Re: A question about the Houdini list

2018-07-20 Thread Ciaran Moloney
Discord is a terrible format IMO. Borderline unreadable and no permanent
record as far as I can tell. But, it seems millennials are not aware of the
concept of history.
Anyway, last email I received on the email list was July 5th, which feels
about right for the level of activity there.

On Fri, Jul 20, 2018 at 5:27 AM, Olivier Jeannel 
wrote:

> Yeah maybe, but this is not the same service imho.
> Maybe I'm old fashion, but I really like the way private mailling lists
> are working.
> And that's kind of bizarre to shut it down without a warning, no ?
>
> I
>
> Le ven. 20 juil. 2018 à 11:20, Rob Wuijster  a écrit :
>
>> Maybe they moved it to Discord>Think Procedural?
>> That list is quite active.
>>
>>
>> Rob
>>
>>
>> \/-\/\/
>>
>> On 20-7-2018 11:16, Olivier Jeannel wrote:
>>
>> Noo please no.
>>
>> I asked on FB, but nobody gave answer.
>>
>> John, could  you try to send a message in the H list, see if it arrives ?
>>
>> Le ven. 20 juil. 2018 à 11:02, Jonathan Moore 
>> a écrit :
>>
>>> It's been a very long time since I received a message from the list so
>>> I  wouldn't be surprised if SideFX had retired it.
>>>
>>> On Fri, 20 Jul 2018 at 08:06, Olivier Jeannel 
>>> wrote:
>>>
 Hi guys,

 A bit weird to ask this here, but since some of you are registred to
 the sidefx-houdini-l...@sidefx.com
 Is this list still working ? All my mails are returned with an error
 message.

 Thank you :)
 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> --
>>
>> Softimage Mailing List.
>>
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
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Re: Continued use of Softimage question

2015-08-20 Thread Ciaran Moloney
Pretty sure that applies also to Mantra renders. But, most places have a
smaller pool of engine licenses and export all frames to .ass or .ifd for
rendering. Since export times are usually shorter than render times, it
works out quite efficiently. But yeah, definitely another expense to
consider.


On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan m...@smoke-mirrors.com
wrote:

  One thing that is a bummer with HTOA is that you will need to purchase a
 Houdini Engine license for every node on your farm unless all the geometry
 creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.





Re: Continued use of Softimage question

2015-08-20 Thread Ciaran Moloney
Yes, your whole scene could be comprised of delayed-load assets. Exports
will fly in that case.

On Thu, Aug 20, 2015 at 3:46 PM, Francois Lord flordli...@gmail.com wrote:

 What about disk space?
 Can you, in Mantra, reference alembic deforming geometry directly so it
 doesn't have to be part of the ifd file at each frame?


 On 2015-08-20 10:40, Sandy Sutherland wrote:

 At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote a
 tool to submit renders from Houdini to RR that had the main render job wait
 for the IFD job to finish, before starting - easy to do.  The IFD
 generating was pretty quick, so we did not really have machines waiting to
 render.

 On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com
 wrote:

 Pretty sure that applies also to Mantra renders. But, most places have a
 smaller pool of engine licenses and export all frames to .ass or .ifd for
 rendering. Since export times are usually shorter than render times, it
 works out quite efficiently. But yeah, definitely another expense to
 consider.


 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan  m...@smoke-mirrors.com
 m...@smoke-mirrors.com wrote:

  One thing that is a bummer with HTOA is that you will need to purchase
 a Houdini Engine license for every node on your farm unless all the
 geometry creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.









Re: Billowing smoke

2015-03-31 Thread Ciaran Moloney
40 frames per minute vs 1.2 frames per second not exactly blowing my
mind.

On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante cgc...@gmail.com wrote:

 and if you have a nice GPU like a titan X:

 https://vimeo.com/123128103

 On 31 March 2015 at 16:04, Cristobal Infante cgc...@gmail.com wrote:

 This appeared today on the sidefx vimeo channel, possibly to late and not
 what you need but still interesting :)

 https://vimeo.com/123657201

 On 31 March 2015 at 13:05, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Oh yes, cool! I think that'll do what I need.
 Thanks a lot!


 On 30 March 2015 at 20:59, Schoenberger x...@digidragon.de wrote:


 For the old school way: Check the SI sample scenes.
 https://vimeo.com/123662527

 I have created some ICE nodes to mimic the rotation of the cloud
 chunks.
 It is simply based on the observation that particles rotate away from
 the center.
  No Fluids= fast to simulate+render, over-all movement/scale can be
 adjusted with splines and cages, refinement without changing the
 movement.

 You just need a few particles. And you should probably not use many
 more, otherwise you loose the cell shape.
 Many overlapping particles with small density break the billowing look.
 And do not reduce the size.
 If you want to use use more, carve more of the particle away, that you
 have a few cell spikes.
 Render even less particles to view how you shape them via the render
 tree. And use the thumbnails in the render tree that you know what you are
 tweaking.


 Holger Schönberger
 technical director
 The day has 24 hours, if that does not suffice, I will take the night


  --
 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Monday, March 30, 2015 6:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Billowing smoke

  heres an old school particle volume  way you could still use
 slipstream with. demo scene with link

 https://vimeo.com/45430754



 On 30 March 2015 at 16:50, Chris Marshall chrismarshal...@gmail.com
 wrote:

  OK yes looks very cool
 Thanks


 On 30 March 2015 at 16:37, adrian wyer adrian.w...@fluid-pictures.com
  wrote:

   emfluid for sure!


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris
 Marshall
 *Sent:* 30 March 2015 16:34
 *To:* softimage@listproc.autodesk.com
 *Subject:* Billowing smoke



 Hi,

 i need to do some thick billowing smoke and have Slipstream and Fury,
 but I'm struggling to get that thick smoke look. Just wondering if anyone
 can help or what alternative solutions are there?

 Thanks

 Chris




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk






Re: Billowing smoke

2015-03-31 Thread Ciaran Moloney
He's not using the super-secret workflow that makes opencl in Houdini smoke
at least a little worthwhile:

http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=25234

On Tue, Mar 31, 2015 at 4:15 PM, Ciaran Moloney moloney.cia...@gmail.com
wrote:

 40 frames per minute vs 1.2 frames per second not exactly blowing my
 mind.

 On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante cgc...@gmail.com
 wrote:

 and if you have a nice GPU like a titan X:

 https://vimeo.com/123128103

 On 31 March 2015 at 16:04, Cristobal Infante cgc...@gmail.com wrote:

 This appeared today on the sidefx vimeo channel, possibly to late and
 not what you need but still interesting :)

 https://vimeo.com/123657201

 On 31 March 2015 at 13:05, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Oh yes, cool! I think that'll do what I need.
 Thanks a lot!


 On 30 March 2015 at 20:59, Schoenberger x...@digidragon.de wrote:


 For the old school way: Check the SI sample scenes.
 https://vimeo.com/123662527

 I have created some ICE nodes to mimic the rotation of the cloud
 chunks.
 It is simply based on the observation that particles rotate away from
 the center.
  No Fluids= fast to simulate+render, over-all movement/scale can be
 adjusted with splines and cages, refinement without changing the
 movement.

 You just need a few particles. And you should probably not use many
 more, otherwise you loose the cell shape.
 Many overlapping particles with small density break the billowing
 look. And do not reduce the size.
 If you want to use use more, carve more of the particle away, that you
 have a few cell spikes.
 Render even less particles to view how you shape them via the render
 tree. And use the thumbnails in the render tree that you know what you are
 tweaking.


 Holger Schönberger
 technical director
 The day has 24 hours, if that does not suffice, I will take the night


  --
 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Monday, March 30, 2015 6:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Billowing smoke

  heres an old school particle volume  way you could still use
 slipstream with. demo scene with link

 https://vimeo.com/45430754



 On 30 March 2015 at 16:50, Chris Marshall chrismarshal...@gmail.com
 wrote:

  OK yes looks very cool
 Thanks


 On 30 March 2015 at 16:37, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

   emfluid for sure!


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris
 Marshall
 *Sent:* 30 March 2015 16:34
 *To:* softimage@listproc.autodesk.com
 *Subject:* Billowing smoke



 Hi,

 i need to do some thick billowing smoke and have Slipstream and
 Fury, but I'm struggling to get that thick smoke look. Just wondering if
 anyone can help or what alternative solutions are there?

 Thanks

 Chris




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk







Re: Very OT: for the love of your career.. try houdini

2015-03-19 Thread Ciaran Moloney
I'm loving working with Houdini, but sometimes it's just frustratingly
slow. Even with the new VDB tools, converting and caching everything out as
volume fields is a real drag.
But then again the caching workflow is super-slick. I shudder at the
thought of all the time lost to the mysteries of ICE caching.

On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:

 I'm not getting anything out of posting this, except knowing I might save
 the life of a fellow artist.

 So I spent the last year learning Maya, and got to a point where I can
 compete against people straight out of collage.
 This got me a bit down, as I'm one of the more experienced softimage
 artists here in South Africa.
 At the end of 2014 I realized that 3D is no longer fun if it all has to
 happen in maya for me.
 My brain doesn't work the way maya works.
 I'm also not much of a clairvoyant, so predicting what I have to do now,
 just in case the director asks for something in 2 weeks from now, lead to
 allot of back tracking.

 At first I decided to learn Maya over houdini because of the price tag of
 Houdini FX.
 It also seemed like I would exclude myself from bigger projects if I was
 one, of only a few houdini artists around.
 Houdini indie, and indie engine has completely nullified these concerns.

 The perceived learning curve of houdini was also a bit of a concern to me.

 I started learning houdini 2 months ago, and I can do more with it, than I
 can with Maya after a year.
 The first few days in houdini is pretty hard, but the whole package works
 as one. Once you get your head around its fundamentals, doing something new
 is fun and pretty easy.

 This might not be true for everyone here, but some of us needs a non
 destructive open work flow.
 So if you guys haven't tried it yet, and if you are fed up with the whole
 there is a script for that mentality... there is a sop for that

 G



Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Ciaran Moloney
I think you're mixing up software again!

On Thu, Mar 19, 2015 at 5:27 PM, Cristobal Infante cgc...@gmail.com wrote:

 merge the curves, job done..




Re: Very OT: for the love of your career.. try houdini

2015-03-19 Thread Ciaran Moloney
Network and hardware are fastest I've used. It's just the nature of the
work.
Volume data in my case is not very large, only a few Mb per frame. But,
e.g. to make useful collision fields from complex geometry often requires a
good bit of SOPs pre-processing. I get the impression that much of SOPs is
still not especially multithreaded.
DOPs is also very slow vs solvers of comparable classes (FumeFX,
Exocortex's Bullet, nCloth). But, that's generally OK since you can do so
much, much more with DOPs with a very low chance of things failing apart as
you scale up.

On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com
 wrote:

 Is this processing time or hardware time? (disks, network, etc..)

 Of course saving gigabytes per frame is slow but may be a clever local SSD
 sync to the main server could do the job to make the process faster?

 jb


 On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote:

 I'm loving working with Houdini, but sometimes it's just frustratingly
 slow. Even with the new VDB tools, converting and caching everything out as
 volume fields is a real drag.
 But then again the caching workflow is super-slick. I shudder at the
 thought of all the time lost to the mysteries of ICE caching.

 On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:

 I'm not getting anything out of posting this, except knowing I might save
 the life of a fellow artist.

 So I spent the last year learning Maya, and got to a point where I can
 compete against people straight out of collage.
 This got me a bit down, as I'm one of the more experienced softimage
 artists here in South Africa.
 At the end of 2014 I realized that 3D is no longer fun if it all has to
 happen in maya for me.
 My brain doesn't work the way maya works.
 I'm also not much of a clairvoyant, so predicting what I have to do now,
 just in case the director asks for something in 2 weeks from now, lead to
 allot of back tracking.

 At first I decided to learn Maya over houdini because of the price tag of
 Houdini FX.
 It also seemed like I would exclude myself from bigger projects if I was
 one, of only a few houdini artists around.
 Houdini indie, and indie engine has completely nullified these concerns.

 The perceived learning curve of houdini was also a bit of a concern to me.

 I started learning houdini 2 months ago, and I can do more with it, than
 I can with Maya after a year.
 The first few days in houdini is pretty hard, but the whole package works
 as one. Once you get your head around its fundamentals, doing something new
 is fun and pretty easy.

 This might not be true for everyone here, but some of us needs a non
 destructive open work flow.
 So if you guys haven't tried it yet, and if you are fed up with the whole
 there is a script for that mentality... there is a sop for that

 G






Re: akeytsu animation software demo

2015-02-24 Thread Ciaran Moloney
If it must be done, you could always try siOnBeginCommand or soOnEndCommand
and filter for SelectObj.

On Tue, Feb 24, 2015 at 3:26 PM, Oscar Juarez tridi.animei...@gmail.com
wrote:

 And according to the docs, the onSelectionChange Event is only available
 inside the Custom Display Host.

 On Tue, Feb 24, 2015 at 3:47 PM, Jordi Bares Dominguez 
 jordiba...@gmail.com wrote:

 writing is the key word here.

 jb


 On 24 Feb 2015, at 13:32, Alan Fregtman alan.fregt...@gmail.com wrote:

 You can do something like that by writing a selection change event that
 looks for a specific property on the object for what to select instead; a
 kind of selection proxy, if you will.

 On Fri, Feb 20, 2015, 7:12 PM Greg Punchatz g...@janimation.com wrote:

 ^^THAT^^  I have been talking about interacting wanting to have the mesh
 have hot spots for years.. please get rid of all that visual clutter
 between me and my character.


 G

 On Fri, Feb 20, 2015 at 6:04 PM, Eugene Flormata eug...@flormata.com
 wrote:

 I hope something revolutionary comes out for rigging/ animation comes
 out like
 zbrush did to modeling.

 https://vimeo.com/103633309
 this one sure is neat

 On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  I was looking forward to this one too.
 They wanted to release in fall last year, but are delayed as it seems.
 From its description it looks like a technical preview of what could
 be achieved with Fabric's Kraken one day, at least as  far as 
 encapsulation
 and rig complexity is concerned :-)

 There is also this: http://en.esotericsoftware.com/spine-in-depth

 but it's strictly 2D.

 Yes !!! i was looking for this the other day, but couldn't remember
 the name.

 On 19 February 2015 at 14:00, Marco Peixoto mpe...@gmail.com wrote:

 Really need to try it on, so far im not impressed on its UI, but of
 course its a first impression and its outside of what im used so I 
 think
 its a bit normal :)

 Now it seems it only exports FBX and I guess its more targeted for
 Game Animation, since the rig is Pre Built and doesn't seem to have extra
 deformation than the regular Bone Chains.

 Nevertheless its a vey welcome adition to the field of CA Maya
 dominated :D

 On Thu, Feb 19, 2015 at 8:42 AM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 It looks like a very interesting software, working on bare bones
 with nice manipulation modes. With a traditional animation approach.

 https://www.youtube.com/watch?v=74eSHxwoGdQ






 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only








Re: Difference between ID to Location and Point Index To Location

2015-02-10 Thread Ciaran Moloney
Particle ID is unique, but point index is not.
For example, when you delete some particles, their ID is removed from the
set, but the point indices will be shifted. So for any particle ID, its
index could change from one frame to the next.
You might have an occasion when you want to grab an ordered set of
locations from a pointcloud, but if there are gaps in the set of IDs, then
you can use the point indices as a reliable lookup.
So, you can probably think of a few more examples when one or the other
would be more useful...


On Tue, Feb 10, 2015 at 12:02 PM, Leonard Koch leonardkoch...@gmail.com
wrote:

 Just out of curiosity, does anyone know the difference between the ID to
 Location and the Point Index To Location nodes?
 According to their descriptions they seem to be the same.
 Are they actually different or is this just an instance where a node got
 built twice by accident?

 -Leo



Re: Copy vertex datas to plygon (color)

2015-01-08 Thread Ciaran Moloney
No problem!

You can display any color attribute by selecting or typing its name in
the *vertex
color display property* of the object's material node.


On Thu, Jan 8, 2015 at 10:08 AM, olivier jeannel olivier.jean...@noos.fr
wrote:

  Really excellent ! works superb !
 One question, how do you get the polygon color to display in the viewport ?



Re: Copy vertex datas to plygon (color)

2015-01-07 Thread Ciaran Moloney
http://i.imgur.com/m0vD28x.jpg

On Wed, Jan 7, 2015 at 4:05 PM, olivier jeannel olivier.jean...@noos.fr
wrote:

  I'm sorry, I don't get it.
 How do I snap back on the vertices the averaged array ?


 Le 07/01/2015 16:16, Stephen Blair a écrit :

 this is about weight maps, but it's the same idea (point to poly)
 http://xsisupport.com/2011/10/12/context-matters-weight-maps-and-polygons/

 On Wed, Jan 7, 2015 at 9:40 AM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 Hi there,

 On a regular polymesh, I created an ice tree where I set some colors to
 the point (Self.color)

 I'd like now to copy that per point color to a per polygon color.
 (Houdini equivalent to attribute promote from point to primitive)

 I'd love to have a little exemple (screenshot) or tutorial.

