack of 
ability to mirror weights on the head is going to be a real pain to get the rig 
to behave symmetrically though.

Hopefully the paint tools get an update eventually for this sort of thing...I 
never even knew painting across multiple meshes was an issue, no wonder it's 
recommend to model unibody in XSI. Oh well, something new every day! :P

Thanks for the advice all!


Yours sincerely,

Siew Yi Liang
On 2/17/2014 3:14 AM, Greg Maguire wrote:
This is my preferred method too. ILM had a really cool concept I'd like to see 
in Soft. Instead of painting with the radius of a circle, make the brush three 
dimensional like a ball. Wings can be tricky, I generally chop the top or 
bottom part of a wing off and Gator everything. However a 3D ball would remove 
that need.

On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic 
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote:
You dont even have to merge them, gator will manage just fine for example:

paint weigh on full body mesh

duplicate body mesh and delete all non seen polys, you dont need them, but you 
can jstu skip this and just keep full body mesh if you dont mind having not 
seen polygons, maybe even better if cloth materials have sometranslucency

then GATOR shirt, pants.. any other cloth or prop object.
It iwill follow full body mehsh just fine
Tweak here or there if needed but in mosta case it works pretty fine

On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg 
peter@googlemail.commailto:peter@googlemail.com wrote:
Yep, I do as Mirko does for this stuff, the envelope tools are fairly limited 
for a lot of this fiddly kind of things.

If you're merging existing geo together make sure everything is welded - 
Polygon Islands are a pain to deal with as well. Ideally you want some kind of 
single mesh body-glove for the 'master' envelope.

On 17 February 2014 10:34, Mirko Jankovic 
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote:
Not sure how others deal with it but when having character that will have 
cltoth weighted and simulated I like to have an mesh with full body, and then 
2nd mesh with only visible parts, hands, neck, head etc...
Then painting weights on full body  mesh only, GATOR-ing everything else and 
then for animationa nd everything els using only cloth and partialy bodu mesh, 
and full body mesh is left out of model not used for anything esle but for 
painting and GATOR-ing weights to all other meshes on characters.


On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang 
soni...@gmail.commailto:soni...@gmail.com wrote:
Hi all, sorry for another silly question, but I've just spent the better part 
of 3 hours trying to find a solution: is there actually a way in XSI to paint 
across multiple envelopes at the same time, assuming they have the same 
deformer influences? I've been searching around for a way to do so but it 
doesn't seem like I can, and the best I can hope for is to GATOR over the 
points I want?

The problem is that I have a character split up into several parts, so 
weighting the areas where neck meets shirt, 

Re: MAYA to Soft, imageplanes

2014-02-17 Thread andialias
HI Adam,
thanks a lot that helped - I am still amazed by the fact that there is
nobody who wrote an proper import.
Cheers for your time!
Andi


2014-02-16 10:54 GMT+13:00 Adam Seeley adam_see...@yahoo.com:

 Hi,

 I still like to use ye olde La Maison's Projection Plane generator which
 will create simple depth controlled image planes which can be animated or
 expression controlled. (I haven't really looked at the alternatives so they
 may do the same)

  BG planes are good, but I often like  to create other depths of alpha
 keyed footage (especially foreground) in the viewport for reference when
 you're animating.

 Couldn't see it on rray so it's attached.

 Get Primitive-Camera-Create LMProjectionplane

 when it's installed.

 Ta,

 Adam.
 _
 http://www.linkedin.com/in/adamseeleyuk
 https://vimeo.com/adamseeley


   --
  *From:* Dan Yargici danyarg...@gmail.com
 *To:* softimage@listproc.autodesk.com
 *Sent:* Saturday, 15 February 2014, 13:46
 *Subject:* Re: MAYA to Soft, imageplanes

 You missed the fact that Luc-Eric has become a forum troll! ;)

 DAN



 On Sat, Feb 15, 2014 at 3:08 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 What? Where? I don't see it. The only thing I could find was the setting
 for fixed to camera (the point of which I don't get because the moment
 the camera moves the image plane moves out of camera), that also reveals
 parameters for X,Y,Z placement, but what is the required setting to have
 the image plane cut through visible geometry or even have it entirely in
 front of it? It still seems to be behind all scene geometry no matter
 what I dial in for the Z parameter, or am I having display driver issues?

 Copy/paste from the help files:

 Attached to Camera
 Displays the image in the background of the camera no matter how the
 camera is panned, zoomed, etc. This option is useful for matching animation
 with footage of live action. This is the default for images in perspective
 views like Camera and User.
 If you need to pan, zoom, or frame while keeping the registration between
 the rotoscoped image and objects in the scene, activate Pixel Zoom mode
 (the magnifying glass on the viewport's toolbar).
 Note that Pixel Zoom does not work with other camera navigation, including
 orbiting and dollying.

 Fixed
 Displays the image at a fixed location in scene coordinates. This option
 is useful for modeling from reference images. This is the default for
 images in orthographic views like Front, Right, and Top.

 Did I miss something?




  On Sat, Feb 15, 2014 at 5:25 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

 I had the same problem and ended up copy/pasting image paths manually into
 the rotoscope options of each camera.
 The thing is that Softimage doesn't have an equivalent feature to Maya's
 image planes. Image planes have a specifiable depth from the camera, while
 Soft's roto feature always consideres the image to be in the back, behind
 anything else. If you need proper image planes you will need to attach
 grids
 to cameras manually and controll their distance with a custom param from
 the
 camera, or fully manually.


 Buzzzt! No.

 XSI has image planes with placement in depth since v6.0.
 Look again at that rotocopy property page, the Image Placement options.



 --
 ---
Stefan Kubicek
 ---
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
  Phone:+43/699/12614231
   www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--







-- 
Andreas Schulz
Durbusch 42,
51503 Rösrath,
Germany
tel: +49 2205 85204   cell: +49 2205 173 26 33 893


Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Eric Thivierge
In regards to the Symmetry Map not working, if you are using the 
implicit bones as you've said previously it won't work because they 
haven't fixed this script to compensate for using this object type 
which was only introduced with ICE Kinematics. It's been requested 
quite a few times but I haven't seen it fixed yet, then again I don't 
use the implicit bones much.


Eric T.

On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote:

I solved the problem for our pipeline by writing a tool which is
similar to GATOR but runs as a command instead of an operator.  The
advantage is the tool can operate on selected subcomponents instead of
the entire mesh.  A further embellishment I exposed was different
methods for searching the source mesh for envelope weights.  The user
was free to move between built-in methods such as closest location,
raycast, closest vertex, … as well as other custom criteria I devised
myself.

I also wrote a dedicated clothing transfer tool which allows weights
to be painted on our main character, then transferred and refit onto
the other characters while accounting for changes in proportions of
limbs and torso, for example.

It’s a very solvable problem if you crack open the script editor.

Matt

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Siew
Yi Liang
*Sent:* Monday, February 17, 2014 10:29 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Paint weights across multiple envelopes? And symmetry
mapping errors

The problem is...my mesh is already split up into pieces when i was
starting to weight them. The full body mesh doesn't exist anymore, the
hidden faces are already gone. :X

Also I tried duplicating all the geometry and merging it together
while trying to preserve the existing weighting so I could continue
working on it and then GATOR the weights back to the seperated geo
later, but merging the geo together even while transferring all
attributes seemed to remove the weighting from the character entirely...

I'm wondering if I should just bite the bullet and paint the weights
manually at this point via numerical input. It's a pain, but right now
I don't know of any other method that wouldn't be overly troublesome,
short of modeling the hidden polys again and combining them back into
the body mesh. The lack of ability to mirror weights on the head is
going to be a real pain to get the rig to behave symmetrically though.

Hopefully the paint tools get an update eventually for this sort of
thing...I never even knew painting across multiple meshes was an
issue, no wonder it's recommend to model unibody in XSI. Oh well,
something new every day! :P

Thanks for the advice all!

Yours sincerely,
Siew Yi Liang

On 2/17/2014 3:14 AM, Greg Maguire wrote:

This is my preferred method too. ILM had a really cool concept I'd
like to see in Soft. Instead of painting with the radius of a
circle, make the brush three dimensional like a ball. Wings can be
tricky, I generally chop the top or bottom part of a wing off and
Gator everything. However a 3D ball would remove that need.

On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote:

You dont even have to merge them, gator will manage just fine for
example:

paint weigh on full body mesh

duplicate body mesh and delete all non seen polys, you dont need
them, but you can jstu skip this and just keep full body mesh if
you dont mind having not seen polygons, maybe even better if cloth
materials have sometranslucency

then GATOR shirt, pants.. any other cloth or prop object.

It iwill follow full body mehsh just fine

Tweak here or there if needed but in mosta case it works pretty fine

On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg
peter@googlemail.com mailto:peter@googlemail.com wrote:

Yep, I do as Mirko does for this stuff, the envelope tools are
fairly limited for a lot of this fiddly kind of things.

If you're merging existing geo together make sure everything is
welded - Polygon Islands are a pain to deal with as well. Ideally
you want some kind of single mesh body-glove for the 'master'
envelope.

On 17 February 2014 10:34, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote:

Not sure how others deal with it but when having character that
will have cltoth weighted and simulated I like to have an mesh
with full body, and then 2nd mesh with only visible parts, hands,
neck, head etc...

