Re: Redshift3D Render
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 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 binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: automatic Random color for ID Material color
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.
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....
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....
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....
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....
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.
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?
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
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....
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....
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....
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
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
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?
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
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
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?
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
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
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
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?
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
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
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....
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....
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....
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
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....
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
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
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
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
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
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
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
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
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....
@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
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
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....
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....
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
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
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 -- Andreas Byström Weta Digital -- Signature
Re[2]: Redshift3D Render
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? --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com
Re: Redshift3D Render
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
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? -- 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: Re[2]: Redshift3D Render
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: Re[2]: Redshift3D Render
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
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? --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com
Re: Redshift3D Render
@ 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 -- Signature *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 tim.crow...@magneticdreams.com /Confidentiality Notice: This email, including attachments, is 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 inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents./
Re: Re[2]: Redshift3D Render
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
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
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
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
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
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
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
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
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? -- 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 -- *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 tim.crow...@magneticdreams.com *Confidentiality Notice: This email, including attachments, is 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 inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.* -- -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB
Re: Redshift3D Render
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
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
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
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
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
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