 I'm sure there is still some people doing some Ice modeling on that list
 ;)

 Thank you !

 Olivier







Re: exclude objects when loading a scene

2014-12-04 Thread Ciaran Moloney
You could try loading the scene with geometry operators disabled
(preferences  data  scene debugging).

On Thu, Dec 4, 2014 at 6:01 PM, adrian wyer adrian.w...@fluid-pictures.com
wrote:

it's not, i try and avoid clouds under models as they have caused
 me trouble in the past.





 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* 04 December 2014 18:03
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: exclude objects when loading a scene



 You could try Load Recovery Journal File (Data Management prefs), if the
 cloud is in a model



 On Thu, Dec 4, 2014 at 12:40 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

 hey guys, i have a scene with a particle system in that's borked!

 it's this one cloud, and i can load the scene, but not save (or delete the
 cloud manually) without crashing



 is there a way to load a scene but NOT load a named object?



 i know i'm going out a limb here, but the previous version is borked too
 (even though i've rendered both on the farm, go figure)

 and an older scene is basically too old (lots of work to replicate)



 any ideas?



 thanks





 a



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


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



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







Re: OT: MAYA particle size based on position

2014-11-04 Thread Ciaran Moloney
Sounds like you need to look into particle runtime expressions. They're
pretty powerful, if you don't mind a bit of basic coding. So, obviously not
as straightforward as something like ICE.

On Tue, Nov 4, 2014 at 4:38 AM, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys. I ask here because this is till where the smart friendly people
 hang out.
 I need to change the size of particles based on their current position.
 I need to create a grid like effect, so as the particles move through
 space, they scale bigger and smaller based on their position in x and y.
 In ICE this is easy, not so much in MAYA.
 Anyone have any ideas for me?
 Thanks



Re: SI and Houdini

2014-05-21 Thread Ciaran Moloney
Mantra aint too shabby...


On Wed, May 21, 2014 at 3:08 AM, Sylvain Lebeau s...@shedmtl.com wrote:

 My God Jordi

 I am playing around with Houdini for the render sides of things with
 Arnold these days We already use it for VFX in a somehow encapsulated
 way.

 And I just finished reading all of your pdfs. Except for animation and
 rigging.
 Your guides are such invaluable help and incredibly informative.  My eyes
 are so wide opened now that it's even stretching my skull. I feel it
 cracks!!!
 Now we just need HtoA to grow up!!

 thanks so much for taking the time to do this.

 sly


 *Sylvain Lebeau // SHED*
  V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/

  VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




Re: SDK: finding parameters that are inputs to an expression

2014-04-14 Thread Ciaran Moloney
Nice idea, thanks!

I ended up just parsing all inputports of the scene's expression nodes, but
your technique definitely will be useful to find outputs of any type.


Ciaran



On Fri, Apr 11, 2014 at 5:50 PM, Cesar Saez cesa...@gmail.com wrote:

 Hi Ciaran,
 You can parse the connection stack xml to get that info, here is a quick
 snippet:

 import xml.etree.ElementTree as ET
 from win32com.client import Dispatch
 si = Dispatch(XSI.Application)
 siut = Dispatch(XSI.Utils)


 def listConnections(obj, conn_type=out):
 result = list()
 data = siut.DataRepository.GetConnectionStackInfo(obj)
 for c in ET.fromstring(data):
 if c.find(object) is not None and c.find(type).text ==
 conn_type:
 result.append(c.find(object).text)
 return result

 # TEST
 si.NewScene(None, False)
 a = si.ActiveSceneRoot.AddNull()
 b = si.ActiveSceneRoot.AddNull()
 b.posx.Value = 5
 a.Parameters(Size).AddExpression(b.Parameters(Size).FullName)
 print listConnections(b.ActivePrimitive)


 Hope this helps,
 Cheers



SDK: finding parameters that are inputs to an expression

2014-04-11 Thread Ciaran Moloney
Hi,
working with a parameter object, is there an obvious way to find if it is
connected as an input to an expression?
I can go the other way e.g. if a param is driven by an expression using
Parameter.Source etc., but, I can't see a way to tell if a param is driving
an expression.
I don't really want to iterate over all expressin nodes in the scene, but
perhaps it's the only way...?



Thanks,
Ciaran


Re: Softimage transition webinar is starting in 10 minutes

2014-03-18 Thread Ciaran Moloney
On Mon, Mar 17, 2014 at 6:50 PM, Dan Yargici danyarg...@gmail.com wrote:

  I'm starting to think Houdini-land might be where I build my new home -
 or at least a holiday home...



Come on in, the water's fine!


Re: SI and Houdini

2014-03-06 Thread Ciaran Moloney
Yeah, it works fine on Windows. I had it up and running in a small Windows
studio, in no time at all. Getting it to work with Royal Render too was
quite easy. Writing your own ROP node (kind of like a render submission
script) with Python is too easy. Also, quite nice to set things up per
project or shot with environment variables. The only annoying thing as
mentioned in another thread, is the absolute need for a bunch of batch
licenses, especially since Houdini has such a cache oriented workflow.

Ciaran


On Thu, Mar 6, 2014 at 10:01 AM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

 interesting, from what I remember, years ago houdini used to run on
 windows like softimage runs on linux - badly.

 it does sound like things have changed a lot in recent years, perhaps it's
 time to give it another try...




Re: Softimage Devs petition

2014-02-28 Thread Ciaran Moloney
On Fri, Feb 28, 2014 at 10:51 AM, Emilio Hernandez emi...@e-roja.comwrote:


 Don't stop your RD and updateds on your wonderful tools for Softimage
 just because ADSK announce that Softimage 2015 will be the last release.


I haven't been following very closely, but where is this announcement?


Re: new upgrade policy

2014-02-27 Thread Ciaran Moloney
On Thu, Feb 27, 2014 at 5:11 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 Kris,
 Dead for certain? Not yet, it is still rumor and hope to stay that way
 only.


Nonesense! The hive has spoken!


Re: concealing error messages

2014-01-20 Thread Ciaran Moloney
X3DObject.AddChild()


On Mon, Jan 20, 2014 at 12:36 PM, Peter Agg peter@googlemail.comwrote:

 Is there even an Object Model method for parenting? I thought it was one
 of those areas that was command-only.




Re: Krakatoa for XSI

2014-01-12 Thread Ciaran Moloney
If you can use Houdini, then that would be your best bet.
Nowadays, you could even export the volumes and render them in Softimage,
if you must.


On Sun, Jan 12, 2014 at 9:14 PM, Katie krodtsbro...@gmail.com wrote:

 Hey guys,

 So I am looking to implement this into my departments pipeline and was
 hoping for some ideas/tips/thoughts about using Krakatoa. Currently my main
 issue has become getting smoke or volume effects in soft that look smooth
 an organic without having such a hight amount of particles, caching, and
 render times. I have been exploring in Houdini to use volumes which outputs
 a very smooth and organic result. I was curious if this group had any
 thoughts on how to cheaply achieve the volume look in XSI possibly with
 Krakatoa?

 Thanks in advance for the feedback!

 ~Katie Jones



Re: rigging in xsi vs maya

2014-01-09 Thread Ciaran Moloney
Maybe we could rename constraints with ICE? Eat it Maya!


On Wed, Jan 8, 2014 at 9:57 PM, Matt Lind ml...@carbinestudios.com wrote:

 Butbut.buteverybody said ICE can do oh so much more.  Say it
 ain't so.




Re: Softimage, Lagoa and Redshift

2014-01-07 Thread Ciaran Moloney
Nice pour!


On Fri, Jan 3, 2014 at 5:34 PM, Emilio Hernandez emi...@e-roja.com wrote:

 Hello list I want to share this two shots that we just delivered for a TVC.

 They were entirely produced in Softimage.

 For the fluid simulation we used Lagoa and the frost is ICE.  The mesh was
 generated using EM Polygonizer.

 We rendered it using Redshift and the average frame time was about 2.8
 minutes.  With refraction, reflections, caustics, motion blur, and depth of
 field all in one pass.

 https://vimeo.com/83324855




Re: rumor, Soft dead within the next year

2014-01-04 Thread Ciaran Moloney
AFAIK all the DCCs out there are still on Python 2.6 or 2.7.
Also, this thread is wack.


On Sat, Jan 4, 2014 at 10:49 PM, Christoph Muetze c...@glarestudios.dewrote:

 On 04/01/14 23:40, Stephen Blair wrote:

 Softimage doesn't support Python 3.x


 ain't that a good sign? :)





Re: Extracted meshes and performance

2013-11-01 Thread Ciaran Moloney
This may well me the case, but I can tell you with some certainty that in
multi-thousand object scenes, Softimage handles simple operations like a
total dog compared to some of its competitors. Especialy when there are
tons of operators, Softimage can be absolutely painful to use.



On Fri, Nov 1, 2013 at 3:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  I completely agree with this. However I would like to add that any lack
 of performance regarding high object count is probably less an issue with
 the 3D app  than an inherent processing limitation within most high end
 graphics systems. 

 ** **



Re: Reading per-point attributes from Houdini into ICE?

2013-10-22 Thread Ciaran Moloney
You can cram the integers in there too just convert back when you unpack
them.
I never said it would be prettyeven more so when you remember that
XSI's obj importer only supports a single UV map IIRC.
Go for Crate if you can.


On Tue, Oct 22, 2013 at 1:32 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 We're talking geometry actually. A procedurally generated mesh with some
 per-point IDs (like per island, sort of) and some per-point scalar values
 (weights along the object) that I want to bring in.

 The writing to UVs idea might work for the scalar values. Quite the hack
 though. :p



 On Mon, Oct 21, 2013 at 5:43 PM, Ciaran Moloney 
 moloney.cia...@gmail.comwrote:

 Oh, are we talking about particles? Never mind then...


 On Mon, Oct 21, 2013 at 10:40 PM, Rob Chapman tekano@gmail.comwrote:

 and about now would be where the partio library compiled for softimage
 would very handy indeed!




 On 21 October 2013 22:17, Ciaran Moloney moloney.cia...@gmail.comwrote:

 You can possibly hack your way through it by stamping the attributes
 into UVW channels and export to OBJ. I've done that on a few occasions, but
 of course you'll run out of channels pretty quickly.
 But, do you have access to alembic in XSI?

 I remember an icecache to Houdini exporter, but not the other way
 round...


 On Mon, Oct 21, 2013 at 8:31 PM, Steven Caron car...@gmail.com wrote:

 someone was making a houdini to icecache exporter... can't remember
 who though.


 On Mon, Oct 21, 2013 at 12:16 PM, Alan Fregtman 
 alan.fregt...@gmail.com wrote:

 Hey guys,

 Has anyone loaded attributes from Houdini into ICE? I don't even need
 a whole sim, just the current state.

 I saw Houdini's JSON output which had all the info I needed neatly
 organized, but before I go the route of parsing that, is there a better /
 more direct approach I'm perhaps overlooking?

 Any tips appreciated.
 Cheers,

-- Alan









Re: Reading per-point attributes from Houdini into ICE?

2013-10-21 Thread Ciaran Moloney
You can possibly hack your way through it by stamping the attributes into
UVW channels and export to OBJ. I've done that on a few occasions, but of
course you'll run out of channels pretty quickly.
But, do you have access to alembic in XSI?

I remember an icecache to Houdini exporter, but not the other way round...


On Mon, Oct 21, 2013 at 8:31 PM, Steven Caron car...@gmail.com wrote:

 someone was making a houdini to icecache exporter... can't remember who
 though.


 On Mon, Oct 21, 2013 at 12:16 PM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 Hey guys,

 Has anyone loaded attributes from Houdini into ICE? I don't even need a
 whole sim, just the current state.

 I saw Houdini's JSON output which had all the info I needed neatly
 organized, but before I go the route of parsing that, is there a better /
 more direct approach I'm perhaps overlooking?

 Any tips appreciated.
 Cheers,

-- Alan





Re: Reading per-point attributes from Houdini into ICE?

2013-10-21 Thread Ciaran Moloney
Oh, are we talking about particles? Never mind then...


On Mon, Oct 21, 2013 at 10:40 PM, Rob Chapman tekano@gmail.com wrote:

 and about now would be where the partio library compiled for softimage
 would very handy indeed!




 On 21 October 2013 22:17, Ciaran Moloney moloney.cia...@gmail.com wrote:

 You can possibly hack your way through it by stamping the attributes into
 UVW channels and export to OBJ. I've done that on a few occasions, but of
 course you'll run out of channels pretty quickly.
 But, do you have access to alembic in XSI?

 I remember an icecache to Houdini exporter, but not the other way
 round...


 On Mon, Oct 21, 2013 at 8:31 PM, Steven Caron car...@gmail.com wrote:

 someone was making a houdini to icecache exporter... can't remember who
 though.


 On Mon, Oct 21, 2013 at 12:16 PM, Alan Fregtman alan.fregt...@gmail.com
  wrote:

 Hey guys,

 Has anyone loaded attributes from Houdini into ICE? I don't even need a
 whole sim, just the current state.

 I saw Houdini's JSON output which had all the info I needed neatly
 organized, but before I go the route of parsing that, is there a better /
 more direct approach I'm perhaps overlooking?

 Any tips appreciated.
 Cheers,

-- Alan







Re: ice view empty area right click menu anchor point

2013-10-10 Thread Ciaran Moloney
It's not available.


On Thu, Oct 10, 2013 at 9:45 AM, Christian Freisleder m...@buntepixel.euwrote:

 hey list,

 does anybody know how to get a custom menu into the box that appears if
 you right click on an empty area in the ice view.
 I can't find a siMenueAnchorPoint only  for a click on a node or a port.

 any hint or trick to do this?

 thanx
 Christian



Re: ICE: Raycast against instanced geo?

2013-10-02 Thread Ciaran Moloney
I'd be interested if sending the geometry back and forth to CP (Splice, I
guess?) would be any faster than doing the work directly in ICE - assuming
the work can actually be done in ICE.


On Tue, Oct 1, 2013 at 5:10 PM, Mathieu Leclaire mlecl...@hybride.comwrote:

 It can be very tricky to do.

 The easiest way would be to convert your instances into mesh. There are
 various ways to do that. ICE modeling or Momentum's instancer are possible
 ways but if your instance master have hierarchies, you probably will need
 to merge them so that it's only one object. The down side to this technique
 is that converting instances to meshes can make a very large mesh depending
 on the complexity of your scene.

 There are other ways you can proceed but they all require some very
 advance and complex implementations.

 You can raycast on the instance masters by multiplying the ray origin and
 direction by the reverse of the particle matrix, but you'll need to figure
 out a way to select which particles to raycast on first as you don't
 necessarily want to test all of them. And if you have more then one
 instance master, you're going to have to separate each master in your ice
 tree or line them up so they don't intersect and decal the origin
 accordingly. It can become very complex very fast.

 Another idea is to use a tool like Creation Platform or Arnold to do the
 ray tracing for you and return the proper information through a custom ICE
 node or something, but that's another very complicated approach to
 implement.

 Hopefully something like Momentum's instancer will be good enough for you.
 If converting your instances to mesh is not feasible on your machine, then
 I'm afraid there's no easy solution.

 -Mathieu

 -Original Message-
 Subject: ICE: Raycast against instanced geo?
 From: Tim Crowson tim.crow...@magneticdreams.com
 To: softimage@listproc.autodesk.com
 Date: 2013/10/01 15:41:01

 SignatureIs it possible for ICE to recognize instanced geometry when using
 Raycasting? Either instanced explicitly by the user as in the case of a
 model, or via pointcloud replication?
 --


 Tim Crowson
  Lead CG Artist
 Magnetic Dreams, Inc.
  2525 Lebanon Pike, Building C. Nashville, TN 37214
 Ph  615.885.6801 | Fax  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com


 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
 unsubscribe and reply to the confirmation email.



 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
 unsubscribe and reply to the confirmation email.
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
unsubscribe and reply to the confirmation email.

Re: Article on Bifrost

2013-09-12 Thread Ciaran Moloney
Would trade all my kittens for a good scene graph editor in Soft.



 Eric Thivierge ethivie...@hybride.com**mailto:ethivie...@hybride.com**
 hat am 11. September 2013 um 19:24 geschrieben:


 I think it's an incorrect observation as the Node Editor (different
 than Hypershade and the Hypergraph) allows you to pull in a lot if not
 all of the nodes in the scene. Grab a polygon cube and plug it's Y
 value into this other shader type stuff. It's a node editor for the
 entire scene not just operators. Much more than ICE is now.

 On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 wrote:
 Or is that an incorrect observation?





Re: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-12 Thread Ciaran Moloney
Really solid here on linux, but not doing any rendering.
However, 9 times out of 10 there is a segfault reported at the console upon
quitting the program.


Re: softimage.tv - Hello World!

2013-09-12 Thread Ciaran Moloney
Nothing like a good rumour from an anonymous source to get some undies in a
bunch!


