Re: Sort Controller - Open Source Release!

2014-04-04 Thread Sebastien Sterling
Could only be cooler if it had tits and was on fire :)


On 4 April 2014 02:43, Ed Manning etmth...@gmail.com wrote:

 An excellent timesaver that I've missed when at shops other than PSYOP.

 Thanks, Jonah, and Andy!  -- and the management beings who signed off on
 releasing it into the wild.

 Sanity check next?

 Pleez?




Re: Sort Controller - Open Source Release!

2014-04-04 Thread olivier jeannel

Community Power !
Thank you, Psyop talents !

Le 04/04/2014 08:49, Sebastien Sterling a écrit :

Could only be cooler if it had tits and was on fire :)


On 4 April 2014 02:43, Ed Manning etmth...@gmail.com 
mailto:etmth...@gmail.com wrote:


An excellent timesaver that I've missed when at shops other than
PSYOP.

Thanks, Jonah, and Andy!  -- and the management beings who signed
off on releasing it into the wild.

Sanity check next?

Pleez?






flow along curve

2014-04-04 Thread adrian wyer
i have a particle cloud emitting from a curve, then flowing along the same
curve...

 

i duplicate the cloud, and change the input curve for a different one
(outlines of countries...)

 

the second one is behaving COMPLETELY differently from the first, both
curves are frozen, everything else is the same on both clouds

 

but on the second i'm getting strands that have the first segment a set
distance from the curve, and traveling at 1/10th the speed, even though i
set the speed in the flow along curve compound

 

help?

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



RE: flow along curve

2014-04-04 Thread adrian wyer
never mind, there was a reference to the first curve in the tree, i missed
it and the particles were trying to jump from one curve to another

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: 04 April 2014 11:07
To: softimage@listproc.autodesk.com
Subject: flow along curve

 

i have a particle cloud emitting from a curve, then flowing along the same
curve...

 

i duplicate the cloud, and change the input curve for a different one
(outlines of countries...)

 

the second one is behaving COMPLETELY differently from the first, both
curves are frozen, everything else is the same on both clouds

 

but on the second i'm getting strands that have the first segment a set
distance from the curve, and traveling at 1/10th the speed, even though i
set the speed in the flow along curve compound

 

help?

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: Component Selection done in ICE?

2014-04-04 Thread pedro santos
Hi everyone. Thanks you for all the input, here are the replies.

@ Raffaele Fragapane
Pity it doesn't work that way. This could be awesome to translate ICE
calculations to drive common operators selection. Would this be something
Houdini does?


@ Martin Yara
Many thanks for this. Does exactly what I was looking for. Should be in
http://rray.de/xsi/ :)


@ Ciaran Moloney
Ah I knew I was missing some property :D
Even though selecting an edge and marking it hard affects both gourad
shading and catmull  edge weight, that ICE attribute seems to only affect
shading and keep everythig hard when I activate Subdivision.
Fortunatelyself.EdgeCrease works just fine! Thanks.



@ Fabricio Chamon
Java is not my beach, but many thanks for the example of a script getting
ICE data into selection. Can be very usefull.


So I had a problem and now more than way to solve it :D

Cheers


Re: Component Selection done in ICE?

2014-04-04 Thread Raffaele Fragapane
Houdini has dynamic groups, yes, and they respond to SOPs.
Soft through ice can, however, drive attributes which can then be read by
other facilities, just some of the inbuilt stuff, like you've bumped into,
takes only clusters as a feed.


Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...

2014-04-04 Thread Sebastien Sterling
La mechanique du coeur, still looks pretty decent. I don't think its a
fair assessment as a pipeline experience, Walking the Dog aren't exactly
the norm when it comes to pipelines. Like you say with a few more modo
savvy people on board I'm sure a lot of pain could have been alleviated.

 Jack Fontaine is a nice guy, but i got the impression he's a modeler,
strange that they would have him come in as a render consultant.

Would love to see something brought together through a full Modo pipe, of
course we are not there yet but 801 seems to be shaping up to bring us
closer.


