XSI Generating temp files for every piece of geometry generated?

2020-03-06 Thread Fabian Schnuer Gohde
Hi,
I've been running a batch operation dealing with tons of plants being
generated and saved to models. I've noticed my system drive filling up (not
where the plants are stored).

On closer inspection xsi seems to generate S3D.tmp files in
C:\Users\UserName\AppData\Local\Temp\XSI_Temp_x
everytime i create geometry.

Normally that was never an issue but here I'm generating hundreds og gigs
of data and this is filling up my drive until the system locks up.

I've tried turning off undo, I've disabled all addons, reset user prefs,
turned off crash recovery, etc. but to no avail. any suggestions?

Thank you,
Fabian
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Re: Any Dinosaurs Still Lurking?

2018-05-20 Thread Fabian Schnuer Gohde
Still here and using xsi most days.

Best regards,
Fabian

On 11 May 2018 at 18:23, Bradley Gabe  wrote:

> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old
> SIGGRAPHs on the Riverwalk, and came to the realization that the Softimage
> mailing lists, for me at least, were my Facebook before there was official
> social media.
>
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Getting shortast distance between a set of points and object

2018-04-09 Thread Fabian Schnuer Gohde
Hi,
I'm writing some code to automatically line up tiles og geo-data. Since
they are based on cloud data the edges don't line up perfectly.

So I put two tiles next to each other and for all the edge points on the
candidate I would like to check the minimum distance to the other mesh. If
the average distance stays below and certain threshold we can assume that
they belong next to each other.

Now I struggle with an efficient way to accomplish finding the shortast
distance to other mesh. Has anyone got any advice? (preferably without
building temporary ice trees to do stuff and store results)

I tried .ActivePrimitive.Geometry.GetClosestLocationsWithinRadius() with a
very low radius to just see if the number of hits is the same as the points.

I'm not 100% sure what .EvaluatePositions() is trying to return. What's
with the one element tuples and very small number entries for the source
points it didn't find anything within the max-radius?

# ((-4.0,), (1.0,), (-4.0,))
# ((-4.0,), (1.0,), (-3.0,))
# ((3.373204225e-315,), (3.37320375e-315,), (3.373210865e-315,))
# ((3.37320529e-315,), (3.373205055e-315,), (0.0,))
# ((3.373204225e-315,), (3.37320375e-315,), (0.0,))
# ((1.2906182122711752e-306,), (2.2252286817239655e-306,), (0.0,))
# ((3.373204225e-315,), (3.37320375e-315,), (3.373210865e-315,))
# ((0.0,), (3.373202604e-315,), (3.373210865e-315,))
# ((3.37320529e-315,), (3.373205055e-315,), (0.0,))

Thank you very much,
Fabian
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Re: Friday Flashback #336

2018-04-09 Thread Fabian Schnuer Gohde
wasn't the 2.0 t-shirt one that looked like a sports shirt with 2.0 on the
arms and so on?
-Fabian

On 6 April 2018 at 22:12, Stephen Blair  wrote:

> *this is where it begins*
> https://urldefense.proofpoint.com/v2/url?u=https-3A__wp.me_powV4-2D3vg=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=FqFMoKQdNBAmShygLOHAYilHcDB5YsElqAJMpbR_uNw=RWYYQeOTxYrfH1yJz6-KaE2IAOJVeQvwQWNNpxbiLtc=
> 
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no frame numbers in output filename?

2017-07-04 Thread Fabian Schnuer Gohde
Hi,
is there some way to force xsi to not add frame numbers to the output files
other than a post render script that goes around renaming files?

Best regards,
Fabian
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xsi wiki offline?

2017-07-03 Thread Fabian Schnuer Gohde
Hi,
has the wiki moved to a new address?

Best regards,
Fabian
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AddCallbackItem menu item variable

2017-04-03 Thread Fabian Schnuer Gohde
Hi,
is there a way to pass a string from the menu item to the callback handler
function. For dynamically created menu items I'd like to attach some
information (directory path) that is passed from the menu item to the
callback function. For some reason I can't set .Help for submenu or
callback items.

The only thing I've managed so far is to have a dictionary mapping based on
the menu item lablel and having the callback function lookup from that
based on in_ctxt.Source.Name.

Thank you,
Fabian
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Re: value field expression input not working anymore

2017-02-27 Thread Fabian Schnuer Gohde
Hi,
thank you for all the tips. For posterity: it's the list seperator which
was the culprit since I had set the decimal symbol back to . from the
Norwegian , setting but the Norwegian locale used ; as a list seperator
which can be used too interestingly enough. r(0;360) works if it matches
the regional settings. I guess , for list and decimal can cause xsi to get
confused.

Again, thank you all.
Fabian

On 27 February 2017 at 11:44, Sven Constable <sixsi_l...@imagefront.de>
wrote:

> Right. It was one reason I switched to an english keyboard long time ago.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Sandy Sutherland
> *Sent:* Monday, February 27, 2017 11:06 AM
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: value field expression input not working anymore
>
>
>
> Keyboard setting - if your keyboard is set to some layout that messes with
> commas etc.. it messes with the in field expressions like that.
>
>
>
> S.
>
>
>
> On Mon, Feb 27, 2017 at 9:37 AM, Oscar Juarez <tridi.animei...@gmail.com>
> wrote:
>
> Is your decimal mark ","? If that is the case, I think it doesn't work,
> you need to have "." as decimal mark.
>
>
>
> On Mon, Feb 27, 2017 at 8:48 AM, Toonafish <ron...@toonafish.nl> wrote:
>
> Did you try "L(100)" ?
>
> - Ronald
>
>
>
> On 2/27/2017 2:46, Fabian Schnuer Gohde wrote:
>
> Hi,
>
> entering expressions like r(0,360) or l(0,100) in the MCP panel transform
> fields doesn't work anymore. I've had this before a long time ago but can't
> remember how I fixed it. Any suggestions?
>
> Thank you,
>
> Fabian
>
>
>
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value field expression input not working anymore

2017-02-26 Thread Fabian Schnuer Gohde
Hi,
entering expressions like r(0,360) or l(0,100) in the MCP panel transform
fields doesn't work anymore. I've had this before a long time ago but can't
remember how I fixed it. Any suggestions?
Thank you,
Fabian
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Re: Excel spreadsheet import

2016-11-10 Thread Fabian Schnuer Gohde
if CSV is not an option maybe try as a starting point.
http://www.python-excel.org/
and a python SOP would probably be the fastest route to victory. I've
streaming large CSV files (underwater survey data) into houdini via python
sop before and it works a treat.