On Tue, Sep 10, 2013 at 10:43 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 and after all of this...


 *autodesk had a meeting with all the studios in london who use xsi and
 said they arent really going to develop it for the film/advert side of
 things, now all development is from a small team in asia and they will
 develop mainly for games*
 *
 *
 From a source... well someone here probably was on that meeting I guess...
 and nothing new really but...
 ty AD.



Re: [OT] Flux

2013-08-19 Thread Ciaran Moloney
Houdini's had it since 2009, I think...


On Mon, Aug 19, 2013 at 1:51 PM, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

 **

 wuh?! distributed fluid solver, for real?!

 ** **

 holy grail of vfx!!!

 ** **

 a

 **



Re: [OT] Flux

2013-08-19 Thread Ciaran Moloney
You're right. As I hit send I remembered the RH talk at Siggraph 2009
where they lamented that Houdini's distributed solver wasn't quite up to
snuff (visible discontinuities between domains) and that was for RnD back
in 2008. Point being, this stuff aint all that new.


On Mon, Aug 19, 2013 at 11:36 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Not quite, but near.

 On Guardians Animal cooked its own because nothing distributed across a
 network (at all, or with such disrespect for boundaries that they might as
 well not have bothered), not even Houdini (that made it actually more than
 viable in 2010).

 Things have changed since, and I can't think of a main stream, respectable
 release now that doesn't..
 Houdini does, realflow with IDOCs (across domains in general, or within
 domain with Hybrido nodes/sims) does, Naiad does etc.

 Their first fully scalable claim would require a long list of notes and
 details.

 We've been fully scalable here since 2008, and there are fully scalable,
 unified domain commercial solutions around since 2010.



 On Tue, Aug 20, 2013 at 8:15 AM, Ciaran Moloney 
 moloney.cia...@gmail.comwrote:

 Houdini's had it since 2009, I think...


 On Mon, Aug 19, 2013 at 1:51 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

 **

 wuh?! distributed fluid solver, for real?!

 ** **

 holy grail of vfx!!!

 ** **

 a

 **





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: Maya Xgen

2013-08-09 Thread Ciaran Moloney
I think that's a better question for his employer.

On Fri, Aug 9, 2013 at 12:58 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 That raises an interesting question, which would best be put to a Fabric
 person, but if Guillaume where to create a hair module/instancer engine
 from the ground up in CP, would he be allowed to share it ? with other
 people with a fabric license ?




Re: Curve hull points in ICE?

2013-08-05 Thread Ciaran Moloney
GetData : PointPosition.

Depending on the context in which you need to use the data, it may be
useful to use 'Build Array from Set' after getting the attribute.



On Mon, Aug 5, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 In Soft, when you have a curve selected, then select Point, the
 points(CVs) on the hull, not the curve. To see the NURBS hull you can
 display it with “eyeball - NURBS Hull” in the viewport. Knots reside on
 the curve, while CVs(Point) reside on the hull.

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Monday, August 05, 2013 11:02 AM
 *To:* XSI Mailing List
 *Subject:* Re: Curve hull points in ICE?

 ** **

 Hi Joey,

 ** **

 Do you mean curve knots? (CVs?) Maybe I haven't worked enough with NURBS
 but I don't remember curves in Softimage having hulls?

 ** **

 ** **

 On Mon, Aug 5, 2013 at 10:57 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

 Is there a way to get a list of all the hull points on a curve in ICE?

  

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

  

 ** **



Re: Convert curve to linear

2013-08-02 Thread Ciaran Moloney
Yes, but the points generally won't be equidistant.
What are you trying to do?


On Fri, Aug 2, 2013 at 2:11 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Is there in any way in Soft to convert a NURBS curve of any shape, to a
 high density linear curve with equidistant points?

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **



Re: Strands

2013-08-01 Thread Ciaran Moloney
For an OOTB solution, did you try resampling your curve onto a very dense
linear curve, followed by a chord length reparameterization of that linear
curve. UV to location on the linear curve should give you a pretty even
point distribution...


Ciaran


On Thu, Aug 1, 2013 at 1:25 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Rob,

 ** **

 This is definitely the issue I am dealing with.

 ** **

 Thanks!

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Wednesday, July 31, 2013 7:46 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Strands

 ** **

 Hi Joey,


 about the normalized U -  see this thread from 2011 with a rich reservoir
 of explanations, techniques, compounds and even an addon that installs a
 compiled ICE node that should hopefully give you what you are after in a
 speedier rate of milliseconds

 https://groups.google.com/forum/#!searchin/xsi_list/Why$20is$20Curve$20U$20spacing$20always$20wrong$3F/xsi_list/7300r-6gRoA/X2ITPQ-d-qMJ
 


 also the gradient along the strand issue.. are you talking about render
 time or viewport display?

 for use at render - its just a color attribute connected to the material
 in the render tree. an array of strand color though so the attribute
 particle color will not work but if you are using build strand from curve
 it creates an attribute called 'coloralongstrands'  which can be selected
 in the rendertree

 for viewport display of gradient. hmm don't think so but if your strands
 are segment dense then you could do a display hack using another pointcloud
 to make a gradient from your strands positions like so (attached jpg)



Re: Analog are looking for a freelancer

2013-07-30 Thread Ciaran Moloney
I don't think there should be any debate on this. Job postings are always
welcome!


On Tue, Jul 30, 2013 at 3:15 PM, Simon Reeves si...@simonreeves.com wrote:

 Hey everybody,

 I recall debates about whether it's appropriate or not for asking on here,
 so I apologise if it's annoying!

 But here at Analog we're looking for a softimage artist to join the team
 for about 4-6 weeks (starting pretty much now) in London on what should be
 a very exciting job! Probably using a lot of ICE so knowledge of that is
 prefered. If anyone is interested (or can forward this on to anyone they
 can recommend!) then please shoot an email over to *
 stu...@analogstudio.co.uk*

 Check out our site if you don't know us:
 *http://www.analogstudio.co.uk/ http://analogstudio.co.uk/ *

 Thanks,
 Simon


 Simon Reeves
 London, UK
 *si...@simonreeves.com*
 *www.simonreeves.com*
 *
 *



Re: Future of Naiad

2013-07-30 Thread Ciaran Moloney
Likewise, anybody used Katana?


On Tue, Jul 30, 2013 at 11:52 PM, Sebastian Kowalski l...@sekow.com wrote:

 do I hear fabric engine?



 Am 31.07.2013 um 00:36 schrieb Matt Lind ml...@carbinestudios.com:

 I would question whether a one-size fits all application is relevant
 anymore. 

 The current 3 applications were designed and developed in the 1990s, but
 the industry has evolved quite a bit since then.  Even Softimage’s
 ‘Sumatra’ propaganda advertised it as a product for ‘the next ten years’.
 We’re well beyond that now.  Mobile, 3d printing, interactive spaces, etc..
 have all emerged and need 3d content.  While Autodesk’s big 3 can be used,
 they aren’t necessarily tailored for those markets.  The big 3 are strongly
 rooted in film/video and some games.  What’s needed to today is a
 collective rethink.

 I think what’s needed today is a host application to act as a point of
 assembly and layout.  It performs the basic tasks of scene construction and
 metadata packaging, but from that point on acts as a hub for other
 applications whether they be commercial or privately developed.  While
 smaller studios and one-man efforts would probably prefer an integrated
 solution like they are available today, as data scales up it will be
 difficult to continue that paradigm and still be competitive over the long
 term.

 Is Autodesk up to the task?  It’ll probably be years before we know the
 answer.


 Matt





 *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-
 boun...@listproc.autodesk.com] *On Behalf Of *Andy Moorer
 *Sent:* Tuesday, July 30, 2013 2:42 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Future of Naiad
 ** **
 I would be totally open to a new application from AD if it takes some of
 the best ideas of the 3 apps. Heck call it Maya thats fine. My problem is
 however that AD does not seem to have a pattern of making choices based on
 ensuring the best results for their customers. If their next-gen app suits
 their needs and tosses what makes a tool like softimage brilliant they're
 wasting their time developing. 
 ** **
 Does AD actually have the culture and good sense to allow their no doubt
 good and highly skilled  devs to really conceptualize and create a best of
 all three next generation DCC? Without a bunch of suits getting involved
 and trying to shape it towards their idea of what will make the most money?
 
 ** **
 I suspect AD is suffering from terminal droids in suits syndrome.
 ** **

 ** **
 On Tue, Jul 30, 2013 at 12:45 PM, Kris Rivel krisri...@gmail.com wrote:*
 ***
 This is a depressing thread!  After going through Graham's email...hoping
 to see one mention of Soft...and finding nothing...I'm left feeling pretty
 bummed out.  This idea that Autodesk can market one app to one type of
 industry vs. the other is ridiculous.  Studios and artists pick what they
 know, or have available, not what some corporation says fits the bill.
  All three products have proven themselves just fine doing games, movies
 and commercials.  Its funny though.  The past few weeks I've spoken to so
 many converted or multi-app artists that use maya, max, c4d or some combo
 because they can't get enough Soft work.  BUT...the funny thing is that
 each and everyone complains how frustrating it is when they know they could
 do it in Soft so much easier.  Its hystericaland sad at the same time.
  Its the little engine that could and did but ultimately was pushed aside
 because of bad marketing, buy-outs and corporate BS.  
 ** **
 Expecting them to keep all three alive, well and generally the same though
 is probably not reality and if they are planning on that...well...they're
 going to lose the entire ME industry because others are creeping up with
 some very cool stuff.  I personally am leaning towards Houdini and other
 niche apps.  The only thing keeping everyone paying that damn maintenance
 fee to get upgraded is because its still the industry default and like
 photoshop...unavoidable...but only for now.
 ** **
 If I was Autodesk, I would focus on something truly next gen.  Something
 cloud and subscription based that combines the best of all 3 in a whole new
 way...one application to rule them all.  

 Kris

 ** **
 On Mon, Jul 29, 2013 at 9:32 AM, Scott Lange sc...@turbulenceffects.com
 wrote:
 LOL


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
 Sent: Thursday, July 25, 2013 10:56 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Future of Naiad

 No PR department has, in history, ever been able to prevent a cluster of
 twats from speculating wildly and working themselves into nerd-rage. If one
 was ever invented it would have to be either an armed force with right to
 extreme prejudice in applying force, or an act of God, or possibly both.

 This belongs on a plaque somewhere.

 Eric

 Freelance 

Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Ciaran Moloney
Maybe you're not getting the right ID to look up the strandpoints on?


On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 I thought that too, but it's not cutting it. :(

 The do stuff part doesn't get any StrandPosition data for the points
 without strands. (Tried both ID to Location  Point Index to Location.)



 On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney 
 moloney.cia...@gmail.comwrote:

 Point ID to location  get strand positions  do stuff  Set
 Self.Orientation



 Ciaran


 On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 Hey guys,

 Scratching my head over this...

 So, I have two sets of particles. One is emitted then a second particle
 is born (via Clone Point) and this one gets some strand stuff. This one
 follows the original's motion.

 I wanna align the first particle to the strands' tangent from the second
 particle. I got this working when it was all with one set of particle, but
 now that I separated them, I'm a little lost with the context.

 Getting self.StrandPosition to work out the tangents sets the context to
 per-point and so if I set any data it does it to that original point I read
 the StrandPosition from, therefore I end up affecting my strandy particles,
 not the original.

 Any idea how I can get the StrandPosition from the strandy particles and
 have it so when I set the Orientation I do so on the original first set of
 particles?

 Any help appreciated.
 Cheers,

-- Alan






Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Ciaran Moloney
I guess I don't understand the problemwhy not do just ID to Location 
strand positions ? It's quick and gives you the array you need right away.


On Wed, Jul 17, 2013 at 1:29 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 Hm somehow my first email didn't get through.
 The trick is to turn the per point data into arrays, use a lot of find in
 array nodes and to calculate the direction vector on the strand particles
 instead of trying to get the strand data from them and then calculating it
 on the other particles.
 Hope this helps.
 Here you can download the scene:
 https://leonard-koch.squarespace.com/s/SeparatingStrandsAndParticlesForAlan.scn
 And here is the image of the ice tree used in the scene





 On Wed, Jul 17, 2013 at 2:07 PM, Christian Keller chris3...@me.comwrote:

 If you clone the points clone the id into a new attribute, then you know
 which particle is the parent. And add a attribute that it's a clone. You
 can use that later to decide not to put orientation values on.
 Build a set from you tangent, whatever values and then you can select the
 corresponding value from that set.

 I'm not in front of a computer right now, but I'll have a quick look at
 it if you don't get it working.

 Chris


 --
 christian keller
 visual effects|direction

 m +49 179 69 36 248
 f +49 40 386 835 33
 chris3...@me.com

 gesendet von meinem iDing

 Am 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com:

 Maybe you're not getting the right ID to look up the strandpoints on?


 On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 I thought that too, but it's not cutting it. :(

 The do stuff part doesn't get any StrandPosition data for the points
 without strands. (Tried both ID to Location  Point Index to Location.)



 On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney 
 moloney.cia...@gmail.com wrote:

 Point ID to location  get strand positions  do stuff  Set
 Self.Orientation



 Ciaran


 On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.com
  wrote:

 Hey guys,

 Scratching my head over this...

 So, I have two sets of particles. One is emitted then a second
 particle is born (via Clone Point) and this one gets some strand stuff.
 This one follows the original's motion.

 I wanna align the first particle to the strands' tangent from the
 second particle. I got this working when it was all with one set of
 particle, but now that I separated them, I'm a little lost with the 
 context.

 Getting self.StrandPosition to work out the tangents sets the context
 to per-point and so if I set any data it does it to that original point I
 read the StrandPosition from, therefore I end up affecting my strandy
 particles, not the original.

 Any idea how I can get the StrandPosition from the strandy particles
 and have it so when I set the Orientation I do so on the original first 
 set
 of particles?

 Any help appreciated.
 Cheers,

-- Alan








Re: [SDK] Force ICE-Tree refresh

2013-07-17 Thread Ciaran Moloney
Did you try Desktop.RedrawUI() ?  Will probably want to have a OGL window
open somewhere...


Ciaran

On Mon, Jul 15, 2013 at 11:54 PM, Vincent Ullmann 
vincent.ullm...@googlemail.com wrote:

  @Sandy:
 Hmm... i kind a dont like the Mixer...  ;-)
 But i will give him a try tomorrow, for the caching

 @Alan:
 Yes, i tried a if-node and that worked, but it doesnt seemed like the best
 Solution. :-)
 Becouse i had to modify the tree.


 Image, you have a Brush-like-Custom-Tool, to modify Particle-Colors. In
 that Case you need interactive Feedback, and dont want to change to much.
 I tried commands like the ResetObject(), but i didnt worked





 Am 15.07.2013 23:14, schrieb Alan Fregtman:

 Putting in an If node and toggling the condition value couldn't force a
 refresh?



 On Mon, Jul 15, 2013 at 4:54 PM, Vincent Ullmann 
 vincent.ullm...@googlemail.com wrote:

 Hey List,

 Iam looking for a way to reset/reEvaluate a ICE-Tree.
 There are currently two examples were i need this.

 1.)
 I have a Render-Scene with some Point-Clouds reading a single
 icecache-file.
 When i change the icecache-file on the Disk, my PointCloud wont update,
 until i reOpen the Scene or change the Frame-Input on the Cache-on-File-Node

 2.)
 I startet to write a Custom-Tool, wich uses the nice new Feature in 2014
 to directly write ICE-Attributes. Everything is working write now. So i can
 change a Attribute via a Python_Script or Cpp-Tool, but the Changes are
 only visible if i somehow force an Update (eg. Change something else in my
 ICETree)

 I think this should be possible, but had no succes so far.






Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-16 Thread Ciaran Moloney
Point ID to location  get strand positions  do stuff  Set
Self.Orientation



Ciaran

On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Hey guys,

 Scratching my head over this...

 So, I have two sets of particles. One is emitted then a second particle is
 born (via Clone Point) and this one gets some strand stuff. This one
 follows the original's motion.

 I wanna align the first particle to the strands' tangent from the second
 particle. I got this working when it was all with one set of particle, but
 now that I separated them, I'm a little lost with the context.

 Getting self.StrandPosition to work out the tangents sets the context to
 per-point and so if I set any data it does it to that original point I read
 the StrandPosition from, therefore I end up affecting my strandy particles,
 not the original.

 Any idea how I can get the StrandPosition from the strandy particles and
 have it so when I set the Orientation I do so on the original first set of
 particles?

 Any help appreciated.
 Cheers,

-- Alan




Re: CurveLocation

2013-06-26 Thread Ciaran Moloney
What do you expect it to do?
The end result of using Curve Distance to Curve Location is the setting of
a data attribute (CurveLocation).
The compounds are pointing to Self because you can only set data on Self,
not any other object.



