RE: Thaigo's company Lagoa is being acquired by Autodesk for $62M
I have to chime in. I worked with Thiago in Toronto for about a month a few years back. We shared an apartment provided by the studio. He's got to be one of the smartest normal people I have had the pleasure to work with in VFX. When I say normal, he's not that typical brainiac type who is condescending and has trouble relating to other people. He's a cool dude. Despite one's possible misgivings of anything Autodesk does, Thiago deserves it. So good for him. Eric On Oct 29, 2014 8:46 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: I'm sure everyone who has met him never doubted he would make it big. This is amazing news for him and the Lagoa team. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: October-29-14 8:24 AM To: b...@exocortex.com; softimage@listproc.autodesk.com Subject: RE: Thaigo's company Lagoa is being acquired by Autodesk for $62M read this last week, chinny must be overjoyed.h congrats to them all, i guess a -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: 29 October 2014 12:21 To: softimage@listproc.autodesk.com Subject: Thaigo's company Lagoa is being acquired by Autodesk for $62M Lagoa is in talks to be acquired byAutoDesk for around $62 million. Lagoa is a cloud platform enabling 3D visualization of content for the engineering, architecture, media and entertainment sectors. The company has raised $6.9 million in funding and the 'venture firm formerly known as Atlas' partner Chris Lynch sits on the board. From here: http://bostinno.streetwise.co/2014/10/21/bostinno-beat-aapl-crushes-lagoa-ac quired-by-autodesk-acquias-moves/ Very impressive price! Best regards, Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter: @exocortexcom) https://Clara.io - Online 3D Modeling and Rendering
Re: New ww.Lagoa.com
This highlights an issue that has been on my mind as of late. I am not directing this at anyone in particular... How to read a contract. Art/Animation schools don't teach students anything about how to read contracts or how to manage your intellectual property rights. It's time they started and I will tell you why... If animators had been treating this like a business and not a hobby starting 20 years ago, the landscape of VFX would look far different today. If you're tired of creatives getting screwed by slick business people, you have to understand what you are getting yourself into and not be freaked out by legalese. The fact is, you are not signing over any more rights than what is explicitly written in the contract. They need to be able to store, copy and display the data just for purposes of putting it on the website and their cloud service and there is a time limit for how long they can use it after you stop paying for the service. Also, you privacy is protected because while they collect data on you and other users about how they utilize the platform (presumably for user research), your personal information isn't attached to it. There is no language in there regarding IP or ownership, you have nothing to worry about. My 2 cents, Eric On Oct 29, 2014 1:47 PM, Leendert A. Hartog hirazib...@live.nl wrote: The terms you quote are reason enough for people like me to generally distrust any service like this. The attempts to sugarcoat it as clumsy wording is a bit problematic too IMHO: if it can be worded better, do so: word it better! These aren't playground discussions, these are the basis for binding contracts. [/rant] Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Stand-Alone to Network license?
Hurry up and learn 3DS Max, it's the next to be axed. UX Designer www.ericlampi.com On Fri, Oct 24, 2014 at 5:22 PM, Jason S jasonsta...@gmail.com wrote: ... got 3dsmax for free. Lol! xD On 10/24/14 15:51, Sven Constable wrote: I just ordered the upgrade/update to soft2015 NLM and I was never on sub. Rather expensive btw. But!... I got 3dsmax for free. Wohoo! *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jason S *Sent:* Friday, October 24, 2014 9:12 PM
VFX-UX
Hi All, I was getting off a plane in Austin on my way to SXSW when I read the news about Soft being discontinued. Even though, as I said for a long time, I expected it to happen, it was still a shock. That was the day I unsubscribed to this list. For a variety of reasons and for quite some time, I had been trying find something else to do. The state of the industry is pretty awful compared to even just a few years ago. Soft being killed was the last straw. I started using Soft 3D in 1995 and next year would have been 20 years since I began my 3D career in NYC. So instead of continuing on and having to learn a whole new set of tools, it was time to seriously evaluate my future in VFX. I was at the point where if one more person asked me to make a car out of smoke and turn it into 3 dragons made of water and one made out of fire, I was going to shoot myself. I decided to go in an entirely new direction and began coursework to become a User Experience (UX) designer, which I completed a short time ago. I spent a great deal of time on this list and I have to thank all of you who have pitched in over the years and helped me out. You're a great group of people. I felt a little bad having just signed off like I did, so on that note... So long and thanks for all the fish. Eric
Re: Re: VFX-UX
The funny thing is, I offered once I heard about the Humanize Maya project. I had been in contact with the AD reps who had just been in NYC via an intermediary. I was cc'd on the email who mentioned me and my VFX/UX background. There wasn't even the slightest acknowledgement even as a courtesy for my sincere enthusiasm for what they were trying to do. Not even a pat on the head Thanks for your interest, but we don't have a UX position open position at this time. In fact, that part of the email was completely ignored in the reply. Even when I chimed in and introduced myself, I received no feedback at all. It's just really, really weird and I can only guess why. Eric On Sep 22, 2014 7:27 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Maybe you can UX the shit out of maya :) some day... On 22 September 2014 11:26, Dan Yargici danyarg...@gmail.com wrote: I hope your new life treats you well Eric! All the best. DAN On Mon, Sep 22, 2014 at 10:57 AM, Leo Quensel le...@gmx.de wrote: Hey Eric, let me say that you are definitely not alone with your decision. I have been playing with the idea of leaving this industry altogether before the demise of Softimage aswell, and the announcement to kill it by Autodesk was the final nail in the coffin. Although my experience is abysmal to yours (3 years as a professional, 6 years as a hobbyist before that) the decision was not an easy one. Luckily as a TD I was always more on the technical side of things, and my education in computer science is allowing me to switch to full-time software development right now (not that you need to have studied to do this, but it sure helps finding a job). All I can say there are worlds in between the VFX industry and any other field in terms of working conditions - everything so far is *better*. I wish you all the best on your new way, lets hope it turns out well! Best Regards, Leo *Gesendet:* Montag, 22. September 2014 um 10:46 Uhr *Von:* Morten Bartholdy x...@colorshopvfx.dk *An:* softimage@listproc.autodesk.com *Betreff:* Re: VFX-UX I fully understand your reasoning and decision on this. It is sad how this industry has evolved - only a few years back it seemed like anyone knowing how to do what we do would have a bright future, given how much demand there was and now is for CG in so many media. I would say the business model has turned sour for a great part of the industry, which all the recent VFX company collapses have shown. This is sad since I still love doing what I do, after having been at it for close to 30 years now. Kudos to you for making the jump, and I wish you the best of luck and hope for you that you find a place to be happy for the future, and thank you for your input on this list too. Cheers Morten Bartholdy aka Pitcher Den 22. september 2014 kl. 08:15 skrev Eric Lampi ericla...@gmail.com: Hi All, I was getting off a plane in Austin on my way to SXSW when I read the news about Soft being discontinued. Even though, as I said for a long time, I expected it to happen, it was still a shock. That was the day I unsubscribed to this list. For a variety of reasons and for quite some time, I had been trying find something else to do. The state of the industry is pretty awful compared to even just a few years ago. Soft being killed was the last straw. I started using Soft 3D in 1995 and next year would have been 20 years since I began my 3D career in NYC. So instead of continuing on and having to learn a whole new set of tools, it was time to seriously evaluate my future in VFX. I was at the point where if one more person asked me to make a car out of smoke and turn it into 3 dragons made of water and one made out of fire, I was going to shoot myself. I decided to go in an entirely new direction and began coursework to become a User Experience (UX) designer, which I completed a short time ago. I spent a great deal of time on this list and I have to thank all of you who have pitched in over the years and helped me out. You're a great group of people. I felt a little bad having just signed off like I did, so on that note... So long and thanks for all the fish. Eric
Re: License to END if you migrate?!
Yes it adds quite a bit of insult to injury doesn't it? That's why I don't buy all of the additional We want to serve our customers better or It was a difficult decision. Bite me AD. Eric Freelance 3D and VFX animator http://vimeopro.com/mybudoinc/animation On Tue, Mar 4, 2014 at 2:25 PM, Arvid Björn arvidbj...@gmail.com wrote: I honestly don't see why we couldn't just have the frozen Softimage version be included in the Maya/Max license after migrating, I'm forced to decimate my total number of seats in order to retain access to my Softimage projects, you're forcing everyone to buy new seats, to cover for the ones you will loose in order to keep some Softimage seats available. It's simply unacceptable. On Tue, Mar 4, 2014 at 8:18 PM, Maurice Patel maurice.pa...@autodesk.comwrote: Sorry I the last two bullets came out a bit garbled: Should be - You can keep using the license you have in perpetuity, either by itself or augmented by other non-Autodesk software, a lot of which was discussed elsewhere - Migrate to the Transition Bundle - this is a single license that allows you to use two products (Softimage and either Maya or 3ds Max). You will now be able to use both products concurrently (the license functions like a Suite license). If you are on Subscription you can migrate at no cost. Even if you migrate you will still have two options depending on whether Maya (or 3ds Max) works for you or not: o If it is not working out for you, you can stop renewing subscription - you will then still be able to use both products in perpetuity (at whatever release version Maya or 3ds Max is on at the time) o If it is working for you and you renew Subscription, after two years when we stop support, you will be moved to wither a Maya-only or 3ds Max-only subscription plan. o If you want to migrate but continue to access Softimage after two years, we recommend that you not transition all your seats or if you do, do not keep the Subscription current on all of them - that way you will have a few licenses that you can maintain to access older projects Maurice Maurice Patel Autodesk : Tél: 514 954-7134
Re: License to END if you migrate?!
It's the typical short sighted mindset that has ruined so many great products. They think that they can cut all of that development and support, it's a win win because they cannot imagine that these SoftImage people have any other product to transition to other than Maya. So they cut costs and add seats to Maya. Eric Freelance 3D and VFX animator http://vimeopro.com/mybudoinc/animation On Tue, Mar 4, 2014 at 6:58 PM, Jordi Bares jordiba...@gmail.com wrote: Astonishing... truly astonishing... And I wonder... what is the cost of maintaining Softimage evolving as a first class product... are we talking about 8 developers? a few QA and documentation guys and management? Are we talking about what... a little fraction of the profits may be? truly incredible. Jordi Bares jordiba...@gmail.com On 4 Mar 2014, at 23:11, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Interesting, so with this logic, Carbine Games who are locked into Softimage for at least 5 hopefully 10 years, will have to repurchase their entire pipeline in max or maya... Animal Logic who have 2 new Lego films green lit, will have to recreate everything minus the meshes... On 4 March 2014 22:32, Morten Bartholdy x...@colorshopvfx.dk wrote: Thanks for clarifying Maurice. Morten Den 4. marts 2014 kl. 20:14 skrev Maurice Patel maurice.pa...@autodesk.com: Yes this is the case. Unfortunately these days license agreements are rather complex. The clause is there because subscription includes a certain level of support which we are not going to be offering in 2 years time. Whatever choice you make now will have pros and cons and these have been discussed on several threads but basically boil down to: - You can keep using the license you have in perpetuity, either by itself or augmented by other non-Autodesk software, a lot of which was discussed elsewhere - Migrate to the Transition Bundle - this is a single license that allows you to use two products (Softimage and either Maya or 3ds Max). You will now be able to use both products concurrently (the license functions like a Suite license). If you are on Subscription you can migrate at no cost. Even if you migrate you will still have two options depending on whether Maya (or 3ds Max) works for you or not: o If it is not working out for you, you can stop renewing subscription - you will then still be able to use both products in perpetuity (at whatever release version Maya or 3ds Max is on at the time) o If it is working for you and you renew Subscription, after two years when we stop support, you will be moved to wither a Maya-only or 3ds Max-only subscription plan when we stop Softimage support. o If you want to migrate but continue to access Softimage after two years, we recommend that you not transition all your seats or if you do not keep the Subscription current on all of them - that way you will have a few licenses that you can maintain to access older projects Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg Sent: Tuesday, March 04, 2014 1:47 PM To: softimage@listproc.autodesk.com Subject: Re: License to END if you migrate?! I imagine this is Autodesk protecting itself legally - if they sell you a product then I'm pretty sure they're obliged to provide a level of support for it. Doesn't make it any less silly for us though, of course. On 4 March 2014 18:09, Kris Rivel krisri...@gmail.commailto: krisri...@gmail.com wrote: Ha...I read too fast the first time...now its even more confusing! So if you want to continue to use it, don't renew...but doing so forfeits the right to upgrade Max or Maya? That doesn't make any sense. Please tell me this an error. Everyone that is a paid customer should get transitioned to either one and always be able to run Softimage. I agree this needs to be revised. Kris On Tue, Mar 4, 2014 at 1:04 PM, Jens Lindgren jens.lindgren@gmail.commailto:jens.lindgren@gmail.com wrote: My translation of it: If you want to use Softimage after the transition period, stop paying the Subscription. If you also want to continue using Max or Maya that you have had the pleasure to try for free for two years, you are welcome to buy a license. Thank you for being a Autodesk Customer. Now please drop your pants and bend over. /Jens On Tue, Mar 4, 2014 at 6:50 PM, Adam Sale adamfs...@gmail.commailto: adamfs...@gmail.com wrote: I totally agree Arvid. I know I will need to revisit old scenes and projects, and this totally shoots us in the foot/ head. This is a completely unacceptable move on the part of AD. Let us keep our old licenses, AND migrate. What harm is there in keeping the old licenses around? On Tue, Mar 4, 2014 at 9:43 AM, Arvid Björn arvidbj...@gmail.com
RE: new upgrade policy
Learn Maya? No thanks. Personally I would prefer a total severing of all ties with AD. They're not a great company and in general I would prefer to support one that is smaller, and more focused on what I do instead of being almost an afterthought. If only their stockholders knew that they have been intentionally suppressing the marketing and sales of an excellent product like Soft. Instead of letting consumers decide what's a more viable product for their needs, they've buried it for years now and that's a fact. Is it any wonder sales aren't great? They've been pissing on our heads and telling us it's raining. I hope someone gets their ass fired for it. Wishful thinking for sure... Eric On Mar 1, 2014 2:01 AM, Angus Davidson angus.david...@wits.ac.za wrote: Probably AD are smiling that we are doing as expected. Either way however its has been managed incredibly poorly. Its particularly telling that there has not been any word from AD to wait and see. The only activity on the subject from AD has been a Maya person (Brent ) very kindly offering to help folks migrate to Maya. Not particularly reassuring. Yes this happens every year, however if you look at the Max community when folks started out bemoaning their lack of development and there was a build up of momentum, the AD management sent a very clear signal for them not to worry. Where as on the Softimage side we have had sweet blow all. For people paying the same money the imbalance is very large. That is why people are very upset. *From:* Graham D Clark [mailgrahamdcl...@gmail.com] *Sent:* 01 March 2014 08:28 AM *To:* softimage@listproc.autodesk.com *Cc:* softimage@listproc.autodesk.com *Subject:* Re: new upgrade policy Self fulfilling prophecy. Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Feb 27, 2014, at 9:11 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Kris, Dead for certain? Not yet, it is still rumor and hope to stay that way only. This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: Redshift3D Render
I just scratched the surface with RS early in the beta test last summer. My wife was doing pro-bono design work for the NYC Human Rights Campaign fundraising gala, and one afternoon I whipped up a neon sign graphic for her. Rendering was a breeze and of course very very fast compared to Mental Ray. Just go spend the $100 and play with it. It's well worth it! Eric On Feb 27, 2014 9:34 AM, olivier jeannel olivier.jean...@noos.fr wrote: Bumping that thread, to share enthousiasm. I've just switched from RS Alpha 0.2.1 to the Beta 0.3.46. Spent a huge 100$ bill Today is my testing day, doodeling, trying things that were not implemented. You know, just re-descovering. Well, the speed is there. I'm doing an interior (ok semi interior, walls are opened), in rather dark color and it's noise free. But what amaze me is the integration. I'm mixing several bumps, some are repeating some are not, with several different set of UVs, and it's doing exactly what it is supposed to do. ... And dof is activated on preview, because it's free. Le 18/02/2014 16:17, Ed Manning a écrit : Yes, I AM ignoring the RAM requirements of Elysium-style scenes. So none of those in my scenario. On Tue, Feb 18, 2014 at 10:15 AM, Ed Manning etmth...@gmail.com wrote: On Mon, Feb 17, 2014 at 6:04 PM, Steven Caron car...@gmail.com wrote: doesn't work like that... i have to convince someone to buy it for the studio, then the graphics cards you guys talk about... 3 titans!? we don't have those types of investments. we have an existing farm with cpus and lots of ram. if i want to render a sequence with redshift... i have to render it on workstations only. also, i am not going to convert elysium to work for redshift on my free time ;) You might be able to write a script to convert the materials, since the parameters are pretty close to Arnold's (they're VERY similar to MR's so going from there would be relatively easy). One possible selling point to management -- since your workstations are probably pretty well-equipped in GPU, and those GPUs are idle all night, you'd be leveraging capacity that's already paid-for. You wouldn't even need to take the workstations off the CPU farm, just earmark a couple of cores on each for scene loading and conversion for Redshift. Network and server might get stressed a bit, but that's kind of normal... Also see my other post on the costs to transition to GPU from CPU. Speaking as a small business owner, I gotta say the GPU path looks MORE attractive financially.
Re: new upgrade policy
You should never apologize for The Who, those that don't get it should apologize for not getting it. Freelance 3D and VFX animator http://vimeopro.com/mybudoinc/animation On Thu, Feb 27, 2014 at 12:17 PM, Greg Punchatz g...@janimation.com wrote: sorry dude... Soft is dead.LONG LIVE SOFT!...be it dead or alive!! Sorry for The Who reference to all you who are to young to know what the hell I am talking about. -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com On 2/27/2014 11:11 AM, Mirko Jankovic wrote: Kris, Dead for certain? Not yet, it is still rumor and hope to stay that way only.