Then painting weights on full body  mesh only, GATOR-ing
everything else and then for animationa nd everything els using
only cloth and partialy bodu mesh, and full body mesh is left out
of model not used for anything esle but for painting and GATOR-ing
weights to all other meshes on characters.

On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang 

Re: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
out of curiosity, has anyone tried a heavy production scene in redshift?
somewhere around 100-500m triangles with a bunch of 2k/4k textures?

I'm seeing lots of single objects and simple scenes done with it, rendering
really fast, but what happens when you throw something heavier at it?

-Andreas




On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  Lofted strands aren't quite there yet, but are around the corner. All
 in all, Redshift really is rocking our little corner of the business. For
 us, it's been a game-changer.

 -Tim


 On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



 --







-- 
Andreas Byström
Weta Digital


Re: Redshift3D Render

2014-02-17 Thread Mirko Jankovic
I would gladly test to push it as much as possible on 4 titan system but
don't really have any complex scene to test on :)


On Mon, Feb 17, 2014 at 8:48 PM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

 out of curiosity, has anyone tried a heavy production scene in redshift?
 somewhere around 100-500m triangles with a bunch of 2k/4k textures?

 I'm seeing lots of single objects and simple scenes done with it,
 rendering really fast, but what happens when you throw something heavier at
 it?

 -Andreas




 On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Lofted strands aren't quite there yet, but are around the corner. All
 in all, Redshift really is rocking our little corner of the business. For
 us, it's been a game-changer.

 -Tim


 On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



 --







 --
 Andreas Byström
 Weta Digital



Re: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Unfortunatley I don't have such a scene to test.  I will gladly push it as
far with such a kind of scene.






2014-02-17 13:53 GMT-06:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 I would gladly test to push it as much as possible on 4 titan system but
 don't really have any complex scene to test on :)


 On Mon, Feb 17, 2014 at 8:48 PM, Andreas Bystrom 
 andreas.byst...@gmail.com wrote:

 out of curiosity, has anyone tried a heavy production scene in redshift?
 somewhere around 100-500m triangles with a bunch of 2k/4k textures?

 I'm seeing lots of single objects and simple scenes done with it,
 rendering really fast, but what happens when you throw something heavier at
 it?

 -Andreas




 On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Lofted strands aren't quite there yet, but are around the corner. All
 in all, Redshift really is rocking our little corner of the business. For
 us, it's been a game-changer.

 -Tim


 On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



 --







 --
 Andreas Byström
 Weta Digital





Re: Redshift3D Render

2014-02-17 Thread Octavian Ureche
Hey Andreas,

https://www.dropbox.com/s/1rhnxa9cvge0ddc/redshift_forest_dof_unifiedsampling.jpg

I only have this as an example, was done during the alpha, and has a couple
million polys in it (can't remember the exact number as i don't have the
scene in front of me), sss for the leaves, brute force gi with ibl (dome)
 with dof and vignetting from the render. All instanced ice geo. Took about
7-8 mins if i remember correctly on a gtx470 with 1 gb of vram (ancient
stuff) and seemed to handle the thing pretty well. Did not run into any
memory issues with that amount of geo but large textures might be a problem
for the vram though.

-Octavian


On Mon, Feb 17, 2014 at 9:48 PM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

 out of curiosity, has anyone tried a heavy production scene in redshift?
 somewhere around 100-500m triangles with a bunch of 2k/4k textures?

 I'm seeing lots of single objects and simple scenes done with it,
 rendering really fast, but what happens when you throw something heavier at
 it?

 -Andreas




 On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Lofted strands aren't quite there yet, but are around the corner. All
 in all, Redshift really is rocking our little corner of the business. For
 us, it's been a game-changer.

 -Tim


 On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



 --







 --
 Andreas Byström
 Weta Digital




-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Redshift3D Render

2014-02-17 Thread Eric Lampi
We did some tests, on a scene with about 20,000 instanced objects on
particles with refraction and reflection to match a Vray shader we were
using. The rendertimes were something like 4 minutes compared to 30+
minutes with Vray.



Freelance 3D and VFX animator

http://vimeopro.com/mybudoinc/animation


On Mon, Feb 17, 2014 at 2:48 PM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

 out of curiosity, has anyone tried a heavy production scene in redshift?
 somewhere around 100-500m triangles with a bunch of 2k/4k textures?

 I'm seeing lots of single objects and simple scenes done with it,
 rendering really fast, but what happens when you throw something heavier at
 it?

 -Andreas




 On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Lofted strands aren't quite there yet, but are around the corner. All
 in all, Redshift really is rocking our little corner of the business. For
 us, it's been a game-changer.

 -Tim


 On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



 --







 --
 Andreas Byström
 Weta Digital



Attaching curves

2014-02-17 Thread Sergio Mucino

  
  
Here's a simple question for something we have not found how to do
in Softimage.
I have two curve objects... a closed square, and a closed circle. I
want to join them into a single object without stitching them
together or changing their shapes. I just want to have an object
that has both curves inside. How can I do this? I've been looking
around, and there are ways to blend/merge/stitch curves together,
but apparently, not to just attach them into a single object.
Anyone knows? Thanks!
-- 
  
  



Re[2]: Redshift3D Render

2014-02-17 Thread Eugen Sares

Don't have such heavy scenes, but did some architectural interiors, 
1-2 mio polys, 240 light sources with soft shadows... according to Panos
Zobolas, whom I sent the scene for testing, there was an extremely high
shadow ray count, which brought it to a crawl (6h for 1920x1920px,
GeForce 760).
That was 3 months ago - there might be improvements now in that regard.
And it did render...


-- Originalnachricht --
Von: Andreas Bystrom andreas.byst...@gmail.com
An: softimage@listproc.autodesk.com
Gesendet: 17.02.2014 20:48:35
Betreff: Re: Redshift3D Render


out of curiosity, has anyone tried a heavy production scene in
redshift? somewhere around 100-500m triangles with a bunch of 2k/4k
textures?

I'm seeing lots of single objects and simple scenes done with it,
rendering really fast, but what happens when you throw something
heavier at it?

-Andreas




On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson
tim.crow...@magneticdreams.com wrote:

Lofted strands aren't quite there yet, but are around the corner.
All in all, Redshift really is rocking our little corner of the
business. For us, it's been a game-changer.

-Tim


On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

This is just XSI hair, but now it supports also strands.






2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

ice strands or just xsi hair?


On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez
emi...@e-roja.com wrote:

Latest release of redshift with hair.

https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg




--








--
Andreas Byström
Weta Digital


---
Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
ist aktiv.
http://www.avast.com


Re: Attaching curves

2014-02-17 Thread Alan Fregtman
Eugen Sares wrote some nice curve tools that does that and more:
http://www.keyvis.at/cg-tools/tools-for-softimage/curve-tools/

Haven't used them in a while but I assume they still work.



On Mon, Feb 17, 2014 at 3:09 PM, Sergio Mucino sergio.muc...@modusfx.comwrote:

  Here's a simple question for something we have not found how to do in
 Softimage.
 I have two curve objects... a closed square, and a closed circle. I want
 to join them into a single object without stitching them together or
 changing their shapes. I just want to have an object that has both curves
 inside. How can I do this? I've been looking around, and there are ways to
 blend/merge/stitch curves together, but apparently, not to just attach them
 into a single object.
 Anyone knows? Thanks!
 --

inline: Sergio Mucino_Signature_email.gif

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
@Matt Morris: I didn't know that actually, that is fantastic! Going to 
try it ASAP~


@Matt Lind: I know, I should pick up more scripting knowledge... I only 
just started recently working with the XSI API (and python in general), 
so gimme a chance to catch up to you guys :D


@Eric: That explains it. I was wondering why it was working with my main 
biped rig but not with the facial rig. (my biped rig is using nulls for 
deformers but I found out about implicit bones halfway and wanted to use 
them to see if I could then have a distinct type for them so that my 
controls could be selected using the null selection filter and my 
deformers using the bone filter instead.) So would  you would recommend 
sticking with nulls/standard bones for defomers?


Thanks a ton guys! Once I get a chance in the next few days I'll try 
GATORing the weights over to a merged mesh, edit them, and then bring 
them back to the main mesh.


Yours sincerely,
Siew Yi Liang

On 2/17/2014 11:37 AM, Eric Thivierge wrote:
In regards to the Symmetry Map not working, if you are using the 
implicit bones as you've said previously it won't work because they 
haven't fixed this script to compensate for using this object type 
which was only introduced with ICE Kinematics. It's been requested 
quite a few times but I haven't seen it fixed yet, then again I don't 
use the implicit bones much.


Eric T.

On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote:

I solved the problem for our pipeline by writing a tool which is
similar to GATOR but runs as a command instead of an operator. The
advantage is the tool can operate on selected subcomponents instead of
the entire mesh.  A further embellishment I exposed was different
methods for searching the source mesh for envelope weights.  The user
was free to move between built-in methods such as closest location,
raycast, closest vertex, … as well as other custom criteria I devised
myself.

I also wrote a dedicated clothing transfer tool which allows weights
to be painted on our main character, then transferred and refit onto
the other characters while accounting for changes in proportions of
limbs and torso, for example.

It’s a very solvable problem if you crack open the script editor.