On Wed, Jun 26, 2013 at 2:10 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 So I think I know why this is such a problem. I tried what you recommended
 but to no avail. It turns out that *Curve Distance to Curve Location** *has
 several sub nodes pointing to self. I was attempting to apply something
 other than self to the tool. As a result the values I was trying to acquire
 were being misdirected to another node and second the node just wasn’t
 designed to behave the way I expected it to.

 Thanks

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller
 *Sent:* Wednesday, June 26, 2013 2:42 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: CurveLocation

 ** **

 From the docs:

 ** **

 *Curve Distance to Curve Location*

 Converts a distance along a geometric curve to a location. The location is
 stored as a custom attribute called CurveLocation by default, which you can
 get with a Get Data node. You can look up data at the location by plugging
 it into the Source port of another Get Data node. 

 ** **

 ** **

 So, you feed a distance value into Curve Distance to Location and plug it
 into the root. Then in a later branch, you get Self.CurveLocation and do
 something with it, e.g., look up PointPosition, Tangent, or something else.
 

 ** **

 gray

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Matt Lind
 *Sent:* Wednesday, June 26, 2013 2:32 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: CurveLocation

 ** **

 You could say that about most of the ICE documentation and portions of the
 SDK for that matter.

 ** **

 I would imagine by its label that “CurveLocation” is a “location” on a
 curve.   So look up the attributes available for a location and there’s
 your answer.  A little trial and error can answer the question too.  Do a
 GetData on the CurveLocation attribute and see what you can pull out of it.
 

 ** **

 ** **

 ** **

 Matt

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES]

 *Sent:* Wednesday, June 26, 2013 11:28 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: CurveLocation

 ** **

 I’m less interested in altering it than understanding exactly what it
 does. Docs for “Curve Distance to Curve Location” for example, say a
 reference can be used to prevent this kind of conflict. The problem is,
 there’s absolutely nothing in the docs to tell you what the output is or
 how to use this output correctly.  

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Matt Lind

 *Sent:* Wednesday, June 26, 2013 2:16 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: CurveLocation

 ** **

 Although you can use it, I think that’s their way of saying, “do not
 touch” because if multiple compounds all tap into the same resource you’ll
 end up with confusion and unexpected results.

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES]

 *Sent:* Wednesday, June 26, 2013 11:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* CurveLocation

 ** **

 ** **

 Can someone please explain how the attribute .CurveLocation works in ICE?*
 ***

 ** **

 All I get in the docs is

 ** **

 *“Custom attribute that is used internally by some of the factory
 compounds.”*

 * *

 *Thanks*

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

Re: Persistent objects ids

2013-06-04 Thread Ciaran Moloney
Looks like it'll keep the same GUID as when exported as long as it's unique
in the scene. If you have two references of a refmodel in a scene, the
contents of the second model will get new GUIDs.


On Tue, Jun 4, 2013 at 5:41 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 How about with refmodels? I know ObjectID sometimes changes with
 refmodels. Does this ObjectGUID suffer the same fate?



 On Tue, Jun 4, 2013 at 11:52 AM, Ciaran Moloney 
 moloney.cia...@gmail.comwrote:

 Hi,
 did you try XSIUtils.DataRepository.GetIdentifier() passing the
 siObjectGUID argument?
 I've used this to keep track of ICE nodes without relying on name
 strings. It's persistent between sessions and is preserved when models are
 exported.
 Works like a charm.
 The only problem is that it's possibly a bit tricky to get a pointer back
 to the object, since you need to know what you're looking for. I use 
 Application.FindObjects()
 to get a collection of objects of this class, then check for the ObjectGUID
 I'm looking for.

 Ciaran


 On Tue, Jun 4, 2013 at 12:49 PM, Michal Doniec doni...@gmail.com wrote:

 Hi,

 Is there any obvious way I am missing which would allow me to identify
 objects in the scene, but not by name?
 Something like ObjectID, but persistent between scene saves and loads. I
 can generate UUID or something similar using ObjectAdded event and store
 custom property but I'd rather avoid it.

 I want to be able to track objects regardless if they were renamed or
 not.

 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec






Re: Persistent objects ids

2013-06-04 Thread Ciaran Moloney
Yes, you're right...I can reproduce a change of ID when deleting an object
and re-opening a scene. However, I would not dismiss the object GUID, which
appears to persists between sessions despite the change in the object ID
value. In the below snippet the sphere object changed ID but not GUID.

# Name: cylinder
# ID: 114
# GUID: {090F2A9A-D1FC-4112-ACC5-9345BEB48954}
#
# Name: disc
# ID: 92
# GUID: {D03EF191-3962-4540-929D-F5438CE59D79}
#
# Name: torus1
# ID: 68
# GUID: {1AC14CC7-1175-4E30-9CDD-BC0C0C1DE6EA}
#
# Name: sphere
# ID: 80
# GUID: {CC63558A-D5A3-4F55-8621-6D428FE2743A}
# 

# Delete cylinder, save and re-open scene

# Name: disc
# ID: 92
# GUID: {D03EF191-3962-4540-929D-F5438CE59D79}
#
# Name: torus1
# ID: 69
# GUID: {1AC14CC7-1175-4E30-9CDD-BC0C0C1DE6EA}
#
# Name: sphere
# ID: 99
# GUID: {CC63558A-D5A3-4F55-8621-6D428FE2743A}
#
# 




On Tue, Jun 4, 2013 at 6:38 PM, Matt Lind ml...@carbinestudios.com wrote:

 This is not safe between sessions as IDs are dynamically generated and
 assigned in the order objects were created in the scene.  If an older
 object is deleted and the scene reopened, everything after it will have a
 new ID.

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
 *Sent:* Tuesday, June 04, 2013 8:52 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Persistent objects ids

 ** **

 Hi,

 did you try XSIUtils.DataRepository.GetIdentifier() passing the
 siObjectGUID argument?

 I've used this to keep track of ICE nodes without relying on name strings.
 It's persistent between sessions and is preserved when models are exported.
 

 Works like a charm.

 The only problem is that it's possibly a bit tricky to get a pointer back
 to the object, since you need to know what you're looking for. I use 
 Application.FindObjects()
 to get a collection of objects of this class, then check for the ObjectGUID
 I'm looking for.

 ** **

 Ciaran

 ** **

 ** **

 On Tue, Jun 4, 2013 at 12:49 PM, Michal Doniec doni...@gmail.com wrote:*
 ***

 Hi,

 ** **

 Is there any obvious way I am missing which would allow me to identify
 objects in the scene, but not by name?

 Something like ObjectID, but persistent between scene saves and loads. I
 can generate UUID or something similar using ObjectAdded event and store
 custom property but I'd rather avoid it.

 ** **

 I want to be able to track objects regardless if they were renamed or not.
 

 ** **

 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec 

 ** **



Re: Persistent objects ids

2013-06-04 Thread Ciaran Moloney
So, if the GUID isn't unique, that's a pretty lousy algorithm
Luckily, I haven't observed that so far.

Ciaran

On Tue, Jun 4, 2013 at 11:57 PM, Matt Lind ml...@carbinestudios.com wrote:

 Object GUID is persistent, but not granular enough.  I’ve run into cases
 where multiple items get the same GUID.   Same goes for CLSID.

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
 *Sent:* Tuesday, June 04, 2013 3:55 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Persistent objects ids

 ** **

 Yes, you're right...I can reproduce a change of ID when deleting an object
 and re-opening a scene. However, I would not dismiss the object GUID, which
 appears to persists between sessions despite the change in the object ID
 value. In the below snippet the sphere object changed ID but not GUID.

 ** **

 # Name: cylinder

 # ID: 114

 # GUID: {090F2A9A-D1FC-4112-ACC5-9345BEB48954}

 #

 # Name: disc

 # ID: 92

 # GUID: {D03EF191-3962-4540-929D-F5438CE59D79}

 #

 # Name: torus1

 # ID: 68

 # GUID: {1AC14CC7-1175-4E30-9CDD-BC0C0C1DE6EA}

 #

 # Name: sphere

 # ID: 80

 # GUID: {CC63558A-D5A3-4F55-8621-6D428FE2743A}

 # 

 ** **

 # Delete cylinder, save and re-open scene 

 ** **

 # Name: disc

 # ID: 92

 # GUID: {D03EF191-3962-4540-929D-F5438CE59D79}

 #

 # Name: torus1

 # ID: 69

 # GUID: {1AC14CC7-1175-4E30-9CDD-BC0C0C1DE6EA}

 #

 # Name: sphere

 # ID: 99

 # GUID: {CC63558A-D5A3-4F55-8621-6D428FE2743A}

 #

 # 

 ** **

 ** **

  

 On Tue, Jun 4, 2013 at 6:38 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 This is not safe between sessions as IDs are dynamically generated and
 assigned in the order objects were created in the scene.  If an older
 object is deleted and the scene reopened, everything after it will have a
 new ID.

  

 Matt

  

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
 *Sent:* Tuesday, June 04, 2013 8:52 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Persistent objects ids

  

 Hi,

 did you try XSIUtils.DataRepository.GetIdentifier() passing the
 siObjectGUID argument?

 I've used this to keep track of ICE nodes without relying on name strings.
 It's persistent between sessions and is preserved when models are exported.
 

 Works like a charm.

 The only problem is that it's possibly a bit tricky to get a pointer back
 to the object, since you need to know what you're looking for. I use 
 Application.FindObjects()
 to get a collection of objects of this class, then check for the ObjectGUID
 I'm looking for.

  

 Ciaran

  

  

 On Tue, Jun 4, 2013 at 12:49 PM, Michal Doniec doni...@gmail.com wrote:*
 ***

 Hi,

  

 Is there any obvious way I am missing which would allow me to identify
 objects in the scene, but not by name?

 Something like ObjectID, but persistent between scene saves and loads. I
 can generate UUID or something similar using ObjectAdded event and store
 custom property but I'd rather avoid it.

  

 I want to be able to track objects regardless if they were renamed or not.
 

  

 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec 

  

 ** **



Re: Persistent objects ids

2013-06-04 Thread Ciaran Moloney
Yeah, I figured as much.
Not that I doubt Matt's observations, but it would be nice to have some
official word on the reliability of this method - unique ID's are a request
that come up all the time.
In the mean time I'll proceed with caution, since it's the simplest general
purpose solution.

Ciaran

On Wed, Jun 5, 2013 at 12:35 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 I doubt it's an issue with GUID at an algorithmic level, if two identical
 GUID could be produced by the same person on the same project, and
 therefore the conflict noticed, the windows world would be in very deep
 S*** :)
 Identical GUIDs on one platform should be centuries apart.

 It's more likely a case of generation/re-use on Soft's side, either
 intentional for non-obvious reasons or a bug.


 On Wed, Jun 5, 2013 at 9:00 AM, Ciaran Moloney 
 moloney.cia...@gmail.comwrote:

 So, if the GUID isn't unique, that's a pretty lousy algorithm
 Luckily, I haven't observed that so far.

 Ciaran


 On Tue, Jun 4, 2013 at 11:57 PM, Matt Lind ml...@carbinestudios.comwrote:

 Object GUID is persistent, but not granular enough.  I’ve run into cases
 where multiple items get the same GUID.   Same goes for CLSID.

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
 *Sent:* Tuesday, June 04, 2013 3:55 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Persistent objects ids

 ** **

 Yes, you're right...I can reproduce a change of ID when deleting an
 object and re-opening a scene. However, I would not dismiss the object
 GUID, which appears to persists between sessions despite the change in the
 object ID value. In the below snippet the sphere object changed ID but not
 GUID.

 ** **

 # Name: cylinder

 # ID: 114

 # GUID: {090F2A9A-D1FC-4112-ACC5-9345BEB48954}

 #

 # Name: disc

 # ID: 92

 # GUID: {D03EF191-3962-4540-929D-F5438CE59D79}

 #

 # Name: torus1

 # ID: 68

 # GUID: {1AC14CC7-1175-4E30-9CDD-BC0C0C1DE6EA}

 #

 # Name: sphere

 # ID: 80

 # GUID: {CC63558A-D5A3-4F55-8621-6D428FE2743A}

 # 

 ** **

 # Delete cylinder, save and re-open scene 

 ** **

 # Name: disc

 # ID: 92

 # GUID: {D03EF191-3962-4540-929D-F5438CE59D79}

 #

 # Name: torus1

 # ID: 69

 # GUID: {1AC14CC7-1175-4E30-9CDD-BC0C0C1DE6EA}

 #

 # Name: sphere

 # ID: 99

 # GUID: {CC63558A-D5A3-4F55-8621-6D428FE2743A}

 #

 # 

 ** **

 ** **

  

 On Tue, Jun 4, 2013 at 6:38 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 This is not safe between sessions as IDs are dynamically generated and
 assigned in the order objects were created in the scene.  If an older
 object is deleted and the scene reopened, everything after it will have a
 new ID.

  

 Matt

  

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
 *Sent:* Tuesday, June 04, 2013 8:52 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Persistent objects ids

  

 Hi,

 did you try XSIUtils.DataRepository.GetIdentifier() passing the
 siObjectGUID argument?

 I've used this to keep track of ICE nodes without relying on name
 strings. It's persistent between sessions and is preserved when models are
 exported. 

 Works like a charm.

 The only problem is that it's possibly a bit tricky to get a pointer
 back to the object, since you need to know what you're looking for. I use 
 Application.FindObjects()
 to get a collection of objects of this class, then check for the ObjectGUID
 I'm looking for.

  

 Ciaran

  

  

 On Tue, Jun 4, 2013 at 12:49 PM, Michal Doniec doni...@gmail.com
 wrote:

 Hi,

  

 Is there any obvious way I am missing which would allow me to identify
 objects in the scene, but not by name?

 Something like ObjectID, but persistent between scene saves and loads. I
 can generate UUID or something similar using ObjectAdded event and store
 custom property but I'd rather avoid it.

  

 I want to be able to track objects regardless if they were renamed or
 not.

  

 --
 --
 Michal
 http://uk.linkedin.com/in/mdoniec 

  

 ** **





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: 3delight for softimage 4.0 preview

2013-05-29 Thread Ciaran Moloney
On Wed, May 29, 2013 at 4:58 PM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 They offer a free dual-core license too, which I think is pretty cool
 rather than having watermarks or size limitations.  (though the wonky
 licensing scheme still seems unnecessary)


I wouldn't say the licensing is wonky. It's basically just a discount if
you're running on a machine with 4 or less cores.


Re: 3delight for softimage 4.0 preview

2013-05-28 Thread Ciaran Moloney
True, it originated as a REYES renderer, but now it may be better thought
of as a hybrid renderer taking advantage of both techniques when needed.

I like working with Arnold too, but I don't think fast renders are one of
its strongest selling points.

Ciaran

On Tue, May 28, 2013 at 4:48 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 I haven't tried 3Delight, but Arnold is **way** too good. My gut feeling
 is Arnie is probably faster overall.

 That said, they're entirely different rendering architectures so it's not
 fair to compare. 3Delight is (as I understand it) renderman-compliant which
 implies they probably use the Reyes rendering model:
 http://en.wikipedia.org/wiki/Reyes_rendering
 whereas Arnold is not a reyes renderer, but a superoptimized hardcore
 raytracer:
 http://en.wikipedia.org/wiki/Ray_tracing_(graphics)

 It would be more fair to compare 3Delight against Pixar's Renderman, and
 Arnold against mentalray, than Arnold to 3Delight or Renderman to mentalray.

 Just my $0.02, :p

-- Alan



 On Tue, May 28, 2013 at 11:28 AM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 That entirely depends on the use-case.
 Arnold is in faster most raycasting situations, but 3Delight will be
 faster for for example motion graphics or character animations with
 unrealistic shading.
  And even then it can very much depend on the complexity of the scene and
 on of what kind that complexity is.
 Then there is also the aspect of artist time spent to get to that
 render-time, which - depending on how easy it is to get from the default
 state to the final render state - can wildly differ in between the
 different renderers and shots.
 The speed of a renderer in a production is a very complex metric and
 can't really be summarized into a simple statement like Arnold is faster
 than 3Delight.


 On Tue, May 28, 2013 at 4:19 PM, Christopher 
 christop...@thecreativesheep.ca wrote:

 Is it as fast as Arnold :) ?


 Morten Bartholdy wrote:

  Looks interesting Greg. Two questions:

  1. What is your hardware setup ?

  2. Could you upload it in higher resolution so we can read the menus?


MB




 Den 28. maj 2013 kl. 15:37 skrev Gregory Ducatel 
 gduca...@gmail.comgduca...@gmail.com:


  Hi Guys,

 In case you did not had a chance to look into the next version of 3dfs,
 here is a little test I did.

  http://vimeo.com/66105781

 Cheers,

 Greg









Re: 3delight for softimage 4.0 preview

2013-05-28 Thread Ciaran Moloney
Great! Looking forward to it.


Ciaran

On Tue, May 28, 2013 at 6:15 PM, Aghiles Kheffache aghil...@gmail.comwrote:

 Hello Ciaran,

 Next release of 3Delight for Sotimage is a path-tracer. REYES is optional.
 (You can select one or the other).