Re: Redshift3D Render
We did some tests, on a scene with about 20,000 instanced objects on particles with refraction and reflection to match a Vray shader we were using. The rendertimes were something like 4 minutes compared to 30+ minutes with Vray. Freelance 3D and VFX animator http://vimeopro.com/mybudoinc/animation On Mon, Feb 17, 2014 at 2:48 PM, Andreas Bystrom andreas.byst...@gmail.comwrote: out of curiosity, has anyone tried a heavy production scene in redshift? somewhere around 100-500m triangles with a bunch of 2k/4k textures? I'm seeing lots of single objects and simple scenes done with it, rendering really fast, but what happens when you throw something heavier at it? -Andreas On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson tim.crow...@magneticdreams.com wrote: Lofted strands aren't quite there yet, but are around the corner. All in all, Redshift really is rocking our little corner of the business. For us, it's been a game-changer. -Tim On 2/16/2014 6:33 PM, Emilio Hernandez wrote: This is just XSI hair, but now it supports also strands. 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com: ice strands or just xsi hair? On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote: Latest release of redshift with hair. https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg -- -- Andreas Byström Weta Digital
Re: image sequence doesnt render with vray
Vray has be a royal pain in the butt for the project I have been working on. It's been buggy and inconsistent. I'm definitely regretting letting someone talk me into it. I should have stood firm on Arnold. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Jan 28, 2014 at 1:12 PM, Kris Rivel krisri...@gmail.com wrote: Anyone know why an image sequence used as a texture doesn't seem to render with vray? It just seems locked to one frame. But ironically...a render region seems to work. Its like it just grabs whatever frame the scene is at, then renders that frame of the image sequence but the buffer isn't clear for the next frame so it just uses the same frame again. Kris
Matte from Geo intersection
Can anyone offer a suggestion how to achieve this? Just a simple matte on an object where another one is intersecting, so the surface inside the volume is white, outside is black. The volume itself would be hidden. The geo isn't very dense, someone here suggested generating a wieghtmap via ICE, but it won't have enough resolution. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Matte from Geo intersection
Ahh thanks Ed, that's exactly what I was looking for. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Jan 23, 2014 at 11:09 AM, Ed Manning etmth...@gmail.com wrote: on the material you want to have generate the matte, use a rayswitch to make refraction and transparency rays white, all others black (or a different color for each, whatever you need). Then make the other object 100% transparent with a refractive index of 1, and turn off its shadow-casting abilities. On Thu, Jan 23, 2014 at 11:00 AM, Jeff McFall jeff.mcf...@sas.com wrote: There is a handy booltrace shader by Alan Jones on http://rray.de/xsi/ That maybe sounds similar to what you are looking for Jeff *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Lampi *Sent:* Thursday, January 23, 2014 10:55 AM *To:* softimage@listproc.autodesk.com *Subject:* Matte from Geo intersection Can anyone offer a suggestion how to achieve this? Just a simple matte on an object where another one is intersecting, so the surface inside the volume is white, outside is black. The volume itself would be hidden. The geo isn't very dense, someone here suggested generating a wieghtmap via ICE, but it won't have enough resolution. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Pointcloud Point Lights
A long time ago, I used a object 2 pointcloud script to put a bunch of point lights onto a simulation, that was pre ICE, but I can't imagine that it wouldn't still be possible, there has to be some tools kicking around that will let you do that. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Jan 22, 2014 at 11:10 AM, gareth bell garethb...@outlook.comwrote: ah nuts. -- From: alan.fregt...@gmail.com Date: Wed, 22 Jan 2014 11:09:28 -0500 Subject: Re: Pointcloud Point Lights To: softimage@listproc.autodesk.com As far as I know... nope. On Wed, Jan 22, 2014 at 11:02 AM, gareth bell garethb...@outlook.comwrote: Hey guys, I've got a pointcloud that shape instances a point light. Is it possible to drive the light intensity of each instance based on (for example) the particle size. If so - how do I go about it? Cheers G
Re: Solutions for running softimage on a MAC Station?
The only way I have ever seen this done sucessfully is through bootcamp. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Jan 21, 2014 at 1:40 PM, David Rivera activemotionpictu...@yahoo.com wrote: Hi list, I talked to an IT guy the other day. He says that the MAC/WIN problem with softimage could be solved by virtualizing the MAC so Softimage can run in it. So I suggested that virtualization probably won´t take full advantage of the graphics card (as it is only an emulator of a safe display for windows in any case). So we agreed on making heavy-test-renders to see that point happen. In any case, are there any other solutions to installing Softimage into Mac stations? I´ve been googling and found no good - liable results. If anyone on the list with experience on network rendering / installing shares his/her experience on a softimage environment on MAC, would be greatly appreaciated. Thanks. Cheers. David.
Re: Windows 8
I've used both 7 and 8 with no problems. I don't think it makes a huge difference. Nice that it boots so fast now. Once I do a backup, I'll put on 8.1. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jan 13, 2014 at 5:37 PM, Simon Pickard m...@simonpickard.comwrote: Pretty much, stick with Windows XP. On 14 January 2014 08:38, Byron Nash byronn...@gmail.com wrote: So, to sum it all up from everyone. Windows 8 is faster and better except that it's terrible. Did I get that right? On Mon, Jan 13, 2014 at 9:19 AM, Ognjen Vukovic ognj...@gmail.comwrote: And then theres this... http://winsupersite.com/windows-8/threshold-be-called-windows-9-ship-april-2015 On Mon, Jan 13, 2014 at 11:30 AM, Nuno Conceicao nunoalexconcei...@gmail.com wrote: Its definitely faster to boot than windows 7 On Sat, Jan 11, 2014 at 2:08 AM, Emilio Hernandez emi...@e-roja.comwrote: I am about to install windows 8. Just wanted to ask if it is worth it or not. Any increase in performance? Strange issues with Softimage? Thx.
Re: rumor, Soft dead within the next year
First place I worked at I saw a young woman creative from an agency come into the 3D area. She was squinting at the monitor and I couldn't tell what she was looking at, then she says Oh thank God, they're SGI!. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jan 6, 2014 at 10:03 AM, Stephen Davidson magic...@bellsouth.netwrote: Well said Stefan, marketing also convinces studios that it's the software, and not the artist, that does all the cool stuff. A misconception that I have been battling for over a quarter of a century, now. Software is only a tool. Softimage is a great tool. When I freelanced at studios, I would often hear the studio salesperson talk about the software and equipment, that they use, with prospective clients. They would not mention the people, which in my opinion is their biggest asset. I haven't worked at a studio for almost 9 years. I never get asked what software I use. My clients just ask how much, and how fast. Softimage continues to help me give them the answers they want to hear. On Mon, Jan 6, 2014 at 4:21 AM, Stefan Kubicek s...@tidbit-images.comwrote: Is it just my biased point of view that all studios that closed or filed for bancruptcy last year were Maya based? It could of course be that there are more Maya based studios closing than Softimage based ones simply because there are more Maya based studios, but I still smell a pattern there. I always felt that the number of users on Softimage is directly related to marketing efforts. I remember Alias/Wavefront doing a remarkable job in the early days of Maya in this regard. I never saw anything like that happening for Softimage at any time of it's existence. Ultimately, there are only two types of 3D artists: those who use Softimage, and those who have never tried. - Get more prople to seriously try it. *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION?* This is the same question I always ask myself after using Maya when required... and Maya being the Industry Standard makes you understand so many things about the industry standards... 2014/1/6 Szabolcs Matefy szabol...@crytek.com So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM IS USED IN PRODUCTION? Ok, I can use Maya, I have a quite solid background working with Maya, but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage almost everything is just fine (OK, we need development), but in Maya, the easiest task takes quite long compared to SI…Finally I found myself fixing UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I take a big breath, and continue working with Maya…But seriously, Softimage is way better in many point of view. It has no artisan, has no PaintFX, but for example rendering is way faster (with MR), shading setup is way faster, modeling is lot faster, and so on. So I really don’t understand, how come that Softimage is not acknowledged at all. I swear guys, that I’ll spread the Word of Softimage Cheers Szabolcs *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz *Sent:* Sunday, January 05, 2014 8:18 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: rumor, Soft dead within the next year Good thing I asked. On 01/04/2014 05:40 PM, Stephen Blair wrote: Softimage doesn't support Python 3.x On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote: Steve, No issues with python 3.3 as well, before I bruise my knuckles on the bleeding edge? Cheers, Henry On 01/03/2014 02:47 AM, Steven Caron wrote: really? install pyqt set softimage to use system python, uncheck... filepreferencesscriptinguse python installed with softimage run the example scripts pyqtforsoftimage plugin provides. or just 'import PyQt4' s On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson angus.david...@wits.ac.za wrote: A non nonsense guide to installing pYQT would be great. So many great tools are never used because people cant get past trying to get the install to work. -- --- 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-- -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Plexus Compound- Finding Danil Krivoruchko
I sent him an email for that ice node. He did respond eventually, but it took a few days at least. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Dec 20, 2013 at 11:09 AM, Greg Punchatz g...@janimation.com wrote: I am trying to reach Danil Krivoruchko who made an awesome Plexus compound that can be seen here. https://vimeo.com/44314479 I PMed him but have not heard back, does anyone out there know how to contact him? -- -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com
Re: positivity
Few people are as big a fan of Soft as I am. I've been using it since 1995, Soft 3D 3.0 and Soft is still all I use. You will get no argument from me about how great it is to work with. In my experience, it's very rare someone who has started using it after having experience with Maya or Max come away from it a little surprised at how much easier it is to be productive. Positive, negative, my mood is irrelevant towards it. I don't know what action if anything would have a meaningful impact on what amounts to a business decision. We've all seen how it's been marketed, the proof is in what you see in front of you, not platitudes meanwhile ICE like modules (or at least last I heard) are in development for Maya. Along with BetaMax and Commodore Amiga, it's not the first time hype won over a good product. Diplomacy is the art of saying Nice doggie until you can find a rock. So when I hear one thing and see another, it's that saying that comes to mind. I'm just a lone freelancer, the only people on this list who have any pull are the CG supervisors, leads and studio owners who have the ability to decide where their dollars go. I would certainly love to be completely wrong and have to apologize, trust me. Sorry if I upset anyone with my comments... As I am writing this, I see Kris has managed to take the can of worms I opened and proceeded to throw them all over the room and set the place on fire. Have a great Holiday everyone. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Dec 20, 2013 at 10:32 AM, Stephan Haitz sha...@3d-agenten.dewrote: Thought about paying the subscription lately and ... I paid it to show Autodesk that there are Softimage users... naive thinking, but ... So Merry Christmas and have a nice 2014. And many more years with Soft... Absolutley! People said the Mayans said that the world will end in 2013 And here we are! Merry Christmas and Happy New* 2014 *to all of you! 2013/12/20 Francisco Criado malcriad...@gmail.com Amen! F. 2013/12/20 Jordi Bares jordiba...@gmail.com Some facts. Softimage work done by the likes of glassworks, mill, analog, aka, passion and others have been winning the major share of the prestigious BTAA and Cannes lions for the last 10 years and in the last 3 it has been an overwhelming round. Well said Adrian Jb Sent from my iPhone On 20 Dec 2013, at 14:56, Christian Gotzinger cgo...@googlemail.com wrote: Thank you, finally some positivity! I never participate in all the rants because they annoy me to no end. On Fri, Dec 20, 2013 at 12:50 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: Hey guys, just wanted to raise some points regarding the general mood of users and the future of our little group Lately the list has been falling into the habit of turning many threads into a doom saying, end-of-the-world kind of vibe (not discounting my self here) When i first joined this list (and the much missed Discussion list) it was an invaluable resource for shared knowledge, instruction, encouragement and feedback (both positive and negative) also it was great place to find out about cheese and monkeys! (i'm looking at you Ed) While i still find the list to be a hugely valuable resource for techniques and news, we are occasionally running into the doom laden tech equivalent of Godwin's law! This list is a gift, as many of you know, when compared with other online forums/mailing lists, in that it's mostly self moderated and, on the whole, a nice place to hang out. There's obviously been some doubt and uncertainty regarding the future of our software (no different from many other package's forums, the industry IS constantly shifting), and believe me i have a VERY vested interest in the continued use of Soft, i have NO intention of abandoning ship at the first sign of choppy waters. (frankly i'd rather step away from the computer, than be forced to learn an older/inferior application) But there IS a future, the app isn't dead, the community might be smaller, but there is still a wealth of skill and experience here, and i hope, by force of will, we'll be able to keep the fires burning! If anything is going to bring about the end of Softimage as we know it, it won't be some bean counter in an office at Autodyne (cyberdesk?) it will be the lack of users While we can't 'make' autodesk push soft, our work speaks volumes for it's quality, and that work is getting better and more high profile than it's been in ages. What we CAN do is tell people in the industry how enabling the software is, how it helps us hit deadlines, create amazing imagery and break technical boundaries that other DCC apps really do struggle with. By spreading the word other software users and students get to hear what a great app it is, they might try it, they might get hooked, and then we benefit by having a new talent pool. If there's
Re: rumor, Soft dead within the next year
HAHAHAHA, great work!! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work 2013/12/20 wavo w...@fiftyeight.com Merry Xmas and a happy new Year: done with one of the last version of softimage: http://www.bang-awards.com/en/movie/362-mite -- *Walter Volbers* Senior Animator *FIFTYEIGHT* 3D Animation Digital Effects GmbH Kontorhaus Osthafen Lindleystraße 12 60314 Frankfurt am Main Germany Telefon +49 (0) 69.48 000 55.50 Telefax +49 (0) 69.48 000 55.15 *mailto:w...@fiftyeight.com w...@fiftyeight.com http://www.fiftyeight.com http://www.fiftyeight.com * ESC*58* Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH *http://www.ESC58.de http://www.ESC58.de *
Re: rumor, Soft dead within the next year
The illuminati sent you... DIDN'T THEY Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Dec 20, 2013 at 12:45 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: i heard a rumour, Hitler was seen riding a dinosaur past the pyramids, accompanied by a flying shark who sang show-tunes !! boom!! yes, i am drinking a -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* 20 December 2013 17:42 *To:* Softimage List *Subject:* Re: rumor, Soft dead within the next year I'll use it till it no longer runs. My only problem is that if I need additional help/talent...harder to find. If I want to join another team working on something else...I pretty much have to use something else. I've mentioned Softimage maybe to a dozen clients the past few months and they look at me and say whats it called? Its annoying..they have no clue. Maya, Max and C4D are so common that its like Coke and Pepsi...even my retired neighbor knows what it is. Just venting...but I can't complain. I'm still using it, loving it and...knock on wood...busy s I'll just stop now. And yes...great work Walter...really really nice piece! Kris On Fri, Dec 20, 2013 at 12:36 PM, Emilio Hernandez emi...@e-roja.com wrote: PS. Congratulations Walter amazing job! 2013/12/20 Stefan Kubicek s...@tidbit-images.com Wow, that must have been a lot of work! Looks f***ing awesome. Merry Xmas and a happy new Year: done with one of the last version of softimage: http://www.bang-awards.com/en/movie/362-mite -- *Walter Volbers* Senior Animator *FIFTYEIGHT* 3D Animation Digital Effects GmbH Kontorhaus Osthafen Lindleystraße 12 60314 Frankfurt am Main Germany Telefon +49 (0) 69.48 000 55.50 Telefax +49 (0) 69.48 000 55.15 *mailto:w...@fiftyeight.com w...@fiftyeight.com http://www.fiftyeight.com http://www.fiftyeight.com * ESC*58* Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH *http://www.ESC58.de http://www.ESC58.de* -- --- 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-- -- No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3462 / Virus Database: 3658/6935 - Release Date: 12/19/13
Re: positivity
WICAT systems, System 300 and 150. http://bitsavers.trailing-edge.com/pdf/wicat/brochures/System_300_Brochure.pdfhttp://bitsavers.informatik.uni-stuttgart.de/pdf/wicat/brochures/WISE_Brochure.pdf 1988 I worked for a defense contractor making computer based training lessons for a naval combat system. It had vector graphics program, it had a 16 color palette based on 4096 colors and one of 16 was used overlay laser disc video. I didn't have a mouse or a gui. It was a command line interface, to activate a drawing mode, cl - create line, cb- create box etc... I had to use the arrow keys to move the cursor around to pin start and end points for elements. I won't even get into what it took to do animation on it. My boss was a 55 year old retired Master Chief from Texas who ate ramen noodles every day for lunch and never washed his coffee cup, EVER. He told me once that a graphic I was working on was wrong because it looked skewed if he looked at the screen off center. Good times. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Dec 20, 2013 at 5:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ 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 * sc...@turbulenceffects.com *Sent:* Friday, December 20, 2013 2:24 PM *To:* softimage@listproc. autodesk. com *Subject:* Re: positivity Ha ha yeah Ed, you're old. But dang, so am I. Sent from my HTC EVO 4G LTE exclusively from Sprint - Reply message - From: Ed Harriss ed.harr...@sas.com To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: positivity Date: Fri, Dec 20, 2013 2:07 PM Maybe we need to go back to a multi-address list system like we had in the old days. There was the discussion list, which was all fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty much what we are using now. There were even other lists like eddie, particle, etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list and create another one for all the gloom and doom. Perfect! Now get to work Autodesk listproc person! ;) Thanks! Happy Holidays! Ed “cheese and monkeys” Harriss *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Friday, December 20, 2013 1:33 PM *To:* Softimage List *Subject:* Re: positivity Ha ha...Merry Christmas to all!! LOL. I'm not trying to start anything...just want to see if I'm the only one hearing this. I told the guys that told me to go tell the people that said this to go F themselves for what its worth. It does piss me off to see rumors like this butI do sit at home mostly working all day and night. I don't get to mingle with my peers as much as I used to so I didn't know if this may be old news or something new. Sounds bunk so I'll leave it at that :-) Kris On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge ethivie...@hybride.com wrote: Only thing I have beef with myself is the thread hijacking that snowballs into a long slog of boohooism. I'm tired of it. In recent times I have to think twice about posting to the list because I'm afraid my thread will get pulled into the black hole of negativity and what could have been a helpful / informative thread will be turned into a bitch-fest. The emPolygonizer thread yesterday that was heading in that direction seriously almost made me unsubscribe. If you want to complain about the demise of a software, have at it. Just stop hijacking threads with it (not aimed specifically Mr. Lampi, in general).. - Eric T.
