Re: Max has a new uv editor texture

2016-04-24 Thread Artur W
Who said majority is right?
That's the problem.

2016-04-24 19:15 GMT+02:00 Derek Jenson :

> I used Max a lot of years in the games industry. After many years away
> from it, I'm currently doing some work back in the Max world. I'm shocked
> this program is still the most widely used 3d app. Shocked how often it
> glitches & crashes. Shocked how little has changed in the last 10 years. A
> UV bitmap isn't going to bring any part of Softimage into this turd.
>
> Bouncing between zBrush and Max feels like I'm time warping between today
> and 1999. Such a turd. Honestly makes me disappointed in the industry.
> --
>
>
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RE: Max has a new uv editor texture

2016-04-24 Thread Derek Jenson
I used Max a lot of years in the games industry. After many years away from it, 
I'm currently doing some work back in the Max world. I'm shocked this program 
is still the most widely used 3d app. Shocked how often it glitches & crashes. 
Shocked how little has changed in the last 10 years. A UV bitmap isn't going to 
bring any part of Softimage into this turd.
Bouncing between zBrush and Max feels like I'm time warping between today and 
1999. Such a turd. Honestly makes me disappointed in the industry.
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RE: Max has a new uv editor texture

2016-04-24 Thread Graham Bell
Heh, I wondered what many would think of that if it was picked up.

In some ways it does mean just a little bit of Softimage goodness lives on, 
which is what I always hoped for. Though when I first saw this some time ago, 
it did feel like a sucker punch to the gut.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Artur W
Sent: 24 April 2016 11:24
To: softimage@listproc.autodesk.com
Subject: Re: Max has a new uv editor texture

 

seriously?!

 

2016-04-24 11:44 GMT+02:00 James De Colling  >:

https://youtu.be/YHYXgZuTVhE?t=107

 

some of you might find this amusing.


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Re: Max has a new uv editor texture

2016-04-24 Thread Artur W
seriously?!

2016-04-24 11:44 GMT+02:00 James De Colling :

> https://youtu.be/YHYXgZuTVhE?t=107
>
> some of you might find this amusing.
>
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Max has a new uv editor texture

2016-04-24 Thread James De Colling
https://youtu.be/YHYXgZuTVhE?t=107

some of you might find this amusing.
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-24 Thread Olivier Jeannel
Impressive, love your results !

On Sat, Apr 23, 2016 at 3:30 AM, pedro santos  wrote:

>  "if you're extremely smart and educated :D" =  "if you're *NOT*
> extremely smart and educated :D"
> lol
> Cheers
>
> On Sat, Apr 23, 2016 at 12:15 AM, pedro santos  wrote:
>
>> Matt
>> I'm guessing what triggered your response was the word "slow". Notice
>> that I was mentioning me as an instruction creator being slower with code
>> to get to what I wanted not execution performance wise as nodes give me
>> that super power: Do more mistakes faster which is helpful to path-find an
>> algorithm if you're extremely smart and educated :D. It also didn't help
>> the briefing was not crystal clear to me from the start so I invested time
>> on several fronts, that was quite rich experience even though time was
>> wasted. But next time I need them, I'll rename that to "investment" :)
>>
>> But at the moment the goals are clear and I nailed them with all the
>> inputs I received here too, so I'm thankful.
>> https://gfycat.com/FearfulRemorsefulAnaconda
>>
>> Like I said, I got that C++ course and will dive into it, but at the
>> moment I would not have produced anything meaningful for the task.
>>
>> Thanks again!
>>
>> Pedro
>>
>>
>>
>>
>>
>>
>>
>>
>> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind  wrote:
>>
>>> UmI don't think your assessment is correct.
>>>
>>> The SDK is single threaded, but in this context ICE is too.  Past tests
>>> have
>>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>>> because of the additional overhead with nodes/tree evaluation.  If you
>>> can
>>> parallelize the task, then the game changes, but with all the issues
>>> you've
>>> run into, that's not likely to happen.
>>>
>>> You don't have to write the operator in C++.  Scripted operator will also
>>> work and be less hassle.  In fact, you could've been done with it
>>> already.
>>> If you have to deliver, the amount of time it takes to find the ICE
>>> workaround (and a reliable one) will exceed the amount of time it
>>> would've
>>> taken to write the operator using the standard SDK.
>>>
>>> do what you want.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>>> From: pedro santos 
>>> Subject: Re: Distribute between knots? Know the percentage position of
>>> a knot?
>>> To: Softimage Mailing List 
>>>
>>> Will do Matt, one day. Got that C++ plus course I referenced. Seems
>>> great.
>>> But now I have to deliver something x) I apologize if this is cringy for
>>> you!! Yes the bits you talk about are the most annoying for me, building
>>> the algorithms in straight up code is already a bit slower but the SDK
>>> part
>>> is going beyong solving the problem at hand many times, and these are
>>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>>> bipolar madame soon :)
>>>
>>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>>> by Antton Tapani, to make my dual curve conform along curve length.
>>>
>>> Thanks everyone (!) for the inputs, they were helpful as what was
>>> requested
>>> of me kept updating! Here's the result so far:
>>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>>
>>> Cheers
>>> Pedro
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-24 Thread pedro santos
It's paying off nicely! Thanks again! ✌