 The path-tracer introduces some novel sampling techniques, such as nice
 sampling across multiple bounces, high quality environment sampling (no
 need to blur your maps) and of course fast render region re-rending (for
 now only light, camera and material edits), …

 Regarding performance : some of you will be surprised. ;)

 --
 Aghiles
 www.3delight.com



 On 2013-05-28, at 12:33 PM, Ciaran Moloney moloney.cia...@gmail.com
 wrote:

 True, it originated as a REYES renderer, but now it may be better thought
 of as a hybrid renderer taking advantage of both techniques when needed.

 I like working with Arnold too, but I don't think fast renders are one of
 its strongest selling points.

 Ciaran

 On Tue, May 28, 2013 at 4:48 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 I haven't tried 3Delight, but Arnold is **way** too good. My gut feeling
 is Arnie is probably faster overall.

 That said, they're entirely different rendering architectures so it's not
 fair to compare. 3Delight is (as I understand it) renderman-compliant which
 implies they probably use the Reyes rendering model:
 http://en.wikipedia.org/wiki/Reyes_rendering
 whereas Arnold is not a reyes renderer, but a superoptimized hardcore
 raytracer:
 http://en.wikipedia.org/wiki/Ray_tracing_(graphics)

 It would be more fair to compare 3Delight against Pixar's Renderman, and
 Arnold against mentalray, than Arnold to 3Delight or Renderman to mentalray.

 Just my $0.02, :p

-- Alan



 On Tue, May 28, 2013 at 11:28 AM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 That entirely depends on the use-case.
 Arnold is in faster most raycasting situations, but 3Delight will be
 faster for for example motion graphics or character animations with
 unrealistic shading.
  And even then it can very much depend on the complexity of the scene
 and on of what kind that complexity is.
 Then there is also the aspect of artist time spent to get to that
 render-time, which - depending on how easy it is to get from the default
 state to the final render state - can wildly differ in between the
 different renderers and shots.
 The speed of a renderer in a production is a very complex metric and
 can't really be summarized into a simple statement like Arnold is faster
 than 3Delight.


 On Tue, May 28, 2013 at 4:19 PM, Christopher 
 christop...@thecreativesheep.ca wrote:

 Is it as fast as Arnold :) ?


 Morten Bartholdy wrote:

 Looks interesting Greg. Two questions:
  1. What is your hardware setup ?
  2. Could you upload it in higher resolution so we can read the menus?

   MB



 Den 28. maj 2013 kl. 15:37 skrev Gregory Ducatel 
 gduca...@gmail.comgduca...@gmail.com:


  Hi Guys,

 In case you did not had a chance to look into the next version of 3dfs,
 here is a little test I did.

  http://vimeo.com/66105781

 Cheers,

 Greg











Re: ICE - Record Variable in Array for every frame

2013-05-24 Thread Ciaran Moloney
You can also use the push node.


On Fri, May 24, 2013 at 3:14 PM, Matthew Graves mattg1...@gmail.com wrote:

 No problem I have included an image of the setup. the scalar number is
 what you are adding and SomeArray is the array you want to put the value
 in. In the setup shown the new value is added to the bottom of the list
 each frame. If you swap the get data and the value it will be added at the
 top.
 This must be done in a simulated ice tree to work.
 [image: Inline image 1]
 this is a setup i use quite often.
 Matt


 On Fri, May 24, 2013 at 2:46 PM, Kostas Strevlos kst...@gmail.com wrote:

 Hi Matt thanks for the reply! From your description it seems that this is
 what I am after. I am interested about the simulated version for now. The
 only part that I am not quite sure how to do is the set it each frame.
 Because as far as remember I used a build array node but it did not keep
 the value for each frame but rather replaced it. So I was left with only
 one value, the current one. Is it possible to explain that part a little
 bit more.

 Thanks

 Kostas


 On 24 May 2013 13:17, Matthew Graves mattg1...@gmail.com wrote:

 Hi. If you are using a simulated ICE tree you can get an array add the
 new data to it using the build array node and then set it each frame. this
 will build a list of lengths upto the current frame. or if its not
 simulated u can build an array of size=no. of frames and populate it with
 the lengths from each frame.
  is this what you are looking for?
 Matt




image.jpeg

Re: custom ICENode - questions and request for example source code

2013-05-14 Thread Ciaran Moloney
I'm sorta , kinda sure that's a dead end for a custom node. You might be
better off optimizing your ICE tree. It doesn't sound like such a complex
problem, care to share?


On Wed, May 15, 2013 at 2:41 AM, Matt Lind ml...@carbinestudios.com wrote:

 I’ve been looking at the ICE SDK as a start to the process of writing
 custom ICE Nodes in C++.  I need to write topology generators, modifiers
 and deformation nodes.  So far all the source code I’ve seen supplied with
 Softimage only deal with particle clouds or primitive data such as
 converting integers to scalars.  Does anybody have source code for working
 with the Softimage SDK inside an ICE Node to modify
 topology/geometry?.or Kinematics?   Example:  creating a polygon mesh
 from scratch, adding/removing subcomponents, dealing with clusters, etc…  I
 ask this partly because the ICE SDK docs say to not use the object
 model….which leads to the question – how do I do anything?

 ** **

 ** **

 ** **

 ** **

 While also browsing the SDK docs, I saw in the ‘limitations’ section that
 custom ICE Nodes cannot define reference, location, or execute ports.
 Since I am very interested in working with locations, does this mean I
 cannot do queries for locations from inside the ICE Node?  Or does it only
 mean I cannot send/receive locations from other ICE nodes?

 ** **

 Example:

 ** **

 I need to write an ICE Node which takes a polygon mesh and 2 NURBS
 Surfaces as inputs, and whose output is the deformation of a 2nd polygon
 mesh.  To accomplish this feat requires the use of point Locators to map
 the relationship between the first polygon mesh’s points relative to the
 first surface, then re-interpret that information to deform the points of
 the 2nd polygon mesh in relation to the 2nd surface.  You can assume the
 two polygon meshes and two surfaces have identical topology.  I need to
 write this as a custom ICE node because it is prohibitively expensive to
 use the factory nodes (too many nodes/workarounds required leading to
 severe performance degradation).

 ** **

 I’d like to be able to do a point locator query from inside the custom ICE
 node for performance (and convenience) reasons.  Sample code would be a big
 help.

 ** **

 ** **

 Anybody?

 ** **

 ** **

 Matt

 ** **

 ** **



Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Ciaran Moloney
Yeah, in your example scene, you've created a texture projection on your
copy geometry and you're attempting to write the UVs that. Forget about
using standard texture projections with ICE topo - just store UV data in a
custom vector ICE attribute. Of course, you'll have to modify your exporter
to pull the data from ICE not from a cluster property.



On Thu, May 9, 2013 at 11:54 PM, Steven Caron car...@gmail.com wrote:

 create copies from mesh uses an ice attribute called 'Texture_Projection'
 it doesn't set the uvs of a cluster property directly. you want to get the
 ice attribute and you will probably be good.


 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d


 On Thu, May 9, 2013 at 3:01 PM, Eric Cosky e...@cosky.com wrote:

 Makes sense. I’d have hoped the results of the “Create Copies from
 Polygon Mesh” node wouldn’t be subject to that kind of logic though. For
 example, here’s the tree I am using in my scene:
 https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png
 

 ** **

 I’m not much of an ICE guy, but I don’t see how to hook in a log values
 node without digging deep into the Create Copies node.

 ** **

 The other thing is, it does have the correct UVs if I render it, just not
 at the time of export (but not consistently.. which is stranger than never
 having the right uvs). This leads me to believe I am not requesting the
 data correctly, somehow. I’m just using a geometry accessor, the
 ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is
 giving me the raw, unprocessed pre-ice UV data and I need to look somewhere
 else for the final result. That wouldn’t explain why one model has the
 right data and the other doesn’t, but maybe that could be a different kind
 of issue.. who knows. 

 ** **

 Thanks for the suggestions/comments

 ** **

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Thursday, May 09, 2013 12:52 PM
 *To:* XSI Mailing List

 *Subject:* Re: Looking for exporting tips with ICE topology - SI2014

 ** **

 The aggressive optimization problem is that ICE won't evaluate chunks
 of a tree if it doesn't feel you are genuinely using it.

 ** **

 So if I make some crazy math and store an attribute, if I don't use the
 attribute anywhere, it actual doesn't really exist and its tree won't
 evaluate fully. Show Values forces it to eval, as it needs this to
 display the values.

 ** **

 ** **

 On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote:

 I’m not familiar with the ice optimization problem but it sounds like a
 reasonable explanation for what I’m seeing. Thanks for the suggestion.***
 *

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
 *Sent:* Thursday, May 09, 2013 12:12 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Looking for exporting tips with ICE topology - SI2014

  

 Probably hitting the ice optimization problem? Make sure your UVs are
 correctly set by putting a log values just before your set data node.

  

 2013/5/9 Eric Cosky e...@cosky.com

 Hi,



 I've recently started using ICE modeling to help with some low poly models
 with tiny textures. The general idea is to make very small components, set
 up the UVs as needed, then make a larger model that is composed of many
 copies of the component. I like this approach because it lets me adjust
 pieces after they have been put into place, including the texture
 projections which will be propagated at any time in the future when the
 original model changes unlike how clone seems to work. With the low
 poly/low
 res textures, it's not always obvious what the best look is going to be
 until it's all together so being able to edit everything including texture
 projections is pretty helpful to the workflow. Here's an example:
 https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the
 ring
 is made of the two parts shown in front, and it's using just a fraction
 of a
 128x128 texture. If anyone is interested in looking at the scene, it's
 here:
 https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip





 The modeling technique generally works as expected, but I am finding that
 the UVs are not reliably available in the final ice model during export.
 For
 instance, the inner ring was exporting the UVs correctly, but not the
 outer
 - all UVs on the outer were the same (I think [0,1], possibly the original
 projection values which ICE was supposed to override). The exporter is
 written in C++ and works correctly for exporting UVs on normal models, but
 it seems like I have to freeze the modeling to get the 

Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Ciaran Moloney
In ICE, you can pull an attribute from a node context and write it back to
a UV property, but I wouldn't exactly say it's  a stable or recommended
workflow. Honestly, updating your exporter would be simpler, but in that
case you almost certainly will encounter the previously mentioned aggresive
ICE optimizations...


On Fri, May 10, 2013 at 12:08 AM, Eric Cosky e...@cosky.com wrote:

 Thanks! That’s very helpful. I suppose it’s probably possible to add some
 nodes to push the attributes into the cluster so the exporter will see the
 final results..? I’m not sure what the limits are there with respect to ICE
 working with UVs like this. While I’d hoped to not have to specialize the
 ice tree, if this is a valid option it might be easier/simpler to do this
 than modify the exporter to look for the ice attributes. 

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron
 *Sent:* Thursday, May 09, 2013 3:55 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Looking for exporting tips with ICE topology - SI2014

 ** **

 create copies from mesh uses an ice attribute called 'Texture_Projection'
 it doesn't set the uvs of a cluster property directly. you want to get the
 ice attribute and you will probably be good.

 ** **


 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d
 

 ** **

 On Thu, May 9, 2013 at 3:01 PM, Eric Cosky e...@cosky.com wrote:

 Makes sense. I’d have hoped the results of the “Create Copies from Polygon
 Mesh” node wouldn’t be subject to that kind of logic though. For example,
 here’s the tree I am using in my scene:
 https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png
 

  

 I’m not much of an ICE guy, but I don’t see how to hook in a log values
 node without digging deep into the Create Copies node.

  

 The other thing is, it does have the correct UVs if I render it, just not
 at the time of export (but not consistently.. which is stranger than never
 having the right uvs). This leads me to believe I am not requesting the
 data correctly, somehow. I’m just using a geometry accessor, the
 ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is
 giving me the raw, unprocessed pre-ice UV data and I need to look somewhere
 else for the final result. That wouldn’t explain why one model has the
 right data and the other doesn’t, but maybe that could be a different kind
 of issue.. who knows. 

  

 Thanks for the suggestions/comments

  

  

  

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Thursday, May 09, 2013 12:52 PM
 *To:* XSI Mailing List


 *Subject:* Re: Looking for exporting tips with ICE topology - SI2014

  

 The aggressive optimization problem is that ICE won't evaluate chunks of
 a tree if it doesn't feel you are genuinely using it.

  

 So if I make some crazy math and store an attribute, if I don't use the
 attribute anywhere, it actual doesn't really exist and its tree won't
 evaluate fully. Show Values forces it to eval, as it needs this to
 display the values.

  

  

 On Thu, May 9, 2013 at 3:17 PM, Eric Cosky e...@cosky.com wrote:

 I’m not familiar with the ice optimization problem but it sounds like a
 reasonable explanation for what I’m seeing. Thanks for the suggestion.

  

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
 *Sent:* Thursday, May 09, 2013 12:12 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Looking for exporting tips with ICE topology - SI2014

  

 Probably hitting the ice optimization problem? Make sure your UVs are
 correctly set by putting a log values just before your set data node.

  

 2013/5/9 Eric Cosky e...@cosky.com

 Hi,



 I've recently started using ICE modeling to help with some low poly models
 with tiny textures. The general idea is to make very small components, set
 up the UVs as needed, then make a larger model that is composed of many
 copies of the component. I like this approach because it lets me adjust
 pieces after they have been put into place, including the texture
 projections which will be propagated at any time in the future when the
 original model changes unlike how clone seems to work. With the low
 poly/low
 res textures, it's not always obvious what the best look is going to be
 until it's all together so being able to edit everything including texture
 projections is pretty helpful to the workflow. Here's an example:
 https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
 is made 

Re: Test inside geometry failing

2013-05-08 Thread Ciaran Moloney
Cool!
I always wanted to add the ray intersect test to make this thing more
robust, but have long since run out of energy...

Ciaran

On Wed, May 8, 2013 at 1:14 AM, Eric Thivierge ethivie...@hybride.comwrote:

  Thanks guys,

 Ciaran, your addon actually works exceptionally well in my case. The
 slider for the Override_test_distance gets rid of the errant areas very
 very well. Not to mention generating this particle cloud is super fast now.
 You've saved me some late night work today. :)

 I did try to roll my own but was still getting the unwanted areas. The
 tips on how to build it are appreciated as it may help in future cases.

 Cheers,


 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies


 On 07/05/2013 7:23 PM, Ciaran Moloney wrote:

 IIRC implementing the ray intersect technique is problematic in ICE, since
 the raycast node only returns the first intersection. You'd have to
 manually shoot subsequent rays after every hit.



 On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

   You could write/wire the test yourself.
  Point inside hull is fairly trivial outside of fringe cases, shoot a ray
 in any direction, if it intersects an odd number of times, it's outside,
 even, it's inside.
 You might want multiple rays and take the median of the result, or work
 conservatively and flag it even if just one tests true.

  You can further refine this with a force field approach, run a distance
 from hull (closest location on geo), and if the point is close enough to a
 location with a normal facing away from its distance vector remove it, and
 remove anything within a certain threshold (very close) indiscriminately.

  Testing against denser geometry also helps, even if it's more expensive,
 sparse and variedly populated topology tends to introduce more room for
 error.
  Lastly, a triangulated mesh, especially if you have a certain degree of
 dis-planarity in your geo on large enough areas, will also improve things
 in my experience.



 On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge ethivie...@hybride.comwrote:

 Anyone notice how many times this just doesn't work correctly? Even
 toggling the Closed volume inside often doesn't give the correct results as
 well...

 I have a voxel setup with particles and testing inside a geometry to
 keep the ones that are within, works, however there are many points still
 outside the geo that remain and aren't deleted. The ones left outside
 changes each frame as well.

 Anyone have any sure fire methods / workarounds that don't involve
 having helper nulls to delete the remaining ones outside?

 --
 Eric Thivierge
 ===
 Character TD / RnD
 Hybride Technologies





  --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!






Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-08 Thread Ciaran Moloney
Also there's now way to be sure which of the open ICE trees the user wants
to place a new node into. PITA.

On Mon, Apr 8, 2013 at 10:45 AM, Stefan Kubicek s...@tidbit-images.comwrote:

 also, we can't even get decent SDK functionality for the views so we can
 create this ourselves.


 Right, that's the biggest problem for implementing any quick-search
 utility atm.
 All quick-search functionality (or menus for favorite nodes, as in the
 Qmenu implementation) is mostly futile once you need to add nodes to a
 dense ICE tree since there is no exposed functionality in the SDK to place
 them at some distinct location or view coordinate  - they simply get
 dropped where ever Soft thinks is enough space to avoid node overlapping in
 the tree, and that can be way off screen. All the precious time saved to
 create the node quickly goes to waste searching for it in the tree after
 creation. I added a feature req early during the 2014 beta for that
 (basically suggesting to mimicing the Schematic View SDK functionality in
 this respect) the but it didn't make it into the initial release, and I
 don't have high hopes it will make it into SP1 either.
 I even wrote to Chris directly about this very issue (sorry Chris, I know
 I can be a PITA sometimes),
 but got no response, maybe because it was just before the official
 announcement of 2014 and everybody was busy.