Matt

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Siew
Yi Liang
*Sent:* Monday, February 17, 2014 10:29 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Paint weights across multiple envelopes? And symmetry
mapping errors

The problem is...my mesh is already split up into pieces when i was
starting to weight them. The full body mesh doesn't exist anymore, the
hidden faces are already gone. :X

Also I tried duplicating all the geometry and merging it together
while trying to preserve the existing weighting so I could continue
working on it and then GATOR the weights back to the seperated geo
later, but merging the geo together even while transferring all
attributes seemed to remove the weighting from the character entirely...

I'm wondering if I should just bite the bullet and paint the weights
manually at this point via numerical input. It's a pain, but right now
I don't know of any other method that wouldn't be overly troublesome,
short of modeling the hidden polys again and combining them back into
the body mesh. The lack of ability to mirror weights on the head is
going to be a real pain to get the rig to behave symmetrically though.

Hopefully the paint tools get an update eventually for this sort of
thing...I never even knew painting across multiple meshes was an
issue, no wonder it's recommend to model unibody in XSI. Oh well,
something new every day! :P

Thanks for the advice all!

Yours sincerely,
Siew Yi Liang

On 2/17/2014 3:14 AM, Greg Maguire wrote:

This is my preferred method too. ILM had a really cool concept I'd
like to see in Soft. Instead of painting with the radius of a
circle, make the brush three dimensional like a ball. Wings can be
tricky, I generally chop the top or bottom part of a wing off and
Gator everything. However a 3D ball would remove that need.

On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com 
wrote:


You dont even have to merge them, gator will manage just fine for
example:

paint weigh on full body mesh

duplicate body mesh and delete all non seen polys, you dont need
them, but you can jstu skip this and just keep full body mesh if
you dont mind having not seen polygons, maybe even better if cloth
materials have sometranslucency

then GATOR shirt, pants.. any other cloth or prop object.

It iwill follow full body mehsh just fine

Tweak here or there if needed but in mosta case it works pretty fine

On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg
peter@googlemail.com mailto:peter@googlemail.com wrote:

Yep, I do as Mirko does for this stuff, the envelope 

Re: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
it's a nice example Octavian, but would be fun to try on something really
heavy, if it's only a couple of million polys it's still a pretty light
scene.

if I have time I might prepare something, it wouldn't have to be nice
looking, just dump a bunch of high-poly object in the scene and render, you
can just map a bunch of random high-rez textures on there as well..

my experience with gpu renderers is that they can be really fast on simple
scenes, but once you go over a certain complexity they grind to a halt,
redshift is supposed to deal with complexity better than some other gpu
renderers, I just haven't seen any examples yet.






On Tue, Feb 18, 2014 at 9:07 AM, Eric Lampi ericla...@gmail.com wrote:

 We did some tests, on a scene with about 20,000 instanced objects on
 particles with refraction and reflection to match a Vray shader we were
 using. The rendertimes were something like 4 minutes compared to 30+
 minutes with Vray.



 Freelance 3D and VFX animator

 http://vimeopro.com/mybudoinc/animation


 On Mon, Feb 17, 2014 at 2:48 PM, Andreas Bystrom 
 andreas.byst...@gmail.com wrote:

 out of curiosity, has anyone tried a heavy production scene in redshift?
 somewhere around 100-500m triangles with a bunch of 2k/4k textures?

 I'm seeing lots of single objects and simple scenes done with it,
 rendering really fast, but what happens when you throw something heavier at
 it?

 -Andreas




 On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Lofted strands aren't quite there yet, but are around the corner. All
 in all, Redshift really is rocking our little corner of the business. For
 us, it's been a game-changer.

 -Tim


 On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



 --







 --
 Andreas Byström
 Weta Digital





-- 
Andreas Byström
Weta Digital


Re[2]: Attaching curves

2014-02-17 Thread Eugen Sares

They do. Nothing has changed in the SDK since then... sadly.
It's called 'Attach Curves', a topology operator under Modify  Curve.
All selected curves get attached to the first in the selection
collection.

Guillaume Laforge did such a thing, too, in C++ (got my inspiration from
it) - 'MergeCurves'.
Part of his 'MergeAndRenderCurves' addon, if you can find it.


-- Originalnachricht --
Von: Alan Fregtman alan.fregt...@gmail.com
An: XSI Mailing List softimage@listproc.autodesk.com
Gesendet: 17.02.2014 21:14:15
Betreff: Re: Attaching curves


Eugen Sares wrote some nice curve tools that does that and more:
http://www.keyvis.at/cg-tools/tools-for-softimage/curve-tools/

Haven't used them in a while but I assume they still work.



On Mon, Feb 17, 2014 at 3:09 PM, Sergio Mucino
sergio.muc...@modusfx.com wrote:

Here's a simple question for something we have not found how to do in
Softimage.
I have two curve objects... a closed square, and a closed circle. I
want to join them into a single object without stitching them together
or changing their shapes. I just want to have an object that has both
curves inside. How can I do this? I've been looking around, and there
are ways to blend/merge/stitch curves together, but apparently, not to
just attach them into a single object.
Anyone knows? Thanks!
--




---
Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
ist aktiv.
http://www.avast.com
inline: Sergio Mucino_Signature_email.gif

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Alan Fregtman
When gatoring between identical point placements, don't forget to change
your mode to Closest Vertex to get the most accurate transfer.



On Mon, Feb 17, 2014 at 3:16 PM, Siew Yi Liang soni...@gmail.com wrote:

  @Matt Morris: I didn't know that actually, that is fantastic! Going to
 try it ASAP~

 @Matt Lind: I know, I should pick up more scripting knowledge... I only
 just started recently working with the XSI API (and python in general), so
 gimme a chance to catch up to you guys :D

 @Eric: That explains it. I was wondering why it was working with my main
 biped rig but not with the facial rig. (my biped rig is using nulls for
 deformers but I found out about implicit bones halfway and wanted to use
 them to see if I could then have a distinct type for them so that my
 controls could be selected using the null selection filter and my deformers
 using the bone filter instead.) So would  you would recommend sticking with
 nulls/standard bones for defomers?

 Thanks a ton guys! Once I get a chance in the next few days I'll try
 GATORing the weights over to a merged mesh, edit them, and then bring them
 back to the main mesh.

 Yours sincerely,
 Siew Yi Liang

 On 2/17/2014 11:37 AM, Eric Thivierge wrote:

 In regards to the Symmetry Map not working, if you are using the implicit
 bones as you've said previously it won't work because they haven't fixed
 this script to compensate for using this object type which was only
 introduced with ICE Kinematics. It's been requested quite a few times but I
 haven't seen it fixed yet, then again I don't use the implicit bones much.

 Eric T.

 On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote:

 I solved the problem for our pipeline by writing a tool which is
 similar to GATOR but runs as a command instead of an operator.  The
 advantage is the tool can operate on selected subcomponents instead of
 the entire mesh.  A further embellishment I exposed was different
 methods for searching the source mesh for envelope weights.  The user
 was free to move between built-in methods such as closest location,
 raycast, closest vertex, ... as well as other custom criteria I devised
 myself.

 I also wrote a dedicated clothing transfer tool which allows weights
 to be painted on our main character, then transferred and refit onto
 the other characters while accounting for changes in proportions of
 limbs and torso, for example.

 It's a very solvable problem if you crack open the script editor.

 Matt

 *From:*softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Siew
 Yi Liang
 *Sent:* Monday, February 17, 2014 10:29 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Paint weights across multiple envelopes? And symmetry
 mapping errors

 The problem is...my mesh is already split up into pieces when i was
 starting to weight them. The full body mesh doesn't exist anymore, the
 hidden faces are already gone. :X

 Also I tried duplicating all the geometry and merging it together
 while trying to preserve the existing weighting so I could continue
 working on it and then GATOR the weights back to the seperated geo
 later, but merging the geo together even while transferring all
 attributes seemed to remove the weighting from the character entirely...

 I'm wondering if I should just bite the bullet and paint the weights
 manually at this point via numerical input. It's a pain, but right now
 I don't know of any other method that wouldn't be overly troublesome,
 short of modeling the hidden polys again and combining them back into
 the body mesh. The lack of ability to mirror weights on the head is
 going to be a real pain to get the rig to behave symmetrically though.

 Hopefully the paint tools get an update eventually for this sort of
 thing...I never even knew painting across multiple meshes was an
 issue, no wonder it's recommend to model unibody in XSI. Oh well,
 something new every day! :P

 Thanks for the advice all!

 Yours sincerely,
 Siew Yi Liang

 On 2/17/2014 3:14 AM, Greg Maguire wrote:

 This is my preferred method too. ILM had a really cool concept I'd
 like to see in Soft. Instead of painting with the radius of a
 circle, make the brush three dimensional like a ball. Wings can be
 tricky, I generally chop the top or bottom part of a wing off and
 Gator everything. However a 3D ball would remove that need.

 On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
 mirkoj.anima...@gmail.com 
 mailto:mirkoj.anima...@gmail.commirkoj.anima...@gmail.com
 wrote:

 You dont even have to merge them, gator will manage just fine for
 example:

 paint weigh on full body mesh

 duplicate body mesh and delete all non seen polys, you dont need
 them, but you can jstu skip this and just keep full body mesh if
 you dont mind having not seen polygons, maybe even better if cloth
 materials have sometranslucency

 then 

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Eric Thivierge
If you're using the implicit bones with success and don't need any of 
the benefits of the Softimage bone chains just use Nulls. It's 
typically what Im using.