Best regards,
Fabian

On 10 November 2016 at 20:28, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov> wrote:

> Howdy yall,
>
>
>
> So I’m curious if anyone has ever imported Excel spreadsheet data into
> Softimage or Houdini?
>
>
>
> I know that there is probably a greater chance that I could find a way
> export the sheet as CSV data, and then bring in the data that way possibly
> by writing a converter to sort the data into a collection or something, but
> I’m really looking for some way to have the sheet drive the elements in the
> scene. Essentially I’d prefer the sheet to be linked rather than imported
> so the data can be easily replaced or updated.
>
>
>
> The idea is to use the app to create a “3D Chart” driven by the sheet
> content. I realize that it’s probably a reach with Soft but thought maybe
> Houdini might have other options. I’m also looking at Unity as well, with
> the assets created in Soft, Maya, or Houdini. I want the spreadsheet to be
> more a reference than an import however, with the cell content used to
> drive chart elements such as text, element position in space, or other
> characteristics.
>
>
>
> Has anyone here ever done something like that? Soft, Houdini, and Unity
> are the primary platforms being considered.
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES II)
>
> Science Systems and Applications Inc. (SSAI)
>
> 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.
>
>
>
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Softimage 3d review

2016-10-23 Thread Fabian Schnuer Gohde
I came across this article by chance today and found it mildly entertaining.

https://books.google.no/books?id=PQnEyUwwXt8C=PA218

-Fabian
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Re: Vray - Max to Soft

2016-09-15 Thread Fabian Schnuer Gohde
Hi,
I've built something for this, not releasable yet but saves a lot of time
as it is, really busy this week but contact me next week if you still need
it and we can sort something out. (gohde.no for contact info)
-Fabian

On 30 August 2016 at 12:50, Adam Seeley  wrote:

> Hello all,
>
> Is there any way to get a Max scene to Soft whilst retaining it's vray
> materials?
>
> The next step will be converting the Vray materials in Soft to Redshift
> and there seems to be an addon for this.
> http://www.buntepixel.eu/archives/420
>
>
> But first things first!
>
> Thanks,
>
> Adam.
>
> ---
> Adam Seeley
> Love Vfx Ltd.
> UK +44 (0) 7956 976 245
> www.LoveVfx.co.uk 
> www.linkedin.com/in/adamseeleyuk
> www.vimeo.com/adamseeley 
>
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Re: Wiki EOL soon

2016-09-13 Thread Fabian Schnuer Gohde
Hi,
if Matt is unable I'm happy to host the old wiki on my server. It has lots
of unused bandwidth and space and runs nightly backups. I've sent a mail to
Maurice earlier and again now. Also I'll remain an active Softimage user
for at least another 2-3 years and my server will remain active for the
foreseeable future. I'm also happy to make a downloadable backup version
available "just in case" once it's all migrated.

Best regards,
Fabian






On 13 September 2016 at 17:28, Andres Stephens  wrote:

> What a guy!
>
>
>
> -Draise
>
>
>
> *From: *wavo 
> *Sent: *13 September 2016 10:22
> *To: *softimage@listproc.autodesk.com
> *Subject: *Re: Wiki EOL soon
>
>
>
> ...cool !
> then we can call it Über_softimage_Wiki !
>
> thanks Oliver and thank You for all the Softimage-Übertage
>
> Walter
>
> Am 9/13/2016 um 4:06 PM schrieb Leendert A. Hartog:
>
> Just got confirmation from Oliver Weingarten (si-community's owner)  that
> he'd be willing to host it!
>
> Greetz
> Leendert
> AKA Hirazi Blue
>
> Outlook voor Android  downloaden
>
>
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>
>
>
> --
>
>
> *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 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
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Re: Wiki EOL soon

2016-08-22 Thread Fabian Schnuer Gohde
Still Softimage all the way here.
-Fabian

On 22 August 2016 at 14:42, Morten Bartholdy  wrote:

> So you would like a showing of hands who still uses Softimage in
> production and are to some degree reliant on having access to help such as
> the Wiki every now and then.
>
> One big hand here! To me this is very real.
>
> And more reliant than ever since this list is getting smaller as people
> are migrating to The Dark Side or other and better alternatives.
>
> //Morten Bartholdy
>
> Den 19. august 2016 klokken 17:05 skrev Maurice Patel <
> maurice.pa...@autodesk.com>:
>
> My problem is I cannot actually gauge whether this is really a serious
> issue or not.
> I know quite rightly that people are upset with the EOL of Softimage so I
> am not sure if what is being expressed here is just a reference of that
> anger (which I can do nothing about) or really related to the wiki being a
> useful resource rather than an obsolete website no one visits. There is no
> point trying to save an obsolete website hoping to fix anger at the EOL of
> Softimage because it will not. Anyway I am still researching options
> including releasing the data (if it can be done so in compliance with our
> privacy rules) to the community– I do not know how feasible anything is.
> maurice
>
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
>
> From: softimage-boun...@listproc.autodesk.com [softimage-bounces@listproc.
> autodesk.com] On Behalf Of Perry Harovas
> Sent: Friday, August 19, 2016 10:45 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Wiki EOL soon
>
> So what you are say, Maurice, is because some people have been making
> comments that you don't like, or are not constructive, you are going to get
> upset and not make an effort to do the right thing?
>
> You either want to do the right thing or you don't.
>
> Your message had the same tone as a parent getting upset with children,
> and then acting childish to get back at them.
>
> Everyone is being a bit childish now, but none of the people you are upset
> with started any of this.
> It started with Autodesk killing Softimage, and continues with killing the
> wiki.
>
> You didn't personally "do" any of that, but the company you work for did.
> I may have missed it, but I did not see anyone personally insulting you
> (and if they did, that was wrong). But your response was as if they did.
>
> Which honestly, and with no malice intended, is not exactly helping the
> situation either.
>
> On Thu, Aug 18, 2016 at 2:25 PM, Maurice Patel  > wrote:
> OK, I am not getting much rational feedback here and if you are just
> picking apart every word I say with inaccurate speculation it is hard for
> me to gauge how serious the need is and whether it is actually worth any
> effort on my part. From what I understand the server was maintained by a
> Softimage dev, that person is now doing other things, the server will be
> replaced and that will be the end and even by "Softimage" standards it has
> no traffic. As far as I see this has turned into just another excuse to
> take pot shots at Autodesk which while they may be fun is not convincing me
> that I really need to do something about this.
> Maurice
>
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com boun...@listproc.autodesk.com> [softimage-boun...@listproc.autodesk.com<
> softimage-boun...@listproc.autodesk.com>] On Behalf Of Schoenberger
> Sent: Thursday, August 18, 2016 1:37 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Wiki EOL soon
>
> |> Almost nobody in Autodesk terms could be many in Softimage terms...
>
> Right, that website produces only 0.1% traffic of all AD websites.
> Therefore it has to be killed.
>
> Or Autodesk is now part of a secret www group that has the ambition to
> remove outdated websites. As, beside from that website, all other website
> (including the first forum posts on the area) are brand new.
> Imagine all the young artists searching for a Maya issue and accidentally
> reading Softimage help files, that must not happen!
>
> :-)
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
> |> -Original Message-
> |> From: softimage-boun...@listproc.autodesk.com boun...@listproc.autodesk.com>
> |> [softimage-boun...@listproc.autodesk.com boun...@listproc.autodesk.com>] On Behalf  |> Of Morten Bartholdy  |>
> Sent: Thursday, August 18, 2016 5:03 PM  |> To:
> softimage@listproc.autodesk.com  |>
> Subject: RE: Wiki EOL soon  |>  |> Almost nobody in Autodesk terms could be
> many in Softimage terms...
> |>
> |> To me it is invaluable to be able to find info on the odd  |> tool or
> functionality every now and then, but I don't visit  |> the Wiki when 