Re: positivity
I had an A2000, DCTV was awesome! Screw you single frame controllers! Real-time animation to tape! Wow, I almost forgot how painful it was to output video to tape on anything other than an Amiga in those days. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Dec 20, 2013 at 6:07 PM, Matt Lind ml...@carbinestudios.com wrote: My computer graphics career has circular logic. My first computer was the Apple II when I was barely in grade school and had to write commands to draw pictures like: HLINE 60, 80 COLOR=8 RUN In college I used the Amigas 500 thru 4000 systems with deluxe paint, video toaster, DCTV, Lightwave 0.9, and so on, but just before graduation I had the luxury of working with the ever popular Tandy TRS-80 for use with motion control camera stands to do multi-planar and slit scans. Caused so much interference we couldn’t get reception on the boombox despite being located only a few blocks away from the Sears Tower where the signals were broadcast. http://en.wikipedia.org/wiki/TRS-80 Shortly after that I got my chance on the SGI with Softimage Creative Environment 2.6 Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Lampi *Sent:* Friday, December 20, 2013 2:52 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: positivity WICAT systems, System 300 and 150. http://bitsavers.trailing-edge.com/pdf/wicat/brochures/System_300_Brochure.pdfhttp://bitsavers.informatik.uni-stuttgart.de/pdf/wicat/brochures/WISE_Brochure.pdf 1988 I worked for a defense contractor making computer based training lessons for a naval combat system. It had vector graphics program, it had a 16 color palette based on 4096 colors and one of 16 was used overlay laser disc video. I didn't have a mouse or a gui. It was a command line interface, to activate a drawing mode, cl - create line, cb- create box etc... I had to use the arrow keys to move the cursor around to pin start and end points for elements. I won't even get into what it took to do animation on it. My boss was a 55 year old retired Master Chief from Texas who ate ramen noodles every day for lunch and never washed his coffee cup, EVER. He told me once that a graphic I was working on was wrong because it looked skewed if he looked at the screen off center. Good times. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Dec 20, 2013 at 5:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: I can say I miss the cheese and monkeys humor and do wonder what Porl is up to these days. But as for old…. Maybe we should have a contest. What’s the oldest computer graphics system you worked on, and the year? It doesn’t have to be 3D, it can be 2d, print, video, layout, etc. It just had to be a computer than did any kind of graphics. Takers? -- Joey Ponthieux __ 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 * sc...@turbulenceffects.com *Sent:* Friday, December 20, 2013 2:24 PM *To:* softimage@listproc. autodesk. com *Subject:* Re: positivity Ha ha yeah Ed, you're old. But dang, so am I. Sent from my HTC EVO 4G LTE exclusively from Sprint - Reply message - From: Ed Harriss ed.harr...@sas.com To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: positivity Date: Fri, Dec 20, 2013 2:07 PM Maybe we need to go back to a multi-address list system like we had in the old days. There was the discussion list, which was all fun/monkeys/cheese/Porl and there was the Softimage list, which is pretty much what we are using now. There were even other lists like eddie, particle, etc.. (Yea, I’m old..) Anyway, we could have this list stay a Softimage list and create another one for all the gloom and doom. Perfect! Now get to work Autodesk listproc person! ;) Thanks! Happy Holidays! Ed “cheese and monkeys” Harriss *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel *Sent:* Friday, December 20, 2013 1:33 PM *To:* Softimage List *Subject:* Re: positivity Ha ha...Merry Christmas to all!! LOL. I'm not trying to start anything...just want to see if I'm the only one hearing this. I told the guys that told me to go tell the people that said this to go F themselves for what its worth. It does piss me off to see rumors like this butI do sit at home mostly working all day and night. I don't get to mingle with my peers as much as I used to so I didn't know if this may be old news
Re: emPolygonizer in Fabric Engine using KL extension
I wish you guys could buy SoftImage from Autodesk before they put it down... Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Dec 19, 2013 at 11:54 AM, Stefan Kubicek s...@tidbit-images.comwrote: The door swings both way. .. that doesn't make me really happy. I mean what's the point in the end if everything goes to maya? Well anyway... Le 19/12/2013 17:17, Eric Thivierge a écrit : Huh??? It's the only one right now. But eventually I couldn't see why he couldn't move more to Fabric. Would be great for him to earn more money and have the tools directly translate to Maya for better pipeline interop. Eric T. On Thursday, December 19, 2013 11:14:30 AM, Sebastien Sterling wrote: so now all the em Plugins work in maya. On 19 December 2013 16:59, Alok Gandhi alok.gan...@modusfx.com mailto:alok.gan...@modusfx.com wrote: +1 ALOK GANDHI / directeur technique senior- senior technical director alok.gan...@modusfx.com mailto:alok.gan...@modusfx.com T: *450 430-0010 x225 F: *450 430-0009 www.modusfx.com http://www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebook http://www.facebook.com/ModusFX Twitter https://twitter.com/Modusfx ** On 12/19/2013 10:56 AM, Eric Thivierge wrote: This is why Fabric is so cool and appealing! https://vimeo.com/82296039 Eric Thivierge http://www.ethivierge.com -- - Stefan Kubicek ste...@keyvis.at - keyvis digital imagery 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: Static Turbulence
The turbulence is in global space, so when your object moves through space, it's actually moving through the noise. Maybe if you parent the mesh to null and animate that, then use that null's global position plugged into the xyz position of the turbulence, that should keep your points constant with the turbulence applied. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: Did you turn off Is Animated? gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: softimage@listproc.autodesk.com Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron
Re: Static Turbulence
No it wouldn't, I misunderstood what he was using it with. Thanks Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 7:16 PM, Benoit Delaunay delaunay@gmail.comwrote: Eric, I don't think it would work if the mesh is animated with an enveloppe or another deformer. Byron I had the exact same problem a few weeks ago and fixed it with the xocean compound. Voronoi noise is quite nice :)
Re: Tim Borgmann's emTopolizer2 Experiments
W o w. So freakin' cool. Meanwhile, if anyone hasn't seen his reel, it's really fun to watch... Great work Tim! https://vimeo.com/57005606 Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Dec 5, 2013 at 9:23 AM, Eric Mootz e...@mootzoid.com wrote: Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Tim Borgmann's emTopolizer2 Experiments
VIOLENTLY BEAUTIFUL Olivier wins for the most accurately creative description... Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Dec 5, 2013 at 9:48 AM, olivier jeannel olivier.jean...@noos.frwrote: This is VIOLENTLY BEAUTIFUL ! Le 05/12/2013 15:23, Eric Mootz a écrit : Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Whiskeytree Athens tech demo
Wow! Great work! Eric On Nov 22, 2013 9:04 AM, adrian wyer adrian.w...@fluid-pictures.com wrote: congrats to everyone at Whiskeytree for this epic demo! https://vimeo.com/71148018 your library toolset is a thing of beauty! 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
Object Label pass.. for particle instances
Anyone work out a way to render a unique color per particle/instance, or somehow apply a unique object ID to the instances so that the MR object label pass will work? Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: what
You need a la bit of string, a bottle of molasses, some pocket lint from a priest, a handful of roofing nails, 2 slinkys, a wombat and build a bonfire built at a crossroads by the light of the full moon. Or a computer with an internet connection. Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Oct 30, 2013 at 5:30 PM, Mc Nistor nisc...@gmail.com wrote: OOOK I think I got it. How do I unsubscribe from this list? On Wed, Oct 30, 2013 at 11:22 PM, David Barosin dbaro...@gmail.comwrote: we can hear you ;) On Wed, Oct 30, 2013 at 5:20 PM, Mc Nistor nisc...@gmail.com wrote: I don't understand how this works... where am I posting?! google is getting more and more retarded
Re: what
Oh this is Houdini? I thought it was a demo of a Fallout 3 expansion pack ;) Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Oct 30, 2013 at 6:25 PM, Meng-Yang Lu ntmon...@gmail.com wrote: Houdini Sneak Peeks are as bad as Autodesk's Marketing from Softimage... Boom. -Lu On Wed, Oct 30, 2013 at 2:58 PM, Ben Rogall xsi_l...@shaders.moederogall.com wrote: Those mandibles don't seem to be bouncing quite the way real mandibles bounce. On 10/30/2013 4:45 PM, Mc Nistor wrote: by the way, sneak peak #3 fro SideFX is up https://vimeo.com/78203795 :) On Wed, Oct 30, 2013 at 11:39 PM, Mc Nistor nisc...@gmail.com wrote: That's great, I have all that is needed then, no need for computer/internet. ;) On Wed, Oct 30, 2013 at 11:37 PM, Eric Lampi ericla...@gmail.comwrote: You need a la bit of string, a bottle of molasses, some pocket lint from a priest, a handful of roofing nails, 2 slinkys, a wombat and build a bonfire built at a crossroads by the light of the full moon. Or a computer with an internet connection. Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Oct 30, 2013 at 5:30 PM, Mc Nistor nisc...@gmail.com wrote: OOOK I think I got it. How do I unsubscribe from this list? On Wed, Oct 30, 2013 at 11:22 PM, David Barosin dbaro...@gmail.comwrote: we can hear you ;) On Wed, Oct 30, 2013 at 5:20 PM, Mc Nistor nisc...@gmail.comwrote: I don't understand how this works... where am I posting?! google is getting more and more retarded
Re: If Tim Borgmann doesn't love this, I hang myself ;)
Wow, very cool work.. Can someone translate the titles? Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Oct 23, 2013 at 9:51 AM, Stefan Kubicek s...@tidbit-images.comwrote: Cool stuff, I believe there was an article about them in one of the latest Digital Production issues. http://www.deskriptiv.de/form -- --**- 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: Autodesk´s Sales model
I can't speak for everyone, but I don't think many people expect marketing to be experts. At bare minimum, perhaps knowing what their software looks like at a glance is a reasonable expectation? Either way, I don't care if you vet or not. It's still amusing. Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Oct 17, 2013 at 5:17 PM, Maurice Patel maurice.pa...@autodesk.comwrote: Hi Eric, I do. Typically we always credit all software used on facebook even when it is competitors which is why you will see product like Z-Brush mentioned on our pages. A lot of staff post under the Autodesk account. I cannot vet it all personally and I don't think Social Media should all be vetted. Some mistakes happen. And for sure not everyone on the Marketing teams are Softimage or even ME experts. The mistake was almost certainly unintentional Maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi Sent: Thursday, October 17, 2013 4:38 PM To: softimage@listproc.autodesk.com Subject: Re: Autodesk´s Sales model Speaking of marketing, the other day on Facebook they had a link posted to an article about a short that was being made, with the tagline, See how Maya was used for all of the modeling and rigging with a picture of an artist at his workstation using a SoftImage rig to animate. Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Oct 17, 2013 at 2:11 PM, Leoung O'Young digim...@digimata.com mailto:digim...@digimata.com wrote: Who actually looks after their marketing/public relations? Is the Softimage/XSI user base so small, they don't give a hoot! What a way to run a business. On 10/17/2013 1:55 PM, Matt Lind wrote: That's for financial reporting with regards to accuracy and disclosure of accounting practices for sake of accountability to investors and the SEC. A company can provide NDAs and discuss plans of various natures without running into problems. They can also give glimpses publicly as demonstrated at the Siggraph user group where they showed forward looking technologies related to Maya. They can do the same with the other products and not run afoul of the SEC. Sharing a broad overview of where they see the individual products heading isn't an issue either as long as it's done on the level. Other companies of heavier weight and broader visibility have been more open than Autodesk. It is Autodesk that has chosen to be opaque creating a sense of distrust amongst their customers. In the long run that will be Autodesk's undoing as they're serving a market which doesn't have a lot of loyalty. Matt From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES] Sent: Thursday, October 17, 2013 9:38 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Autodesk´s Sales model Sarbanes Oxley... -- Joey Ponthieux __ 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.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic Sent: Thursday, October 17, 2013 11:15 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Autodesk´s Sales model and then someone is wondering why people are thinking worse and creating all sort of conspiracy theories... it doesnt need to be like detailed road map but where software as such is going at all.. or is it being ripped apart by Maya vultures and left to rot or they will keep it on life at least with artificial breathing machines...OR try to build an nice strong guy to stay with us for looong time... On Thu, Oct 17, 2013 at 5:11 PM, Angus Davidson angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote: Oh I am fairly sure We will never get point b. It just means their subscription model will fail. The worlds economy is in too poor a place for people to continue throwing money at something and hoping for the best. From: Sergio Mucino [sergio.muc...@modusfx.commailto: sergio.muc...@modusfx.com] Sent: 17 October 2013 04:42 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Autodesk´s Sales model I really don't think you'll EVER get point B in your list from Autodesk. The best you can do to sort of extrapolate into something similar is keep an eye on whatever's going on at Autodesk Labs. That's it. Anyone who believes they can convince, beg, or coerce AD to reveal their roadmaps to the public
Re: New Plugin: LK Fabric
Loom Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Oct 9, 2013 at 4:31 PM, Stephen Davidson magic...@bellsouth.netwrote: how about FABRIC WEAVER ? :) On Wed, Oct 9, 2013 at 3:46 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Someone should go for 'Fabrique' instead. Be sure to pronounce it correctly. -Tim On 10/9/2013 2:26 PM, Paul Griswold wrote: Haha! It's like an engine for fabric creation! (I can hear Helge groaning for the bad pun from here) On Wed, Oct 9, 2013 at 3:20 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: unfortunately, some people have totally ruined the use of the word fabric for plugin names. ;) -- *Tim Crowson **Lead CG Artist* *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com -- 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: 3delight v4 is out for Softimage
Well I can tell you that at the moment, Vray is practically useless compared to Arnold. We're using it currently, and we're all a little shocked here that it's not still in beta... Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Sep 26, 2013 at 2:15 PM, Alan Fregtman alan.fregt...@gmail.comwrote: I see there's a new path-tracer (raytracer) in this new version. I'm very curious to hear how it fares against good raytracers like Arnold or VRay. Hm On Thu, Sep 26, 2013 at 1:59 PM, Andres Stephens drais...@outlook.comwrote: I think I’ll give this one a try out today. Thanks for the link! Looks promising! -Draise *From:* Greg Punchatz *Sent:* Thursday, September 26, 2013 12:49 *To:* softimage@listproc.autodesk.com http://forums.cgsociety.org/showthread.php?f=59t=1125810 I would love to hear people's experiences with this new flavor of 3Delight if anyone has had the chance to test. -- -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.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: 3delight v4 is out for Softimage
We're not getting good results in Softimage with Vray as opposed to what we got out of 3DS using the same geo and shader settings. Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Sep 26, 2013 at 2:43 PM, Steven Caron car...@gmail.com wrote: the softimage plugin for vray? or vray in general? On Thu, Sep 26, 2013 at 11:29 AM, Eric Lampi ericla...@gmail.com wrote: Well I can tell you that at the moment, Vray is practically useless compared to Arnold. We're using it currently, and we're all a little shocked here that it's not still in beta... Eric -- 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: Looking for artists
You are illustrating exactly what is a consistent problem with artists in our industry. If people like yourself would pose the obvious questions and treat this as a business, we would all be far better off. As we all know far too well, if it hasn't happened to you, you certainly know more than a few people who haven't gotten paid or had to suffer through awful working conditions. 99% of the time it's because they didn't treat the situation as business. This isn't a social relationship we are talking about here, it's a business relationship. The more you go into it without asking the obvious questions the more likely you will have a misunderstanding or even a situation where you are completely being taken advantage of. If you ever encounter someone who is personally offended by you asking specific questions about the terms of your future employment, or later on, that you expect them to live up to the terms you both agreed on, you should probably think twice about trusting them. I am not saying that there is anything unsavory going on with this studio, just using this to make a few points. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Sep 25, 2013 at 1:10 PM, Andres Stephens drais...@outlook.comwrote: Oh that’s good to hear! I am sad to hear I missed my chance to present myself, but I’m glad you found your team! Good luck on the project, and don’t mind the naysayers. Keep up the work and cant’ wait to hear more on what you guys are doing/break downs! -Draise *From:* softimage.l...@bcvipstudio.com *Sent:* Wednesday, September 25, 2013 11:48 *To:* softimage@listproc.autodesk.com Hello again respected community of Softimage artists. We want to thank you all for participating in our recrutiment process in any way, by sending the mail or not. By simple reading this post and having a good time, criticizing our html, frameless table based site, trying to expose who we are, making fun of us, or taking us as an opportunity, you were part of this process. The ones that send the e-mail, got back a peronalized presentation letter. Explaining further details about our studio and if still interested, how to continue with the recrutiment process. Some continued with the process, some didn't. We want to thank specially this guys that crossed the mysterious e-mail barrirer and took the chance, and recieved and read our letter. Regardless if they continued or not with the process. And as we said. Once we have our Softimage team complete, we will announce it here. Our Softimage team is complete. We still have some registrars to review. We will review them in case we need extra hands for, as far as we know, this is the right place to hire the available cream of the cream of Softimage great talented artists, and lovers as we are. Our new Softimage team confirms this last statement. Thank you all. Sincerely, * * *BC VIP Studio* Team Recrutiment PS. We are moving on to recruit Real Flow, Vue, Nuke and After Effects mograph specialists. We are setting up this process and it is not ready yet. We will have it running by next week. But if you have besides Softimage any of these skills, and are interested in becoming a team member of BC VIP Studio, send an e-mail with your info at: recruitm...@bcvipstudio.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.