Eric T.

On Monday, February 17, 2014 3:16:29 PM, Siew Yi Liang wrote:

@Matt Morris: I didn't know that actually, that is fantastic! Going to
try it ASAP~

@Matt Lind: I know, I should pick up more scripting knowledge... I
only just started recently working with the XSI API (and python in
general), so gimme a chance to catch up to you guys :D

@Eric: That explains it. I was wondering why it was working with my
main biped rig but not with the facial rig. (my biped rig is using
nulls for deformers but I found out about implicit bones halfway and
wanted to use them to see if I could then have a distinct type for
them so that my controls could be selected using the null selection
filter and my deformers using the bone filter instead.) So would  you
would recommend sticking with nulls/standard bones for defomers?

Thanks a ton guys! Once I get a chance in the next few days I'll try
GATORing the weights over to a merged mesh, edit them, and then bring
them back to the main mesh.
Yours sincerely,
Siew Yi Liang
On 2/17/2014 11:37 AM, Eric Thivierge wrote:

In regards to the Symmetry Map not working, if you are using the
implicit bones as you've said previously it won't work because they
haven't fixed this script to compensate for using this object type
which was only introduced with ICE Kinematics. It's been requested
quite a few times but I haven't seen it fixed yet, then again I don't
use the implicit bones much.

Eric T.

On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote:

I solved the problem for our pipeline by writing a tool which is
similar to GATOR but runs as a command instead of an operator. The
advantage is the tool can operate on selected subcomponents instead of
the entire mesh.  A further embellishment I exposed was different
methods for searching the source mesh for envelope weights.  The user
was free to move between built-in methods such as closest location,
raycast, closest vertex, … as well as other custom criteria I devised
myself.

I also wrote a dedicated clothing transfer tool which allows weights
to be painted on our main character, then transferred and refit onto
the other characters while accounting for changes in proportions of
limbs and torso, for example.

It’s a very solvable problem if you crack open the script editor.

Matt

*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Siew
Yi Liang
*Sent:* Monday, February 17, 2014 10:29 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Paint weights across multiple envelopes? And symmetry
mapping errors

The problem is...my mesh is already split up into pieces when i was
starting to weight them. The full body mesh doesn't exist anymore, the
hidden faces are already gone. :X

Also I tried duplicating all the geometry and merging it together
while trying to preserve the existing weighting so I could continue
working on it and then GATOR the weights back to the seperated geo
later, but merging the geo together even while transferring all
attributes seemed to remove the weighting from the character
entirely...

I'm wondering if I should just bite the bullet and paint the weights
manually at this point via numerical input. It's a pain, but right now
I don't know of any other method that wouldn't be overly troublesome,
short of modeling the hidden polys again and combining them back into
the body mesh. The lack of ability to mirror weights on the head is
going to be a real pain to get the rig to behave symmetrically though.

Hopefully the paint tools get an update eventually for this sort of
thing...I never even knew painting across multiple meshes was an
issue, no wonder it's recommend to model unibody in XSI. Oh well,
something new every day! :P

Thanks for the advice all!

Yours sincerely,
Siew Yi Liang

On 2/17/2014 3:14 AM, Greg Maguire wrote:

This is my preferred method too. ILM had a really cool concept I'd
like to see in Soft. Instead of painting with the radius of a
circle, make the brush three dimensional like a ball. Wings can be
tricky, I generally chop the top or bottom part of a wing off and
Gator everything. However a 3D ball would remove that need.

On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com
wrote:

You dont even have to merge them, gator will manage just fine for
example:

paint weigh on full body mesh

duplicate body mesh and delete all non seen polys, you dont need
them, but you can jstu skip this and just keep full body mesh if
you dont mind having not seen polygons, maybe even better if cloth
materials have sometranslucency

then GATOR shirt, pants.. any other cloth or prop object.

It iwill follow full body mehsh just fine

Tweak here or there if needed but 

Re: Re[2]: Attaching curves

2014-02-17 Thread pedro santos
Those curve tools are essential for task where you have to manipulate and
construct with them.

*raises glass to Stefan Kubicek*

Cheers


On Mon, Feb 17, 2014 at 8:23 PM, Eugen Sares sof...@mail.sprit.org wrote:

  They do. Nothing has changed in the SDK since then... sadly.
 It's called 'Attach Curves', a topology operator under Modify  Curve. All
 selected curves get attached to the first in the selection collection.

 Guillaume Laforge did such a thing, too, in C++ (got my inspiration from
 it) - 'MergeCurves'.
 Part of his 'MergeAndRenderCurves' addon, if you can find it.


 -- Originalnachricht --
 Von: Alan Fregtman alan.fregt...@gmail.com
 An: XSI Mailing List softimage@listproc.autodesk.com
 Gesendet: 17.02.2014 21:14:15
 Betreff: Re: Attaching curves


 Eugen Sares wrote some nice curve tools that does that and more:
 http://www.keyvis.at/cg-tools/tools-for-softimage/curve-tools/

 Haven't used them in a while but I assume they still work.



 On Mon, Feb 17, 2014 at 3:09 PM, Sergio Mucino 
 sergio.muc...@modusfx.comwrote:

 Here's a simple question for something we have not found how to do in
 Softimage.
 I have two curve objects a closed square, and a closed circle. I want
 to join them into a single object without stitching them together or
 changing their shapes. I just want to have an object that has both curves
 inside. How can I do this? I've been looking around, and there are ways to
 blend/merge/stitch curves together, but apparently, not to just attach them
 into a single object.

 Anyone knows? Thanks!
 --




 --
http://www.avast.com/

 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
 Antivirushttp://www.avast.com/Schutz ist aktiv.




-- 
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]
inline: Sergio Mucino_Signature_email.gif

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson

Andreas,

I'm working on a project now (can't post any renders though...) that 
involves a pretty large outdoor environment (not as big as the WT's 
Athens demo... maybe 1/4th of that). I'm instancing grass clumps 
/everywhere/, and I have 11-12 Tree prototypes being scattered as 
proxies, each between 500,000 and 1.5M polys. The enviro is basically 
surrounded by a forest. Also have some extra scattered instances of 
undergrowth, bushes, shrubs, flowers. Some static ivy meshes which are 
very dense as well... the master scene from which I break out and 
publish assets contains about 15M raw polygons, excluding the proxies... 
When I render, XSI hangs up for a minute or two, not exactly sure what 
it's doing... then Redshift kicks in and takes another 2-3 min to export 
the scene, process shaders/textures, then renders a 1920x1080 frame 
(using full Monte Carlo only in my case) in about 20-30min, depending on 
what's in the frame. We have a triple-Titan box for testing and it does 
it in about 2.4x that. Redshift is excellent at caching anything it can, 
so it's fairly easy to iterate over local changes.


To be clear, when Redshift goes out-of-core, it goes /into /your system 
ram. So in the end, you still need plenty of system ram for large 
scenes. But I've only got 20GB in my workstation and I'm getting very 
complex renders out of it without coming even close to that. More in the 
6-8GB range so far. Proxies are awesome, and Redshift wisely had those 
from day one of the alpha.


Now several months ago I rendered this 
http://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg, but 
it's more along the lines of what Octavian posted. It's just one tree 
instanced a bunch of times. This rendered in about 30min at that 
resolution, on a GTX470.


-Tim


On 2/17/2014 2:18 PM, Andreas Bystrom wrote:
it's a nice example Octavian, but would be fun to try on something 
really heavy, if it's only a couple of million polys it's still a 
pretty light scene.


if I have time I might prepare something, it wouldn't have to be nice 
looking, just dump a bunch of high-poly object in the scene and 
render, you can just map a bunch of random high-rez textures on there 
as well..


my experience with gpu renderers is that they can be really fast on 
simple scenes, but once you go over a certain complexity they grind to 
a halt, redshift is supposed to deal with complexity better than some 
other gpu renderers, I just haven't seen any examples yet.







On Tue, Feb 18, 2014 at 9:07 AM, Eric Lampi ericla...@gmail.com 
mailto:ericla...@gmail.com wrote:


We did some tests, on a scene with about 20,000 instanced objects
on particles with refraction and reflection to match a Vray shader
we were using. The rendertimes were something like 4 minutes
compared to 30+ minutes with Vray.



Freelance 3D and VFX animator

http://vimeopro.com/mybudoinc/animation


On Mon, Feb 17, 2014 at 2:48 PM, Andreas Bystrom
andreas.byst...@gmail.com mailto:andreas.byst...@gmail.com wrote:

out of curiosity, has anyone tried a heavy production scene in
redshift? somewhere around 100-500m triangles with a bunch of
2k/4k textures?

I'm seeing lots of single objects and simple scenes done with
it, rendering really fast, but what happens when you throw
something heavier at it?

-Andreas




On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson
tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com wrote:

Lofted strands aren't quite there yet, but are around
the corner. All in all, Redshift really is rocking our
little corner of the business. For us, it's been a
game-changer.

-Tim


On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

This is just XSI hair, but now it supports also strands.






2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com
mailto:car...@gmail.com:

ice strands or just xsi hair?