On 4 April 2014 09:38, Rob Chapman tekano@gmail.com wrote:

 Had an unpleasant experience with modo when it was included in a previous
 pipeline as a render engine last year. stuff could get in ok but getting
 relevant stuff out was not so easy. The modo 'expert' for finaling said
 that the reason it could not export nulls with scaling or rotation was
 because modo has 'deep code' . Obviously my experience with this app was
 subsequently tainted by a lack of production savvy professionalism.  It can
 only really improve when tested 'in battle' so hope it does for you guys !



Another Lego-iser

2014-04-04 Thread Simon Reeves
Hey everyone,

Here is something I've been working on recently.

Created at Analog, the concept of lego blocks was originally for a pitch a
while ago - but I wanted to push the 'legoising' a but further than just
voxelising a grid of single points as I've previously made in Santander
etc.- so this version is able to use bricks of variable lengths (in this
example up to 4 but could be longer!) It also angles them randomly at 0 or
90deg.

https://vimeo.com/90961852

Long live softimage!


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*


Re: Another Lego-iser

2014-04-04 Thread Sebastien Sterling
You are toying in god's domain my friend ! :P


On 4 April 2014 12:46, Simon Reeves si...@simonreeves.com wrote:

 Hey everyone,

 Here is something I've been working on recently.

 Created at Analog, the concept of lego blocks was originally for a pitch a
 while ago - but I wanted to push the 'legoising' a but further than just
 voxelising a grid of single points as I've previously made in Santander
 etc.- so this version is able to use bricks of variable lengths (in this
 example up to 4 but could be longer!) It also angles them randomly at 0 or
 90deg.

 https://vimeo.com/90961852

 Long live softimage!


 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*



Re: Another Lego-iser

2014-04-04 Thread Ivan Vasiljevic
Kicks ass!


On Fri, Apr 4, 2014 at 1:52 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 You are toying in god's domain my friend ! :P


 On 4 April 2014 12:46, Simon Reeves si...@simonreeves.com wrote:

 Hey everyone,

 Here is something I've been working on recently.

 Created at Analog, the concept of lego blocks was originally for a pitch
 a while ago - but I wanted to push the 'legoising' a but further than just
 voxelising a grid of single points as I've previously made in Santander
 etc.- so this version is able to use bricks of variable lengths (in this
 example up to 4 but could be longer!) It also angles them randomly at 0 or
 90deg.

 https://vimeo.com/90961852

 Long live softimage!


 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*





-- 
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel:https://vimeo.com/72183649
web:www.ivasiljevic.com
email:  i...@digitalassettailors.com
   ivan_vasilje...@hotmail.com


Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...

2014-04-04 Thread Rob Chapman
'tested in production' can mean a lot of different things to many different
people, but in general I think its fair to say that Modo has not been
tested that much. (yet)  Its unfortunate that WTD had some junior promoted
to HOD (pure nepotism) and subsequently gave a bad impression of how good
Modo could be in a pipeline.

and just want to add that it was not anyone from Modo itself that was
unprofessional, it was decisions on staff made by WTD itself that gave this
bad impression.  it was most certainly not Jack Fontaine, but would rather
not name names.

but back on topic -  Modo can export nulls / alembic stuff to other
applications now though yes?


Re: Another Lego-iser

2014-04-04 Thread David Saber

jaw dropper!

On 2014-04-04 13:55, Ivan Vasiljevic wrote:

Kicks ass!



Re: Another Lego-iser

2014-04-04 Thread Cristobal Infante
Nicely done Simon, showcased in softimage.tv.


On 4 April 2014 13:17, David Saber davidsa...@sfr.fr wrote:

 jaw dropper!

 On 2014-04-04 13:55, Ivan Vasiljevic wrote:

 Kicks ass!




Re: Another Lego-iser

2014-04-04 Thread Alok Gandhi
Awesome!


--


Re: Another Lego-iser

2014-04-04 Thread Simon Reeves
cheers guys!



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 4 April 2014 13:31, Alok Gandhi alok.gandhi2...@gmail.com wrote:

 Awesome!


 --



Re: Another Lego-iser

2014-04-04 Thread olivier jeannel

AD should sell SI to Lego.


Le 04/04/2014 14:34, Simon Reeves a écrit :

cheers guys!



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


On 4 April 2014 13:31, Alok Gandhi alok.gandhi2...@gmail.com 
mailto:alok.gandhi2...@gmail.com wrote:


Awesome!