https://gfycat.com/CheeryEnviousKrill


On Sat, Apr 23, 2016 at 2:30 AM, pedro santos  wrote:

>  "if you're extremely smart and educated :D" =  "if you're *NOT*
> extremely smart and educated :D"
> lol
> Cheers
>
> On Sat, Apr 23, 2016 at 12:15 AM, pedro santos  wrote:
>
>> Matt
>> I'm guessing what triggered your response was the word "slow". Notice
>> that I was mentioning me as an instruction creator being slower with code
>> to get to what I wanted not execution performance wise as nodes give me
>> that super power: Do more mistakes faster which is helpful to path-find an
>> algorithm if you're extremely smart and educated :D. It also didn't help
>> the briefing was not crystal clear to me from the start so I invested time
>> on several fronts, that was quite rich experience even though time was
>> wasted. But next time I need them, I'll rename that to "investment" :)
>>
>> But at the moment the goals are clear and I nailed them with all the
>> inputs I received here too, so I'm thankful.
>> https://gfycat.com/FearfulRemorsefulAnaconda
>>
>> Like I said, I got that C++ course and will dive into it, but at the
>> moment I would not have produced anything meaningful for the task.
>>
>> Thanks again!
>>
>> Pedro
>>
>>
>>
>>
>>
>>
>>
>>
>> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind  wrote:
>>
>>> UmI don't think your assessment is correct.
>>>
>>> The SDK is single threaded, but in this context ICE is too.  Past tests
>>> have
>>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>>> because of the additional overhead with nodes/tree evaluation.  If you
>>> can
>>> parallelize the task, then the game changes, but with all the issues
>>> you've
>>> run into, that's not likely to happen.
>>>
>>> You don't have to write the operator in C++.  Scripted operator will also
>>> work and be less hassle.  In fact, you could've been done with it
>>> already.
>>> If you have to deliver, the amount of time it takes to find the ICE
>>> workaround (and a reliable one) will exceed the amount of time it
>>> would've
>>> taken to write the operator using the standard SDK.
>>>
>>> do what you want.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>>> From: pedro santos 
>>> Subject: Re: Distribute between knots? Know the percentage position of
>>> a knot?
>>> To: Softimage Mailing List 
>>>
>>> Will do Matt, one day. Got that C++ plus course I referenced. Seems
>>> great.
>>> But now I have to deliver something x) I apologize if this is cringy for
>>> you!! Yes the bits you talk about are the most annoying for me, building
>>> the algorithms in straight up code is already a bit slower but the SDK
>>> part
>>> is going beyong solving the problem at hand many times, and these are
>>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>>> bipolar madame soon :)
>>>
>>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>>> by Antton Tapani, to make my dual curve conform along curve length.
>>>
>>> Thanks everyone (!) for the inputs, they were helpful as what was
>>> requested
>>> of me kept updating! Here's the result so far:
>>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>>
>>> Cheers
>>> Pedro
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*
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