On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez
emi...@e-roja.com mailto:emi...@e-roja.com wrote:

Latest release of redshift with hair.

https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg




-- 






-- 
Andreas Byström

Weta Digital





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Weta Digital


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Signature



Re[2]: Redshift3D Render

2014-02-17 Thread Eugen Sares



To be clear, when Redshift goes out-of-core, it goes into your system
ram. So in the end, you still need plenty of system ram for large
scenes. But I've only got 20GB in my workstation and I'm getting very
complex renders out of it without coming even close to that. More in
the 6-8GB range so far. Proxies are awesome, and Redshift wisely had
those from day one of the alpha.

Now several months ago I rendered this, but it's more along the lines
of what Octavian posted. It's just one tree instanced a bunch of times.
This rendered in about 30min at that resolution, on a GTX470.

-Tim

Very nice!! How did you light it? Sun + dome?

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Re: Redshift3D Render

2014-02-17 Thread Steven Caron
just so you know... athens was a fraction of what we rendered for elysium.
so... i think you guys should be aiming high... i mean REALLY high. if i
don't see a billion somewhere (instancing is fine) then i am still not
convinced the gpu renderer has overcome the memory limitations.

but it sounds like the scene you describe is a beast... can't wait to see
it!

On Mon, Feb 17, 2014 at 1:48 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  Andreas,

 I'm working on a project now (can't post any renders though...) that
 involves a pretty large outdoor environment (not as big as the WT's Athens
 demo... maybe 1/4th of that). I'm instancing grass clumps *everywhere*,
 and I have 11-12 Tree prototypes being scattered as proxies, each between
 500,000 and 1.5M polys. The enviro is basically surrounded by a forest.
 Also have some extra scattered instances of undergrowth, bushes, shrubs,
 flowers. Some static ivy meshes which are very dense as well... the master
 scene from which I break out and publish assets contains about 15M raw
 polygons, excluding the proxies... When I render, XSI hangs up for a minute
 or two, not exactly sure what it's doing... then Redshift kicks in and
 takes another 2-3 min to export the scene, process shaders/textures, then
 renders a 1920x1080 frame (using full Monte Carlo only in my case) in about
 20-30min, depending on what's in the frame. We have a triple-Titan box for
 testing and it does it in about 2.4x that. Redshift is excellent at caching
 anything it can, so it's fairly easy to iterate over local changes.

 To be clear, when Redshift goes out-of-core, it goes *into *your system
 ram. So in the end, you still need plenty of system ram for large scenes.
 But I've only got 20GB in my workstation and I'm getting very complex
 renders out of it without coming even close to that. More in the 6-8GB
 range so far. Proxies are awesome, and Redshift wisely had those from day
 one of the alpha.

 Now several months ago I rendered 
 thishttp://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
 but it's more along the lines of what Octavian posted. It's just one tree
 instanced a bunch of times. This rendered in about 30min at that
 resolution, on a GTX470.

 -Tim




Re: Re[2]: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
yep, looks nice.

I'm also wondering if redshift can use the combined vram when using several
cards in sli mode, if you have 3 titans, can you use 3x6gb or just 6gb for
your scene?

a tree scene like that, at that rez would probably take a few hours in
arnold or vray, so even at 30m in redshift it's still very fast..

still, at 30m a frame you won't exactly be able to render full shots
without a farm, and once you work with even heavier scenes I imagine you
are looking at rendertimes of several hours per frame, and at that point I
don't think the gpu will speed anything up, quite the opposite.


On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares sof...@mail.sprit.org wrote:



 To be clear, when Redshift goes out-of-core, it goes *into *your system
 ram. So in the end, you still need plenty of system ram for large scenes.
 But I've only got 20GB in my workstation and I'm getting very complex
 renders out of it without coming even close to that. More in the 6-8GB
 range so far. Proxies are awesome, and Redshift wisely had those from day
 one of the alpha.

 Now several months ago I rendered 
 thishttp://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
 but it's more along the lines of what Octavian posted. It's just one tree
 instanced a bunch of times. This rendered in about 30min at that
 resolution, on a GTX470.

 -Tim

 Very nice!! How did you light it? Sun + dome?


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 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
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Weta Digital


Re: Re[2]: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Well there are some guys that are using Redshift with Royal Render without
any issues.

Just started playing with Melena and Redshift.

60,000 strands with 150 subdivisions in 99 seconds from sending the scene
to redshift to final.

After sending the scene the frame went down to 57 seconds.

The scene extraction at the beginning took 22 seconds.

https://dl.dropboxusercontent.com/u/49626349/Melena_prev_04.jpg








2014-02-17 16:19 GMT-06:00 Andreas Bystrom andreas.byst...@gmail.com:

 yep, looks nice.

 I'm also wondering if redshift can use the combined vram when using
 several cards in sli mode, if you have 3 titans, can you use 3x6gb or just
 6gb for your scene?

 a tree scene like that, at that rez would probably take a few hours in
 arnold or vray, so even at 30m in redshift it's still very fast..

 still, at 30m a frame you won't exactly be able to render full shots
 without a farm, and once you work with even heavier scenes I imagine you
 are looking at rendertimes of several hours per frame, and at that point I
 don't think the gpu will speed anything up, quite the opposite.


 On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares sof...@mail.sprit.orgwrote:



 To be clear, when Redshift goes out-of-core, it goes *into *your system
 ram. So in the end, you still need plenty of system ram for large scenes.
 But I've only got 20GB in my workstation and I'm getting very complex
 renders out of it without coming even close to that. More in the 6-8GB
 range so far. Proxies are awesome, and Redshift wisely had those from day
 one of the alpha.

 Now several months ago I rendered 
 thishttp://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
 but it's more along the lines of what Octavian posted. It's just one tree
 instanced a bunch of times. This rendered in about 30min at that
 resolution, on a GTX470.

 -Tim

 Very nice!! How did you light it? Sun + dome?


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 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
 Antivirushttp://www.avast.com/Schutz ist aktiv.




 --
 Andreas Byström
 Weta Digital



Re: Re[2]: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Well Steven, for $100 bucks for the Beta maybe you can try it.  Will be
awsome to have some feedback on such scene as Elysium.




2014-02-17 16:28 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Well there are some guys that are using Redshift with Royal Render without
 any issues.

 Just started playing with Melena and Redshift.

 60,000 strands with 150 subdivisions in 99 seconds from sending the scene
 to redshift to final.

 After sending the scene the frame went down to 57 seconds.

 The scene extraction at the beginning took 22 seconds.

 https://dl.dropboxusercontent.com/u/49626349/Melena_prev_04.jpg








 2014-02-17 16:19 GMT-06:00 Andreas Bystrom andreas.byst...@gmail.com:

 yep, looks nice.

 I'm also wondering if redshift can use the combined vram when using
 several cards in sli mode, if you have 3 titans, can you use 3x6gb or just
 6gb for your scene?

 a tree scene like that, at that rez would probably take a few hours in
 arnold or vray, so even at 30m in redshift it's still very fast..

 still, at 30m a frame you won't exactly be able to render full shots
 without a farm, and once you work with even heavier scenes I imagine you
 are looking at rendertimes of several hours per frame, and at that point I
 don't think the gpu will speed anything up, quite the opposite.


 On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares sof...@mail.sprit.orgwrote:



 To be clear, when Redshift goes out-of-core, it goes *into *your system
 ram. So in the end, you still need plenty of system ram for large scenes.
 But I've only got 20GB in my workstation and I'm getting very complex
 renders out of it without coming even close to that. More in the 6-8GB
 range so far. Proxies are awesome, and Redshift wisely had those from day
 one of the alpha.

 Now several months ago I rendered 
 thishttp://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
 but it's more along the lines of what Octavian posted. It's just one tree
 instanced a bunch of times. This rendered in about 30min at that
 resolution, on a GTX470.

 -Tim

 Very nice!! How did you light it? Sun + dome?


 --
http://www.avast.com/

 Diese E-Mail ist frei von Viren und Malware, denn der avast! 
 Antivirushttp://www.avast.com/Schutz ist aktiv.




 --
 Andreas Byström
 Weta Digital





Re[2]: Redshift3D Render

2014-02-17 Thread Eugen Sares



just so you know... athens was a fraction of what we rendered for
elysium. so... i think you guys should be aiming high... i mean REALLY
high. if i don't see a billion somewhere (instancing is fine) then i am
still not convinced the gpu renderer has overcome the memory
limitations.

but it sounds like the scene you describe is a beast... can't wait to
see it!



If they really managed to render a scene like this... that would be
something I'd say...
A 3 guys company, in such a short time, and they blow everybody out of
the lake? What's the Oscar for software development?

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Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
@ Eugen... I think I lit that with a dome light... honestly I can't 
remember though


@ Steve... yep I hear I ya. Rest assured, we're not doing anything close 
to elysium, and as I said not even as big as Athens. And it's cartoony, 
so although it has a lot of detail, the shading is exaggerated.


@ Andreas... no, Redshift cannot combine the ram from the cards. If you 
have 3x6GB, you have 6GB. As for mass-rendering, we've already begun to 
outfit our farm with more GPU boxes. We're a small operation here, so 
our node numbers are low, but we definitely have to be able to 
mass-render frames. We have a history of CPU rendering with Mental Ray, 
and we're used to a certain volume. For us, the question isn't really 
the render time per frame, but per shot. And so far, even with the heavy 
scenes I descibed in my previous email, I think 35min may be the longest 
time my single-Titan has taken at 1920x1080 full MC. With multi-GPU 
machines (which is not an easy thing to figure out, either), we could 
get through these shots in very short order. I don't know whether it's 
the fact that RS is on the GPU, or whether it's RS' actual techniques 
(probably both), but we're getting great renders in very fast times. And 
we're using Redshift with Royal Render perfectly well. The Redshift guys 
worked with us to implement some environment variables so we can pull 
from a central location. It works well on the farm, and is stupid easy 
to update.