-- 







Re: Another Lego-iser

2014-04-04 Thread Christian Lattuada
Hahahhaha!


.:.
Christian Lattuada

tel +39 3331277475
...


On Fri, Apr 4, 2014 at 2:40 PM, olivier jeannel olivier.jean...@noos.frwrote:

  AD should sell SI to Lego.


 Le 04/04/2014 14:34, Simon Reeves a écrit :

 cheers guys!



 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 4 April 2014 13:31, Alok Gandhi alok.gandhi2...@gmail.com wrote:

  Awesome!


  --






Re: Another Lego-iser

2014-04-04 Thread Ed Manning
On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.frwrote:

  AD should sell SI to Lego.

 That. Is. A. BRILLIANT. Idea.

A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit
movie that used the software...

Please someone get this idea to Carl Bass.

Imagine if every Lego kit came with a download code for Softimage!


Re: Another Lego-iser

2014-04-04 Thread Ed Manning
Actually, just get the idea to this guy:
Jørgen_Vig_Knudstorphttp://en.wikipedia.org/wiki/J%C3%B8rgen_Vig_Knudstorp

He can probably just buy Autodesk, then tell Carl to revive Soft...

;-)


On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote:

 On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  AD should sell SI to Lego.

 That. Is. A. BRILLIANT. Idea.

 A consumer-facing company with MUCH deeper pockets than Autodesk, and a
 hit movie that used the software...

 Please someone get this idea to Carl Bass.

 Imagine if every Lego kit came with a download code for Softimage!





Re: Another Lego-iser

2014-04-04 Thread Christian Lattuada
Lego mindstorms with ICE!

.:.
Christian Lattuada

tel +39 3331277475
...


On Fri, Apr 4, 2014 at 2:57 PM, Ed Manning etmth...@gmail.com wrote:

 Actually, just get the idea to this guy:  
 Jørgen_Vig_Knudstorphttp://en.wikipedia.org/wiki/J%C3%B8rgen_Vig_Knudstorp

 He can probably just buy Autodesk, then tell Carl to revive Soft...

 ;-)


 On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote:

 On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  AD should sell SI to Lego.

 That. Is. A. BRILLIANT. Idea.

 A consumer-facing company with MUCH deeper pockets than Autodesk, and a
 hit movie that used the software...

 Please someone get this idea to Carl Bass.

 Imagine if every Lego kit came with a download code for Softimage!






RE: Sort Controller - Open Source Release!

2014-04-04 Thread Ed Harriss
Thanks PSYOP! This is very a nice tool.
Ed


On 4 April 2014 02:43, Ed Manning 
etmth...@gmail.commailto:etmth...@gmail.com wrote:
An excellent timesaver that I've missed when at shops other than PSYOP.

Thanks, Jonah, and Andy!  -- and the management beings who signed off on 
releasing it into the wild.

Sanity check next?

Pleez?





Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...

2014-04-04 Thread Tim Crowson
Modo has had scene referencing for a while now, but not in a 
production-ready state. This is a known area of concern and is 
high-priority for them. Modo has 'proxies' but these are not the 
deferred formats you're used to, and are not replacements for them 
either. This is also a known issue.


-Tim



On 4/3/2014 4:30 PM, Steven Caron wrote:
so you can reference in modo? how similar to softimage? and i don't 
mean implementation just feature wise.


does their renderer have a deferred format? ie. vrscene, .mia, .ass, .rib

s


On Thu, Apr 3, 2014 at 2:27 PM, Sergio Mucino sergio.muc...@gmail.com 
mailto:sergio.muc...@gmail.com wrote:


In the spirit of not leaving the rest in the blank, Brad showed
lots of features of Modo that a lot of people were not aware of.
He demoed some of the modeling tools, Mesh Fusion, texturing, some
rigging, talked about pipeline, referencing, particles, etc. It
was an overview of Modo, showing how Modo can do a lot more than
just model and render (which is the general notion of what Modo
is). Long presentation too, but I don't think anyone wanted to
leave. :-)



--
Signature



Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-04 Thread olivier jeannel

Love what you did Brent !
Ever thought of sending your resume to SideFX ?
Working on a software rather than a puzzle ?