Re: softimage missing from manage.autodesk.com

2016-08-19 Thread Fabian Schnuer Gohde
Thank you.

I did some more digging an tried the username instead of my email address
and was taken to a seemingly different account with Softimage in it. Seems
like some database mix up that got me two accounts for some reason. Will
talk to support when I have the time.

Best regards,
Fabian

On 19 August 2016 at 18:19, Simon Reeves <si...@simonreeves.com> wrote:

> last time I checked, it is in there somewhere as part of suites if that
> helps. Not that the suites even exist any more
>
> On Fri, 19 Aug 2016 at 16:23 Sven Constable <sixsi_l...@imagefront.de>
> wrote:
>
>> Sry, cannot help but just wanted to say that I logged into my account to
>> test and my products are also missing (Softimage 2011 and 2015). Maybe
>> contact AD support?
>>
>>
>>
>> sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabian Schnuer
>> Gohde
>> *Sent:* Friday, August 19, 2016 1:38 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* softimage missing from manage.autodesk.com
>>
>>
>>
>> Hi,
>>
>> it's been a while since I've done this but when logging into
>>
>>
>>
>> https://manage.autodesk.com to get my serial number to input at
>> https://registeronce.autodesk.com
>>
>>
>>
>> I can't find Softimage listed under products. Is the old subscriptions
>> web-system still available?
>>
>>
>>
>> Best regards,
>>
>> Fabian
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Simon Reeves
> London, UK
> *si...@simonreeves.com <si...@simonreeves.com>*
> *www.simonreeves.com <http://www.simonreeves.com/>*
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>
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Re: Wiki EOL soon

2016-08-19 Thread Fabian Schnuer Gohde
Speaking of backups, is there any way to make sure
http://www.softimageblog.com can be viewed locally in the future?

I still find myself there often enough.

Best regards,
Fabian

On 19 August 2016 at 09:51, Morten Bartholdy  wrote:

> I have had HTTrack running for approximately 6,5 hours after which it
> reported: "06:32:53 Panic:  Too many URLs, giving up..(>10)"
>
> I have got 2,43 GB worth of Wiki now and upon brief inspection it works
> locally, but the error message and 1,3 GB discrepancy (from the 3,7 GB
> Patrick mentions) indicates it might not be complete...
>
> I hope Maurice and the dev team can find a way to let perhaps Matt host it
> onwards.
>
>
> //Morten
>
>
>
>
>
> > Den 18. august 2016 klokken 16:37 skrev Patrick Neese <
> patrickne...@gmail.com>:
> >
> >
> > The wiki is over 3.7gigs with image/video/zips files.  Expect the server
> to
> > be slow as everyone wgets the files :)
> >
> > On Thu, Aug 18, 2016 at 9:12 AM, Perry Harovas 
> > wrote:
> >
> > > Ironically, had we had notice that the same thing was going to happen
> to
> > > Softimage itself when Autodesk bought it (the way they informed
> > > everyone about Naiad ceasing to continue as a product) there would have
> > > been anger but it possibly wouldn't have been quite as volatile,
> > > since it would have been honest.
> > >
> > > Plus, one can't help but find the wording of the below notice as
> somewhat
> > > of an unintended comment on Softimage itself...
> > >
> > > *"therefore will cease to exist."*
> > >
> > >
> > > On Wed, Aug 17, 2016 at 1:51 PM, Olivier Jeannel <
> facialdel...@gmail.com>
> > > wrote:
> > >
> > >> http://softimage.wiki.softimage.com/index.php?title=Main_Page
> > >>
> > >>
> > >>
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > >> with "unsubscribe" in the subject, and reply to confirm.
> > >>
> > >
> > >
> > >
> > > --
> > >
> > >
> > >
> > >
> > >
> > > Perry Harovas
> > > Animation and Visual Effects
> > >
> > > http://www.TheAfterImage.com 
> > >
> > > -26 Years Experience
> > > -Member of the Visual Effects Society (VES)
> > >
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Re: Free speed test and exr info tool

2016-07-26 Thread Fabian Schnuer Gohde
Thank you. EXR tool is quite handy for checking incoming files. Link on
website is
http://www.binaryalchemy.de/develop/info/www.BinaryAlchemy.de/download/baVerifyExrModes_8b2.zip
instead of http://www.BinaryAlchemy.de/download/baVerifyExrModes_8b2.zip

-Fabian

On 21 July 2016 at 00:12, Schoenberger  wrote:

> Hey everyone
>
> I have finally (almost) finished and uploaded two of my little tools that
> I promised to upload some time ago.
>
>
> VerifyExrModes:
> This is a console application that displays all channels grouped by each
> part and other settings like resolution, compression, scanline/tiled, ...
>
>
> HddSpeedTest:
> Just another read/write/copy speed test application.
> But you can start it on multiple machines at the same time to test your
> fileserver and network.
> And it has many settings if you are a developer and want to know the
> fastest functions.
> This is a list of features useful for non-developers:
>
>- Choose read/write or copy file
>- Save text log and .csv (Excel) table files (.csv files can be shared
>between all machines to have all results in one table)
>- All file names support variables like date or machine name
>- Clear system cache to be able to read the same file again
>- In case you use caching fileservers (Like GPFS, Avere, OrangeFX,
>Lustre): Log IP of fileserver to split workstation results into groups.
>- Log MUT size (Jumbo Frames)
>- Test if data read contains a lot of 0
>
>
>
> Please follow this link and choose the tool from the left menu:
> http://www.binaryalchemy.de/index_dev.htm
>
>
> cu at Siggraph,
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
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Re: Google Earth Pro 3D data or similar?

2016-05-13 Thread Fabian Schnuer Gohde
Hi,
I have tried a few times and failed trying to get anything from Google
Earth. I used public DEM/GeoTIFF data last time I had to do something like
that. Depending where you are flying over there are also some good national
databases out there.