 Good things come to those who wait too I guess, just a little later...


 --
 --**-
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: New ww.Lagoa.com

2013-04-05 Thread Ciaran Moloney

 The days of sending your work to the render farm  then playing ping-pong
 for a while are pretty much over.


I too think the new Lagoa tech is really promising, but this is just about
the silliest thing I've heard all day. Still, it's early


Re: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Ciaran Moloney
I don't think it's all sweetness and light in Houdini land. It's a bug-fest
just like all of these other software. And just like everybody else, users
get cranky about bugs or features that have been on the list for years.
Clearly there's way more positivity to every release than most every other
DCC, reflecting that development has its priorities straight. So yeah, they
definitely have less gripes - they get daily builds FFS! (and to be fair
they pay for it...)


Ciaran


On Fri, Mar 15, 2013 at 12:01 PM, Adam Seeley adam_see...@yahoo.com wrote:

 Hi,

 Just wondering for those people who have a foot each in the AD camp  the
 Houdini camp. are the Houdini crowd a bunch of happy campers or do they
 have the same amount of gripes?

 Adam


 --
 Freelance Softimage Generalist
 http://www.linkedin.com/profile/view?id=21162305
  https://vimeo.com/album/2280465



   --
 *From:* Emilio Hernandez emi...@e-roja.com
 *To:* softimage@listproc.autodesk.com
 *Sent:* Thursday, 14 March 2013, 18:24

 *Subject:* Re: 2014 New feature list... minor corrections list... you
 decide

 Well that sure is something people using Houdini appreciate and we using
 AD products regret.   Perhaps updates are so Top Secret that AD doesn't
 want other software companies to see what's coming up...   More of the
 same.  In the meantime we can only hope that NEW IMPROVEMENTS  to Softimage
 are coming.  Something like now you can have in Maya the Softimage color
 scheme and vs., ...

 But for some small things actually the way Softimage is now with the
 participation of Exocortex, Eric Mootz, and the other addons that are
 coming out, I think that there is not too much to improve...


 2013/3/14 Mário Domingos mdomingos.p...@gmail.com

 This is an example of a proper software update.


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2447Itemid=360

 Mário Domingos

 www.mariodomingos.com


 Sent from my super iPhone


 On 14/03/2013, at 17:10, Doeke Wartena clankil...@gmail.com wrote:

 I would like if you can see the size of objects so it's easier to make
 models for 3d printing.

 2013/3/14 Francois Lord flordli...@gmail.com

 +1


 On 14/03/2013 09:45, Eric Lampi wrote:

 Guys,

 Don't you think it's better to just wait for the list to be released
 before getting too worked up over it?






 --






Re: Maya realtime viewport

2013-03-13 Thread Ciaran Moloney
But, the HQV can support any renderer not just MRay, provided there are
shaders available. I don't see how they could reasonably be expected to
have out of the box support for 3rd party shaders that don't come bundled
with the package...

On Wed, Mar 13, 2013 at 12:36 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 HQV supporting only mray.. that limits a lot of people from using it right
 from start as a LOT of them moved as far as ossible from MRay.. fact..



Re: SI 2014 sneak peek

2013-02-28 Thread Ciaran Moloney
I've yet to work in a studio that had their own sequencer...I guess they
weren't established?

On Thu, Feb 28, 2013 at 6:16 AM, joshxsi josh...@gmail.com wrote:

 Any established studio probably already has one of these, so is this
 Autodesk's attempt to make starting up a new studio easier as previous ones
 close down?


 On Thu, Feb 28, 2013 at 5:07 PM, Chris Chia chris.c...@autodesk.comwrote:

 +1
 Camera Sequencer makes life easier for pre-viz or studio who does a lot
 of animatic and film adjustments.

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
 Sent: Thursday, February 28, 2013 1:38 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: SI 2014 sneak peek

 Practically anybody who's not working with edits where each shot is a
 sequence on its own wishes they had one, or had to write one.
 Handles have nothing to do with it, multishot workflow is about
 inter-shot consistency.

 We had to invest considerable amounts of time here for the multishot
 workflow, and it's one of the biggest improvements previz and layout have
 seen across the board ever, AND rather important for final animation as
 well whenever you have matching.

 If you never had to have geographical consistency in a sequence across
 camera cuts, good on you, a lot of people out there struggle with that day
 in and day out.
 On Thu, Feb 28, 2013 at 4:22 PM, Sylvain lebeau s...@shedmtl.commailto:
 s...@shedmtl.com wrote:

 Who is going To use this really?

 In My World of Advertising, we Always Provide 12 frames handles Head And
 tail for each shot

 I dont dont see any use of this really

 Who Here Can Say they edit in 3d
 Cmmon, with rendertimes And all

 Maybe okay for animatic works?? Even there we use finalcut for Our screen
 captures on a shoot basis


 G


 On 28 February, 2013 12:03:50 AM Jason S wrote:
 I personally would have liked to see the viewport performance
 improvements on SI,
 but the camera sequencer does look neat, anxious to see the rest!


 On 28/02/2013 12:06 AM, Sebastien Sterling wrote:
 Seriously these better not be what they called BIG features in the
 press release, its getting embarrassing,3D max we fixed somthing that
 should have been patched 3 versions ago and made it a feature again. Maya
 did... did they just take a free plugin on creative crash and repackage it
 to look like a feature ? i'll let you deside :


 http://www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/grease-pencil-tool-for-maya

 (but the answers yes )

 SI ok the sequencer does look usefull i guess ?
 On 27 February 2013 23:28, Alok alok.gan...@modusfx.commailto:
 alok.gan...@modusfx.com wrote:
 Ha . So now I do not have to maintain the long camera sequencer plugin
 that I wrote .

 ALOK

 GANDHI

 / chef directeur technique - lead technical director

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 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





Re: Custom importer workflow

2013-02-27 Thread Ciaran Moloney
The Python OM way of doing this is to use the polygonmesh.Set method, to
which you provide lists of vertices and polygon definitions. IIRC this uses
the same format as the ICE polygon description attribute.


Ciaran

On Wed, Feb 27, 2013 at 8:24 AM, Christian Gotzinger
cgo...@googlemail.comwrote:

 Hi list,

 I am writing a custom format and was wondering about the proper way to
 generate geometry in Softimage. As a proof of concept I've used an ICE tree
 with the Create Topo node. I parse my text file and input all data into
 String to Array nodes to feed the Create Topo. To my surprise, this even
 worked for a very complicated and large mesh (1.3 million triangles) and
 didn't take particularly long.

 How would I go about doing this using a regular workflow? Do I have to
 use commands (ConnectNewPolygonToEdge, AddPointToNewPolygon and whatnot) or
 is there an object model way to do it? Python btw

 Thank you,
 Christian



Re: Octane render

2013-02-25 Thread Ciaran Moloney
Looks great! You should be able to drop all of your shader samples
(including AO) right down to 1. Then push up the max samples and quality in
unified sampling. Keeping shader samples at a minimum will allow for more
efficient sampling of the scene, only where it needs to be done.
As much as I like Arnold, I do miss having an adaptive sampling solution.
Won't make me use MR though...

On Mon, Feb 25, 2013 at 7:04 PM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the hint to unified sampling!

 Nice.

 Here´s a mR unified sampling version with DOF.

 *Switched to Gaussian (3) for Filtering.
 *1/8/1/0.032 unified sampling settings...
 *mia_lens_bokeh used 4 samples, should have been 6.
 *global Ambient Occlusion Rays = 64, should have lived with 48 as before.
 *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

 MacPro2008//2.8GHz//7cores rendering in low priority

 ' INFO : RC   0.10 info : rendering statistics
 ' INFO : RC   0.10 info :   type   number   per
 eye ray
 ' INFO : RC   0.10 info :   eye rays 15449600
  1.00
 ' INFO : RC   0.10 info :   reflection rays  61512093
  3.98
 ' INFO : RC   0.10 info :   refraction rays   1421904
  0.09
 ' INFO : RC   0.10 info :   shadow rays4232441256
  273.95
 ' INFO : RC   0.10 info :   environment rays   3727286053
  241.25
 ' INFO : RC   0.10 info :   probe rays 3777812169
  244.52

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

 I like the unified sampling, it is indeed easy to use and can be a real
 speedimprovement!

 The same image without DOF took ca. 45 minutes...

 Cheers,

 tim






 On 25.02.2013 09:58, Arvid Björn wrote:

 It's pretty easy, and it will change everything. Dof could even speed up
 your render due to the more clever sampling scheme. I usually go with
 mia-bokeh, stopped using post-dof
 quite a while ago. Similar thing with motion blur, it's a different game
 with unified sampling.




Re: Octane render

2013-02-23 Thread Ciaran Moloney
You should probably have a look at unified sampling.


On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker bauero...@gmx.de wrote:

 Hi,


 On 23.02.2013 03:54, Steven Caron wrote:
  i dont miss mental ray... :)

 Depends a lot on the DOF.

 Here愀 the rendering without DOF and glare
 but AA min0 max2 and 0.05 threshold, Triangle.


 ' INFO : RC   0.4  info : rendering statistics
 ' INFO : RC   0.4  info :   type   number   per
 eye ray
 ' INFO : RC   0.4  info :   eye rays  2287942
  1.00
 ' INFO : RC   0.4  info :   reflection rays  31626210
 13.82
 ' INFO : RC   0.4  info :   refraction rays   1302239
  0.57
 ' INFO : RC   0.4  info :   shadow rays5126689872
 2240.74
 ' INFO : RC   0.4  info :   environment rays138542957
 60.55
 ' INFO : RC   0.4  info :   probe rays  154358804
 67.47

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering

 MacPro2008, 8x2.8GHz, all cores rendering.

 ---

 Not spectacularly fast or pretty but most likely no flicker at all
 unless there愀 some undersampling in the glossiness of course,
 e.g. no bounces, no surprises...


 Cheers,


 tim




Re: Octane render

2013-02-23 Thread Ciaran Moloney
yeah, it's pretty cool. Might help with sampling the scene more
efficiently, especially all those shader samples.



On Sat, Feb 23, 2013 at 11:38 PM, Tim Leydecker bauero...@gmx.de wrote:



 On 24.02.2013 00:23, Ciaran Moloney wrote:

 You should probably have a look at unified sampling.


 Will do. Never found the time to look into that and Irradiance Particles.

 Cheers,


 tim






 On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker bauero...@gmx.demailto:
 bauero...@gmx.de wrote:

 Hi,


 On 23.02.2013 03:54, Steven Caron wrote:
   i dont miss mental ray... :)

 Depends a lot on the DOF.

 Here愀 the rendering without DOF and glare
 but AA min0 max2 and 0.05 threshold, Triangle.


 ' INFO : RC   0.4  info : rendering statistics
 ' INFO : RC   0.4  info :   type   number
 per eye ray
 ' INFO : RC   0.4  info :   eye rays  2287942
  1.00
 ' INFO : RC   0.4  info :   reflection rays  31626210
 13.82
 ' INFO : RC   0.4  info :   refraction rays   1302239
  0.57
 ' INFO : RC   0.4  info :   shadow rays5126689872
   2240.74
 ' INFO : RC   0.4  info :   environment rays138542957
 60.55
 ' INFO : RC   0.4  info :   probe rays  154358804
 67.47

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering

 MacPro2008, 8x2.8GHz, all cores rendering.

 ---

 Not spectacularly fast or pretty but most likely no flicker at all
 unless there愀 some undersampling in the glossiness of course,
 e.g. no bounces, no surprises...


 Cheers,


 tim





Re: Octane render

2013-02-20 Thread Ciaran Moloney
On Wed, Feb 20, 2013 at 1:27 AM, Steven Caron car...@gmail.com wrote:

 its not subjective... octane has access to more hardware. so what i am
 saying is, arnold would preform similarly if it was using a machine with
 1500 cores. we would set the sampling really high and be done in 10 mins
 and it would be silky smooth.


Assuming you can make your buckets small enough to fully make use of all
those 1500 cores ...


Re: Octane render

2013-02-14 Thread Ciaran Moloney
You know the rules, Andreas. Renders or it didn't happen.

On Thu, Feb 14, 2013 at 2:10 AM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

 prman can render that classroom in 7.5 minutes with better quality


Re: Interest/Opinions on a (possible) rigging workshop

2013-02-13 Thread Ciaran Moloney
Yes, very!
I've always looked with deep suspicion upon the dark arts of rigging. Would
be nice to   have an insight to that world.



On Wed, Feb 13, 2013 at 6:30 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Heya all,

 I'm currently fishing around for interest and feedback on a potential
 rigging (for animation) workshop.

 The format and venue would be the same of my technical direction one,
 CGSociety, Videos+Literature+Forums Feedback for eight weeks. The costs,
 media access, infrastructure etc. are the usual they provide these days.

 I'm basically interested in knowing how many people would be genuinely
 interested, and to get a rough idea of what level would be the most popular.

 Currently I have a couple curriculum sketched out, and am inclined to do
 something that ranges from basics (familiarity with the software the
 pre-req but not aimed to veteran character TDs) to intermediate techniques
 for the animation end of things, so deformation, other than the basics, and
 layered proceduralism absent, but definitely touch on design, dev,
 modularity and maths/tech fundamentals on building user facing rigs.

 If interest seems to be skewed away from that though, I could consider
 offsetting towards something of a more advanced level, but I have a hunch
 it'd get a lot of lip service but less pull.

 Timeframe would be a start some time between May and August, depending on
 several factors.

 Anyway, any expressions of interest, public or private, and feedback would
 be sincerely appreciated.

 Cheers,
 Raff



Re: building asset tools

2013-01-28 Thread Ciaran Moloney
I suppose you could probably attach custom float and string data to the
Alembic geometry description. But you'd then need to do some work to tell
the DCC to rebuild an envelope from that.



On Mon, Jan 28, 2013 at 2:07 PM, Stefan Andersson sander...@gmail.comwrote:

 Does anyone here on the list knows if you can envelope an alembic file?

 regards
 stefan



 On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge 
 guillaume.laforge...@gmail.com wrote:

  As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects.

 Hierarchies can be saved using Alembic too. It is a format to bake scenes
 after all :).

 FBX advantages are that you don't bake the meshes as they keeps their
 envelope and use the DCC specific code to do the skinning. It can be very
 useful if you do the skinning in a package and the rigging in an other one.
 But for every validated assets, I won't use such format as you can't be
 sure your animation will be the same at the end of the pipeline. The
 optimized point cache approach of Alembic is much better.

 Cheers,

 Guillaume Laforge


 On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec doni...@gmail.com wrote:

 *I would say, the most important is to make the right difference
 between the asset and the file on disk.*
 *The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on dis*k.

 I can only second that. The most common design mistake I see in
 data/asset management systems is treating files on disk as the higest level
 assets. Having a higher abstraction level (*asset is just a concept*)
 from the beginning is really beneficial in many cases, including the one
 pointed out by Jo and will for sure lead to much simpler code. If you
 decide to treat ordinary disk files as assets, I can guarantee you will end
 up with a layer of super assets or asset collections, packages (call it
 what you want) sooner or later.

 As far as technicalities go, I'd go for FBX for storing hierarchies of
 objects. The format has a future, is expandable, but be prepared to deal
 with some oddities and bugs from time to time.
 At my previous place, all pipeline was mostly fbx based for rigs and
 similar.
 Cache format, Alembic is imo the best choice.


 On 27 January 2013 20:39, jo benayoun jobenay...@gmail.com wrote:

 hey Stefan
 I would say, the most important is to make the right difference between
 the asset and the file on disk.
 The asset is just a concept, often just an entry in whatever storage
 unit you choose with metadatas and bind to a file on disk.
 So to keep things simple, why not considering your asset as a zip
 archive on disk, in which you may use different file formats to store datas
 depending on the type of the asset and the
 application it's most often used in.  Bundled with the archive, add it
 a json/xml/whatever file used to store the metadatas (creator, ctime,
 asset-type, ...)
 It becomes easy then when an asset is wanted to retrieve the adequat
 file (if exists) or run a converter (if needed).   This allows you to keep
 application-specific file formats while not having trade-offs on their
 re-use in others by abstracting.  Your asset manager don't know about the
 files but only about assets.
 Dont bother with file formats but make your asset manager enough solid
 to handle whatever is used underneath to store datas.
 --jon




 2013/1/27 Stefan Andersson sander...@gmail.com

 Hello everyone,

 I'm building a set of tools for a asset manager for Softimage. I've
 had it working in Maya for a while, but I'm now converting it and
 re-writing it to fit Softimage. I'm quite tempted to use Collada as it's a
 xml format and pretty easy to work with. But I would like to hear what
 everyone else is using? I *need* to be able to export it as collada
 or fbx for the model assets so that it can be imported into other
 applications. The Rig/Sim assets will be native emdl as they are only 
 going
 to be used in softimage (though I have my issues there too...).