Le 03/04/2014 16:33, Brent McPherson a écrit :

Yes I did work on this.

The plan was always to replace the guts of Center with the pivot stuff I added 
to kinematics since it could handle rotation. We just never got around to 
actually doing that and finishing off that part of the pivot workflow...

As I said before I always thought the way center worked was a bit hacky  (push 
points in one direction and modifying the transform in another) but it seems 
the interactive/pervasive nature of it far outweighed the strange way it works 
for you guys.

Now I'm curious if it was even on anyone's top 5 list. ;-)

I'm not a really good person to comment on the general issues discussed in 
relation to Maya workflow. While working on Soft I worked on hair, animation 
layers, lip sync, modeling, object view/isolate, tools, kinematics, fcurves, 
ICE (well in fact every part of the software except Rendering) My current 
involvement in Maya is limited to the modeling team but I feel pretty 
comfortable that I can have a positive impact on workflow in that area.

Cheers.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: 03 April 2014 15:04
To: softimage@listproc.autodesk.com
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

...but from what he said Brent actually developed that part of Soft in the 
first place. :/
[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]ᐧ





RE: Another Lego-iser

2014-04-04 Thread Manuel Huertas Marchena
Looks great Simon!! awesome work, thanks for sharing.

-Manu

IMDB | Portfolio | Vimeo
| Linkedin


Date: Fri, 4 Apr 2014 14:58:09 +0200
Subject: Re: Another Lego-iser
From: christian.lattu...@gmail.com
To: softimage@listproc.autodesk.com

Lego mindstorms with ICE!
.:.

Christian Lattuada
tel +39 3331277475
...




On Fri, Apr 4, 2014 at 2:57 PM, Ed Manning etmth...@gmail.com wrote:

Actually, just get the idea to this guy:  Jørgen_Vig_Knudstorp
He can probably just buy Autodesk, then tell Carl to revive Soft...


;-)

On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote:




On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.fr wrote:



  

  
  
AD should sell SI to Lego.

  
That. Is. A. BRILLIANT. Idea. 
A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit 
movie that used the software... 




Please someone get this idea to Carl Bass.
Imagine if every Lego kit came with a download code for Softimage!





  

Gradient shader c++

2014-04-04 Thread Stephan Woermann
Hi,
i try to write a shader with a gradient input.
Here is a part from the code which i have made and which is working:

Context ctxt( in_ctxt );
Application app;
ShaderDef sdef( ctxt.GetAttribute( LDefinition ) );
sdef.AddShaderFamily( siShaderFamilyTexture, true );

// PARAMETERS
Factory fact = app.GetFactory();
ShaderParamDefContainer inpdefs = sdef.GetInputParamDefs();
ShaderParamDefContainer outpdefs = sdef.GetOutputParamDefs();

// Input
ULONG cnt = 12;
CRefArray popts;
ShaderParamDefOptions *opts = new ShaderParamDefOptions[cnt];
for( ULONG i=0; i  cnt; i++ )  {

popts.Add( fact.CreateShaderParamDefOptions() );
opts[i] = ShaderParamDefOptions( popts[i] );
}

opts[0].SetInspectable( true );
opts[0].SetTexturable( false );
opts[0].SetLongName( LGradient );
inpdefs.AddParamDef( LvalueGradient, siShaderDataTypeGradient, popts[0] );

opts[1].SetInspectable( true );
opts[1].SetTexturable( true );
opts[1].SetAnimatable( true );
opts[1].SetLongName( LColor1 );
inpdefs.AddParamDef( LinColor1, siShaderDataTypeColor3, popts[1] );

...

Now i want to define the inColor1 for the marker1 color.
In the spdl file of the gradient shader, i see there is a connection like this:

Connection gradient::color1 = interface color1;

How can i make this in c++?
I have tried some things, but nothing works:

inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 );
inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
Lgradient::color1, LinColor1 );
inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
Lcolor1, LinColor1 );
opts[0].SetAttribute( L{210EA5F3-1742-4204-999F-E0750F2289E4},
LinColor1 );
opts[0].SetAttribute( Lcolor1, LinColor1 );
opts[0].SetAttribute( Lgradient::color1, LinColor1 );


Sorry for the bad layout, but gmail works only with the simple html.
It would be nice to get help from someone.