You have stuff like http://aescripts.com/geolayers/ and there is at least
one 3dsmax plugin also.

http://www.bluemarblegeo.com/products/global-mapper.php is a good low-cost
product for dealing with this sort of data and converting various GeoTIFF
projections for example.

Best of luck.
Fabian

On 13 May 2016 at 13:44, Morten Bartholdy  wrote:

> I need to create a flyover of parts of Europe which is supposed to look
> very much like in Google Earth, but with added bits and pieces I need to
> create. I took a look at Google Earth Pro which pretty much provides the
> type of imagery I need, but I want to get my hands on the 3D data with
> textures so I can do my stuff in XSI, not just render a movie out from GEP.
>
> Google are not very helpful concerning how to contact them, so I thought
> someone here surely had to do something similar at some point.
>
> Has anybody here succeeded in getting said Google Data or gone with a DM
> data and sattelite imagery provider?
>
> Any hints will be most welcome.
>
> Thanks
> Morten
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Re: Maya/Bifrost

2016-04-25 Thread Fabian Schnuer Gohde
All else failing these guys might be able to hook you up with some
incantations or hexes to help things along:
https://translate.google.com/translate?sl=no=en=y=_t=no=UTF-8=https%3A%2F%2Fwww.bifrost.no%2F==url
:-p

-Fabian

On 25 April 2016 at 20:08, Grahame Fuller 
wrote:

> Make sure to start from the last frame that was cached, not the first
> uncached frame. The previous frame needs to be in memory.
>
> Also, does it make a difference if Enable Background Processing is on or
> off in the Bifrost Options?
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
> Sent: Monday, April 25, 2016 12:21 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Maya/Bifrost
>
> Yes, I'm on 2016 Ext2.  If I try to extend a cache (either by setting
> Read/Write in the UI, or by passing "3" as the last argument for
> doCreateBifrostCache on the commandline), the only thing that happens is
> that all my memory gets eaten up. After that UI crashes, and comandline
> just finishes without a result but maybe I'm doing it wrong.
> I'll check on CGTalk/Society, too. Tanks!
>
> /thomas
>
>
> > Grahame Fuller > hat am 25. April 2016 um 18:03 geschrieben:
> >
> >
> > Are you on 2016 Ext2? There were some known issues with extending caches
> but they should be fixed in that version.
> >
> > I work on the Bifröst docs but I think I’m the only one of the team
> here, and I don’t think there are many Bifröst users here either. I have
> seen some Bifröst discussions on CGTalk/CGSociety.
> >
> > gray
> >
> > From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
> > Sent: Monday, April 25, 2016 11:50 AM
> > To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com>
> > Subject: OT: Maya/Bifrost
> >
> > yO!
> >
> > I'm doing some Maya/Bifrost stuff for a couple of days now (Maya really
> doesn't feel so bad, when the main tool at your workplace is 3dsMax).
> > As I am running into some issues now (just now: picking up and extending
> simulations doesn't work), I would like to know what would be the best
> places (as in forums/mailinglists) to ask questions (except for AREA, or is
> that the place to be?). Or do we even have a Bifrost-Pro here?
> >
> > cheers,
> > Thomas
> > --
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Re: Crate Alembic, get material names in xsi from 3dsmax abc file

2016-04-04 Thread Fabian Schnuer Gohde
Yes, writing out the mapping info from max and then matching it back is
possible but it introduces more things that can go wrong, especially with
complex multi-sub material setups and clashing node names that get renamed
on export.

According to the crate exporter the material name should be written out
somehow. I'll try loading the abc file via python and see if i can
access/map it via that.

Thank you,
Fabian

On 4 April 2016 at 12:02, Ognjen Vukovic <ognj...@gmail.com> wrote:

> You could use write a script in max to write a external file on disk with
> a dictionary of what mat goes to what geo. Read it into soft with python
> and have it distribute the shaders based on the external file.
>
> On Mon, Apr 4, 2016 at 11:38 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
>
>> Do you have the latets Speedtree version? We ran in to something similar
>> some
>> years ago and they actually came up with a fix inside of a day or so. It
>> is too
>> long ago so I don't remember the details, but it is worth checking I
>> guess.
>>
>> Morten
>>
>>
>>
>> > Den 4. april 2016 klokken 00:24 skrev Fabian Schnuer Gohde
>> > <list@gohde.no>:
>> >
>> >
>> > Hi,
>> > is there a straightforward way of getting the material assignment info
>> from
>> > an abc exported via crate for 3dsmax inside of xsi to re-create/assign
>> > materials with matching names? I'm exporting materials info from 3dsmax
>> > seperately and need to re-integrate that with the geometry. I have a
>> > "working" version with FBX but the FBX export/import screws up a lot.
>> Thus
>> > I wanted to try using crate for the geo instead.
>> >
>> > Thank you,
>> > Fabian
>> > --
>> > Softimage Mailing List.
>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with
>> > "unsubscribe" in the subject, and reply to confirm.
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Crate Alembic, get material names in xsi from 3dsmax abc file

2016-04-03 Thread Fabian Schnuer Gohde
Hi,
is there a straightforward way of getting the material assignment info from
an abc exported via crate for 3dsmax inside of xsi to re-create/assign
materials with matching names? I'm exporting materials info from 3dsmax
seperately and need to re-integrate that with the geometry. I have a
"working" version with FBX but the FBX export/import screws up a lot. Thus
I wanted to try using crate for the geo instead.

Thank you,
Fabian
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Re: polygon area sum for normalizing texel density

2016-03-15 Thread Fabian Schnuer Gohde
Thank you all. afterwards I also came accross this in case someone else
comes across the thread in the future:
http://xsisupport.com/2013/03/13/finding-degenerate-polygons-by-area/

Best regards,
Fabian

On 15 March 2016 at 02:10, Matt Lind <speye...@hotmail.com> wrote:

> You already have the polygon node ids.  You can drill down into the
> triangles collection of the polygonmesh object to get access to the
> triangulated mesh.  From there, just sum the triangles for each polygon as
> the node ids will match the triangle index ids.  You can alternately ignore
> node indices and iterate via polygon index property on each triangle.
>
> Matt
>
> --- Original Message ---
>
> From: softimage-requ...@listproc.autodesk.com
> Sent: March 14, 2016 12:00 PM
> To: softimage@listproc.autodesk.com
> Subject: Softimage Digest, Vol 88, Issue 56
>
> Send Softimage mailing list submissions to
> softimage@listproc.autodesk.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
> http://listproc.autodesk.com/mailman/listinfo/softimage
> or, via email, send a message with subject or body 'help' to
> softimage-requ...@listproc.autodesk.com
>
> You can reach the person managing the list at
> softimage-ow...@listproc.autodesk.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of Softimage digest..."
>
>
> Today's Topics:
>
>1. Re: XSI and Window 10, the bright future (Luc-Eric Rousseau)
>2. polygon area sum for normalizing texel density
>   (Fabian Schnuer Gohde)
>
>
> --
>
> Message: 1
> Date: Mon, 14 Mar 2016 11:21:36 -0400
> From: Luc-Eric Rousseau <luceri...@gmail.com>
> Subject: Re: XSI and Window 10, the bright future
> To: "softimage@listproc.autodesk.com"
> <softimage@listproc.autodesk.com>
> Message-ID:
> <
> cap7dfks-ghsz-y97rj6jljkayv4atvq3qijpdudtaesxq6-...@mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> If you're the kind of person that's using "Classic Shell" you should
> probably not upgrade to windows 10.
> Just leave that machine on windows 7 until it dies, and you'll get
> windows 10 on the next PC.
>
> There is a way, however,  you can keep your "free windows 10" option
> open forever and not worry about the end date.
>
> I have done this myself, twice.
>
> To do that, you need to upgrade your windows 7 to windows 10, check
> that it's activated, and then downgrade back to windows 7.  Your BIOS
> will then be activated for both 7 and 10, and you can re-install
> windows 10 at any time in the future.
>
> That's also the way to do a "clean install" of windows 10: you
> upgrade, wipe, and then install windows 10 from the downloaded .iso
>
> At this point, it would be best if you cloned your boot disk, which I
> did on one PC with the free software that comes with SSD drives.
> It's a perfect time to upgrade to SSD if you haven't done so, and then
> you can leave your unused windows 7 drive for safe-keeping.
>
> After you install windows 10, you have 30 days to revert to windows 7,
> it's a button in the control panel.
> (
> http://windows.microsoft.com/en-ca/windows-10/going-back-to-windows-7-or-windows-81
> )
>
> This works, although in my experience some things messed up in the
> upgrade/downgrade process, so it's best to clone the drive.  XSI and
> Adobe survive the process just fine, however.
>
> Personally, I have two HP computer that broke in some ways (realtek
> audio not working, not waking up sleep) with windows 10.
>
> You can install something called "GWX Control Panel" to block all the
> nagging messages and automatic downloads of windows 10.
>
>
> On 13 March 2016 at 13:47, Fabian Schnuer Gohde <list@gohde.no> wrote:
> > Hi,
> > I've got machines with Win 8.1 Pro at the moment and with the free
> upgrade
> > "deadline" approaching I'm thinking wether not not to take the plunge to
> > Win10 during the summer.
> >
> > My main concern apart from privacy issues is that given the fact that
> there
> > will now be continuous rolling windows upgrades that XSI will cease to
> > function one fine morning. Much the same way that some programs stop
> working
> > with MacOSX updates. And no-one will provide updates to fix that.
> >
> > I'm mostly happy with Win8.1+ClassicShell but the fact that M$ and Intel
> > want upcoming hardware to require new Windows is perhaps a reason to
> update.
> > I'm still looking to use XSi for another 3-5 years.
> >
> > Does anyone with more knowledge of Windows internals and XSI dependencies
> > have an opinion on the likelyhood of M$ messing with something that XSI
> > needs?
> >
> > Thank you,
> > Fabian
> >
>
>
> --
>
> Message: 2
> Date: Mon, 14 Mar 2016 19:04:15 +0100
> From: Fabian Schnuer Gohde <list@gohde.no>
> Subject: polygon area sum for normalizing texel density
> To: softimage@listproc.autodesk.com
> Message-ID:
> 

Re: XSI and Window 10, the bright future

2016-03-15 Thread Fabian Schnuer Gohde
Sneaky, I like it. Thank you.

-F

On 15 March 2016 at 12:56, Morten Bartholdy <x...@colorshopvfx.dk> wrote:

> That would then be the excellent tip of the day - thanks Luc-Eric!
>
>
> Cheers
> Morten
>
>
>
> > Den 14. marts 2016 klokken 16:21 skrev Luc-Eric Rousseau
> > <luceri...@gmail.com>:
> >
> >
> > If you're the kind of person that's using "Classic Shell" you should
> > probably not upgrade to windows 10.
> > Just leave that machine on windows 7 until it dies, and you'll get
> > windows 10 on the next PC.
> >
> > There is a way, however,  you can keep your "free windows 10" option
> > open forever and not worry about the end date.
> >
> > I have done this myself, twice.
> >
> > To do that, you need to upgrade your windows 7 to windows 10, check
> > that it's activated, and then downgrade back to windows 7.  Your BIOS
> > will then be activated for both 7 and 10, and you can re-install
> > windows 10 at any time in the future.
> >
> > That's also the way to do a "clean install" of windows 10: you
> > upgrade, wipe, and then install windows 10 from the downloaded .iso
> >
> > At this point, it would be best if you cloned your boot disk, which I
> > did on one PC with the free software that comes with SSD drives.
> > It's a perfect time to upgrade to SSD if you haven't done so, and then
> > you can leave your unused windows 7 drive for safe-keeping.
> >
> > After you install windows 10, you have 30 days to revert to windows 7,
> > it's a button in the control panel.
> > (
> http://windows.microsoft.com/en-ca/windows-10/going-back-to-windows-7-or-windows-81
> )
> >
> > This works, although in my experience some things messed up in the
> > upgrade/downgrade process, so it's best to clone the drive.  XSI and
> > Adobe survive the process just fine, however.
> >
> > Personally, I have two HP computer that broke in some ways (realtek
> > audio not working, not waking up sleep) with windows 10.
> >
> > You can install something called "GWX Control Panel" to block all the
> > nagging messages and automatic downloads of windows 10.
> >
> >
> > On 13 March 2016 at 13:47, Fabian Schnuer Gohde <list@gohde.no>
> wrote:
> > > Hi,
> > > I've got machines with Win 8.1 Pro at the moment and with the free
> upgrade
> > > "deadline" approaching I'm thinking wether not not to take the plunge
> to
> > > Win10 during the summer.
> > >
> > > My main concern apart from privacy issues is that given the fact that
> there
> > > will now be continuous rolling windows upgrades that XSI will cease to
> > > function one fine morning. Much the same way that some programs stop
> working
> > > with MacOSX updates. And no-one will provide updates to fix that.
> > >
> > > I'm mostly happy with Win8.1+ClassicShell but the fact that M$ and
> Intel
> > > want upcoming hardware to require new Windows is perhaps a reason to
> update.
> > > I'm still looking to use XSi for another 3-5 years.
> > >
> > > Does anyone with more knowledge of Windows internals and XSI
> dependencies
> > > have an opinion on the likelyhood of M$ messing with something that XSI
> > > needs?
> > >
> > > Thank you,
> > > Fabian
> > >
> > --
> > Softimage Mailing List.
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> with
> > "unsubscribe" in the subject, and reply to confirm.
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Re: Friday Flashback #266

2016-03-14 Thread Fabian Schnuer Gohde
Looks like Toonz still exists.

http://www.toonz.com

-F

On 11 March 2016 at 20:36, Stephen Blair  wrote:

> Exporting Toonz scenes from Softimage|XSI 2.0
> http://wp.me/powV4-3iB
>
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polygon area sum for normalizing texel density

2016-03-14 Thread Fabian Schnuer Gohde
Hi,
I'm setting up some texture baking and before re-inventing the wheel (and
I'm running out of time on this project) I was wondering if there is a
quick way (or if someone has a snippet of code) to quickly calculate the
area of polygons in a mesh to set up the map resolution accordingly.
Unwrapping will be via UniqueUVs. just need an even texel density accross
all objects.