Re: Looking for artists
I don't think there is malicious intent, but it doesn't make me comfortable, or anyone else apparently. What we need in this business is more transparency, not less. Eric On Sep 25, 2013 7:53 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: I'm only a little surprised, but positively. This is a list that's always had some standards, and very, very low anonymous participants. Anonymous recruiting is a farce, and hype baiting an insult to professional standards and the userbase of candidates you address. It means little whether it's done naively and innocently or maliciously, it is NOT how recruitment and disclosure work, and it should never become. I was glad to see some backlash. It is NOT what I'd like to see more of in here, in fact I hope we get no more updates. That it was unanimously shot down is a good thing in my book. On Thu, Sep 26, 2013 at 3:46 AM, Stephen Davidson magic...@bellsouth.netwrote: I am surprised how cynical, and snarky, the replies are on this thread. I took it for face value. Nothing to lose. -- 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: Looking for artists
Sorry, but to not personally introduce yourself is weird, especially on this list. I don't think I have ever seen such a request in the 15 or so years I have been on the list. So I would like to ask you a couple questions: What is your name? Where are you currently based? Is your business model to act as a placement/talent scout? Your website appears to be only about a week old. Also, on that website there are no links. No reference to any credits, clients, work or contact info. Sorry to be so cagey, but on a few occasions I have entertained a few vague requests like yours in the past, thinking they were a legit studio only to find out it was just someone who wants a list of artists to act as a go-between of some kind between the artists and other studios. A little transparency would be appreciated. Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Sun, Sep 22, 2013 at 1:10 PM, softimage.l...@bcvipstudio.com wrote: Hello Sebastian, We are working hard to create something different, where a lot of effort and hard work has been put into, just to reach the step of start sending invitations. We cannot reveal the curtain so easy. We decided to post here first, knowing that this one would be a tough bone to chew. Most of the artists here are experienced and very high skilled. And we are not asking for weird or strange stuff at this moment. All we are saying is to send an e-mail to an address if you are interested. We can't see how this will harm you in anyway. So if you are curious, the least you can do is send an e-mail and see what happens next. What we can assure you, is that we are not going to ask you to give away any credit card number ;) It's up to you, if you want to open a new door or keep it closed. Have a good one. * * *BC VIP Studio* Artist Pool Original Message Subject: Re: Looking for artists From: Sebastian Kowalski l...@sekow.com Date: Sun, September 22, 2013 4:54 am To: softimage@listproc.autodesk.com hey bc vip studio artist pool… would be nice having some more information about that studio. its a bit weird being a start up studio with places in ny, lon, van and mexico city. as good talent is rare to find, you should put a bit more effort in it. maybe its just me, but that call sounds a bit blatant for my taste. take care -sebastian Am 22.09.2013 um 04:41 schrieb BC Artist Pool softimage.l...@bcvipstudio.com: If for some reason your mail to artist.invitat...@bcvipstudio.com or studio.invitat...@bcvipstudio.com is being rejected, please try again. We are moving the server as we are recieving more applications than expected. Thank you and sorry for the inconvinience. Sincerely, *BC VIP Studio* Artist Pool Original Message Subject: Re: Looking for artists From: Sebastien Sterling sebastien.sterl...@gmail.com Date: Sat, September 21, 2013 7:14 pm To: softimage@listproc.autodesk.com Hello, What does BC stand for :) ? On 22 September 2013 02:10, Emilio Hernandez emi...@e-roja.com wrote: Great! Count me in! Cheers! 2013/9/21 BC Artist Pool softimage.l...@bcvipstudio.com Hello Softimage Community artists. We are a new studio gathering talent all around the globe. We are looking for talented freelance artists or small studios (2-10 artists). Not only in 3D modeling, rigging, animation, particles, etc. But we are also looking for Comp, Colorists, Concept, Shooting Board, Motion Graphics, Match Movers, etc. Softimage is our preferred 3D software and will be used as the main 3D core in our Pipeline. If you are interested or know some one that might be, please send an e-mail to the following adresses, depending if you are a freelance or a small studio, with the subject: invite-me. Freelance: artist.invitat...@bcvipstudio.com Small studio: studio.invitat...@bcvipstudio.com Thank you. Sincerely *BC VIP Studio * Artist Pool -- 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. -- 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: Looking for artists
As freelancers and professionals , we also filter. We are all grown ups here I thought that was pretty self-evident, but thank you for asserting that ... T wice. When I ask questions it's out of legitimate adult, professional concerns. Best of luck to you two! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Sun, Sep 22, 2013 at 6:29 PM, BC Artist Pool softimage.l...@bcvipstudio.com wrote: As Mirko said. We are all grown ups here. The reason we decided to post a job offer in this list, is more than evident. We appreciate your feedback in the way we are handling our talent search. You believe that we are not serious because we have a page with HTML tables, it's ok. You don't like the Intrigue and Drama as you say, It is ok. You believe it is a scam. Ok no problem also. And as we are a studio, yes, we have a limited number of seats. We respect your feelings, and we also respect if you don't want to send a simple e-mail to find out more. But we are not changing our strategy. As you can see, a lot is being filtered out already by itself. People that really want more information are sending the mail, and they are being attended properly. Our main 3D core is based on Softimage and that is why we decided to post to this mailing list in first place, a list which we respect. Here it goes again: *We are looking for freelance talented artists, or small studios (3-10), that are proficient and skilled in Softimage for our studio. * * * *If you are interested in who we are, and what we are offering, send an e-mail to artist.invitat...@bcvipstudio.com* And you can decide if you take the next step or not into our recruitment process. Again quoting Mirko. We are all grown ups here. Thank you for your time, Sincerly *BC VIP Studio* Artist Pool Original Message Subject: Re: Looking for artists From: Sebastian Kowalski l...@sekow.com Date: Sun, September 22, 2013 1:08 pm To: softimage@listproc.autodesk.com what eric said is how I feel about that too. from my experience there is no such thing like a closed pool. in an industry living from fresh ideas, exclusivity is kinda unproductive. everybody is looking for talent.. nevertheless, this is still a good place for job offers and I do wish you a successful start. -sebastian Am 22.09.2013 um 21:33 schrieb Christopher Crouzet christopher.crou...@gmail.com: With your lack of transparency, your elusive descriptions, you betting on people's curiosity, and your choice of catchy lines such as VIP, talents, and seats are limited, it sounds like all you're trying to do is to catch the ones still hoping for the American dream. It's really just missing a blinking yellow FREE!!! tag on a red background, and you're done. Just saying that whatever your thing is, you've been doing very well at managing to make it sound not trustworthy in every possible way. PS: and it has been scientifically proved that websites using HTML tables for non-tabular data can't be serious. On 22 September 2013 21:02, BC Artist Pool softimage.l...@bcvipstudio.com wrote: Hello Eric. Yes our site is just one week old as we are new! And yes, neither we have seen this before for 25 years. All we can say is that the kitchen has been cooking this for about two years ago from now. And it is time to start delivering the dishes. We can tell you what we are not. We are not a talent place site. We do not charge artists any fee. We are not a site that will ask you to enroll and pay a subscritpion, so other studios can come up and see your profile. We are a new studio gathering talent all over the globe. Seats are limited. Once we have our team completed, we will stop sending invitations and we will announce it here. What pill will you take? The red pill, or the blue pill? Send the mail and discover what is behind that old corridor with light at the end that is at our site. Sincerely, *BC VIP Studio* Artist Pool Original Message Subject: Re: Looking for artists From: Eric Lampi ericla...@gmail.com Date: Sun, September 22, 2013 11:19 am To: softimage@listproc.autodesk.com Sorry, but to not personally introduce yourself is weird, especially on this list. I don't think I have ever seen such a request in the 15 or so years I have been on the list. So I would like to ask you a couple questions: What is your name? Where are you currently based? Is your business model to act as a placement/talent scout? Your website appears to be only about a week old. Also, on that website there are no links. No reference to any credits, clients, work or contact info. Sorry to be so cagey, but on a few occasions I have entertained a few vague requests like yours in the past, thinking they were a legit studio only to find out it was just someone who wants a list of artists to act as a go-between of some
Royal Render and Vray
Anyone have this set up? We're getting errors saying that certain plugins etc are not installed, yet it can see the workgroups. Our IT guys can't seem to figure this out. Suggestions are appreciated! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Royal Render and Vray
Hey guys, thanks for getting back to me... We only have a couple workgroups, EMflock and Alembic/Crate. These are the errors we're getting: R 30| ' ERROR : 2356 - This plug-in is not installed: VRayMeshLightProperty R 31| ' ERROR : 2356 - This plug-in is not installed: VRayObjectProperty R 32| ' ERROR : 2356 - This plug-in is not installed: VRay Options R 33| ' INFO : 4152 - Data loaded from file \\Heart02\show\ANG_13006\work\sc067\sh0080\xsi\Models\Bacteria_Swim_v02.emdl was created with build number: 12.1.99.0 - compatibility version: 1200 R 34| ' ERROR : 2356 - This plug-in is not installed: control Any ideas?? Thanks! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Sep 13, 2013 at 4:13 PM, David Barosin dbaro...@gmail.com wrote: Never used it with vray but how do you know it's seeing the workgroups? Is the log showing that royal is sending the workgroups in the command? It's been a while but I remember that there was a string length limit. So sometimes a command string with too many workgroups would get truncated. I think workgroups that are unchecked will still get sent with a ! before the path. Keep the workgroup list lean. On Fri, Sep 13, 2013 at 3:59 PM, Eric Lampi ericla...@gmail.com wrote: Anyone have this set up? We're getting errors saying that certain plugins etc are not installed, yet it can see the workgroups. Our IT guys can't seem to figure this out. Suggestions are appreciated! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Strand Mechanics
Seconded... Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Sep 11, 2013 at 4:53 PM, Ed Manning etmth...@gmail.com wrote: Gee, sometimes I really wish I knew what NASA has you working on, Joey. Gotta love that you're working in Soft in that environment. On Wed, Sep 11, 2013 at 4:36 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: So….. ** ** If there is anyone out there who can share any insight to strand mechanics in ICE I’d really enjoy hearing your thoughts. ** ** I took the OEM “Create Strand from Curves” Task and modified it into something where I can animate the strand along the curve, generate dashed lines, strand masking, transparency, offset, length, direction, etc, etc. I’ve run into a couple things which puzzle me. ** ** **1. **The default strand draws with a round tip on one end and a flat tip on the other. Can’t really quite figure out why the particle segment is being cut in this way. Any ideas? ** ** **2. **When I reposition the strand along the curve, that is to push the strand back towards the start of the curve at least partially, I sometimes get artifacts in the strand trail where the end of the strand is terminated at the end of the curve. This is usually only visible if the strand has gradient colors or transparent color and occurs on the same end with the flat tip. The appearance is as if multiple particles are getting stacked on eachother or are masking segments. But I can’t make sense of what is happening. ** ** I’m really looking for some insight on how a strand works, and what the risks are in attempting to manipulate the strands along the curve. I get that underneath there is an array with positions that sync with an array of colors etc etc and that the positions are relative to the number of segments, what I don’t understand is what is happening to the segment stamps when they are pushed off the curve. Any insight is welcome. ** ** -- 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. ** **
Rant: Caching tools still suck
Why is it that after all of these years, caching has to be a big bag of pain-in-the-ass? We have 3 different ways to do it and they all suck in one way or another. The fact is, none of them are great or elegant. Trying to get them to write out the damned custom attributes is bad enough and then sometimes they just don't read-in at all. Someone please tell me that there are some tools out there that make this less of a pain to deal with. This is like saving out a scene and you're never quite sure if your lights are going to be saved with it. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Would you like to recover your scene?
SoftImage: Hey Eric, I see that you crashed.. How would you like to recover your scene? Eric: Sure that would be great! Go right ahead, bring it on back! SoftImage You'll get nothing and like it! Meh Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
ICE Weightmap issues
I figured I would ask, any bugs pop up in 2014 SP2 when using a few weightmaps to drive particle emission in a standard emit from geo node. We're having random crashes and cluster errors that seem to be tied to the weightmaps.Anyone have a similar issue? Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
emission by point velocity of emitter
I'm trying to get this to work, but I am having little success. It seems like it should be fairly straightforward. I would like to drive a weightmap by the velocity of the geo's points that are being deformed by a skeleton. I can't seem to quite figure out how to access it and I am guessing some of it will depends where the envelope is set and where the ice tree is located. The result of which I can use to emit particles or set properties where there is the most movement, probably clipping it below a certain threshold. I understand in principal, but right now I'm just stuck. I've taken a look around in for some reference. I'm actually pretty surprised there aren't at least a couple nodes floating around that already do this kind of thing.. Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: emission by point velocity of emitter
This is a huge help! Thanks! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Sun, Sep 1, 2013 at 10:08 PM, Leonard Koch leonardkoch...@gmail.comwrote: Hey Eric. unfortunately you can't drive a weightmap on an object based on its pointvelocity, since you only have access to previous frame values, if your ice-tree is in the simulation part of the stack, which in turn, makes all envelopes useless. You can only effectively use this data in the simulated ice-tree on another object, like in the pointcloud where you are emitting the particles for example. Here is a screenshot which shows how to emit particles based on the movement of a mesh: https://leonard-koch.squarespace.com/s/EmittingBasedOnVelocityForEric.jpg And here is the scene: https://leonard-koch.squarespace.com/s/EmitByVelocity.scn I hope this helps! On Mon, Sep 2, 2013 at 1:37 AM, Eric Lampi ericla...@gmail.com wrote: I'm trying to get this to work, but I am having little success. It seems like it should be fairly straightforward. I would like to drive a weightmap by the velocity of the geo's points that are being deformed by a skeleton. I can't seem to quite figure out how to access it and I am guessing some of it will depends where the envelope is set and where the ice tree is located. The result of which I can use to emit particles or set properties where there is the most movement, probably clipping it below a certain threshold. I understand in principal, but right now I'm just stuck. I've taken a look around in for some reference. I'm actually pretty surprised there aren't at least a couple nodes floating around that already do this kind of thing.. Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
ICE in name
When referencing objects, I was pretty sure you could put something like thismodel. in front of the name of the object to reference any object of that name under a model with the ICE tree. Am I just using the wrong name? Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: ICE in name
Hey! Who put that extra model null in my hierarchy? Some people... Jeez... Don't they know that having extra model null in there can totally mess things up when you use something like this_model?? No wonder it wasn't working. (oops) Thanks guys, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Aug 29, 2013 at 11:36 AM, Alan Fregtman alan.fregt...@gmail.comwrote: I think you're looking for this_model. There's also: self this this_parent On Thu, Aug 29, 2013 at 11:35 AM, Eric Lampi ericla...@gmail.com wrote: When referencing objects, I was pretty sure you could put something like thismodel. in front of the name of the object to reference any object of that name under a model with the ICE tree. Am I just using the wrong name? Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Friday Flashback #133
It's spelled J-e-s-u-s, but it's actually pronounced Throat Warbler Mangrove. Eric (Non-Wookie) On Aug 27, 2013 12:31 AM, Benjamin Paschke ben.pasc...@rsp.com.au wrote: On 27/08/13 13:56, Eric Lampi wrote: Jumpin' Jesus on a pogo stick! I'm pretty sure mentioning Jesus isn't going to help matters .. Can we please keep this as the ONE forum on teh internets where I don't have to be inundated with derpy political comments and the inevitable, slow slide towards personal attacks and comparisons to Hitler. PLEASE!? Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net wrote: It’s ok. Most of the people who voted for Obama aren’t American citizens either. Some of them aren’t even human…or even alive. *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge *Sent:* Monday, August 26, 2013 5:33 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Friday Flashback #133 On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: F) The software patents world is an American thing Heh, this coming from someone who voted for G.W. Bush even when not even a US citizen! :P Thanks for the insights Raf. Eric Thivierge http://www.ethivierge.com
Re: Friday Flashback #133
I'm a little unsure what the problem people have with him is too. Maybe I am just missing something? Aren't there are licensing fee associated with lots of technologies? They are then built into the cost to the consumery. Is it really cost prohibitive because he asks for too much or something? Or does he just not allow anyone to expand on his patented process? Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Aug 26, 2013 at 1:56 PM, Alan Fregtman alan.fregt...@gmail.comwrote: As I understand it, in even simpler terms he has a patent on guide curves (hairs) producing an interpolated result. I get that maybe he was among the first to think of that and implement it in the early CG days. Kudos to him for being among the first, but in my eyes that's a *very* fundamental concept of almost any hair system and he shouldn't be getting more than a mention in the *special thanks* of the About window of any cg hair solution. If he's not innovating in that field and his own product (Shave) is falling behind the times then I'm afraid that's his problem (and I'd love him to make it better, frankly), but he shouldn't stifle anyone else's seemingly superior solutions from advancing (or selling) just because they have any form of guide paths being extrapolated into a dense population of hair segments. That attitude seems troll'ish to me. On another note, I hope he isn't granted a patent on Pose-Space Deformations (PSD) for his work on the *LBrush* product: http://www.lbrush.com/ but at the same time I do hope people purchase his product and he makes money from it directly and not via litigation with others, and hope to see new fancy shmancy kickass innovative solutions from him. On Mon, Aug 26, 2013 at 1:23 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: On Mon, Aug 26, 2013 at 11:33 AM, Eric Deren eric_l...@dzignlight.com wrote: I still have yet to figure out why folks unabashedly slam Joe. Yes, there are patent trolls and yes, there are serious problems with our patent system, but after evaluating the entire situation after the Yeti deal collapsed (which was unfortunate), it seems to me that, in general, Joe is the little guy that the best parts of our decrepit patent system support. Before the Yeti thing, his patent basically kept several large studios from outright stealing his work and giving him no compensation for it. Isn't that the ideal situation for patents? Protecting the little guy from the big conglomerate corporations? It's because Joe has a patent that's pretty general on how to mathematically parametrize hair on a 3d surface, which not so much something that's he invented but more of a description he's figured out of the way to replicate on a computer what nature does on your head. It simply isn't true that everyone who writes a hair system is necessarily stealing his work, other people could come to the same conclusion without looking at this work. that's how patents are: you have process to do something, then you qualify it with a specific field, and boom, you've got a patent. There are patents for drawing... on a computer. You can't patent drawing, but you could do it if you qualify it with on a computer. It's really a case of running to the patent office early in CG history before anyone else could and not so much of the little guy with a brilliant innovation that needs to be protected from evil conglomerates.
Re: Friday Flashback #133
Jumpin' Jesus on a pogo stick! Can we please keep this as the ONE forum on teh internets where I don't have to be inundated with derpy political comments and the inevitable, slow slide towards personal attacks and comparisons to Hitler. PLEASE!? Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Aug 26, 2013 at 11:05 PM, Sam sbowl...@cox.net wrote: It’s ok. Most of the people who voted for Obama aren’t American citizens either. Some of them aren’t even human…or even alive. ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge *Sent:* Monday, August 26, 2013 5:33 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Friday Flashback #133 ** ** ** ** On Mon, Aug 26, 2013 at 8:06 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: F) The software patents world is an American thing Heh, this coming from someone who voted for G.W. Bush even when not even a US citizen! :P Thanks for the insights Raf. Eric Thivierge http://www.ethivierge.com
Re: Friday Flashback #133
Agreed. I blame Eric. -Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Aug 27, 2013 at 12:45 AM, Eric Deren eric_l...@dzignlight.comwrote: Eric, this is all your fault. Did I not CLEARLY state that I didn’t want this to turn into a political conversation? :P -Eric -Original Message- From: Raffaele Fragapane Sent: Monday, August 26, 2013 11:06 PM To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com Subject: Re: Friday Flashback #133 Eric, this is all your fault.