Best,
Stephan


RE: Gradient shader c++

2014-04-04 Thread Matt Lind
Couple of questions:

1) What type of shader are you making?   (mental ray, hardware, ...)

2) what method are you defining your parameters?  (eg; .spdl, shader def, C++, 
...)




Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann
Sent: Friday, April 04, 2014 2:15 PM
To: softimage@listproc.autodesk.com
Subject: Gradient shader c++

Hi,
i try to write a shader with a gradient input.
Here is a part from the code which i have made and which is working:

Context ctxt( in_ctxt );
Application app;
ShaderDef sdef( ctxt.GetAttribute( LDefinition ) );
sdef.AddShaderFamily( siShaderFamilyTexture, true );

// PARAMETERS
Factory fact = app.GetFactory();
ShaderParamDefContainer inpdefs = sdef.GetInputParamDefs();
ShaderParamDefContainer outpdefs = sdef.GetOutputParamDefs();

// Input
ULONG cnt = 12;
CRefArray popts;
ShaderParamDefOptions *opts = new ShaderParamDefOptions[cnt];
for( ULONG i=0; i  cnt; i++ )  {

popts.Add( fact.CreateShaderParamDefOptions() );
opts[i] = ShaderParamDefOptions( popts[i] );
}

opts[0].SetInspectable( true );
opts[0].SetTexturable( false );
opts[0].SetLongName( LGradient );
inpdefs.AddParamDef( LvalueGradient, siShaderDataTypeGradient, popts[0] );

opts[1].SetInspectable( true );
opts[1].SetTexturable( true );
opts[1].SetAnimatable( true );
opts[1].SetLongName( LColor1 );
inpdefs.AddParamDef( LinColor1, siShaderDataTypeColor3, popts[1] );

...

Now i want to define the inColor1 for the marker1 color.
In the spdl file of the gradient shader, i see there is a connection like this:

Connection gradient::color1 = interface color1;

How can i make this in c++?
I have tried some things, but nothing works:

inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 );
inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
Lgradient::color1, LinColor1 );
inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
Lcolor1, LinColor1 );
opts[0].SetAttribute( L{210EA5F3-1742-4204-999F-E0750F2289E4},
LinColor1 );
opts[0].SetAttribute( Lcolor1, LinColor1 );
opts[0].SetAttribute( Lgradient::color1, LinColor1 );


Sorry for the bad layout, but gmail works only with the simple html.
It would be nice to get help from someone.

Best,
Stephan



Re: SI and Houdini

2014-04-04 Thread Jordi Bares
:-)))

In the meantime check the new HDA guides


https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o 


Jordi Bares
jordiba...@gmail.com

On 3 Apr 2014, at 13:01, David Saber davidsa...@sfr.fr wrote:

 we have to contribute! ;)
 
 On 2014-04-02 17:08, Jordi Bares wrote:
 I will buy her some nice present once it is finished.
 
 
 



Re: Gradient shader c++

2014-04-04 Thread Stephan Woermann
Hi Matt,
it´s a mental ray shader. But i need only the layout to convert the values
to an other renderer. I read in as example, the color of a marker and it´s
position and transfer it to a non mental ray shader which the renderer
knows.
The shader definition is pure c++.
And it works for what i need it for all other shader layouts i have made
like this one:

[image: Inline-Bild 1]


2014-04-04 23:21 GMT+02:00 Matt Lind ml...@carbinestudios.com:

 Couple of questions:

 1) What type of shader are you making?   (mental ray, hardware, ...)

 2) what method are you defining your parameters?  (eg; .spdl, shader def,
 C++, ...)