-Tim

On 2/17/2014 4:19 PM, Andreas Bystrom wrote:

yep, looks nice.

I'm also wondering if redshift can use the combined vram when using 
several cards in sli mode, if you have 3 titans, can you use 3x6gb or 
just 6gb for your scene?


a tree scene like that, at that rez would probably take a few hours in 
arnold or vray, so even at 30m in redshift it's still very fast..


still, at 30m a frame you won't exactly be able to render full shots 
without a farm, and once you work with even heavier scenes I imagine 
you are looking at rendertimes of several hours per frame, and at that 
point I don't think the gpu will speed anything up, quite the opposite.



On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares sof...@mail.sprit.org 
mailto:sof...@mail.sprit.org wrote:



To be clear, when Redshift goes out-of-core, it goes /into /your
system ram. So in the end, you still need plenty of system ram
for large scenes. But I've only got 20GB in my workstation and
I'm getting very complex renders out of it without coming even
close to that. More in the 6-8GB range so far. Proxies are
awesome, and Redshift wisely had those from day one of the alpha.

Now several months ago I rendered this
http://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
but it's more along the lines of what Octavian posted. It's just
one tree instanced a bunch of times. This rendered in about 30min
at that resolution, on a GTX470.

-Tim

Very nice!! How did you light it? Sun + dome?



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*Magnetic Dreams, Inc.
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Re: Re[2]: Redshift3D Render

2014-02-17 Thread Steven Caron
solid angle isn't some massive company either...


On Mon, Feb 17, 2014 at 2:38 PM, Eugen Sares sof...@mail.sprit.org wrote:

  If they really managed to render a scene like this... that would be
 something I'd say...
 A 3 guys company, in such a short time, and they blow everybody out of the
 lake? What's the Oscar for software development?





Re: Re[2]: Redshift3D Render

2014-02-17 Thread Steven Caron
doesn't work like that... i have to convince someone to buy it for the
studio, then the graphics cards you guys talk about... 3 titans!? we don't
have those types of investments. we have an existing farm with cpus and
lots of ram. if i want to render a sequence with redshift... i have to
render it on workstations only. also, i am not going to convert elysium to
work for redshift on my free time ;)

i am sold on the value of redshift, i can see the value clearly! i just
wanting to see how well this 'out of core memory' feature really works.


On Mon, Feb 17, 2014 at 2:30 PM, Emilio Hernandez emi...@e-roja.com wrote:

 Well Steven, for $100 bucks for the Beta maybe you can try it.  Will be
 awsome to have some feedback on such scene as Elysium.



Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
It works well, but as I said earlier, going out-of-core means you go 
into system ram. So you still need system ram, but you needed that 
anyway


You don't /need /Titans. The reason we mention those is because we've 
decided to invest in a few heftier cards. We also have some 770s and 
they're kicking ass too. Not as fast as the Titans or the new 780s, but 
they do extremely well. Even on my old 470 RS was impressive, and it 
only had like 1.2GB of vram on it.


There's a free trial available. Full bells and whistles plus a 
watermark. It's not yet ready for /every /production, but you gotta try it.


-Tim

On 2/17/2014 5:04 PM, Steven Caron wrote:
doesn't work like that... i have to convince someone to buy it for the 
studio, then the graphics cards you guys talk about... 3 titans!? we 
don't have those types of investments. we have an existing farm with 
cpus and lots of ram. if i want to render a sequence with redshift... 
i have to render it on workstations only. also, i am not going to 
convert elysium to work for redshift on my free time ;)


i am sold on the value of redshift, i can see the value clearly! i 
just wanting to see how well this 'out of core memory' feature really 
works.



On Mon, Feb 17, 2014 at 2:30 PM, Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com wrote:


Well Steven, for $100 bucks for the Beta maybe you can try it. 
Will be awsome to have some feedback on such scene as Elysium.




--
Signature


Re: Re[2]: Redshift3D Render

2014-02-17 Thread Matt Morris
Yeah it would involve quite an adjustment for a trad farm - rackmounts
would be a little useless. I also don't think RS is quite gunning for the
arnold market, its aiming for the smaller shops who don't have massive
render farms.

I rendered 10 million hairs on a character today, ended up using 20Gb of
system ram, as the gpu was only a quadro k4000, but it rendered pretty fast
still. The extraction was the longest part.

Also, just as a quick test, I've instanced 5000 trees using ice scatter,
each tree has 1.2 million polys, so that makes it 6 Billion(?), used 6 Gb
system ram. render stats below:

# INFO : [Redshift] Rendering frame 0
# INFO : [Redshift] Scene extraction time: 4.623 s
# INFO : [Redshift] Rendering time: 176.518 s (2 GPU(s) used)

just the usual deformed grid test, nothing exciting:
https://app.box.com/s/v3z5se5fl0a8zt1sw4ps

The ground texture was 20k, that took a little while to convert before the
render started, but after that, I was suprised by the system ram,
particularly as I couldn't even begin to view the instances in the
viewport, bounding box only...



On 17 February 2014 23:04, Steven Caron car...@gmail.com wrote:

 doesn't work like that... i have to convince someone to buy it for the
 studio, then the graphics cards you guys talk about... 3 titans!? we don't
 have those types of investments. we have an existing farm with cpus and
 lots of ram. if i want to render a sequence with redshift... i have to
 render it on workstations only. also, i am not going to convert elysium to
 work for redshift on my free time ;)

 i am sold on the value of redshift, i can see the value clearly! i just
 wanting to see how well this 'out of core memory' feature really works.



 On Mon, Feb 17, 2014 at 2:30 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Well Steven, for $100 bucks for the Beta maybe you can try it.  Will be
 awsome to have some feedback on such scene as Elysium.




-- 
www.matinai.com


Re: Re[2]: Redshift3D Render

2014-02-17 Thread Steven Caron
i don't think they care what market, as long as people buy it ;)

On Mon, Feb 17, 2014 at 3:13 PM, Matt Morris matt...@gmail.com wrote:

 Yeah it would involve quite an adjustment for a trad farm - rackmounts
 would be a little useless. I also don't think RS is quite gunning for the
 arnold market, its aiming for the smaller shops who don't have massive
 render farms.




Re: Re[2]: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Hey Matt cool scene!




2014-02-17 17:16 GMT-06:00 Steven Caron car...@gmail.com:

 i don't think they care what market, as long as people buy it ;)

 On Mon, Feb 17, 2014 at 3:13 PM, Matt Morris matt...@gmail.com wrote:

 Yeah it would involve quite an adjustment for a trad farm - rackmounts
 would be a little useless. I also don't think RS is quite gunning for the
 arnold market, its aiming for the smaller shops who don't have massive
 render farms.




Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
To echo Matt, it definitely involes some adjustments to the farm! That 
may even be a stumbling block for some, or at least a weird surprise. 
There's a temptation to think that all you have to do is put a GPU in 
your render node and you're golden. Well... that may or may not be 
true... depends on all kinds of things. It could be that easy, but it 
could also require new hardware entirely. It really depends on what kind 
of GPU machines you're wanting to implement, what kind of scale you're 
going for. There is no standard way of dealing with this, not yet at any 
rate. It's just too early in the life of GPU rendering. We've found that 
for us, it's been worth it to devote some time and money to outfit a 
portion of our farm for Redshift. Our stuff just looks that much better 
in less time. When we saw what it could do for us, it was a no-brainer 
to investigate our hardware a little more seriously.


Again, all relative to what you're doing...

We still have racks though nothing wrong with a GPU in a rack

-Tim

On 2/17/2014 5:13 PM, Matt Morris wrote:
Yeah it would involve quite an adjustment for a trad farm - rackmounts 
would be a little useless. I also don't think RS is quite gunning for 
the arnold market, its aiming for the smaller shops who don't have 
massive render farms.


I rendered 10 million hairs on a character today, ended up using 20Gb 
of system ram, as the gpu was only a quadro k4000, but it rendered 
pretty fast still. The extraction was the longest part.


Also, just as a quick test, I've instanced 5000 trees using ice 
scatter, each tree has 1.2 million polys, so that makes it 6 
Billion(?), used 6 Gb system ram. render stats below:


# INFO : [Redshift] Rendering frame 0
# INFO : [Redshift] Scene extraction time: 4.623 s
# INFO : [Redshift] Rendering time: 176.518 s (2 GPU(s) used)

just the usual deformed grid test, nothing exciting: 
https://app.box.com/s/v3z5se5fl0a8zt1sw4ps


The ground texture was 20k, that took a little while to convert before 
the render started, but after that, I was suprised by the system ram, 
particularly as I couldn't even begin to view the instances in the 
viewport, bounding box only...




On 17 February 2014 23:04, Steven Caron car...@gmail.com 
mailto:car...@gmail.com wrote:


doesn't work like that... i have to convince someone to buy it for
the studio, then the graphics cards you guys talk about... 3
titans!? we don't have those types of investments. we have an
existing farm with cpus and lots of ram. if i want to render a
sequence with redshift... i have to render it on workstations
only. also, i am not going to convert elysium to work for redshift
on my free time ;)

i am sold on the value of redshift, i can see the value clearly! i
just wanting to see how well this 'out of core memory' feature
really works.