Envelope freeze
Can anyone think of a clever way to freeze a mesh that's enveloped but not destructively? I'm adding some simulation functions to our character rig, basically just a copy of the enveloped mesh that I am using for particle generation. In order for my setup to work, it needs to be a static pose. So what I am looking for is a way to remove the envelope's influence on a frame I choose, but keeping that static pose. Something like when you mute the envelope operator, but the mesh needs to stay in that pose and not snap back to it's pre-enveloped position. I want to be able to re-enable the envelope if I need to. Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Envelope freeze
I need the flexibilty to un-freeze it. This is a basic setup that will be used in lots and lots of scenes, and I don't want to have to do a lot of work to keep up with changes, so a flexible solution is very important. I'm not a rigger, so I wasn't sure if there was just some basic function I wasn't aware of. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Aug 22, 2013 at 10:11 AM, Toonafish ron...@toonafish.nl wrote: why not create a duplicate of the character, freeze it, and then toggle render visibility of the enveloped and frozen one? Simple but effective. - Ronald On 8/22/2013 15:47, Eric Lampi wrote: Can anyone think of a clever way to freeze a mesh that's enveloped but not destructively? I'm adding some simulation functions to our character rig, basically just a copy of the enveloped mesh that I am using for particle generation. In order for my setup to work, it needs to be a static pose. So what I am looking for is a way to remove the envelope's influence on a frame I choose, but keeping that static pose. Something like when you mute the envelope operator, but the mesh needs to stay in that pose and not snap back to it's pre-enveloped position. I want to be able to re-enable the envelope if I need to. Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Envelope freeze
Sure, that would work too. It's just one of those things I half expect there to be a check box or a function somewhere. Thanks Alan (and everyone else)! Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Aug 22, 2013 at 11:08 AM, Alan Fregtman alan.fregt...@gmail.comwrote: You could also have a mesh duplicate that has a simulated icetree and set its pointposition from the regular one, every frame. When you want it to freeze, just stop setting PointPosition. Would that work for you? On Thu, Aug 22, 2013 at 10:23 AM, Eric Lampi ericla...@gmail.com wrote: I need the flexibilty to un-freeze it. This is a basic setup that will be used in lots and lots of scenes, and I don't want to have to do a lot of work to keep up with changes, so a flexible solution is very important. I'm not a rigger, so I wasn't sure if there was just some basic function I wasn't aware of. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Aug 22, 2013 at 10:11 AM, Toonafish ron...@toonafish.nl wrote: why not create a duplicate of the character, freeze it, and then toggle render visibility of the enveloped and frozen one? Simple but effective. - Ronald On 8/22/2013 15:47, Eric Lampi wrote: Can anyone think of a clever way to freeze a mesh that's enveloped but not destructively? I'm adding some simulation functions to our character rig, basically just a copy of the enveloped mesh that I am using for particle generation. In order for my setup to work, it needs to be a static pose. So what I am looking for is a way to remove the envelope's influence on a frame I choose, but keeping that static pose. Something like when you mute the envelope operator, but the mesh needs to stay in that pose and not snap back to it's pre-enveloped position. I want to be able to re-enable the envelope if I need to. Thanks, Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Re: Flocking particles that stick to character topology
Cool, thanks for the suggestions! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Aug 15, 2013 at 10:43 AM, Leo Quensel le...@gmx.de wrote: You probably won't even have to cache that out for correct PointVelocity. Just store the PointPosition at Previous frame in a custom attribute in your Simulation Tree, and calculate the difference between this Attribute and the current Pointposition in the Post-Sim Stack as your new PointVelocity. *Gesendet:* Donnerstag, 15. August 2013 um 16:28 Uhr *Von:* Alan Fregtman alan.fregt...@gmail.com *An:* XSI Mailing List softimage@listproc.autodesk.com *Betreff:* Re: Flocking particles that stick to character topology If you go that route, you could do it in the same cloud by reinterpreting locations in a post-sim icetree. That way the sim runs cleanly every frame on the static mesh and then appears in the enveloped one. You may have motionblur problems though. If you care about it, you can cache out the as it appears on the enveloped mesh and then compute the PointVelocity yourself between the CacheOnFile (read) node when you're loading it back in. (PointVelocity is one of the attributes used for defining motionblur.) On Wed, Aug 14, 2013 at 8:00 PM, Matt Morris matt...@gmail.com wrote: Have a look at the node: re-interpret the locations to new geometry. I think you'll need to sim on a static version of your character mesh and reinterpret to an enveloped version of the mesh. On 15 August 2013 00:40, Eric Lampi ericla...@gmail.com wrote: I have a simulation where I am flocking particles with Emflock and pushing them back onto the emission geo. So they flow along the surface and interact, and it's exactly what I need. However, with an enveloped character however, the particles do not inherit any kind of velocity and the slide over the surface as the geo moves. The closest thing I can think of to describe it is little groups of bugs crawling along the surface of a character... They need to flow, but the also need to deform along with and stick to the character. Particles are emitted all at once to fill the surface, and I have copied the points positions and generated new points in another un-simulated cloud, but now, what is the best way to keep them stuck to the body as it moves? I'm a bit of a nOOb with EMflock, and it seems like this is the sort of thing that it would be great at, I just don't think I have figured out what to use to make this happen. Thanks Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- www.matinai.com
Re: Latest work from Whiskytree -- Elysium
I saw this the other night in IMAX, excellent work! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Aug 14, 2013 at 2:46 AM, Vincent Fortin vfor...@gmail.com wrote: Studios sharing the same directory structure... I like it :-) Great work guys! I can't wait to watch it on big screen. On Wed, Aug 14, 2013 at 12:58 AM, Chris Chia chris.c...@autodesk.comwrote: Nice Work Whiskytree! If you have a publicity video with Softimage involved, do let us know... Need to show to A marketing ;) On 14 Aug, 2013, at 5:12 AM, Votch megavo...@gmail.commailto: megavo...@gmail.com wrote: Now that Elysium is out I can mention the project publicly! Here is an article on some of the work we did for Elysium. http://library.creativecow.net/kaufman_debra/VFX_Elysium-Whiskytree/1 When I was a kid I wanted to work in VFX so that I could build space ships and work on SCI-FI films. Elysium is my first SCI-FI project and personally it was totally worth the wait. Votch Levi Whiskytree
Vray between SoftImage and 3DS Max
Anyone use Vray between Max and Soft on the same job? One of our shots is being animated and modeled in Soft, but lit and rendered in Max using Vray. They are establishing the close-up look dev for a few of the intro shots. We'll be using Soft and Vray for all of the other shots, mostly particle/flocking. We would like to be able to copy the shaders and lighting setups from Max if possible. So any tips/tricks that you may have learned would be appreciated! I've used Arnold, Redshift before and from what I've seen Vray operates more or less the same they do in Soft so I am not too worried about it. Anything that would save us time is valuable. Thanks! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Flocking particles that stick to character topology
I have a simulation where I am flocking particles with Emflock and pushing them back onto the emission geo. So they flow along the surface and interact, and it's exactly what I need. However, with an enveloped character however, the particles do not inherit any kind of velocity and the slide over the surface as the geo moves. The closest thing I can think of to describe it is little groups of bugs crawling along the surface of a character... They need to flow, but the also need to deform along with and stick to the character. Particles are emitted all at once to fill the surface, and I have copied the points positions and generated new points in another un-simulated cloud, but now, what is the best way to keep them stuck to the body as it moves? I'm a bit of a nOOb with EMflock, and it seems like this is the sort of thing that it would be great at, I just don't think I have figured out what to use to make this happen. Thanks Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Maya Xgen
Personally, I don't hold a grudge against anyone protecting his patented work. If you want to give it away for free, that's your choice. Maybe Alter is a jerk, I've heard people not say many nice things about him over the years, I have no idea I don't know anything about the guy. However I do know a bunch of people who have created some amazing tools and as far as I am concerned I am all for them capitalizing on their work. When Movie Studios and Ad Agencies are making billions on the films and commercials they produce, so why not? You know what Joe Alter isn't doing? Crying over the fact that his rates are being cut or that his work is all being outsourced to some studio in China or India. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Sun, Aug 11, 2013 at 3:42 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Of course he does, particularly with xGen going commercial. He sued Disney over it and won an undisclosed settlement (it's not on record whether it's royalties or a flat payment). http://patentexaminer.org/2011/10/disney-sued-for-infringing-virtual-hair-raising-patent/ On Sun, Aug 11, 2013 at 4:29 PM, Nick Angus n...@altvfx.com wrote: I am sure he still makes money from it with that obscure little patent he holds... -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Gardner Sent: Saturday, 10 August 2013 7:04 PM To: softimage@listproc.autodesk.com Subject: Re: Maya Xgen It beats having to pay Joe Alter for the privilege of having decent grooming tools... the xgen demo looks to be *ahem* a cut above shave's tools. (sorry) cheers, chrisg On 10 August 2013 15:22, Eric Lampi ericla...@gmail.com wrote: This just came across my feed on Facebook. It's so damned annoying to see them make a huge deal out of this kind of pedestrian crap. OK the hair stuff was nice, but is anyone really that impressed with a hair styling tool? Exactly how often do you say to yourself Oh no!! How am I ever going to style the hair on these ALL of these characters!!?? -- 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
Hmm.. Well I did preface it with, OK the hair stuff was nice. I rather like doing hair so, meh. It's the other stuff... Wow, laying out trees with weightmaps. *YAWN*. The acquisition of soft by AD hasn't been so great for us, so when I see that kind of demo it makes me a little batty. My nerd rage... rages. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Sat, Aug 10, 2013 at 4:09 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Hmm, every single time you work on a TVC or Episodical where characters have hair? When you do DigiDoubles? Whenever you start a movie? The moment you have furry creatures? I don't know, practically EVERYTHING I worked on in the last 10 years except for LEGO required abundant styling of hair, feathers, scales, spikes... It was actually a considerable investment of time before some tools got revamped. Before grooming tools came for our propietary hair system, at its inception, it was procedural and the digidoubles for Sucker Punch required about five times as long as it would have taken with styling tools. The fact you don't need it doesn't mean there isn't a large number of clients that actually do, day in and day our, on every multi-year production. On Sat, Aug 10, 2013 at 3:22 PM, Eric Lampi ericla...@gmail.com wrote: This just came across my feed on Facebook. It's so damned annoying to see them make a huge deal out of this kind of pedestrian crap. OK the hair stuff was nice, but is anyone really that impressed with a hair styling tool? Exactly how often do you say to yourself Oh no!! How am I ever going to style the hair on these ALL of these characters!!?? Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Aug 9, 2013 at 10:55 PM, Greg Punchatz g...@janimation.com wrote: It was more than that... It was the speed and interaction time. For example the interaction time when simply changing tree counts or sizes.. And when he painted a wight map it was beyond stupid slow. If its a view port 2.0 issue .. Maybe he should turn it off... It's sad The hair demo and some of the work flow / UI looked great.. Then the needless expressions and dog slow tree scene made me forget about the good parts. Sent from my iPhone On Aug 9, 2013, at 9:27 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Aug 9, 2013 at 7:46 AM, Greg Punchatz g...@janimation.com wrote: I thought the hair stuff looked very very nice... but the tree demo was simply sad. It SEEMED much slower than ICE for only a few low poly trees, and like you said I would expect it to very fast and scalable. The video makes it seem like just the opposite. It seems with Arnold standins I can handle much larger data sets in ISC...based on the demo video. You mean it's slow orbiting and panning the viewport? XGen is not doing anything afaik during these operation. the slowness must be a combination of all the shadows and effects of the viewport 2.0 setup he's using combined with the camtesia capture Is there a way to get this data into soft? I could see using the hair tools as my first step into the dark side ;). Could I write out Arnold .ass files? Thanks G -- 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
This just came across my feed on Facebook. It's so damned annoying to see them make a huge deal out of this kind of pedestrian crap. OK the hair stuff was nice, but is anyone really that impressed with a hair styling tool? Exactly how often do you say to yourself Oh no!! How am I ever going to style the hair on these ALL of these characters!!?? Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Fri, Aug 9, 2013 at 10:55 PM, Greg Punchatz g...@janimation.com wrote: It was more than that... It was the speed and interaction time. For example the interaction time when simply changing tree counts or sizes.. And when he painted a wight map it was beyond stupid slow. If its a view port 2.0 issue .. Maybe he should turn it off... It's sad The hair demo and some of the work flow / UI looked great.. Then the needless expressions and dog slow tree scene made me forget about the good parts. Sent from my iPhone On Aug 9, 2013, at 9:27 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Aug 9, 2013 at 7:46 AM, Greg Punchatz g...@janimation.com wrote: I thought the hair stuff looked very very nice... but the tree demo was simply sad. It SEEMED much slower than ICE for only a few low poly trees, and like you said I would expect it to very fast and scalable. The video makes it seem like just the opposite. It seems with Arnold standins I can handle much larger data sets in ISC...based on the demo video. You mean it's slow orbiting and panning the viewport? XGen is not doing anything afaik during these operation. the slowness must be a combination of all the shadows and effects of the viewport 2.0 setup he's using combined with the camtesia capture Is there a way to get this data into soft? I could see using the hair tools as my first step into the dark side ;). Could I write out Arnold .ass files? Thanks G
Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion
It's between Tony at Psyop and Wyatt over at The Mill, the most epic beards in VFX. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Aug 6, 2013 at 5:54 PM, Eric Thivierge ethivie...@hybride.com wrote: Not arguing that point at all. Tony wins by leaps and bounds. Eric Thivierge === Character TD / RnD Hybride Technologies On August-06-13 5:42:17 PM, Paul Doyle wrote: I think Tony at Psyop has you on the beard. Glorious confection that it is.
Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion
SGI was different, first just the hardware cost a small fortune and you pretty much had to get it all from a reseller. Not to mention there were hardware dependencies for licenses. Sure MAYBE it was pirated, but I never saw nor heard of it at the time. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Sat, Aug 3, 2013 at 11:45 PM, Sven Constable sixsi_l...@imagefront.de wrote: and same was with softimage|creative environment on SGI platforms? (Just for clarification, I jumped into the business in 1999. Even doing some 3D since the early 90s and knowing some scenes back then...I have no insights of the SGI-warez sector, if any)... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Sunday, August 04, 2013 5:18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Yost Group - related to the Naiad/SIGGRAPH discussion Every and any version of any software has been pirated, not every software was traded in plain sight by every other person in a classroom though. You could get a pirated MAX with the splash screen changed with a magazine at one point. Same for autoCAD. Different years though. piracy wasn't even illegal in most of continental Europe at the end of the nineties, not yet. On 4 Aug 2013 13:08, Sven Constable sixsi_l...@imagefront.de wrote: A bit offtopic:.how about the situation with pirated soft versions around that time? Even softimage was mainly in SGI area that time, I remember cracked versions of softimage later on NT. Where there piracy in the earlier years? In softimage-SGI or pre-internet times? I know about pirated copies in other businessin the late 80s but just wondering how this was with softimage back then... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: Sunday, August 04, 2013 3:06 AM To: softimage@listproc.autodesk.com Subject: Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion I remember the same outrage, it was in some magazines and some BBs, but win 95 was Summer 95, and MAX 1 was announced, not even released I believe, at SIGGRAPH 95. Max 1.1 was what, a full year later? And it was 1.2 that was really the big swing shot. 3DS R4 was the pre-win95 one (a release I remember for inverse kinematics and people clamouring now 3ds4dos was as good as Softimage|3D for animation :) ). I also have vague memories of people saying 1.0 cracked run on 95, while the non cracked version didn't, and people being able to tell the pirate-y kids apart by when they were saying they were running it on 95. Didn't even try MAX back then, I think I tried it at v2, and then again at v4, but it was never for me. Regardless, release time could not have been more than a month or two apart from win 95 either way :) Then you also have all the rumors of 95SP1 breaking the cracks and surprisingly the following minor release of MAX being crackable on SP1 again, and everybody using it as proof that the whole cracked MAX scene was secretly run from inside Kinetix as a promotional move. Whether there's ever been any truth to it, I have absolutely not the faintest clue. Ahhh, good times... well, no, not really :p On Sun, Aug 4, 2013 at 9:10 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: Max 1.0 was released before Windows 95.. I remember the user base rage a couple of years earlier when they announced they would be developing the next gen software exclusivly for NT, though now I cannot figure out where I would have known about that; perhaps usenet or bbs. On Sat, Aug 3, 2013 at 5:45 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Actually Max ran on windows 95 and then 98 as well though it wasn't meant to I guess, unlike a lot of other software at the time, which was a huge part of why it was popular (alongside the whole piracy thing). For that alone it was for quite a while relegated as a toy app in people's minds. That and the fact it WAS the crashiest DCC app ever to disgrace the hard drives of a million users. The hardware was not a problem for anybody that I remember of, it wasn't that bad actually. I remember those days extremely well as they more or less line up with when I was starting to make a living (and was considering buying MAX actually, ended up buying LW). I don't remember the HW being a problem at all, if anything MAX was more forgiving than a lot of other apps especially on the video card front. As for Stefan's post I posted it because of its existence, because of the fact people like him are coming out of the woodwork has some (not a lot maybe) significance. Not because he's right across the line :) His representation of MAX heroically democratizing 3D Software alone is completely rose tinted and forgetful in example. MAX came in trying to shoulder Lightwave away
Re: Softimage Future (again (Siggraph 2014 reincarnation)
I, for one, am thankful for Classic Wookie. New Wookie tasted too much like Pepsi. On Aug 1, 2013 9:15 AM, Bradley Gabe witha...@gmail.com wrote: Classic wookiee mistake! On Thu, Aug 1, 2013 at 8:13 AM, Eric Thivierge ethivie...@hybride.comwrote: Let the wookie win... Eric Thivierge === Character TD / RnD Hybride Technologies On 01/08/2013 8:24 AM, Raffaele Fragapane wrote: I'm willing to concede that point solely because he was charitable with the resulting sum. Next time you won't get away so easily and I might even employ a Chewbacca defence (which Eric will act out as Chewbacca, the differences are unnoticeable of you don't frame the feet)
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 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Jul 24, 2013 at 8:40 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: 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. Mind, AD is often cryptic and confused in comm beyond what the usual within the quarter corporate rule would excuse, that we can all agree on, but no matter the amount of information that gets rolled out, people will always speculate and work things into re-inforcing whatever scenario they want to believe. On Thu, Jul 25, 2013 at 10:19 AM, Steven Caron car...@gmail.com wrote: they, you, need a better PR department. it is simple, don't give us reason to speculate so wildly. *written with my thumbs On Jul 24, 2013, at 5:00 PM, Graham Bell graham.b...@autodesk.com wrote: I'm saying nothing more, though if anyone wants to pvt me, then feel free. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Car-setup
In the case of using a pre-blurred texture-map, you might want to have a look at the FXtree and apply radial blurs and other FX to your image clip there. The reason being that, if you want to key more or less of an effect, you can easily to that, if you want to get fancy, link the blur values to something else, like the tire's rotation. Just a thought. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Jul 11, 2013 at 11:07 AM, Pingo van der Brinkloev xsil...@comxnet.dk wrote: This is great guys. Awesome tutorial and a free plugin. How cool is that? And yes good idea about the pre blurred wheel. Cheers! Pingo On 09/07/2013, at 18.31, Andy Jones andy.jo...@gmail.com wrote: One tip is to make sure you've got a plan in mind for how to deal with the wheels. There are a few different ways to solve it. Probably the simplest is to render with full 3D motion blur, and use enough transform steps so that the wheels don't do strange things. Of course, this can have an impact on render times, depending on what you're using and how your settings are dialed. Another option is to us a pre-blurred spinny wheel image. Or you can apply a sort of elliptical blur in comp prior to post motion blur. Neither of these techniques produce a physically accurate image, however. True motion blur of wheel rims is a really unique-looking thing that is difficult to recreate by other means. Another option I've used in the past was to temporally oversample and use a motion interpolated retime, such as kronos/oflow/twixtor. At the time, I used a OpenGL so that the render times were low enough to make oversampling viable. Really, for me this was one of the big reasons I decided that the long term future for rendering will be full 3d motion blur, and I try to build my lighting/compositing workflows with that in mind. On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev xsil...@comxnet.dk wrote: No car lovers out there :) On 06/07/2013, at 22.41, Pingo van der Brinkloev xsil...@comxnet.dk wrote: Hey, I have an upcoming project where a car(3D) is driving inbetween shapes, that turn out to be a logo. It's gonna be semi realistic, so I need to make the cars movements believable. I have a fast edit (quick cuts), so I'm probably going to animate by hand (don't think I need dynamics). But if anybody has some heads up, dos and don'ts about car-related animation it'd be greatly appreciated. It's a Formula1 btw. Cheers! P
Re: OFF:Game job in Canada?