 Matt



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann
 Sent: Friday, April 04, 2014 2:15 PM
 To: softimage@listproc.autodesk.com
 Subject: Gradient shader c++

 Hi,
 i try to write a shader with a gradient input.
 Here is a part from the code which i have made and which is working:

 Context ctxt( in_ctxt );
 Application app;
 ShaderDef sdef( ctxt.GetAttribute( LDefinition ) );
 sdef.AddShaderFamily( siShaderFamilyTexture, true );

 // PARAMETERS
 Factory fact = app.GetFactory();
 ShaderParamDefContainer inpdefs = sdef.GetInputParamDefs();
 ShaderParamDefContainer outpdefs = sdef.GetOutputParamDefs();

 // Input
 ULONG cnt = 12;
 CRefArray popts;
 ShaderParamDefOptions *opts = new ShaderParamDefOptions[cnt];
 for( ULONG i=0; i  cnt; i++ )  {

 popts.Add( fact.CreateShaderParamDefOptions() );
 opts[i] = ShaderParamDefOptions( popts[i] );
 }

 opts[0].SetInspectable( true );
 opts[0].SetTexturable( false );
 opts[0].SetLongName( LGradient );
 inpdefs.AddParamDef( LvalueGradient, siShaderDataTypeGradient,
 popts[0] );

 opts[1].SetInspectable( true );
 opts[1].SetTexturable( true );
 opts[1].SetAnimatable( true );
 opts[1].SetLongName( LColor1 );
 inpdefs.AddParamDef( LinColor1, siShaderDataTypeColor3, popts[1] );

 ...

 Now i want to define the inColor1 for the marker1 color.
 In the spdl file of the gradient shader, i see there is a connection like
 this:

 Connection gradient::color1 = interface color1;

 How can i make this in c++?
 I have tried some things, but nothing works:

 inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
 L{210EA5F3-1742-4204-999F-E0750F2289E4}, LinColor1 );
 inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
 Lgradient::color1, LinColor1 );
 inpdefs.GetParamDefByName(LvalueGradient).GetAttributes().Set(
 Lcolor1, LinColor1 );
 opts[0].SetAttribute( L{210EA5F3-1742-4204-999F-E0750F2289E4},
 LinColor1 );
 opts[0].SetAttribute( Lcolor1, LinColor1 );
 opts[0].SetAttribute( Lgradient::color1, LinColor1 );


 Sorry for the bad layout, but gmail works only with the simple html.
 It would be nice to get help from someone.

 Best,
 Stephan


inline: img.gif

Re: SI and Houdini

2014-04-04 Thread Christian Lattuada
Cheers mate!
Have a beer, we owe you.

.:.
Christian Lattuada

tel +39 3331277475
...


On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares jordiba...@gmail.com wrote:

 :-)))

 In the meantime check the new HDA guides


 https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o


 Jordi Bares
 jordiba...@gmail.com

 On 3 Apr 2014, at 13:01, David Saber davidsa...@sfr.fr wrote:

  we have to contribute! ;)

 On 2014-04-02 17:08, Jordi Bares wrote:

 I will buy her some nice present once it is finished.







Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-04 Thread Adam Sale
yes... preserve child transformations.. on the transform node.


On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel olivier.jean...@noos.frwrote:

 Love what you did Brent !
 Ever thought of sending your resume to SideFX ?
 Working on a software rather than a puzzle ?

 Le 03/04/2014 16:33, Brent McPherson a écrit :

  Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I
 added to kinematics since it could handle rotation. We just never got
 around to actually doing that and finishing off that part of the pivot
 workflow...

 As I said before I always thought the way center worked was a bit hacky
  (push points in one direction and modifying the transform in another) but
 it seems the interactive/pervasive nature of it far outweighed the strange
 way it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed
 in relation to Maya workflow. While working on Soft I worked on hair,
 animation layers, lip sync, modeling, object view/isolate, tools,
 kinematics, fcurves, ICE (well in fact every part of the software except
 Rendering) My current involvement in Maya is limited to the modeling team
 but I feel pretty comfortable that I can have a positive impact on workflow
 in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
 listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in
 the first place. :/
 [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0Y
 Wxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-
 7aa77184e20f]ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]%E1%90%A7





Re: Referenced models: Expressions

2014-04-04 Thread pedro santos
Man, this is becoming so handy. A bit of a bother to setup. But I can just
get referenced model after referenced model and let ICE fix the reference
paths and not breaking anything :D
The issue I was having was a matter copying the Tree to a new ICE Tree,
since some parameters were created after the ICE Tree.

By the way Is there a way to set references into attributes. Per model is
handy to centralize the reference roots (without attributes) so that if I
need to change them I just need to change them once and not go through the
whole model looking for red nodes and fixing them.

A String to Reference could sort this.

Cheers