On Mon, Feb 17, 2014 at 2:30 PM, Emilio Hernandez
emi...@e-roja.com mailto:emi...@e-roja.com wrote:

Well Steven, for $100 bucks for the Beta maybe you can try
it.  Will be awsome to have some feedback on such scene as
Elysium.




--
www.matinai.com http://www.matinai.com


--
Signature



Re: Re[2]: Redshift3D Render

2014-02-17 Thread Matt Morris
True dat.


On 17 February 2014 23:16, Steven Caron car...@gmail.com wrote:

 i don't think they care what market, as long as people buy it ;)

 On Mon, Feb 17, 2014 at 3:13 PM, Matt Morris matt...@gmail.com wrote:

 Yeah it would involve quite an adjustment for a trad farm - rackmounts
 would be a little useless. I also don't think RS is quite gunning for the
 arnold market, its aiming for the smaller shops who don't have massive
 render farms.




-- 
www.matinai.com


Re: Redshift3D Render

2014-02-17 Thread Orlando Esponda
Does Redshift have something like .map or .tx for textures? and what about
standins/procedurals?  I think those are essentials for big productions,
not even thinking on massive productions, just bigger than simple
scenes...   If it has (or plan to implement) something like that, I would
say it's a serious contender, but if not, I think it's aimming to small
studios or freelancers only, which of course is not a bad thing at all,
just saying it shouldn't be compared to other renderers just because, well,
they are renderers...

Orlando.


On Mon, Feb 17, 2014 at 4:39 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  @ Eugen... I think I lit that with a dome light... honestly I can't
 remember though

 @ Steve... yep I hear I ya. Rest assured, we're not doing anything close
 to elysium, and as I said not even as big as Athens. And it's cartoony, so
 although it has a lot of detail, the shading is exaggerated.

 @ Andreas... no, Redshift cannot combine the ram from the cards. If you
 have 3x6GB, you have 6GB. As for mass-rendering, we've already begun to
 outfit our farm with more GPU boxes. We're a small operation here, so our
 node numbers are low, but we definitely have to be able to mass-render
 frames. We have a history of CPU rendering with Mental Ray, and we're used
 to a certain volume. For us, the question isn't really the render time per
 frame, but per shot. And so far, even with the heavy scenes I descibed in
 my previous email, I think 35min may be the longest time my single-Titan
 has taken at 1920x1080 full MC. With multi-GPU machines (which is not an
 easy thing to figure out, either), we could get through these shots in very
 short order. I don't know whether it's the fact that RS is on the GPU, or
 whether it's RS' actual techniques (probably both), but we're getting great
 renders in very fast times. And we're using Redshift with Royal Render
 perfectly well. The Redshift guys worked with us to implement some
 environment variables so we can pull from a central location. It works well
 on the farm, and is stupid easy to update.

 -Tim


 On 2/17/2014 4:19 PM, Andreas Bystrom wrote:

  yep, looks nice.

  I'm also wondering if redshift can use the combined vram when using
 several cards in sli mode, if you have 3 titans, can you use 3x6gb or just
 6gb for your scene?

  a tree scene like that, at that rez would probably take a few hours in
 arnold or vray, so even at 30m in redshift it's still very fast..

 still, at 30m a frame you won't exactly be able to render full shots
 without a farm, and once you work with even heavier scenes I imagine you
 are looking at rendertimes of several hours per frame, and at that point I
 don't think the gpu will speed anything up, quite the opposite.


 On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares sof...@mail.sprit.orgwrote:



 To be clear, when Redshift goes out-of-core, it goes *into *your system
 ram. So in the end, you still need plenty of system ram for large scenes.
 But I've only got 20GB in my workstation and I'm getting very complex
 renders out of it without coming even close to that. More in the 6-8GB
 range so far. Proxies are awesome, and Redshift wisely had those from day
 one of the alpha.

 Now several months ago I rendered 
 thishttp://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
 but it's more along the lines of what Octavian posted. It's just one tree
 instanced a bunch of times. This rendered in about 30min at that
 resolution, on a GTX470.

 -Tim

  Very nice!! How did you light it? Sun + dome?


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 --
 Andreas Byström
 Weta Digital


 --




 *Tim Crowson **Lead CG Artist*


 *Magnetic Dreams, Inc. *
 2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
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 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
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Registration Number: HRB 

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
I believer Redshift converts textures at render time to a mip-mapped 
format, and quite rapidly. I don't know off the top of my head what it 
does with .map or .tx files. Proxies were a main feature from the start, 
and although their options are a bit limited at the moment, the core 
functionality has been solid so far.


-Tim

On 2/17/2014 5:56 PM, Orlando Esponda wrote:
Does Redshift have something like .map or .tx for textures? and what 
about standins/procedurals?  I think those are essentials for big 
productions, not even thinking on massive productions, just bigger 
than simple scenes...   If it has (or plan to implement) something 
like that, I would say it's a serious contender, but if not, I think 
it's aimming to small studios or freelancers only, which of course is 
not a bad thing at all, just saying it shouldn't be compared to other 
renderers just because, well, they are renderers...


Orlando.


On Mon, Feb 17, 2014 at 4:39 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


@ Eugen... I think I lit that with a dome light... honestly I
can't remember though

@ Steve... yep I hear I ya. Rest assured, we're not doing anything
close to elysium, and as I said not even as big as Athens. And
it's cartoony, so although it has a lot of detail, the shading is
exaggerated.

@ Andreas... no, Redshift cannot combine the ram from the cards.
If you have 3x6GB, you have 6GB. As for mass-rendering, we've
already begun to outfit our farm with more GPU boxes. We're a
small operation here, so our node numbers are low, but we
definitely have to be able to mass-render frames. We have a
history of CPU rendering with Mental Ray, and we're used to a
certain volume. For us, the question isn't really the render time
per frame, but per shot. And so far, even with the heavy scenes I
descibed in my previous email, I think 35min may be the longest
time my single-Titan has taken at 1920x1080 full MC. With
multi-GPU machines (which is not an easy thing to figure out,
either), we could get through these shots in very short order. I
don't know whether it's the fact that RS is on the GPU, or whether
it's RS' actual techniques (probably both), but we're getting
great renders in very fast times. And we're using Redshift with
Royal Render perfectly well. The Redshift guys worked with us to
implement some environment variables so we can pull from a central
location. It works well on the farm, and is stupid easy to update.

-Tim


On 2/17/2014 4:19 PM, Andreas Bystrom wrote:

yep, looks nice.

I'm also wondering if redshift can use the combined vram when
using several cards in sli mode, if you have 3 titans, can you
use 3x6gb or just 6gb for your scene?

a tree scene like that, at that rez would probably take a few
hours in arnold or vray, so even at 30m in redshift it's still
very fast..

still, at 30m a frame you won't exactly be able to render full
shots without a farm, and once you work with even heavier scenes
I imagine you are looking at rendertimes of several hours per
frame, and at that point I don't think the gpu will speed
anything up, quite the opposite.


On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares
sof...@mail.sprit.org mailto:sof...@mail.sprit.org wrote:


To be clear, when Redshift goes out-of-core, it goes /into
/your system ram. So in the end, you still need plenty of
system ram for large scenes. But I've only got 20GB in my
workstation and I'm getting very complex renders out of it
without coming even close to that. More in the 6-8GB range
so far. Proxies are awesome, and Redshift wisely had those
from day one of the alpha.

Now several months ago I rendered this
http://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
but it's more along the lines of what Octavian posted. It's
just one tree instanced a bunch of times. This rendered in
about 30min at that resolution, on a GTX470.

-Tim

Very nice!! How did you light it? Sun + dome?



http://www.avast.com/   

Diese E-Mail ist frei von Viren und Malware, denn der avast!
Antivirus http://www.avast.com/ Schutz ist aktiv.





-- 
Andreas Byström

Weta Digital


-- 


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*

2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is
confidential and should not be used by anyone who is not the
original 

how to obtain full script editor history

2014-02-17 Thread Matt Lind
I need to write a simple command to dump the script editor history log (or 'n' 
lines at the tail end of the log) to a text file so artists may attach the file 
to an issue in our bug tracking system.  From what I've seen in the SDK docs, 
View.GetAttributeValue() only returns the last line, or the selected line.  I 
need the entire contents.

Anybody have to deal with this and come up with any backdoor tricks to get the 
full script log?

thanks,


Matt


Re: how to obtain full script editor history

2014-02-17 Thread Siew Yi Liang
Um, maybe I'm misunderstanding, but doesn't the script editor have the 
option in prefs to write to a text file?


Scripting  Log to File

You could run a simple python script to trim 'n' lines in the document 
and write it to a seperate file...


Yours sincerely,
Siew Yi Liang

On 2/17/2014 8:11 PM, Matt Lind wrote:


I need to write a simple command to dump the script editor history log 
(or 'n' lines at the tail end of the log) to a text file so artists 
may attach the file to an issue in our bug tracking system.  From what 
I've seen in the SDK docs, View.GetAttributeValue() only returns the 
last line, or the selected line.  I need the entire contents.