There's a fair bit of work going on in Canada, but some of it seems that there's a significant portion of it driven by the availability of subsidies being offered. Take some time and read up what's been going on at VFX Soldier: http://vfxsoldier.wordpress.com/ You'd be better off with a company that has a long presence and a proven track record of doing right by their staff as opposed to the ones that have just popped up in order to take advantage of that free money. Those jobs might not stick around once that money is gone. I hope this helps, I'm just tired of hearing stories about people in our community getting jerked around when all they want to do is work and have some kind of stability in their lives. Good luck! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Jun 26, 2013 at 5:29 AM, Szabolcs Matefy szabol...@crytek.com wrote: Hey guys, Anybody knows how hard is to get job in Canada nowadays in games industry? I’m considering to move to Canada with my family from Europe, but I do not know what opportunities are there, and how things are working…I have fair experience in Character Modeling and I am quite good in Softimage, Maya and Max, and ZBrush, Mudbox as well…So if anyone has information how to start, I’d appreciate it. I also consider outsource jobs, so if anyone needs outsource artist let me know J I think nowadays standard job-seeking is not really viable, in many cases I don’t get any response from the companies I try to contact with, that’s why I’m asking. Cheers Szabolcs
Re: OT: (sort-of) getting in to game dev
I think you need to be brutally honest with him about the nature of the business, game development and visual F/X. I have some contact with students who go to my alma mater, Pratt Institute. I've been very honest with them about how our industry is changing and how tough it might be to make a career of it over the long haul. I've gone so far as to encourage them to look at other areas where they can use their skills in a different industry. It's simple economics, the amount they have to pay back is staggering and I do not envy anyone just coming out of school this year. I think the number one issue a lot of students aren't considering before they choose a school and a career is ROI - Return On Investement. There was a student I knew who wanted to be an architect, and she was considering a school that cost around $40-$50k per year for a 5 year program. I asked her if she knew what kind of money Architects made and she didn't. Knowing many architects personally, I told her what she could expect and explained how long at that salary range it would take to pay back those loans. Before our discussion, no one ever bothered to point this out, and she went away wiser for it. We've all seen the news, the studios closing or moving to other countries where labor is cheaper, or there is a subsidy to be had. The last several years has been especially tough for freelancers, we tend to really feel the effects of these things faster since our work is solely driven by demand and we're the first to go when things slow down. I think for young people looking to our line of work as being exciting and fun, which it is, but you have to also have them take a good long look at what it takes these days to get your foot in the door. An honest assessment of their skills is also important. Far better to wound their pride a little now rather than leading them down a path where they will find themselves unemployed or so saddled with debt that they regret the decision, maybe both. Not trying to be doom and gloom, but I see what's happening in VFX to be eerily similar to what happened in IT about 10-15 years ago. I'm just not sure how it's going to pan out. On the subject of schools, I haven't heard many good things about Full Sail. Do a quick google search and you'll find a lot of unhappy people who went there. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Mon, Jun 17, 2013 at 8:52 AM, Nasser Al-Ostath mushin@gmail.com wrote: I recommend full sail university ... they are specialized in game dev On 17 Jun 2013 14:43, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Hi guys, My daughter's boyfriend has expressed an interest in getting into game development. He's just a teenager, so he really doesn't have much of a focus yet other than I want to get into games. But I told my daughter I'd get some recommendations on things like what he should study, good colleges for careers in games, different job descriptions, good entry-level positions, etc. So, I'd love to hear what you guys have to say. Any advice at all would be great. Thanks, Paul
Re: Mill 98% Human
Ha! That's because Jimmy Gas is way too modest. Awesome work guys! Eric On Tue, May 21, 2013 at 5:14 PM, Ajit Menon xsia...@gmail.com wrote: When Jimmy says it was nothing, that usually means he only built about 20 custom ICE compounds or so to do his bidding... On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose. -- Ajit Ajit Menon | CGI artist www.ajitmenon.com Success is not found in what you have achieved, but rather in WHO you have become. - Larry Bertlemann -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Photoshop CS6 64-bit .pic plugin
Where should this plugin be installed and where can I find the appropriate version? I think I have an older file that isn't comparable or I am just not putting in in the right location. Thanks Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Photoshop CS6 64-bit .pic plugin
Ok, turns out the file I had was the wrong version or corrupted, it's working now! Thanks Alan. On Tue, May 14, 2013 at 11:42 AM, Alan Fregtman alan.fregt...@gmail.com wrote: You can find it officially here: http://www.adobe.com/support/downloads/detail.jsp?ftpID=4050 They haven't changed since CS4, and as always, they go in Photoshop's Plug-Ins folder. On Tue, May 14, 2013 at 11:31 AM, Eric Lampi ericla...@gmail.com wrote: Where should this plugin be installed and where can I find the appropriate version? I think I have an older file that isn't comparable or I am just not putting in in the right location. Thanks Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
%SUMATRAPATH%\moaudio.dll and FXTree errors
' ERROR : 2000 - Unable to create object [CLSID{A8BF89CA-1025-11D2-B5FD-006094EB029C}] : %SUMATRAPATH%moaudio.dll, Cleanup will be performed. I've been getting this error and I am not sure why. It just started happening all of the sudden and Soft 2013, and sp1 will not load these scenes. Reinstallation fixes it, as does the runonce.bat file, but now I am crashing when using the FXtree. I adjust the amount of RAM to what is suggested by SoftImage (8000 mb in this case) and restart. When reloading that scene, it tells me that 0 mb of RAM is allocated to the FXtree when I know for a fact it isn't. I've never had a problem with the FXtree and I am at a loss as to how to fix this. I tried deleting my user folder, reinstalling and starting from a new scene to build the comp. It's as if the FXtree is busted somehow... Suggestions appreciated! Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Rendering to video and formats
Hey Joey, I have to say the one program that has hands down beaten every other app to encode video is Adobe Media Encoder. It's very straightforward to use, and all it does is convert and encode video. It comes with a whole list of presets for every flavor of HD, various devices, formats, broadcast and web standards, mobile devices like iPhones and various tablets, presets optimized for web video services like Vimeo or Youtube. Of course, you are free to make as many custom encoding presets as you need. Drag and drop all your files, select the output format and hit render. It has made the headache of encoding a lot simpler and I really can't praise it highly enough. Most important, it gives you really great looking video. I am not sure what you're planning to do, but if you need a application to take a stack of renders and convert them into multiple formats for different uses, say for broadcast TV, the web, optimized for mobile devices, you really can't beat it. If you don't already have it, Adobe offers a 30-day free trial. Eric On Wed, Mar 20, 2013 at 6:38 PM, pete...@skynet.be wrote: Hi Joey I won’t comment too much about frame-rates, other than saying I’m lucky we have 24p / 25p / 50i in Europe – North American frame rates are such a mess. For resolution, 1920by1080 (=full HD) is really the defacto standard. It is quite effective as a universal master format, covering pretty much anything broadcast, as well as 35mm film and BlueRay transfer. If you don’t need 2k or up, you can’t go wrong with 1920x1080 – and it has beautiful square pixels. I haven’t done standard definition in a decade now – but at the time, I always preferred rendering/compositing at 768x576 square pixels PAL, and converting to 720x576 non square pixels after finishing. Yes, at first full HD can be quite expensive for rendering compared to standard definition at ~6 times the amount of pixels – but you can compensate some in the sampling settings: Standard definition, with non square pixels and interlacing is quite problematic for small details, and requires decent sampling – eg. in mental ray terms min1 max3 was standard for me – and sometimes 2 / 3 or double res rendering. I find that full HD / progressive frames alleviated the sampling requirements – and for me standard sampling is now min 0 max 2 contrast 0.05 mitchell 4 or gauss 3 – the need for double res never occurred for me (in software rendering), very occasionally 1.5 times the res. On the opposite, I find that sometimes you can get away with lower sampling as well: –1 / 2 / 0.075 for example – something that would look quite bad on SD / interlaced. This, together with inevitable progress in hardware, makes that I don’t find full HD rendering today any slower than rendering SD was in the past. IMO, longer rendertimes today come from higher expectations put on content. Your mileage may vary – and 1280x720 (=HD ready) may be adequate – it is a big improvement over SD – but personally, I would find it a shame not to go full HD anno 2013. For playback – depends on the situation. When doing CGI, I’m used to playing less than a minute at a time - from a local non raid disk or from a server – playback software like RV or Framecycler handles this very well, and flipbook is no slouch either. For more critical situations, such as monitored playback, and editing with a client - get a turnkey NLE station, with decicated graphics, video I/O and raid array and most importantly software that offers guaranteed performance at full HD (oh how I liked flame and DSHD way back when... ) If you put consumer software on a regular PC, don’t expect the performance of a high end NLE station – even if things have certainly come a long way. Just my 2 cent and random thoughts. *From:* Byron Nash byronn...@gmail.com *Sent:* Wednesday, March 20, 2013 10:16 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Rendering to video and formats Most of the stuff we work with on the commercial side is 1920x1080 - 23.976fps because that is the resolution and frame rate most commercials are shot with. On rare occasions we work in 29.97 and 1280x720. Youtube and Vimeo support 1920x1080 these days so I just prefer to go full raster even if the target is web use. On Tue, Mar 19, 2013 at 12:57 PM, Stephen Davidson magic...@bellsouth.net wrote: Hi Joey, Most of my stuff ends up in broadcast. I use 1280 x 1080 1.5 pixel aspect ratio and 1.7778 picture aspect ratio (16x9) I use this because it conforms to DVCPRO 100 specs. I use After Effects to composite my animation layers so I can dial up the final output format there, depending on what edit system is being used for the final edit. I also stick to 29.97 unless strobing motion is an issue. If it is an issue, then I render 60fps and deal with either the motion blur or field interlacing in After Effects. I hope this helps. On Tue, Mar 19, 2013 at 12:31 PM, Ponthieux,
Re: SI 2014 sneak peek
I can see a sequencer being very useful. Compositors and clients almost always want some wiggle room, being able to set a value for handles/head and tail on the cameras is what I would consider to be an essential feature. Eric On Thu, Feb 28, 2013 at 1:35 AM, Chris Chia chris.c...@autodesk.com wrote: Hi Greg, Thanks for your input. It will be nice to hear what you meant by handles... Actually I would upgrade for the other features... Regards, Chris -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz Sent: Thursday, February 28, 2013 2:33 PM To: softimage@listproc.autodesk.com Cc: softimage@listproc.autodesk.com Subject: Re: SI 2014 sneak peek I for one am VERY happy to get a sequencer That is the very first thing I ever did with the mixer while testing the alpha versions of Sumatra , but always wanted more control. For fast cutting 3d action scenes there is no better way to explore cameras/edits than this methodology. I hope there is a way to include handles, if not I am sure it would not be to hard for Chris and his team to add. I will upgrade just for this feature alone. Sent from my iPhone On Feb 28, 2013, at 12:07 AM, Chris Chia chris.c...@autodesk.com wrote: +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! winmail.dat -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Difference between a force and a velocity ?
Albatross! On Thu, Feb 14, 2013 at 7:32 PM, Ed Manning etmth...@gmail.com wrote: NI! NI! NI! NINININ On Thu, Feb 14, 2013 at 7:17 PM, Simon Anderson simonbenandersonl...@gmail.com wrote: Bring me a shrubbery On Fri, Feb 15, 2013 at 10:32 AM, Andy Moorer andymoo...@gmail.comwrote: African or European? Hey, Alan started the Monty python references, that made the question mandatory. On Feb 14, 2013, at 6:24 PM, Ed Manning etmth...@gmail.com wrote: laden or un-laden? On Thu, Feb 14, 2013 at 5:55 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote: Schrödinger parrots ? Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/2/15 Eric Thivierge ethivie...@gmail.com: Is the parrot sitting on a leopard? Eric Thivierge http://www.ethivierge.com On Thu, Feb 14, 2013 at 5:25 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Is it in a forest? And is anybody watching? On Fri, Feb 15, 2013 at 9:22 AM, Alan Fregtman alan.fregt...@gmail.com wrote: If a parrot's velocity is [0,0,0], is it dead? :p On Thu, Feb 14, 2013 at 4:49 PM, Andy Moorer andymoo...@gmail.com wrote: This is one of the most intelligently absurd threads I've ever followed. :) -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: OT: Ergonomic chairs
Thanks for the suggestions, I actually already have an Aeron, bought it from a hedge fund guy who was downsizing a couple years back, the only good thing to come out of the financial crisis for me.. It just doesn't have all of the adjustments I need. I checked out several, and while the Herman Miller Embody is really cool, I'm not dropping that kind of money on a chair. I actually thought this felt the best and is closer to a reasonable price range. Maybe I can find one cheaper than list somewhere. http://store.steelcase.com/brochures/amia/ Eric On Sat, Jan 26, 2013 at 11:37 PM, Andy Moorer andymoo...@gmail.com wrote: I like those too, if you haven't tried one they're in fact very comfortable despite being freaky looking. :D Everywhere I end up seems to go cheap on chairs lately. It's a pity, because it really makes a difference - if little discomforts aren't distracting people they seem to do much better work. On Jan 26, 2013, at 6:42 AM, olivier jeannel olivier.jean...@noos.fr wrote: I sit on that at my home desk : (Jpg of kneel-type chair) -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: URGENT Softimage license question within a company !!!
