Re: A question about the Houdini list
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. > 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.
Re: Continued use of Softimage question
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
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
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
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
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
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
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
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
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)
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?
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?
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?
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
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?
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
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?
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!
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
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
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
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?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 alok.gan...@modusfx.commailto:alok.gan...@modusfx.com T: 450 430-0010 x225 F: 450 430-0009 www.modusfx.comhttp://www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebookhttp://www.facebook.com/ModusFX Twitterhttps://twitter.com/Modusfx On 27/02/2013 5:08 PM, Ahmidou Lyazidi wrote: http://area.autodesk.com/blogs/shawn/sneak-peek-time Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos - No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2012.0.2238 / Virus Database: 2641/5635 - Release Date: 02/26/13 -- 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
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
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
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
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
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
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
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
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
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
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?
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?
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?
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
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
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
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
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
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
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
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
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
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
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
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
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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli ** ** ** ** -- - Ciaran
Re: flood simulation
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
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
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..
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..
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
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
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
This is really sad news. Good luck to all the 7%-ers
Re: ICE Deform: Rotate polygons
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
Wait, can I call mysterious segmentation faults on Linux a 'small annoying thing'?