Thank you,
Fabian
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Re: XSI and Window 10, the bright future

2016-03-14 Thread Fabian Schnuer Gohde
Hi,
well sounds like I'm sticking with Win8.1 until the roaring 20's then. My
reason for sticking to windows is that a few years ago I used have a dual
and on the mac tripple boot scenario with Win (PS, Video, AFX), Linux (3d)
and MacOSX (iOS dev) and it just got too much hassle to keep all that
operating properly. In order to get home early and have more time with my
kids I also have a mirrored setup between the office and home and that
would complicate this even more with serveral OS's and machines. (they do
cost money after all)

Also I work a lot with design people and there simply is no good enough
replacement for Adobe CC on Linux that would let me reliably exchange files
with the graphics world.

So unfortunately Windows is kind of the common denominator where I can do
3d, 2d, video as well as nowadays more and more realtime stuff with unreal
and unity.

Thank you everyone.
Fabian





On 14 March 2016 at 10:55, Jordi Bares <jordiba...@gmail.com> wrote:

> IMHO this is not acceptable, like the EULA which basically boils down to
> your computer is actually in the hands of M$.
> jb
>
>
> On 14 Mar 2016, at 05:13, Angus Davidson <angus.david...@wits.ac.za>
> wrote:
>
> The windows 10 Updates are very frustrating. I have had machines rebooting
> for 7 hours to install updates, and it will install some updates no matter
> what your settings are. Lets not also forget that occasionally an update
> seems to reset you privacy settings . I have also had it restart in the
> middle of a render .
>
> From an interface point of view Windows 10 is miles ahead , however in
> every other respect it’s a pain in the ass. Anyone who follows my twitter
> account can see how often I rage about this, As soon as there is a decent
> way to get NVidia Optimus work on Linux I am moving.
>
> *From:* Fabian Schnuer Gohde [mailto:list@gohde.no <list@gohde.no>
> ]
> *Sent:* Sunday, 13 March 2016 7:48 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* XSI and Window 10, the bright future
>
> Hi,
> I've got machines with Win 8.1 Pro at the moment and with the free upgrade
> "deadline" approaching I'm thinking wether not not to take the plunge to
> Win10 during the summer.
>
> My main concern apart from privacy issues is that given the fact that
> there will now be continuous rolling windows upgrades that XSI will cease
> to function one fine morning. Much the same way that some programs stop
> working with MacOSX updates. And no-one will provide updates to fix that.
>
> I'm mostly happy with Win8.1+ClassicShell but the fact that M$ and Intel
> want upcoming hardware to require new Windows is perhaps a reason to
> update. I'm still looking to use XSi for another 3-5 years.
>
> Does anyone with more knowledge of Windows internals and XSI dependencies
> have an opinion on the likelyhood of M$ messing with something that XSI
> needs?
>
> Thank you,
> Fabian
>
>
>
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XSI and Window 10, the bright future

2016-03-13 Thread Fabian Schnuer Gohde
Hi,
I've got machines with Win 8.1 Pro at the moment and with the free upgrade
"deadline" approaching I'm thinking wether not not to take the plunge to
Win10 during the summer.

My main concern apart from privacy issues is that given the fact that there
will now be continuous rolling windows upgrades that XSI will cease to
function one fine morning. Much the same way that some programs stop
working with MacOSX updates. And no-one will provide updates to fix that.

I'm mostly happy with Win8.1+ClassicShell but the fact that M$ and Intel
want upcoming hardware to require new Windows is perhaps a reason to
update. I'm still looking to use XSi for another 3-5 years.

Does anyone with more knowledge of Windows internals and XSI dependencies
have an opinion on the likelyhood of M$ messing with something that XSI
needs?

Thank you,
Fabian
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Re: City generator?

2016-02-25 Thread Fabian Schnuer Gohde
there is also http://www.kilad.net/ghosttown/ for 3dsmax in case you have
that available.

mvh,
Fabian

On 22 February 2016 at 11:07, Morten Bartholdy  wrote:

> I thought I once saw an ICE based City Generator system for XSI, but I
> might be
> mistaken. I found two systems on rray.de/xsi which look a bit rudimentary
> - I am
> looking for something that allow you to do road and cityblock layout and
> position buildings procedurally based on that. Do any of you know of a good
> system, even if not xsi based?
>
> Cheers
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Render Region and Autosave

2016-02-10 Thread Fabian Schnuer Gohde
I've now used the save reminder for a few days and that works a treat (I
have my own incremental setup) Thank you very much everyone.
-Fabian

On 8 February 2016 at 15:23, Dan Yargici  wrote:

> Reinhard (mr. rray.de) made a save reminder event script.  Rather than
> actually saving, it just reminds you to save.  Combine that with Mirko's
> suggestion and you have the best solution IMO.
>
> Search for SaveRemind on http://rray.de/xsi/
>
> DAN
>
>


Re: Softimage and CMYK

2016-02-10 Thread Fabian Schnuer Gohde
Have a check if there are spot colors or laquer or similar layers in the
file. They can cause funny results. In the latest Acrobat Pro DC (part of
CC) under Tools>PrintProduction there is a color converter that might help
get this into the sRGB world.