This is kind of amusing considering Autodesk was basically giving away SoftImage with every purchase of Max and Maya. Now, you have to provide your own Soft license? Not a good precedent to set in my opinion. On Jan 8, 2013 7:13 AM, Tim Leydecker bauero...@gmx.de wrote: Hey Sebastian, from your previous posts, I could very well read the pressure and stress this unexpected licensing issue brings. Been there. Please understand my suggestions as meant to help take away some of the pressure by pointing out the reason for the delay lying partially beyond your direct control but in the hands of Autodesk making it difficult to solve the issue in a timely manner instead you being stubborn or a diva. Other愀 have to see the problem correctly to understand your situation correctly. When I suggested you look into Maya, I tried to suggest you see what else you can already set up in your new workspace to help you work as best as possible and show your Lead you愉e willing to problem solve, e.g. give yourself comfort and built trust. If the issue will take 3 days to solve, how can this downtime be used to your benefit, what else needs to be done? e-mail, project structure, naming conventions, lunch with your fellow artists, introduction to the team, briefing and looking into example assets. Memorizing references, collecting new one. Get some beers. That helps imho. Cheers, tim On 08.01.2013 12:54, Sebastien Sterling wrote: Hello there Tim I have nothing against the IT department, apparently, and from what i have been told this lies more with the individual, who is notoriously unhelpful, this is only my second day on the job so lets take that with a pinch of salt, however My Lead requested politely that he provide some means of contacting autodesk, given he being the head of IT should in theory have at least some means of contacting them, to which he answer No I'm not going to bother navigating there fucking website if you have used softimage in production you would doubtless realise that one does not ease back so redely into maya. like using a hammer when you are used to a scalpal i only ask for the right to use the tool i purchased is this what it has come to? cause i think that if this is so you can all pack in your notions that this package will endure. as for my resellers, i bought on the official autodesk webpage for EU and ireland. I am an artist, my tool is softimage, i use it to model characters, and i provide my own license, i should not have to be bulied into another widely regarded as inferior in this domain package. as for: This is not obtuse but boringly difficult to setup do you really think this is a valid excuse for a trained individual not to do there Job ? I have nothing against IT, but i just spent 6000 euro to relocate to belgium for this compagny but since i had the temerity to but hope I could use the software in which i am the most confortable i can just fuck off? I am a young artist, this may not seem much to other people but to me its my career, i'm just trying to make my way. On 8 January 2013 12:19, Tim Leydecker bauero...@gmx.de mailto: bauero...@gmx.de wrote: Hi Sebastian, be glad you have IT. Please understand the legal consequences for the administrator when installing a software and making it available to use (via the network) to others than the registered user. By the book, it would indeed be neccessary to verify if this is a license that has to be restricted in access, e.g. even if it is a network license, it may only be legit to be used by the registered individual but should not be available to other users and therefor not show as a desktop link or in their start menu. This is not obtuse but boringly difficult to setup and maintain in a multi-person-multi-machine-__**pipeline and brings the risk of ending up with files either unacessible to many or even illegal to edit. I would think that your reseller should be able to provide proof of purchase or at least help you with the license transfer to the machine that will run the license server for the duration of that job. The documented license transfer to the new machine/MAC ID could be regarded as legit proof of purchase/usage. I would recommend asking your reseller for a temp license, thought. It would be easier to wrap the job without leaving the license behind. Long story short, that愀 hoops you have to go through due to Autodesk愀 licensing policy and it would most likely be seen as helpful if you would support your IT guys and client in a calm and pro-active manner. You could at least look into using Maya for the modeling, the asset will most likely have to be delivered flawlessly as a Maya scene file anyway. If you see benefits in using Softimage, make the benefit felt, especially if there are stupid licensing
Re: OT Utopia people
From the website: Working with TV, Film, VFX or New media? It's free to join utopiapeople and we represent you on a non-exclusive basis. We take a 15% fee on agency bookings (not permanent). I am absolutely against this sort of thing. Paying someone else a hefty fee just to get introduced to a company that desperately needs you? Be careful what you wish for, it might not work out for us in the long run, and I think that as an industry, we really better off discouraging these people as much as possible. What's next? You supply your own software and workstation? Oh yeah, wait... That's already happening to some people. Eric On Tue, Jan 8, 2013 at 1:12 PM, Andy Nicholas a...@andynicholas.com wrote: It's free to register, but they take 15% commission from your daily rate. On 08 January 2013 at 17:40 Javier Vega javierelas...@gmail.com wrote: it is a paying service? Im user of Utopia People, but I think that is a paying service just for the companies that search freelancers here. For the freelancers is free. Javier Vega jav...@zao3d.com http://www.zao3d.com http://blog.zao3d.com El 08/01/2013, a las 18:36, olivier jeannel olivier.jean...@noos.fr escribió: Does anyone know this site service ? http://www.utopiapeople.com/ I think the concept is great. I won't use it since this is a paying service (for what I've red). Would be nice to have something similar for xsi lancers around the globe. Olivier -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: OT Utopia people
You are misunderstanding the terms. The freelancer pays the 15% fee. On Tue, Jan 8, 2013 at 2:53 PM, olivier jeannel olivier.jean...@noos.frwrote: That was my point, no need to pay. But the site interface is well done. I was thinking something like that for us could be cool. Maybe hosted @ si community or RRay. That's just an idea. But I pretty like what's happening at the moment with the softimage community. Small community, very helpfull and active (lots of tuts and giveaways). I believe this kind of tool could help being even more organized. Just a thought Le 08/01/2013 20:34, Eric Lampi a écrit : From the website: Working with TV, Film, VFX or New media? It's free to join utopiapeople and we represent you on a non-exclusive basis. We take a 15% fee on agency bookings (not permanent). I am absolutely against this sort of thing. Paying someone else a hefty fee just to get introduced to a company that desperately needs you? Be careful what you wish for, it might not work out for us in the long run, and I think that as an industry, we really better off discouraging these people as much as possible. What's next? You supply your own software and workstation? Oh yeah, wait... That's already happening to some people. Eric On Tue, Jan 8, 2013 at 1:12 PM, Andy Nicholas a...@andynicholas.comwrote: It's free to register, but they take 15% commission from your daily rate. On 08 January 2013 at 17:40 Javier Vega javierelas...@gmail.com wrote: it is a paying service? Im user of Utopia People, but I think that is a paying service just for the companies that search freelancers here. For the freelancers is free. Javier Vega jav...@zao3d.com http://www.zao3d.com http://blog.zao3d.com El 08/01/2013, a las 18:36, olivier jeannel olivier.jean...@noos.fr escribió: Does anyone know this site service ? http://www.utopiapeople.com/ I think the concept is great. I won't use it since this is a paying service (for what I've red). Would be nice to have something similar for xsi lancers around the globe. Olivier -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: OT Utopia people
Perhaps I am misunderstanding you? (If so, sorry) You're not advocating using this service but think a similar, free service should be set up? On Tue, Jan 8, 2013 at 2:53 PM, olivier jeannel olivier.jean...@noos.frwrote: That was my point, no need to pay. But the site interface is well done. I was thinking something like that for us could be cool. Maybe hosted @ si community or RRay. That's just an idea. But I pretty like what's happening at the moment with the softimage community. Small community, very helpfull and active (lots of tuts and giveaways). I believe this kind of tool could help being even more organized. Just a thought Le 08/01/2013 20:34, Eric Lampi a écrit : From the website: Working with TV, Film, VFX or New media? It's free to join utopiapeople and we represent you on a non-exclusive basis. We take a 15% fee on agency bookings (not permanent). I am absolutely against this sort of thing. Paying someone else a hefty fee just to get introduced to a company that desperately needs you? Be careful what you wish for, it might not work out for us in the long run, and I think that as an industry, we really better off discouraging these people as much as possible. What's next? You supply your own software and workstation? Oh yeah, wait... That's already happening to some people. Eric On Tue, Jan 8, 2013 at 1:12 PM, Andy Nicholas a...@andynicholas.comwrote: It's free to register, but they take 15% commission from your daily rate. On 08 January 2013 at 17:40 Javier Vega javierelas...@gmail.com wrote: it is a paying service? Im user of Utopia People, but I think that is a paying service just for the companies that search freelancers here. For the freelancers is free. Javier Vega jav...@zao3d.com http://www.zao3d.com http://blog.zao3d.com El 08/01/2013, a las 18:36, olivier jeannel olivier.jean...@noos.fr escribió: Does anyone know this site service ? http://www.utopiapeople.com/ I think the concept is great. I won't use it since this is a paying service (for what I've red). Would be nice to have something similar for xsi lancers around the globe. Olivier -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Semi OT : Charging the modelling
In general, I have found the same to be true. Young CG artists are terrible at contracts negotiations and general understanding how to price their work. There have been several threads over at VFXSoldier.com that discuss, and while it's a blog that focuses mostly on the film industry, those issues have an effect on all of us. I often wonder why there isn't more education in art schools regarding the basics. While at Pratt, I had a conversation with someone on the administration that stated they weren't training people for jobs, obviously there was a disconnect between the reality of why most people went to an art school in the first place and the idealized world where it's simply art for art's sake and if you make a living from it, that wasn't the point. I saw some mention about the tax burden these companies face. What they don't tell you is how many government subsidies they are taking advantage of. It's easy to get caught up in the explanations why you should take lower rate, in the back of your mind always think It's not my problem because ultimately, it really isn't unless you choose to make it so. I'm not saying you shouldn't negotiate, but you need to take care of yourself first, and it requires a little backbone sometimes to gently push back when you are faced with a situation where you're giving too much. Something else to consider, often you're negotiating rates with business people, and they will always try to get you as low as they can, especially if you're young and they think you're clueless. It's more of a game whereas many artists have a more emotional response. It's business, not personal. I've learned a lot since I started out and once I was solidly in the clueless category. You live and learn! Eric On Nov 19, 2012 10:02 AM, Daniel H vfxc...@gmail.com wrote: In general, most artists are terrible practitioners of business and pricing. Obviously every model can vary greatly in detail and complexity. Stephen Davidson has it correct by evaluating time per component and then charging by an hourly rate to establish a starting base point. You must also master how to convey value to your client. You can't just spit-out an overall price or a day rate, because this leaves questions unanswered. The client will ask themselves, why this rate, is this high or low in comparison to other artists, what all am I getting for this price, what is this figure based on, how do I know if this is a fair price, can they deliver what I want and on time, do they understand what I expect, what is it going to cost if I want to make changes, etc. Here are some main points you need to cover and convey in the written proposal to your client. 1. I will demonstrate in writing that I understand my client's goals and the results they are after. 2. I will demonstrate in writing that I understand the deadline my client excepts out of me and its importance. 3. I will demonstrate in writing that I understand the quality my client is after. 4. I will demonstrate in writing that my client may make modifications and how those changes will be handled. 5. I will help my client understand the complexity and time this is going to take. 6. I will help my client understand the quality I can provide and/or with portfolio samples. 7. I will help my client understand this project is worth the price because of the above reasons. Because I have learned how to convey a detailed understanding of a project, and how to convey value before presenting high prices to my potential client, is why I beat other proposals 99 percent of the time. You need to price the project based on time, the quality you can provide, and based on its value to your client. Always put yourself in the client's place and ask the questions they would ask, then turn around and answer those questions in your proposal and you will be a bazillion miles ahead of what most artists normally do. Daniel VFXM On Mon, Nov 19, 2012 at 8:24 AM, Byron Nash byronn...@gmail.com wrote: Over here in the US I see a lot of people working for in-house freelance rates from home on their own equipment. This seems unwise to me since hardware/software and other costs are not really taken into account. To me, there is a difference between going into a company and working with their clients on their equipment versus working at home on your own setup. I think these trends are creating a false sense of value to clients. In the long run freelancers cannot maintain this economy and the clientele will be accustomed to artificially low rates. On Mon, Nov 19, 2012 at 8:16 AM, Szabolcs Matefy szabol...@crytek.comwrote: Yep. I consider the 100 EURO / day as a it’s-just-1 cent-above-to-say-no rate…but I was told it’s way above the average, so it was funny. Especially knowing that how much the client charges for the models I made :D ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto:
Re: Chunky EXR highlights
Sorry, I finished up, got renders off and left for the day and didn't see the additional posts. The area lights helped and thankfully we could get by with pics for this shot instead of exrs. On Oct 28, 2012 3:19 AM, Stefan Andersson sander...@gmail.com wrote: Usually this happened (in my own experience) when you have a EXR (float) that is crisp and you use it for both lighting and reflection. So my suggestion would be: 1.) Blur the crap out of the EXR and use it for FG lighting 2.) Tonemap and make a 8-bit image to be used as the reflection map. There are applications that can do this for you. http://www.hdrlabs.com/sibl/software.html Anyhow, a bit late in the game, but I hope you solve it. regards stefan andersson On Fri, Oct 26, 2012 at 8:58 PM, Eric Lampi ericla...@gmail.com wrote: OK, I was afraid it was something like that. Well, thanks for the tips everyone, I was hoping it could be done in comp. I don't have very hot values on my lights, reflection cards or environment, but I'll have a look at the advanced shader, seems like the clipping option is what I need. Eric On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote: Are you lighting with ibl or do you have an HDR environment for FG lighting? If you have small ultrabright light sources in the HDR, they are very hard to sample accurately and your higlights may get 'fireflies. Some things to try: make the illuminating HDR very low resolution, and use the Env_blur node to smooth it out. use a color_basic node as a clipper on the HDR -- set the operation to minimum, plug the HDR into one input, then set the other input color to the highest value you you can. If you have serious problems, that may be R,G,B=1, but that would make your HDRI no longer HDR. 2 or 4 would at least represent 1 or 2 stops over white. do the same thing with the surface shader that's giving you trouble, or use Felix Geremus's mia_architectural_advanced shader which include a clipping option. ed On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.com wrote: Having some issue with EXRs, specifically pixelated highlights. Initially I thought it was an anti-aliasing issue, but the same frame rendered result as a Softimage pic doesn't have that problem. Can someone tell me how to deal with this in either After Effects or the FXtree? Thanks, Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: Chunky EXR highlights
OK, I was afraid it was something like that. Well, thanks for the tips everyone, I was hoping it could be done in comp. I don't have very hot values on my lights, reflection cards or environment, but I'll have a look at the advanced shader, seems like the clipping option is what I need. Eric On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote: Are you lighting with ibl or do you have an HDR environment for FG lighting? If you have small ultrabright light sources in the HDR, they are very hard to sample accurately and your higlights may get 'fireflies. Some things to try: - make the illuminating HDR very low resolution, and use the Env_blur node to smooth it out. - use a color_basic node as a clipper on the HDR -- set the operation to minimum, plug the HDR into one input, then set the other input color to the highest value you you can. If you have serious problems, that may be R,G,B=1, but that would make your HDRI no longer HDR. 2 or 4 would at least represent 1 or 2 stops over white. - do the same thing with the surface shader that's giving you trouble, or use Felix Geremus's mia_architectural_advanced shader which include a clipping option. ed On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.com wrote: Having some issue with EXRs, specifically pixelated highlights. Initially I thought it was an anti-aliasing issue, but the same frame rendered result as a Softimage pic doesn't have that problem. Can someone tell me how to deal with this in either After Effects or the FXtree? Thanks, Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Chunky EXR highlights
I'm using the arch shader, the problem highlights are from a spec only infinite light set to rgb 1,1,1 and .75 intensity. Reflectivity is set to .7 On Fri, Oct 26, 2012 at 3:20 PM, Gene Crucean emailgeneonthel...@gmail.comwrote: What kind of spec/reflection values are you using on the shader? On Fri, Oct 26, 2012 at 11:58 AM, Eric Lampi ericla...@gmail.com wrote: OK, I was afraid it was something like that. Well, thanks for the tips everyone, I was hoping it could be done in comp. I don't have very hot values on my lights, reflection cards or environment, but I'll have a look at the advanced shader, seems like the clipping option is what I need. Eric On Fri, Oct 26, 2012 at 2:17 PM, Ed Manning etmth...@gmail.com wrote: Are you lighting with ibl or do you have an HDR environment for FG lighting? If you have small ultrabright light sources in the HDR, they are very hard to sample accurately and your higlights may get 'fireflies. Some things to try: - make the illuminating HDR very low resolution, and use the Env_blur node to smooth it out. - use a color_basic node as a clipper on the HDR -- set the operation to minimum, plug the HDR into one input, then set the other input color to the highest value you you can. If you have serious problems, that may be R,G,B=1, but that would make your HDRI no longer HDR. 2 or 4 would at least represent 1 or 2 stops over white. - do the same thing with the surface shader that's giving you trouble, or use Felix Geremus's mia_architectural_advanced shader which include a clipping option. ed On Fri, Oct 26, 2012 at 1:11 PM, Eric Lampi ericla...@gmail.com wrote: Having some issue with EXRs, specifically pixelated highlights. Initially I thought it was an anti-aliasing issue, but the same frame rendered result as a Softimage pic doesn't have that problem. Can someone tell me how to deal with this in either After Effects or the FXtree? Thanks, Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~ -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Object Label Channel... Nevermind
Once you pick the ID color, you use the Pixel Coverage pass and multiply it to cut out the edge of that matte, you have to do this for each individual matte you select. It seems like it should work. It's useful for this purpose because I have hundreds of pieces of geo flying around and the compositor wants to select individuals for enhancement. Eric On Thu, Oct 18, 2012 at 11:49 AM, Byron Nash byronn...@gmail.com wrote: Won't you run into the problem that the Object ID's are aliased? That's why I never pursued much in that direction regarding after effects. You would just end up with poor mattes. I'm interested to hear how you worked around that. What I would really prefer is a multi-channel EXR out of soft with user definable mattes per channel. Just one grayscale channel per object would be nice. We use a lot of RGB mattes with AE and it works well, I just wish I could get many more layers out of one seqeunce. On Thu, Oct 18, 2012 at 11:13 AM, Ed Manning etmth...@gmail.com wrote: hey eric -- could you post the links you found? (I'm feeling to lazy to google that string myself!) ;-) On Thu, Oct 18, 2012 at 11:03 AM, Eric Lampi ericla...@gmail.com wrote: Murphy's Law applied to email lists, 5 minutes after you send off a help post, you find what you need. I did a search on ObjectID instead of Object Label after seeing someone refer to it... Thanks anyway, Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Raafal
Very very late 90's. There were no bevels or rounded corners until Sumatra. Stop sassin' the elders Eric, you just don't know what it was like... *SHUDDER* a scene for every pass. :) No render tree, script editor, texture editor, passes, overrides, ICE... It was horrible, we lived it with our gigantic 21 $1000 CRT monitors and 1 gig drives, floppy disks and and we liked it that way! Hrrrmph. Get off my (our) lawn with yer fancy new fangled ways! On Wed, Oct 10, 2012 at 6:30 PM, Eric Thivierge ethivie...@gmail.comwrote: Maybe that's because you're from the 80s era? :P The 1990s called and want their fuzzy bevels and oblong rounded corners back. Eric Thivierge http://www.ethivierge.com On Thu, Oct 11, 2012 at 9:26 AM, Greg Punchatz g...@janimation.comwrote: Why not?..they make me feel warm and fuzzy ;) -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Lamborghini - Supernova