Anybody have to deal with this and come up with any backdoor tricks to 
get the full script log?


thanks,


Matt





RE: how to obtain full script editor history

2014-02-17 Thread Matt Lind
Softimage does have a preference for logging to a text file, but that text file 
is not accessible while Softimage is running.  The only way to get access to 
the log contents is to exit softimage and wait for the log to be released.

One problem is the text file is reused between sessions of Softimage.  If you 
exit the application, then restart, Softimage overwrites the file with the 
output from the new session - again remaining not accessible until Softimage 
exits.  If the artist forgets to copy the log between sessions of Softimage 
(almost a given), the data is lost.

A 2nd problem with the text file preference is it does not take effect until 
the next session.  Originally I tried driving the value of that parameter via 
the siOnStartup event, but the specified filename wouldn't become the official 
log until the current session was terminated and the application restarted.  If 
we could get a live switch, that would be useful for this purpose.

What I need is a quick dump of the script log contents so it can be attached to 
a bug report for our custom tools.  The bugs aren't necessarily for crashes, 
but to help troubleshoot when tools don't do what is expected and we need the 
log to trace what the user has done leading up the problem.  It's handy that 
Softimage provides the current line number in the log, which we can record as a 
start point when the tool is launched so we only grab relevant output, but the 
fact we cannot get all the following lines is a problem.  Some tools generate 
massive amounts of information in their debug output, it would be nice to cull 
some of that down so people troubleshooting the reported issues aren't 
overwhelmed with noise.  We can do that by prepending the beginning each line 
of output with a keyword, then let the dump tool cull out all lines that do not 
contain the keyword, for example.  But to do that requires we get access to the 
log contents beyond the current line.



Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Siew Yi Liang
Sent: Monday, February 17, 2014 8:29 PM
To: softimage@listproc.autodesk.com
Subject: Re: how to obtain full script editor history

Um, maybe I'm misunderstanding, but doesn't the script editor have the option 
in prefs to write to a text file?

Scripting  Log to File

You could run a simple python script to trim 'n' lines in the document and 
write it to a seperate file...


Yours sincerely,

Siew Yi Liang
On 2/17/2014 8:11 PM, Matt Lind wrote:
I need to write a simple command to dump the script editor history log (or 'n' 
lines at the tail end of the log) to a text file so artists may attach the file 
to an issue in our bug tracking system.  From what I've seen in the SDK docs, 
View.GetAttributeValue() only returns the last line, or the selected line.  I 
need the entire contents.

Anybody have to deal with this and come up with any backdoor tricks to get the 
full script log?

thanks,


Matt



Re: how to obtain full script editor history

2014-02-17 Thread Cesar Saez
Just toggle the option to dump the log to a specified file.


On Tue, Feb 18, 2014 at 1:54 AM, Matt Lind ml...@carbinestudios.com wrote:

 Softimage does have a preference for logging to a text file, but that text
 file is not accessible while Softimage is running.  The only way to get
 access to the log contents is to exit softimage and wait for the log to be
 released.



 One problem is the text file is reused between sessions of Softimage.  If
 you exit the application, then restart, Softimage overwrites the file with
 the output from the new session - again remaining not accessible until
 Softimage exits.  If the artist forgets to copy the log between sessions of
 Softimage (almost a given), the data is lost.



 A 2nd problem with the text file preference is it does not take effect
 until the next session.  Originally I tried driving the value of that
 parameter via the siOnStartup event, but the specified filename wouldn't
 become the official log until the current session was terminated and the
 application restarted.  If we could get a live switch, that would be useful
 for this purpose.



 What I need is a quick dump of the script log contents so it can be
 attached to a bug report for our custom tools.  The bugs aren't necessarily
 for crashes, but to help troubleshoot when tools don't do what is expected
 and we need the log to trace what the user has done leading up the
 problem.  It's handy that Softimage provides the current line number in the
 log, which we can record as a start point when the tool is launched so we
 only grab relevant output, but the fact we cannot get all the following
 lines is a problem.  Some tools generate massive amounts of information in
 their debug output, it would be nice to cull some of that down so people
 troubleshooting the reported issues aren't overwhelmed with noise.  We can
 do that by prepending the beginning each line of output with a keyword,
 then let the dump tool cull out all lines that do not contain the keyword,
 for example.  But to do that requires we get access to the log contents
 beyond the current line.







 Matt







 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Siew Yi Liang
 *Sent:* Monday, February 17, 2014 8:29 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: how to obtain full script editor history



 Um, maybe I'm misunderstanding, but doesn't the script editor have the
 option in prefs to write to a text file?

 Scripting  Log to File

 You could run a simple python script to trim 'n' lines in the document and
 write it to a seperate file...

 Yours sincerely,


 Siew Yi Liang

 On 2/17/2014 8:11 PM, Matt Lind wrote:

 I need to write a simple command to dump the script editor history log (or
 'n' lines at the tail end of the log) to a text file so artists may attach
 the file to an issue in our bug tracking system.  From what I've seen in
 the SDK docs, View.GetAttributeValue() only returns the last line, or the
 selected line.  I need the entire contents.



 Anybody have to deal with this and come up with any backdoor tricks to get
 the full script log?

 thanks,




 Matt





Re: Redshift3D Render

2014-02-17 Thread Mirko Jankovic
Just recently started a small team here, only 8 of us here, 8 workstations.
Nothing fancy for now just i7 machines with 770 cards, and one big 4 titan
system for now.
For setup like this Redshift is great option. Adding 2nd card on all those
workstations will practically double the power of our rendering. Also with
projects mostly done that are more cartoon it is perfect.
It eats through everything sent to it.
Also last time I heard from them guys from Deadline render manager are
making option to use concurrent rendering with multy GPU systems as well.
There are a lot of simple projects where frames are rendered ni like 5-10
sec no matter how many cards used, really simple scenes and then having 4
cards rendering 4 frames at once is effectively making things almost 4
times faster as well.
So yes depending on your setup and projects working on Redshift is jackpot,
where Arnold would be a bit of a overkill. Also adding more cards to
existing workstations is still more cost effective then building new render
farm.
On the other hand if you already have medium to big render farm in racks
then it is a bit different story...


On Tue, Feb 18, 2014 at 2:40 AM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  I believer Redshift converts textures at render time to a mip-mapped
 format, and quite rapidly. I don't know off the top of my head what it does
 with .map or .tx files. Proxies were a main feature from the start, and
 although their options are a bit limited at the moment, the core
 functionality has been solid so far.

 -Tim


 On 2/17/2014 5:56 PM, Orlando Esponda wrote:

  Does Redshift have something like .map or .tx for textures? and what
 about standins/procedurals?  I think those are essentials for big
 productions, not even thinking on massive productions, just bigger than
 simple scenes...   If it has (or plan to implement) something like that, I
 would say it's a serious contender, but if not, I think it's aimming to
 small studios or freelancers only, which of course is not a bad thing at
 all, just saying it shouldn't be compared to other renderers just because,
 well, they are renderers...

  Orlando.


 On Mon, Feb 17, 2014 at 4:39 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  @ Eugen... I think I lit that with a dome light... honestly I can't
 remember though

 @ Steve... yep I hear I ya. Rest assured, we're not doing anything close
 to elysium, and as I said not even as big as Athens. And it's cartoony, so
 although it has a lot of detail, the shading is exaggerated.

 @ Andreas... no, Redshift cannot combine the ram from the cards. If you
 have 3x6GB, you have 6GB. As for mass-rendering, we've already begun to
 outfit our farm with more GPU boxes. We're a small operation here, so our
 node numbers are low, but we definitely have to be able to mass-render
 frames. We have a history of CPU rendering with Mental Ray, and we're used
 to a certain volume. For us, the question isn't really the render time per
 frame, but per shot. And so far, even with the heavy scenes I descibed in
 my previous email, I think 35min may be the longest time my single-Titan
 has taken at 1920x1080 full MC. With multi-GPU machines (which is not an
 easy thing to figure out, either), we could get through these shots in very
 short order. I don't know whether it's the fact that RS is on the GPU, or
 whether it's RS' actual techniques (probably both), but we're getting great
 renders in very fast times. And we're using Redshift with Royal Render
 perfectly well. The Redshift guys worked with us to implement some
 environment variables so we can pull from a central location. It works well
 on the farm, and is stupid easy to update.

 -Tim


 On 2/17/2014 4:19 PM, Andreas Bystrom wrote:

  yep, looks nice.

  I'm also wondering if redshift can use the combined vram when using
 several cards in sli mode, if you have 3 titans, can you use 3x6gb or just
 6gb for your scene?

  a tree scene like that, at that rez would probably take a few hours in
 arnold or vray, so even at 30m in redshift it's still very fast..

 still, at 30m a frame you won't exactly be able to render full shots
 without a farm, and once you work with even heavier scenes I imagine you
 are looking at rendertimes of several hours per frame, and at that point I
 don't think the gpu will speed anything up, quite the opposite.


 On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares sof...@mail.sprit.orgwrote:



 To be clear, when Redshift goes out-of-core, it goes *into *your system
 ram. So in the end, you still need plenty of system ram for large scenes.
 But I've only got 20GB in my workstation and I'm getting very complex
 renders out of it without coming even close to that. More in the 6-8GB
 range so far. Proxies are awesome, and Redshift wisely had those from day
 one of the alpha.

 Now several months ago I rendered 
 thishttp://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg,
 but it's more along the lines of what Octavian