Best of luck,
Fabian

On 10 February 2016 at 10:04,  wrote:

> were they PDF’s?
> if the pdf is still layered, possibly there is a specific layer for
> creating those ultrablacks (if that is what’s going on) that you can turn
> off - in illustrator or indesign or such (not PS).
> Also, when there, and the files looks ‘normal’, you can simply try ‘export
> for web’ as a png or jpg.
>
>
>
> *From:* Sebastien Sterling 
> *Sent:* Tuesday, February 09, 2016 11:16 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Softimage and CMYK
>
> Could i approximate it ? in sRGB ? god but this is a mess :(
>
> I don't think the client has any original sRGB artwork
>
> On 9 February 2016 at 22:05,  wrote:
>
>> I don’t think it’s a colorspace problem perse – as within normal ranges,
>> going back and forth between RGB and CMYK isn’t so bad.
>>
>> The ultramarine blue in the blacks, might be something very different:
>> a good print black is not 100% black and 0% C,M,Y each: this would result
>> in a dark grey.
>> So ‘designers’ add some of the other colors, up to almost 300% total, to
>> deepen and tint the black.
>> A cold deep black with lots of cyan, a warmer black with yellow or...
>> everyone has his preference for mixing black it seems, and they even give
>> their blacks fancy names.
>>
>> Of course that’s bound to give you trouble going back to RGB – as those
>> are colors that are far outside the normal gamut of colors.
>> The other way around, we would call them illegal colors, our pure 100%
>> primary and secondary colors are among them.
>> As the others have pointed out, welcome to a world of pain – doing some
>> print work atm, having to mix and match 3D renders (linear), CMYK artwork,
>> photographs (srgb), physical parts painted with pantone colors and more,
>> and going back and forth between 3D and ps/illustrator and pdf - and it is
>> a minefield.
>> You have to inform your client that their artwork is purpose made for a
>> certain printing effect which makes them unfit for other use.
>> You might be better off scanning/photographing printed artwork or
>> physical products or ...
>>
>>
>> *From:* Sven Constable 
>> *Sent:* Tuesday, February 09, 2016 10:38 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Softimage and CMYK
>>
>>
>> Even I don't get why black is ultramrine blue, I think it's not because
>> of CMYK vs RGB but the embedded color profile. I get pdfs for print all the
>> time, sometimes I even send CMYK renderings back to them (of course not
>> rendered in cmyk but converted in PS afterwards and with their color
>> profile attached). If converted from CMYK to RGB and vice versa I saw only
>> minimal color shifting. It depends largely on color space and -profile.
>> Remember CMYK and RGB are color models, not color space nor color profiles.
>>
>>
>>
>> If you import pdfs into PS, convert them to RGB and CMYK. If you see
>> significant color changes between both, it'because of the color profiles
>> that are assigned to CMYK and RGB inside Photoshop. I would just convert
>> them to RGB and then test different color profiles (Edit->Convert to
>> Profile). Tick 'Preview' and switch between the different profiles
>> available. Maybe one of it will crush the blacks.
>>
>> That is a bit awful and I agree with Rob, the client should send you
>> proper files. But it's difficult to say what is proper since 3D is not
>> print is not film is not reality. In an ideal world they would send you RGB
>> files with sRGB color profile but I doubt this will ever happen. They
>> usually work with CMYK from start to finish.
>>
>>
>>
>> Are these product shots are meant for web or print? If print, they're
>> possibly correct with black beeing blueish and the client expects the
>> renderings accordingly …?
>>
>> sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>> Sterling
>> *Sent:* Tuesday, February 09, 2016 8:30 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Softimage and CMYK
>>
>>
>>
>> Basically the client wants a pack shot of thirty or so products, so we
>> need to model them up and texture them.
>>
>> In order to texture them the client sent the original packaging files in
>> .pdf format, but these where originally destined for print and so they are
>> CMYK.
>>
>> the colors are off, it is most noticeable in the blacks, as they have all
>> shifted to ultramarine blue.
>>
>> I don't know how to fix this, it is pretty baffling, :(
>>
>>
>>
>> On 9 February 2016 at 19:19, Rob Chapman  wrote:
>>
>> aah was part of the DTP 

Render Region and Autosave

2016-02-08 Thread Fabian Schnuer Gohde
Hi,
I thought I'd ask in case anyone has run into this and has a workaround.

With heavy scenes I regularly get lock-ups with the render region is open
and autosave kicks in. This is with redshift so I'm not sure if the problem
is solely there.

Are there any hooks for a script or anything that surpress autosave or is
there some way to do an entirely custom autosave that checks for regions
before triggering?

Best regards,
Fabian


Re: Redshift users?

2016-01-05 Thread Fabian Schnuer Gohde
Pretty much only RS here too. Shading limitations and lack of sdk can be
annoying but the rendertimes make up for it ;-)

-Fabian

On 5 January 2016 at 14:12, Juan Brockhaus  wrote:

> got one license and using it on the current project.
> it's great.
>
> Juan
>
>
> On Tue, Jan 5, 2016 at 1:58 PM, Rob Chapman  wrote:
>
>> 3 here
>> On 5 Jan 2016 12:55, "adrian wyer" 
>> wrote:
>>
>>> we got a couple, will buy more soon. love it
>>>
>>>
>>>
>>>
>>>
>>> a
>>>
>>>
>>> --
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
>>> *Sent:* 05 January 2016 12:47
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Redshift users?
>>>
>>>
>>>
>>> got 4 licences and never regret getting a single one of those.
>>>
>>> Redshift all the way :)
>>>
>>>
>>>
>>> On Tue, Jan 5, 2016 at 1:44 PM, Miquel Campos 
>>> wrote:
>>>
>>> I have one license. But I am not using it too much. At less for the
>>> moment :)
>>>
>>>
>>>
>>>
>>> 
>>>
>>> Miquel Campos
>>>
>>> www.miquel-campos.com
>>>
>>>
>>>
>>>
>>>
>>> On Tue, Jan 5, 2016 at 9:43 PM, Olivier Jeannel 
>>> wrote:
>>>
>>> All I do goes through RS :)
>>>
>>>
>>>
>>> On Tue, Jan 5, 2016 at 1:35 PM, Angus Davidson <
>>> angus.david...@wits.ac.za> wrote:
>>>
>>> Started using it , but when we switched to Macs in the labs, redshift as
>>> yet doesn’t have a mac version (on is supposedly in dev).
>>>
>>>
>>>
>>> Moved to Octane and since then haven’t looked back.
>>>
>>>
>>>
>>> Kind regards
>>>
>>>
>>>
>>> Angus
>>>
>>>
>>>
>>> *From:* Morten Bartholdy [mailto:x...@colorshopvfx.dk]
>>> *Sent:* 05 January 2016 02:32 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Redshift users?
>>>
>>>
>>>
>>> Out of curiosity - how many of you have started using or completely
>>> switched to Redshift?
>>>
>>>
>>>
>>> Regards
>>>
>>> Morten
>>>
>>>
>>>
>>> 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: Query scene for geo intersection (raycast)

2015-11-11 Thread Fabian Schnuer Gohde
Thank you, that should cover a bunch of cases by itself and provide a good
start for some other stuff. Much appreciated.