Oooh nice. Nailing those macro shots is tough. On Mon, Oct 8, 2012 at 8:41 AM, Cristobal Infante cgc...@gmail.com wrote: Really nice job! congrats ;) On 8 October 2012 13:15, Marco Levantaci ma...@digitalgolem.com wrote: Thanks! Cheers, Marco On 08 Oct 2012, at 14:13, Javier Vega javierelas...@gmail.com wrote: Spectacular friend! Congratulations! *Javier Vega* www.zao3d.com Visita mi blog: http://blog.zao3d.com móvil: *616 64 73 57* 08922-Santa Coloma de Gramenet (Barcelona) 2012/10/8 Marco Levantaci ma...@digitalgolem.com Hi all, I hereby send you the TVC for Lamborghini - Supernova. Thanks for trying to help me out finding a TD FX ICE. Have a look, all feedback is welcome! https://vimeo.com/50973452 Cheers, Marco Levantaci VFX Producer / Business Development Digital Golem Tel +32 (0)2 256 97 34 Mobile +32 (0)483 022 798 ma...@digitalgolem.com http://www.digitalgolem.com/ 53 Rue Gustave Huberti 1030 Brussels Marco Levantaci VFX Producer / Business Development Digital Golem Tel +32 (0)2 256 97 34 Mobile +32 (0)483 022 798 ma...@digitalgolem.com http://www.digitalgolem.com/ 53 Rue Gustave Huberti 1030 Brussels -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Runtime Error R6025
You don't have everything installed in one giant workgroup do you? On Fri, Oct 5, 2012 at 1:42 PM, john clausing jclausin...@yahoo.com wrote: no particles,.but lots of hair? j -- *From:* Rob Chapman tekano@gmail.com *To:* john clausing jclausin...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, October 5, 2012 1:41 PM *Subject:* Re: Runtime Error R6025 particles? one pinged off into infinity? On 5 October 2012 18:25, john clausing jclausin...@yahoo.com wrote: thanks, the odd part is all the other frames render just fine? weird! -- *From:* Ben Houston b...@exocortex.com *To:* Adam Seeley adam_see...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, October 5, 2012 1:20 PM *Subject:* Re: Runtime Error R6025 It is a coding error in a C++ program, it likely isn't an install error. If it is crashing in Softimage, it is a Softimage error. If it is crashing in Arnold it is an Arnold error. It may also be another third party plugin that is causing this. You can try to work around it by changing how you are doing things and then hopefully the erroneous code will be avoided... -ben On Fri, Oct 5, 2012 at 1:17 PM, Adam Seeley adam_see...@yahoo.com wrote: Quite familar with this one Runtime Error R6025: Attempt to render Scene file some point after 16:00 on a Friday. Automatic Random Error generated. Please try again on Monday when everything will just work as if like magic. Adam. From: john clausing jclausin...@yahoo.com To: softimage list softimage list Softimage@listproc.Autodesk.com Sent: Friday, 5 October 2012, 18:11 Subject: Runtime Error R6025 Hello, I'm rendering a sequence who contents changes very little.. Frame 60 out of 100 refuses to render and both locally and on the farm i get the R6025 error. I am rendering with Arnold, and have reinstalled softimage 2013 any ideas? thanks, john -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Runtime Error R6025
Just a note, you might want to try to split some of those things out into separate groups. It can help you to troubleshoot later. On Fri, Oct 5, 2012 at 2:23 PM, john clausing jclausin...@yahoo.com wrote: yup, one giant workgroup :) but its ok now, i re-installed and updated arnold and all is well thanks everyone! john -- *From:* Eric Lampi ericla...@gmail.com *To:* john clausing jclausin...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, October 5, 2012 2:21 PM *Subject:* Re: Runtime Error R6025 You don't have everything installed in one giant workgroup do you? On Fri, Oct 5, 2012 at 1:42 PM, john clausing jclausin...@yahoo.comwrote: no particles,.but lots of hair? j -- *From:* Rob Chapman tekano@gmail.com *To:* john clausing jclausin...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, October 5, 2012 1:41 PM *Subject:* Re: Runtime Error R6025 particles? one pinged off into infinity? On 5 October 2012 18:25, john clausing jclausin...@yahoo.com wrote: thanks, the odd part is all the other frames render just fine? weird! -- *From:* Ben Houston b...@exocortex.com *To:* Adam Seeley adam_see...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, October 5, 2012 1:20 PM *Subject:* Re: Runtime Error R6025 It is a coding error in a C++ program, it likely isn't an install error. If it is crashing in Softimage, it is a Softimage error. If it is crashing in Arnold it is an Arnold error. It may also be another third party plugin that is causing this. You can try to work around it by changing how you are doing things and then hopefully the erroneous code will be avoided... -ben On Fri, Oct 5, 2012 at 1:17 PM, Adam Seeley adam_see...@yahoo.com wrote: Quite familar with this one Runtime Error R6025: Attempt to render Scene file some point after 16:00 on a Friday. Automatic Random Error generated. Please try again on Monday when everything will just work as if like magic. Adam. From: john clausing jclausin...@yahoo.com To: softimage list softimage list Softimage@listproc.Autodesk.com Sent: Friday, 5 October 2012, 18:11 Subject: Runtime Error R6025 Hello, I'm rendering a sequence who contents changes very little.. Frame 60 out of 100 refuses to render and both locally and on the farm i get the R6025 error. I am rendering with Arnold, and have reinstalled softimage 2013 any ideas? thanks, john -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Polygon Island orientation
Thanks for the suggestions, as these things often do, that request changed, but I'll make it happen anyway. Otherwise it'll probably come back to haunt me later. Eric On Tue, Sep 18, 2012 at 4:47 PM, Matt Lind ml...@carbinestudios.com wrote: If you’re using polygon islands, then you’re essentially doing deformations on a single mesh. In which case the centers will not maintain alignment with each island because what you’re seeing are not the centers of the islands, but temporary manipulators. This is normal and expected behavior. ** ** Your best option is to split each polygon island into it’s own object so you can control them independently as objects. ** ** If you insist on keeping them as polygon islands, a simple solution would be to create nulls to act as the centers of the polygon islands and assign the polygon islands to the nulls via an envelope. You can then weight each vertex of each island 100% to it’s assigned null. Your ICE Tree would then push the nulls around and the islands would simply tag along for the ride. ** ** ** ** Matt ** ** ** ** ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Lampi *Sent:* Tuesday, September 18, 2012 12:03 PM *To:* softimage@listproc.autodesk.com *Subject:* Polygon Island orientation ** ** Is there any way to change a polygon island's center axis without moving the points on the attached instances? In the original geo, the points are oriented properly as are the original center points are pointing where I needed them, but since I am now using ICE to push them around, the particle points that are generated from the merged geo that the poly islands come from all orient global 0,0,0. Which was fine up until I was asked to constrain their orientation so that they Y axis is always pointed at the surface underneath. So they need to orient flat along the surface, like how they start out in example 1, example 2 shows what's happening as they fly away from the surface, their orientation does not stay flat. In example 3 you can see what happens when I orient the axis towards the globe's surface, they all flip. So I am a little stuck. After digging into the nodes I haven't found a place where I can make any changes to the orientation of the axis without the instances also flipping. Thoughts? Thanks, Eric -- Freelance 3D and VFX animator -- Freelance 3D and VFX animator
Re: Polygon Island orientation
Yes, I believe so. I'm freelancing someplace and it was a tool they were already using. I asked and I couldn't get confirmation, basically I am not sure where we got it. So it's made my job a little harder! It's create polygon island transform with and ICE pcloud under the createpoly menu. On Tue, Sep 18, 2012 at 3:51 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Ohhh, you're using Guillaume's Polygon Islands to Particles script? On Tue, Sep 18, 2012 at 3:47 PM, Alan Fregtman alan.fregt...@gmail.com wrote: Polygon islands don't have real centers. I assume you meant you have several objects, one per island and you wish to orient those without touching the existing point positions? Am I right? On Tue, Sep 18, 2012 at 3:03 PM, Eric Lampi ericla...@gmail.com wrote: Is there any way to change a polygon island's center axis without moving the points on the attached instances? In the original geo, the points are oriented properly as are the original center points are pointing where I needed them, but since I am now using ICE to push them around, the particle points that are generated from the merged geo that the poly islands come from all orient global 0,0,0. Which was fine up until I was asked to constrain their orientation so that they Y axis is always pointed at the surface underneath. So they need to orient flat along the surface, like how they start out in example 1, example 2 shows what's happening as they fly away from the surface, their orientation does not stay flat. In example 3 you can see what happens when I orient the axis towards the globe's surface, they all flip. So I am a little stuck. After digging into the nodes I haven't found a place where I can make any changes to the orientation of the axis without the instances also flipping. Thoughts? Thanks, Eric -- Freelance 3D and VFX animator -- Freelance 3D and VFX animator
Re: In case you missed it..
Well said Jeff. Maurice, if you're still reading, please consider his summary of Soft as a Generalists tool, because I feel that he pretty much nails it. Sure perhaps Soft is the closest thing AD has to compete with Houdini, so I understand the particles angle. However if you limit the scope to that alone, you're really missing an opportunity to capture users in the small to medium sized studio environments in TV and Film. Which as far as I can tell are where most of us on this list are at. I think it's pretty much at the heart of what has everyone so frustrated. Eric On Thu, Sep 13, 2012 at 10:31 AM, Jeffrey Dates jda...@kungfukoi.comwrote: The one thing I take from reading this thread is the Soft community at large is generally upset and concerned. Whether the individual concerns are real or perceived, I would think Autodesk would hear the frustration and appreciate where it's coming from. Even speak to how to resolve it perhaps. I for one, think Maurice is a brave soul coming into the lions den as it were, and speaking candidly. Attempting to show that Softimage is going forward, perhaps not in the primary marketing role it has enjoyed in the past. But to their credit, I'm a fan of the latest updates, the OGL viewport improvements for instance... So from my vantage point I see progress. Our industry is fairly new. A significant paradigm shift from one software to another has only REALLY happened once before. We've seen it from Soft/3d Alias P/A to the desktop XSI Maya respectively. Understanding where XSI came from, and how it was built helps us also understand WHY it's in the place it is. When Sumantra was created under AVID the developers at the time, as I understand it, were forced to use the Microsoft API. Building what was to be the 'new' foundation on something like Microsoft has been our biggest shortcoming concerning the open-nature of Soft. We've been overcoming that since day 1, and will continue to. Softimage has never recovered from those days as a userbase is concerned. This has been outlined in great detail in earlier posts in this thread. On the business side, Autodesk has it's own model for capturing new users. When you have more new Maya users each year, than the entire XSI userbase. It would be hard to justify holding XSI up in the Area of Excellence as it were. ;-) No amount of new marketing is going to change the momentum that Maya enjoys in schools, film, and elsewhere suddenly to Soft. Autodesk is going to continue to do what is best for Autodesk, why wouldn't they? The fact Maurice is standing by Softimage and trying to reassure the users it's here and should continue to be here is a positive thing in my mind. So I would hope we give him the benefit of the doubt? Maurice, if I might make a suggestion for whatever it's worth. When marketing suites and bundles. You might consider looking at Softimage as more of a 'generalist' out-of-the-box solution for smaller studios and commercial houses who might only have 10-20 artists and no development team. Maya out-of-the-box isn't *really* a generalists solution, Don't get me wrong.. it can be, and often IS done by some amazing artists. But anyone who's proficient in both, will be hard-pressed to explain how Maya out-of-the-box is more production ready than Softimage out-of-the-box. To promote Softimage as a generalist out-of-the-box solution from day 1 for smaller studios, I think would sit much better with the user community at large. I still think the Area of Excellence is only excellent if you have an RnD team, in-house developers, or a host of 3rd party plug-ins or scripts to get you a truly user-friendly experience. Bundles of Film, Games, and Commercial solutions isn't a terrible idea if you ask me. But then again, I'm just an end user, not a marketing whosit-whatsit. I also think this is the best time for Side FX. They are seeing a Renaissance, for the sake of innovation and competition I hope they are able to capitalize on the opportunities to woo new users. For the record.. I know and use Maya. But as a Commercial VFX Generalist. I chose XSI, and you'll have to pry it from my cold-dead hands before I switch. ;-) ( but I have started learning Houdini, you know.. 'cus that paradigm shift *will* happen ) cheers! -- Freelance 3D and VFX animator
Re: In case you missed it..
I often post animation or FX that I find to be particularly interesting. I have friends who work in many different fields, many of them creative, and that includes Ad Agency account people, Art and Creative Directors, most of whom at one time or another I have gently guided them through some uber-geek 3D topics about what I do or how certain things are done. I still occasionally get the glazed over look when it goes too far, but in general, most of them now know about SoftImage. Agency folks are particularly sensitive to branding, so if it's made obvious enough, they will remember it. So perhaps a daily or weekly SoftImage Eye Candy of the Week fan page? A Vimeo account is cheap, the video compression quality beats Youtube by a mile, and it's easy to set up gallery pages and portfolios, you could even slap an AD SoftImage bug in one of the corners. People see what you like and comment on in your feed or share it, and in general what we do is pretty entertaining stuff so you can get thousands of people looking at your content. It's more or less free exposure, and it gets people's attention. I have a good friend who works for the PR firm Edelman in NYC, they have a whole department dedicated to managing their client's social media presence, and it's a fast growing part of their business. I don't know how you quantify it's effectiveness, but it certainly doesn't hurt to have people more aware of your products. Eric On Thu, Sep 13, 2012 at 4:26 PM, Maurice Patel maurice.pa...@autodesk.comwrote: One area I would like to get feedback on is how do we get the right things happening on facebook? Advertising is way beyond our budgets in general and not very effective unless we have a very specific call to action (e.g. upgrades), as a result most advertsing is driven by sales promos. However I actually think there are better and more viral ways of getting the word out. Recently we have been having more success with SM. We have had a lot of success with our Softimage page (now at over 20,000) as well as the Digital Media page http://www.facebook.com/AutodeskDigitalMedia , which for the reasons described here, is becoming a bit of a second Softimage home. Maurice Maurice Patel Autodesk : Tél: 514 954-7134 -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Len Krenzler Sent: Thursday, September 13, 2012 3:49 PM To: softimage@listproc.autodesk.com Subject: Re: In case you missed it.. That's great to hear! I'd have to agree, SI is a fantastic and very complete solution for small to mid size shops. Hopefully, there is some targeted advertising in this area. On 9/13/2012 1:39 PM, Maurice Patel wrote: Still reading, and the discussion has been stimulating as we start planning for next year's activities (can't say more rev accounting at all that) maurice Maurice Patel Autodesk : Tél: 514 954-7134 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: Thursday, September 13, 2012 12:25 PM To: softimage@listproc.autodesk.com Subject: Re: In case you missed it.. Softimage is without-a-doubt the best choice for small shops and freelancers (out of the 3 products Autodesk offers). Could it be that nobody is left who really knows what Softimage has/can do? So... Maurice, if you're still reading, maybe you can consider some of this? Softimage comes with Softimage Illusion, also known as the FXTree. It's a fully featured, node-based compositor that's built right into the app. See: http://softimage.wiki.softimage.com/xsidocs/compositing_intro_AboutXSI Illusion.htm FaceRobot, a $100,000 facial animation system comes included with Softimage! See: http://softimage.wiki.softimage.com/index.php/Category:FaceRobot CrowdFX - crowd simulations. Why invest in Massive? See: http://www.youtube.com/watch?v=3Toyh0_doko Lagoa Multiphysics - https://vimeo.com/13457383 Syflex cloth - ICE version! http://www.youtube.com/watch?v=qxtdAvvo0KU The Softimage Animation Mixer - a non-linear animation editor: http://softimage.wiki.softimage.com/xsidocs/animmixer1.htm Then there are all the included animation rigs rigging guides that automatically build a functional, well made rig for you. Anyone else care to add? -PG -- _ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca -- Freelance 3D and VFX animator
Re: In case you missed it..
Stefan I'm not sure I understand your logic. You don't recommend anyone learn or buy Soft anymore yet you want people to move from Maya and Max? One of the biggest problems with Soft is the limited number of people who use it well. If you're not explaining to people who inquire about it, and how it may or may not be an asset then how do you expect anything to change? Who really pays attention to this marketing garbage anyway? marketing, salesmen, they don't have to really know anything about it, they push a strategy plan and a script. I didn't decide to learn SoftImage 3D in 1995 instead of Alias or Wavefront because of marketing materials, I asked people who were doing great work, and people who had jobs. Word of mouth is extremely important. You've been in this business a long time and if someone takes the time to ask it's because they respect your opinion and will use it to make a decision at a later date. I'm not saying tell everyone Soft is the only option when it's obvious that something like, for example, C4D would be a better fit. Don't automatically dismiss it. Just food for thought. Eric On Sep 10, 2012 3:08 PM, Stefan Andersson sander...@gmail.com wrote: Just to throw some more gasoline onto the fire. So the value to a 3dsmax/Maya user would be to use Softimage as a particle plugin. Everything else their respective Software is good at. I know you don't agree with them Graham, and it's not you who wrote/made this :) It's been said over and over again on this list, *it doesn't seem that Autodesk cares about Softimage.* * * And it's for that reason alone that I don't recommend anyone (anymore) to buy or learn Softimage. Autodesk representatives on this list is trying to assure us, but apparently those people have absolutely NO contact with the Marketing/PR people. It's not that we have been asking for much, but the way they market Softimage and the way new users and studios look at Softimage... well... you get my point. I don't want Softimage to be a good companion to Maya3dsmax, I want Softimage to kick their ass and make all users leave their software and use Softimage instead!! But that is not in Autodesk view a good thing. And for this reason I think Autodesk is really bad for Softimage. Why is attitude and kick butt mentality a bad thing? it's what keeps a lot of us going and improving our-self. It's what makes us trying to reach for those extra 10% in a production. Am I pissed at Autodesk? you bet you sweet ass I am. I spent years behind Softimage and got companies to buy the software that were Maya based, and really really tried to get it to work... With ICE I had big hopes. But... Autodesk had little incentive to kick Maya/3dsmax out the window. They made Softimage into a particle plugin. So what happens now? I know it's pointless rant, and it just adds fuel to the fire. But it's difficult to talk about something positive when it comes to Softimage. It's like having a Formula One car, but you live in the country side and no one understands why you have it. Sorry for the rant everyone. best regards Stefan On Mon, Sep 10, 2012 at 4:36 PM, Graham Bell graham.b...@autodesk.comwrote: Perhaps worth pointing out that this is a Entertainment Creation 'Suites' magazine and of the course the two main flavours (Ultimate aside) for the Suites are Maya and Max. And therefore the three packages shown in the image are all including in the Maya/Max Suites, hence the reason for trying to show their value to those respective users. From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: 10 September 2012 15:08 To: softimage@listproc.autodesk.com Subject: In case you missed it.. This is the kind of stuff that makes me really dislike Autodesk: http://yfrog.com/h0t6exxtj I'm glad to know Softimage is a particle system that has single-step interoperability with the apps in the Areas of Excellence (Max and Maya). -Paul -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: A sad day, in this part of the country, for digital artists.
Only if he actually purchased stock in DD with other assets. Essentially, if it was a part of his compensation package, they were free and he didn't lose anything. So he can still pocket whatever 23% of DD's value works out to be when he sells his remaining shares off. On Mon, Sep 10, 2012 at 12:23 PM, Eric Thivierge ethivie...@gmail.comwrote: yeah that stock went from $10 to $0.68 last I heard and I he has held on to that 23% stock of the company. Pretty sure he is in the hole. Eric Thivierge http://www.ethivierge.com On Tue, Sep 11, 2012 at 2:06 AM, Stephen Davidson magic...@bellsouth.netwrote: It appears the 16 million was earned in 2011. This does not include any stock holdings. http://www.cartoonbrew.com/business/john-textor-made-16-million-in-2011-while-digital-domains-revenue-dropped.html On Mon, Sep 10, 2012 at 11:02 AM, Eric Thivierge ethivie...@gmail.comwrote: I haven't read anywhere in any of the recent articles about him getting 116 mil... got any links? Eric Thivierge http://www.ethivierge.com -- Freelance 3D and VFX animator