 A few things my exporter is doing are

 * exporting MatLib with all materials
 * exporting ColladaXML
 * exporting/converting images to exr (via OIIO)
 * parse MatLib and fix the filepaths for the textures (pointing at
 asset location)


 Big plus for using Collada
 * will work with most applications
 * can be used in Softimage as Reference
 * xml based

 Big plus for FBX
 * will work with most applications

 Big Minus for FBX
 * can NOT be used in Softimage as Reference
 * not a xml format (need to make your own parser)

 Big Minus for dotXSI
 * tends to crash other applications when importing dotXSI

 Big Minus for emdl
 * binary, impossible to edit

 So all of the above points towards Collada, but what do you guys
 think? Any takers?

 regards
 stefan


 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 

Re: Middle mouse pan in ice tree

2013-01-28 Thread Ciaran Moloney
People got annoyed when moving back and forth between Nuke and Soft.


On Mon, Jan 28, 2013 at 8:55 PM, David Barosin dbaro...@gmail.com wrote:

 Anyone know if there is a way to turn off the middle mouse for panning in
 the ICE Tree.  I *really* miss the old behavior that had middle mouse
 handle branch selection boxes.  It was totally consistent with everything
 else in XSI's selection mode.  Not sure why that was even changed.







Re: 2012 list retrospective

2013-01-03 Thread Ciaran Moloney
For a single post, I'd say Andy Jones. But, he would also win for value per
word. His stuff is pure gold.


On Thu, Jan 3, 2013 at 3:05 PM, Dan Yargici danyarg...@gmail.com wrote:

 I wonder who'd win on post length?  I guessing Matt Lind, or Raff...
  hmmm...






Re: ICE Instance Memory Leak?

2013-01-01 Thread Ciaran Moloney
No problem!

On Sun, Dec 30, 2012 at 6:33 AM, Antonieo anton...@163.com wrote:

 Hello everyone, thanks to your help, I've made my scene rendered extremely
 smoothly!

 Arnold stand-in rocks! Again, Arnold stand-in rocks! It's so wonderful
 that I've to praise it twice! The .ass sequence definitely kick ass!

 The scene rendering didn't take more than 1G memory over the whole
 process, which used to start from 1G and rise higher and higher until
 running out of 48G before! And the scene loading process is way more
 faster! This makes me had a nice sleep last night :D

 Now I want to share a small tip about Arnold stand-in sequence, however
 you may already know that.
 Once I referenced the .ass file sequence on the stand-in property, it's
 using [frame] token to read the sequence, when the scene play out of the
 sequence range, I'd get an error. To make the stand-in playing cyclically,
 toggle Override Frame option, and set! an expression on the Frame value,
 such as:
 fmod( Fc, 20 ) + 1
 It makes the stand-in running cyclically from 1~20.
 Well, I know it's not magical at all, I just can not stop myself from
 sharing this : )

 Anyway, thank you guys for helping me out, especially Ciaran Moloney.


 At 2012-12-27 23:51:58,Ciaran Moloney moloney.cia...@gmail.com wrote:

 for bonus points, since you're using Arnold...export your animation cycle
 to a .ass file sequence and reference that on a stand-in property. Instance
 the stand-in on your ICE tree and scene memory should be negligible.


 On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.comwrote:

 I'd just double what Ciaran's saying. If every single instance has a
 completely different ShapeInstanceTime then that's effectively a different
 instance object for each particle, which will cause big memory issues. If
 clamping to whole frames is too much at least clamp it to a tenth or two
 instead.


 On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:

 ** Hello ,
 Which Node Do you use?!
 instance shape or the other instance-geometry?
 Their was an known Problem (since 2010) with the geometry-node try If
 possible the instance-shape-node
 Good luck
 Walt
 --
 Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail
 gesendet.



 Antonieo anton...@163.com schrieb:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?









Re: Re: ICE Instance Memory Leak?

2012-12-27 Thread Ciaran Moloney
One way to try to save memory would be to ensure that the instances are
pointing to the deforming polymesh on whole frames only. So, whatever value
you use to drive shapeInstanceTime should be equivalent to a whole frame at
whatever fps you're rendering.

On Thu, Dec 27, 2012 at 1:38 PM, Antonieo anton...@163.com wrote:

 Thanks Stephen, I'll check it out later :)


 At 2012-12-27 21:21:41,Stephen Davidson magic...@bellsouth.net wrote:

 a good solution to this is using Kim Aldis's KA_BatchMaker script.
 It allows you to render in a controlled number of frames.

 find it here:
 http://rray.de/xsi/

 just search for ka_batchmaker

 On Thu, Dec 27, 2012 at 7:13 AM, Antonieo anton...@163.com wrote:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?





 --

 Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com






Re: ICE Instance Memory Leak?

2012-12-27 Thread Ciaran Moloney
for bonus points, since you're using Arnold...export your animation cycle
to a .ass file sequence and reference that on a stand-in property. Instance
the stand-in on your ICE tree and scene memory should be negligible.


On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.com wrote:

 I'd just double what Ciaran's saying. If every single instance has a
 completely different ShapeInstanceTime then that's effectively a different
 instance object for each particle, which will cause big memory issues. If
 clamping to whole frames is too much at least clamp it to a tenth or two
 instead.


 On 27 December 2012 14:00, wavo w...@fiftyeight.com wrote:

 ** Hello ,
 Which Node Do you use?!
 instance shape or the other instance-geometry?
 Their was an known Problem (since 2010) with the geometry-node try If
 possible the instance-shape-node
 Good luck
 Walt
 --
 Diese Nachricht wurde von meinem Android Mobiltelefon mit 11 Mail
 gesendet.



 Antonieo anton...@163.com schrieb:

 There're bunch of particles in my scene being instantiated into fish,
 those fish are polymesh objects deforming by skelectons envelops.
 Everything works perfect until rendering. The XSI render process
 continuing takes up memory, each frame it takes more 10~20 MB, and finally
 my computer runs out of memory. To fix this I've to restart XSI to free the
  occupied memory.
 Is this a memory leak bug?






Re: Rumors

2012-12-19 Thread Ciaran Moloney
Haven't we been hearing this for like 4 years? If it happens it happens.



On Wed, Dec 19, 2012 at 2:57 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 I always thought the reason ice works so well was its in-depth
 integration, surely if they want to achieve such results in maya they will
 have to dissect it to its core, maybe this would be a good opportunity to
 address many legacy issues within maya, and might make it a lot more
 bearable to work with...

 On 19 December 2012 14:44, Eugen Sares softim...@keyvis.at wrote:

 If you are so happy with your other software, why even bother coming here?
 You like Softimage, don't you. Here we all do, for a reason, and will
 continue so until the end - which always comes (yet not in 2 days).
 The developers are doing a good job, even with their limited resources,
 and they are the guys that make the real difference.
 I don't care for Autodesk and their bloated apparatus, but I do care for
 that fine piece of software that happens to be under their label at the
 time being.

 ICE is going to Maya... even if so, that does not mean it will be
 ripped from Sofimage. If SI ever goes down, it will do so with ICE. For
 now, it is still being developed.
 Naiad is going to Maya... even if so, that does not mean it will never
 appear in Softimage.

 Relax and enjoy your new workflow.


 Am 2012-12-19 15:18, schrieb Tim Marinov:

  I've heard that ICE and Naid are going to Maya..This rumor is coming
  from one of the latest events .I am not going to specify, all I can say is
 from reliable source. I hope is not true for the ICE but I can't keep rely
 only on hopes.

 No more Autodesk for us that for sure ..We (my company) recently
 started to realize that our industry is just fine without Autodesk and
 every day work is much more fun and productive.Houdini,Modo,**Cinema4D,Nuke
 are some of the tools that are much better from what autodesk has to
 offer(buying and adding plugins,almost none development, introducing more
 and more bugs with each version, innovation and development are not their
 driving force but only moneymaking ).
 Let's guys support this companies that care and love what they do as a
 product, this companies that are growing not only of making money but also
 of making innovations . We have to stop to be controlled from evil
 corporations and don't forget that we little people can make the difference
 and stay against the money sucking monsters.We are not zombies.This is
 the only  way to see progress...







Re: Rumors

2012-12-19 Thread Ciaran Moloney
I'd guess 90% of ICE users don't know what goes on under the hood. They do
OK.

On Thu, Dec 20, 2012 at 12:17 AM, Matt Lind ml...@carbinestudios.comwrote:

 The value is understanding how things work under the hood so you know how
 to construct the graphs efficiently to accomplish goals.  Having a graph
 interface is just that, an interface.  In that regard, ICE knowledge will
 probably be not very useful as Softimage’s internal guts are very different
 from Maya’s.

 ** **

 ** **

 Matt

 **



Re: Python: subprocess caching

2012-12-07 Thread Ciaran Moloney
If popen won't cooperate from within your callbacks, why not try the built
in SIUtils
.LaunchProcess method or even the System command?

Ciaran


On Fri, Dec 7, 2012 at 10:34 AM, Gareth Bell 
gareth.b...@primefocusworld.com wrote:

 Yeah that's right, within a button callback.

 I'll have a look into the while 1 trick. Failing that - I guess I'll
 have to find another solution.

 Thanks for your help


 

 From: softimage-boun...@listproc.autodesk.com on behalf of Raffaele
 Fragapane
 Sent: Thu 06/12/2012 22:49
 To: softimage@listproc.autodesk.com
 Subject: Re: Python: subprocess caching


 Glad it was of help.
 I might be missing something, what do you mean within logic?
 Inside a PPG's logic? You have it in a button callback or where?

 Subprocess can be finnicky if run inside something that does its own black
 magic garbage collection, like most UI elements do.
 There are tricks like using while 1 and trying excepting something
 inside to exit which will stall the caller enough for subprocess to finish
 doing its thing, but it might or might not work out for you, or even be
 viable.



 On Fri, Dec 7, 2012 at 2:12 AM, Gareth Bell 
 gareth.b...@primefocusworld.com wrote:




 Hi Raff,



 That's awesome.



 Forgive my ignorance but is it possible to run subprocess.Popen
 within logic? As it is currently written it works outside of logic but not
 within it.



 g







Re: strands-heavy commercial gig, LA area

2012-12-05 Thread Ciaran Moloney
Really..there are more competent Houdini TDs than ICE? Or just an L.A.
thing?



On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.com wrote:

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.


Re: node for reading files

2012-12-05 Thread Ciaran Moloney
You could also convert the .csv to .icecache format with python.


On Wed, Dec 5, 2012 at 8:15 PM, Steven Caron car...@gmail.com wrote:

 reading that thread i am going to agree with luc-eric, create a python
 script/tool which creates ice attributes. the only downside is that if you
 are actively using that attribute (any get data node i think) the api
 doesn't allow you to update it. this is one current issue with crowdfx
 being so slow, when you need to update attributes you have to rename all
 the attributes you want to update to temporary names, the entire tree/graph
 needs to update and accept those changes. then you update the proper ice
 attributes and re path all the get/set data nodes to the original attribute
 name. if your graph is expensive you can see how this would be slow if you
 have to evaluate the graph twice each time this happens.

 i wouldn't be worried that python would be too slow in this case because i
 read that file objects are just a wrapper for C stdio...
 http://docs.python.org/2/library/stdtypes.html#file-objects

 alternatively you can create a custom ice node which would do multi-phase
 evaluation, ie. first pass parse and cache data read from the file then re
 use it for subsequent evaluations. also you can use this node and 'freeze'
 it after the data is set to an attribute(s), just so long as you are
 actually using it in another graph so it doesn't get optimized out.

 i can't provide any actual code or direct collaboration other than advice,
 sorry.

 s



 On Wed, Dec 5, 2012 at 3:07 AM, Doeke Wartena clankil...@gmail.comwrote:

 hi,

 i'm really interested in a node or ppg for reading a tsv / csv file.
 I often have to read this file for my study where i have to visualize
 data for example.
 Right now i do that in a java dialect which is quite awsome and well
 suited for 2d.
 3d is also supported but i like softimage a lot more when it comes to 3d.
 I had a topic about having a node for reading files on the si-community
 forum:


 http://www.si-community.com/community/viewtopic.php?f=13t=2983sid=78329fa63bfc4fe5076d544d5ec60c23

 I don't have the experience and time for creating such thing.
 Anyway, i was hoping someone here would like to work with me together to
 create such thing.

 best Doeke





Re: Lagoa_Density not cacheable

2012-11-23 Thread Ciaran Moloney
Sometimes when that happens (the definition mismatch thing), you just need
to reload the scene and it sorts itself out.


On Fri, Nov 23, 2012 at 9:22 AM, Sebastian Kowalski l...@sekow.com wrote:


 Hey list,

 i can't read the Lagoa_Density attribute from my cache files, giving me
 this error msg: The cache has a different definition for attribute
 'Lagoa_Density'. Loading canceled
 This is a massive showstopper right now, i have should check that.
 I thought this attribute is a value per point.

 I could try to write this attribute into a custom attribute, but this is a
 heavy simulation, i don't want (and don't have the time) to re-sim.

 any hints how i could fix that would be much appreciated.

 sebastian



Re: Curl Noise Framework compound

2012-11-13 Thread Ciaran Moloney
On Tue, Nov 13, 2012 at 12:22 PM, Andy Nicholas a...@andynicholas.comwrote:

  Sure thing. It's attached.

 Yep, for some reason the version of the compound included with our current
 install of XSI is broken, but Michal's version works fine.


Yes, you're right the factory version is broken (sort of). I was loading a
working version from my own workgroup - I must have experienced this issue,
then promptly forgot all about it.
However, if you add the compound through the ICE  After emission menu,
then the working compound (version 1.1) is placed in the ICE tree. If you
drag and drop from the preset browser, then version 1.0 with missing
connections is added. Weird.

I'm curious to know if other people used it in production!


I've used it a few times for floaty pollen and plankton effects. It gives a
really nice and fast fluid motion. Unfortunately those kinds of little
elements don't survive web compression...


Re: Curl Noise Framework compound

2012-11-13 Thread Ciaran Moloney
They can't complain about my work if they can't see it!


On Tue, Nov 13, 2012 at 1:25 PM, Guillaume Laforge 
guillaume.laforge...@gmail.com wrote:

 Thanks for the answers. So it sounds like a good compound for invisible
 effects :D.



Re: Curl Noise Framework compound

2012-11-12 Thread Ciaran Moloney
Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also,
no disconnected nodes here when I do a simple dd from the preset browser.
2012 or 13?


On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote:

  Hi guys,
 Has anyone managed to get the Curl Noise Framework compound working? I had
 a
 look inside it and there are a whole load of disconnected nodes. It looks
 like
 it was exported without the Embed internal compounds flag ticked (always
 a BIG
 mistake!) and is missing a compound that it relied on.

 Having said that, I just checked the XML of the compound and all the nodes
 mentioned in it are instantiated in the compound. It's as if it was
 exported
 incorrectly at Autodesk's end.

 If anyone knows how to get it working, or can give me a couple of pointers
 as to
 what needs to be plugged in to what, I'd be super appreciative.

 Thanks,
 Andy



Re: polygon island attributes

2012-11-10 Thread Ciaran Moloney
Dive inside the turbulence compound and replace any instances of
pointposition with polygonposition. Also, swap polygonindex for point ID.


On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat 
si...@theembassyvfx.com wrote:

 Hey all,

 A while ago I asked how to assign random attributes to polygon islands and
 I've recently revisited that task and used a couple of methods using the
 get array minimum technique.

 Currently I'm just assigning purely random values using a random value
 node which has my custom poly island indices plugged into it.  What I'd
 like to do is find a way to drive each islands value via a worley noise or
 turbulise node so I can get a more patterned, less random change to the
 values from island to island.  The issue is finding a way to sample the
 noise at one point for each island and I'm not sure how to go about that.

 If you have any ideas or could point me to something I'd love to hear from
 you.

 Cheers.



Re: momentum users

2012-11-06 Thread Ciaran Moloney
Yes. There's also the momentum users google group mailing list.


Ciaran


On Tue, Nov 6, 2012 at 9:56 PM, Nick Angus n...@altvfx.com wrote:

  Do we have any Exocortex Momentum users on the list that might be able
 to offer me some advice on a little simulation problem?

 ** **

 Cheers, Nick

 ** **

 ** **

 ** **



Re: Scripting question

2012-10-24 Thread Ciaran Moloney
Yeah, it looks like the interactive pivot overrides the pivot parameters of
the kinematics property. It lives in its own universe. Confusing...

On Wed, Oct 24, 2012 at 7:23 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 But I’m afraid that the current pivot (the one the artist repositioned
 with the ALT key) is not accessible. It would be really nice to have it…**
 **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin
 *Sent:* Monday, October 22, 2012 9:40 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Scripting question

 ** **

 Hi,

 ** **

 That's the Center position, which is not the same as the obj's pivot.

 ** **

 obj.posx.value = Center Position in X

 obj.pposx.value = Pivot Local Position in X (distance from the obj center)
 

 ** **

 btw,

 obj.pposx.value = obj.kinematics.local.pposx.value

 ** **

 M.Yara

 ** **

 ** **

 ** **

 ** **

 On Sat, Oct 20, 2012 at 8:52 PM, julien carmagnac 
 carmagnacjul...@gmail.com wrote:

 Hi
 Correct me if i'm wrong but your pivot position is your object position,
 that you can get with kinematics (myObj.Kinematics.Local.posx.Value,
 etc.).



 

 2012/10/18 Szabolcs Matefy szabol...@crytek.com

 Thanks, that was I afraid of…thanks anyway!

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *patrick nethercoat
 *Sent:* Thursday, October 18, 2012 2:22 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Scripting question

  

 AFAIK pivot position is transient, only related to a specific
 transformation. You can set it with scripting but it doesn't get stored.

 

 On 18 October 2012 13:10, Szabolcs Matefy szabol...@crytek.com wrote:***
 *

 Hi

  

 I need to get the position of the pivot…is it possible to get it via
 scripting?

  

  

 Cheers

  

  

 Szabolcs

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-- 
- Ciaran


Re: flood simulation

2012-10-19 Thread Ciaran Moloney
Hi,
so it's pretty simple after all to have interesting interaction between
RBDs and Lagoa simulations: https://vimeo.com/51754990.
But, if you have a bunch of objects in your scene that need to interact
with the fluid, you'll need to instance them to a pointcloud - not such a
big deal most of the time.
There is a small bug with this setup, if you remove members from the ICE
topology group, it may crash. Safer just to make a new group.

So as far as I see it the problem is not really interaction with the
fluids, that's easy. The problem is more like scalability. If you want a
huge, end of the world type of flood then Lagoa won't scale too well at
all. Realflow is probably the best commercial solution for massive
simulations right now. But, if you're just flooding the bathroom, then
Lagoa may well do the job!

Ciaran

p.s. I miss you Naiad.


On Fri, Oct 19, 2012 at 12:22 AM, Pablo Tufaro pablo@gmail.com wrote:

 Thank you very much for taking the time to write all this. I think I have
 to find a solution outside softimage.

 Thank you very much really.

 I will keep you posted with the advances if I reach one!

 P.

 El 10/18/2012 6:34 PM, Mathieu Leclaire escribió:

  This is not an easy task to accomplish in Softimage, but it is doable.

 I see two possible avenue I would explore:

 1 - What I would try with Lagoa is emitting elastic particles for your
 rigid objects and make the elasticity very stiff. Make sure they have an ID
 based on the emitted mesh and a transformation relative to that emitter.
 Then, at every iteration, I'd figure out a way to average these particles
 transforms by ID to create a transform for the rigid particle group that I
 would apply to the rigid object. So the particle group (by ID) moves the
 mesh. Once you get that average tranform, I would overwrite these elastic
 particle positions by multiplying their saved relative transform by that
 new average transform and basically bring them back into a rest state.
 That'll avoid the rigid mass of particle to deform by their elastic
 properties and will allow proper collision for the liquid particles. You
 are forcing particle positions so it might insert some instabilities in the
 simulation, but I think it should work.

 So to recap, you let the elastic group deform and interact with the
 liquid group in one iteration. Then you undeform the elastic group by
 their averages to bring them back to a stable state as if it where actually
 rigid. You then simply match the transform of your rigid objects to that of
 it's relative group average transform and you keep iterating.

 That's one way.

 2 - A second way would be by mixing Lagoa and Momentum. You would simply
 simulate the liquid by Lagoa with your Rigid Body meshes as collision
 object. So you would need a Deform Bodie with ICE controls, and your ICE
 controls would sample the closest Lagoa particles and create a force based
 on their average velocities. I think that would be doable as well.

 I haven't tried any of these techniques myself, but that's where I would
 start experimenting.

 Now if you need to do a big flood, you will probably need a lot of
 particles to have a nice looking simulation. I hope you have a good machine
 with a lot of memory and a lot of patience. Lagoa is best suited for
 smaller scale simulation. It's not the best for large scale liquid
 simulations. I would look into Houdini or Naiad (if it's still available
 after Autodesk bought them) for better and quicker results. Maybe even
 Realflow could be a better option. But if staying inside Softimage is a
 must, I would explore these two suggestions.

 Good luck! Your going to need it.
 -Mathieu



 Pablo Tufaro wrote:

 Well, that may work...!

 I will investigate a little bit on that one!

 Thanks !

 pablo.

 El 10/18/2012 4:03 PM, Oleg Bliznuk escribió:

 Here is some work on liquid-rbd interaction http://si-community.com/**
 community/viewtopic.php?f=4t=**281http://si-community.com/community/viewtopic.php?f=4t=281
 I think adding backward influence is much more easy task










-- 
- Ciaran


Re: flood simulation

2012-10-18 Thread Ciaran Moloney
Hi,
you can get some funky two-way coupling between lagoa and bullet RBD
particles. There is some trickery involving ICE topo and instances to get
interaction to work in both directions, I'll post an example some time.

Ciaran

On Thu, Oct 18, 2012 at 6:33 PM, Pablo Tufaro pablo@gmail.com wrote:

  OK OK! I see...

 I will check out other options I think.

 Thanks to all.

 P.

 El 10/18/2012 2:23 PM, Peter Agg escribió:

 You could potentially use ICE modelling to make actual geo to collide with
 instead of instances. But doing that with Lagoa for something as large
 scale as a flood would be... brave. :)

 On 18 October 2012 18:18, Gustavo Eggert Boehs gustav...@gmail.comwrote:

 One can make water collide and interact against particle RBDs but not
 whole objects. Maybe if one can voxelize one object into particles and
 cluster them together in some way... dont know if it is possible...

  I wonder if Thiago still checks this list once in a while...






-- 
- Ciaran


Re: Light Spread Softness

2012-09-28 Thread Ciaran Moloney
Would be nice if we could have fcurve controls on the penumbra falloff


On Fri, Sep 28, 2012 at 11:28 AM, patrick nethercoat 
patr...@brandtanim.co.uk wrote:

 I think a projector shader is definitely the way to go with lights. You
 can directly control the falloff and colour impurity you want in the spot.
 Doing it with the basic light controls is always going to be too
 'computery'.





 On 28 September 2012 10:05, Eric Gunther egunt...@warwick.net wrote:

 I think I misunderstood.  My *guess* is that you could use a photo
 exposure shader on the camera, but this is a wild guess. :]

 This is considering one of the other replies about the white point.

 I have to mention though, that I did not mean the spread control on
 the light... there is also a falloff control, which is achieved by
 clicking on the circle at the cone terminus.

 -e


  I understand how to change the spread, but it doesn't seem to give
  predictable or nice falloffs. I've been playing with settings since I
  wrote that and I wonder if it's related to Color Management. I'm
  interpreting my source textures as sRGB since they are just jpeg's. I
  have Color Management turned on for Regions. When I turn it off, the
  light falloff is much more smooth and closer to what I want, however,
  the gamma is way off since it's showing the linear image I'm assuming.
  I have been rendering without Color Management on my passes and
  interpreting them as linear in After Effects. I'm not sure how to get
  the falloff looking better though since I can't very well ignore the
  gamma issues.
 
  On Thu, Sep 27, 2012 at 11:14 PM, Eric Gunther egunt...@warwick.net
  wrote:
  Unless I am mistaken, in soft, you select the light and press
  the b key
  to go to the controls on the light (not a ppg but in the
  viewport).
  Then you just click and drag the edges to change the spot
  softness.  I
  can't check right now but I think its the b key.  Actually
  pretty nice
  feature.
 
  -e
 
  On Thu, 2012-09-27 at 23:05 -0400, Byron Nash wrote:
   This seems basic but it has always confounded me. I would
  like a
   softer fade from the center of my spot light to the outside
  of the
   cone angle. Adjusting the spread seems to make little
  difference. See
   the linked photo for an illustration. I don't understand why
  the
   falloff does not start at the inner ring of the cone and
  fade to the
   outer edge? There seems to be a limit to the amount of
  softness I can
   get out of a light. What am I doing wrong?
  
  
   https://dl.dropbox.com/u/6776444/coneAngle.png
 
 
 
 






-- 
- Ciaran


Re: In case you missed it..

2012-09-14 Thread Ciaran Moloney
I always wondered what that meme was. Now I know it's me :(

On Fri, Sep 14, 2012 at 9:57 AM, Rob Chapman tekano@gmail.com wrote:

 Forever alone!

 don't know wether to laugh or cry at this  :s


 On 14 September 2012 01:24, Eric Thivierge ethivie...@gmail.com wrote:

 For some fun since its Friday in OZ:

 http://cgmemes.blogspot.com.au/2012/09/proud-but-lonely.html?spref=tw

 
 Eric Thivierge
 http://www.ethivierge.com




Re: In case you missed it..

2012-09-12 Thread Ciaran Moloney
On Wed, Sep 12, 2012 at 12:46 PM, Sajjad Amjad sajjad.am...@gmail.comwrote:

  For me, when looking at out-of-the-box functionality, Houdini ticks more
 boxes than any comparable AD product.


I'm with you 1000% Sajjad. Hell, Houdini's even more fun to use! However,
as far as freelance work goes, I get the feeling that Houdini jobs are
still pretty hard to find unless you fancy a bit of globetrotting or have
the experience to name your price. It's still quite a niche.
So, if AD continues to diminish all those years of work we've put in, the
vast majority of us are still up the creek without a paddle. Unless of
course you don't mind the idea of working with Maya all day. I do.


Re: nulls2mesh

2012-09-05 Thread Ciaran Moloney
Sounds like you want a convex hull of the null's points. Pretty sure there
was a compound once, if not you might try Mr. LaForge's Convex
Hullhttp://frenchdog.wordpress.com/2012/01/05/happy-2012/ICE node.



On Wed, Sep 5, 2012 at 11:13 AM, Rob Chapman tekano@gmail.com wrote:

 yeah I dont think there was ever a nulls2mesh - nulls2points easy and
 vertex2nulls yes :)

 for a clean topo the point position array is easy as you have that, its
 just the description of each polygon, or the order of each vertex in every
 polygon - how is this to be made?



 if the desired mesh is pretty simple shape you could try starting with a
 simple surrounding geometry and in ICE moving points to the nearest null


 On 5 September 2012 10:56, Lawrence Pankhurst lp3ds...@gmail.com wrote:

 Nice clean mesh would be good, it's a one off so I might just do it by
 hand, just thought it would be a useful tool to have and it would exist
 already (sure there used to be a script)!!  Polygoniser takes the nulls but
 gives blobs rather then a single mesh!
 Thanks for looking though!


 Cheers

 Lawrence
 On Wed, Sep 5, 2012 at 9:42 AM, Rob Chapman tekano@gmail.com wrote:

 oh! ICE topo should be able to do this,  :)  but not sure how you are to
 build the polygon description from a set of random positions!?  not so easy

 what kind of mesh are you after? if its not just a regular clean
 topology then you could simply put all nulls into a group and use the
 global.kini.pointpositions to feed into a polygoniser mesh.

 hth




 On 5 September 2012 09:17, Lawrence Pankhurst lp3ds...@gmail.comwrote:

 Hi guys,

 I thought I remembered a nulls2mesh script knocking about, can't find
 it anywhere!
 I've got a set of nulls and want to turn them into a mesh, ie position
 of each null becomes a vertex in said mesh!

 So anyone now where the script is or is there an ICE tool?  Had a look
 on http://rray.de/xsi/ but couldn't see what I was after!

 Any help appreciated.


 Cheers

 Lawrence







-- 
- Ciaran


Re: Rumors about 3ds Max and MotionBuilder

2012-09-04 Thread Ciaran Moloney
How about integrating Momentum and ImplosiaFX? That would be a super combo!


Ciaran

On Tue, Sep 4, 2012 at 3:19 PM, Ben Houston b...@exocortex.com wrote:

 SlipstreamVX 2 isn't even out yet! :-)  We have thought about
 integrating SlipstreamVX to the Momentum product and having both
 interact with each other, but we haven't yet decided on this.

 We do have Fury 2 and ImplosiaFX 2 scheduled for release for Softimage
 in the next little while though.

 Best regards,
 -ben

 On Tue, Sep 4, 2012 at 10:07 AM, Jens Lindgren
 jens.lindgren@gmail.com wrote:
  BTW Exocortex is committed to the Softimage user community, it is both
  good business for us and it is very personally rewarding. :-)
 
  Nice to hear that Ben, but I think you just have to prove it by porting
  Slipstream 2 to ICE ;)
 
  /Jens
 
 
 
  On Tue, Sep 4, 2012 at 3:24 PM, Ben Houston b...@exocortex.com wrote:
 
  Here is an official Autodesk response (via Chris Vienneau) to the
  various rumors for what it is worth:
 
  http://forums.cgsociety.org/showpost.php?p=7406885postcount=55
 
  BTW Exocortex is committed to the Softimage user community, it is both
  good business for us and it is very personally rewarding. :-)
 
  Best regards,
  -ben
 
  On Mon, Sep 3, 2012 at 6:02 PM, J Atkinson inishee...@gmail.com
 wrote:
   I know it sounds crazy, but I wouldn't doubt it. I still think ADs
 plan
   was
   to shift most animators away from 3ds max when they came out with 3ds
   max
   design.
  
   push arch viz to a specialized app, port ice to Maya and now all of a
   sudden
   you have 1 major 3d app to support instead of 3.
  
   JA
   
   From: Daniel H
   Sent: 03-Sep-12 17:19
   To: softimage@listproc.autodesk.com
   Subject: Rumors about 3ds Max and MotionBuilder
  
   Rumors are a-fly'in around Twitter and the Web about the possible fate
   of
   3ds Max and MotionBuilder. I can't imagine Autodesk ever
 decommissioning
   3ds
   Max since it has such a high user base. With all of the recent
 Autodesk
   upheaval I'm a bit concerend about where Softimage will end up,
 although
   it
   seems SI can't be killed and has survived worse. I guess we will see
 how
   all
   of these rumors pan out. ***Long live Softimage!***
  
  
  
 http://www.reddit.com/r/vfx/comments/z8o09/autodesk_is_no_longer_going_to_develop_3dsmax_and
  
  
 http://forums.cgsociety.org/showthread.php?f=59t=1068562page=1pp=15
  
   Daniel
   VFXM
 
 
 
  --
  Best regards,
  Ben Houston
  Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
  http://Exocortex.com - Passionate CG Software Professionals.
 
 
 
 
  --
  Jens Lindgren
  --
  Lead Technical Director
  Magoo 3D Studios
 



 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.




-- 
- Ciaran


Re: Friday Flashback

2012-08-31 Thread Ciaran Moloney
This is really sad news.
Good luck to all the 7%-ers


Re: ICE Deform: Rotate polygons

2012-08-28 Thread Ciaran Moloney
Hi,
the easiest way to deal with this type of thing is indeed using matrices,
but you need a local matrix per polygon. You can get a 3x3 matrix using
Self.polygonreferenceframe. You're going to want to zero-out this matrix
(it just describes the local axis of the polygon), but matrix multiplying
the pointpositions by the inverted poly reference frame. Now you can do
your rotations (rotate vector) in the familiar local space of the object
since the polygon is now aligned to local space. When you're done rotating
the points, simply re-multiply them by the polygon reference frame, to put
them back into the correct space of the polygon.



On Tue, Aug 28, 2012 at 8:37 AM, Christian Gotzinger
cgo...@googlemail.comwrote:

 I have a road whose polygons are upside down. One by one, I want the
 polygons to rotate 180 degrees so that the polygon normals point upwards.
 This is part of an animation, so the rotation must be gradual. And I can't
 just rotate around some global axis because the road has curves and turns.




 On Tue, Aug 28, 2012 at 9:26 AM, Simon Anderson 
 simonbenandersonl...@gmail.com wrote:

 hey,

 you will have to look into Matrix's, global Matrix's to be exact and then
 do a Invert to and multiply, to get one matrix into its parents space. Its
 not as insane as it sounds.


 i would suggest creating two nulls, get there globla kinematics(Matrix)
 then do a invert on the one matrix(A) and multiply it by the other
 Matrix(B), and pipe that back into the global kinematics.
 That would give you a better understanding or matrix's and there space,
 and then you can mess around with the rotations of the local matrix.

 Hope that helps, also im not 100% sure what kind of rotation effect your
 trying to achieve?


 On Tue, Aug 28, 2012 at 5:09 PM, Christian Gotzinger 
 cgo...@googlemail.com wrote:

 Hi list,

 I want to animate a road building itself by scaling its polygons from 0
 to 1. I've already got this done. But I also want to rotate the polygons
 180 degrees around their local axes. Can someone explain the math behind
 this? Thank you!




 --
 ---
 Simon Ben Anderson
 blog: http://vinyldevelopment.wordpress.com/





-- 
- Ciaran


Re: Small Annoying Things

2012-08-28 Thread Ciaran Moloney
Wait, can I call mysterious segmentation faults on Linux a 'small annoying
thing'?


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