Best regards,
Fabian

On 11 November 2015 at 15:13, Cesar Saez  wrote:

> I did this waaay back in the day, I'm not sure if it still works (who
> knows!?) but sounds similar to what you're after... please feel free to do
> whatever you want with it.
>
> http://www.creativecrash.com/xsi/script/csglue
> https://vimeo.com/3485620
>
> Regards,
> Cesar
>


Re: Query scene for geo intersection (raycast)

2015-11-11 Thread Fabian Schnuer Gohde
Thank you very much, that indeed sounds like it would work. Interestingly
enough it didn't show up when searching for "raycast" in the docs.

All the best,
Fabian

On 11 November 2015 at 05:03, David Barosin <dbaro...@gmail.com> wrote:

> Sounds like you want this
>
> http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/Geometry.GetRaycastIntersections.html
>
>
>
> On Tuesday, November 10, 2015, Fabian Schnuer Gohde <list@gohde.no>
> wrote:
>
>> Hi,
>> is there some way in scripting to cast a ray and get the closest
>> intersection position/geo/object or similar info. I'm basically wanting to
>> make some tools to quickly place objects to the floor and other locations
>> for layout and set dressing. Like being able to select a hundred instances
>> of something and have them all fall down on the landscape.
>>
>> Thank you,
>> Fabian
>>
>


Query scene for geo intersection (raycast)

2015-11-10 Thread Fabian Schnuer Gohde
Hi,
is there some way in scripting to cast a ray and get the closest
intersection position/geo/object or similar info. I'm basically wanting to
make some tools to quickly place objects to the floor and other locations
for layout and set dressing. Like being able to select a hundred instances
of something and have them all fall down on the landscape.

Thank you,
Fabian


Re: 3delight toon ink spread via ice attribute?

2015-11-08 Thread Fabian Schnuer Gohde
Awesome, I'll give that a shot in the office tomorrow morning.

All the best,
Fabian

On 8 November 2015 at 15:22, Rob Chapman <tekano@gmail.com> wrote:

> Hi Fabian
>
> good news! , I managed to circumnavigate.
>
> 3Delight does not, it seems, connect to custom ICE attributes in surfaces,
> it does in strands & pointclouds perhaps.
>
> But 3Delight DOES work with weightmaps in the rendertree! so it a small
> bother to reconnect your scalar attribute directly to the weightmap.
>
> Simply, instead of using custom scalar attribute, use 'map_lookup_scalar'
> in the rendertree to connect the weightmap to the 'host_modify_spread' port
>
>
> http://1.bp.blogspot.com/-iAM_JloZwFU/Vj9Z-xa8FHI/B8E/UG3_5PQN6xs/s1600/Capture_3delight.JPG
>
>
> works fine here
>
>
> cheers
>
>
>
>
> On 8 November 2015 at 03:42, Fabian Schnuer Gohde <list@gohde.no>
> wrote:
>
>> Hi,
>> my question is really how to hook it up. Below is a link to a file that
>> works in mray witht he null controlling line thickness but not in 3delight
>> and I'm not sure if this simply isn't supported or if I need to do
>> something different here. Documentation is pretty sparse unfortunately.
>>
>> https://www.dropbox.com/s/pum2r3txgxqnja2/3delight_test.scn?dl=1
>>
>> Best regards,
>> Fabian
>>
>>
>> On 8 November 2015 at 00:21, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> 3delight works extremely good on toon lines. ICE attribs (color) should
>>> not interfere with that kind of performance.
>>> Cheers.
>>>
>>> On Sat, Nov 7, 2015 at 7:40 AM, Fabian Schnuer Gohde <list@gohde.no>
>>> wrote:
>>>
>>>> Hi,
>>>> does anyone know if it's possible with 3delight to drive the ink spread
>>>> override in the Paint shader via an animated ice attribute?
>>>>
>>>> Thank you,
>>>> Fabian
>>>>
>>>
>>>
>>>
>>> --
>>> Portfolio 2013 <http://be.net/3dcinetv>
>>> Cinema & TV production
>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>
>>
>>
>


3delight toon ink spread via ice attribute?

2015-11-07 Thread Fabian Schnuer Gohde
Hi,
does anyone know if it's possible with 3delight to drive the ink spread
override in the Paint shader via an animated ice attribute?

Thank you,
Fabian


Re: 3delight toon ink spread via ice attribute?

2015-11-07 Thread Fabian Schnuer Gohde
Hi,
my question is really how to hook it up. Below is a link to a file that
works in mray witht he null controlling line thickness but not in 3delight
and I'm not sure if this simply isn't supported or if I need to do
something different here. Documentation is pretty sparse unfortunately.

https://www.dropbox.com/s/pum2r3txgxqnja2/3delight_test.scn?dl=1

Best regards,
Fabian


On 8 November 2015 at 00:21, Pierre Schiller <activemotionpictu...@gmail.com
> wrote:

> 3delight works extremely good on toon lines. ICE attribs (color) should
> not interfere with that kind of performance.
> Cheers.
>
> On Sat, Nov 7, 2015 at 7:40 AM, Fabian Schnuer Gohde <list@gohde.no>
> wrote:
>
>> Hi,
>> does anyone know if it's possible with 3delight to drive the ink spread
>> override in the Paint shader via an animated ice attribute?
>>
>> Thank you,
>> Fabian
>>
>
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>


Emitter name from EmitLocation?

2015-10-01 Thread Fabian Schnuer Gohde
Hi,
I've got an "Emit From Curve" with a bunch of curves and is there a way to
get the emitter geometry name from the "EmitLocation" in order to feed that
into a "Normalized U to Curve Location" in order to manually move/stop the
particles along the curve on which they were emitted?

Thank you,
Fabian


Re: Generating and animating 4-polytopes in Softimage/ICE

2015-09-01 Thread Fabian Schnuer Gohde
http://mathworld.wolfram.com/120-Cell.html

there is a mathematica notebook there and you can export 3d data from it.
There might be a painless way to do this :-)

Best regards,
Fabian

On 1 September 2015 at 22:31, Dave Sisk  wrote:

> We're looking at the possibility of animating a 120-cell rotation for a
> project, similar to the one halfway down the wikiepedia page for the thing
> ( https://en.wikipedia.org/wiki/120-cell ).
>
> Does anyone know where they would even start with such a thing?
>


Re: OT: Jurassic World, Mad Max, Avengers Ultron ... money

2015-07-27 Thread Fabian Schnuer Gohde
All very true. More than any fancy shading boohaa, believability within the
laws of physical (even when stretched) is key for me to be willing to keep
suspending my disbelief in an obviously ridiculous scenario.

I'll go ahead and believe any outlandish magic/tech/gadget/superpower but
the thing that takes me out of movies faster than anything is if you have
non-superman characters survive impossible g-forces. Transformers has a
bunch of stuff in there with characters getting yanked out of the air or
scooped up a second before hitting the ground and all I can do is count the
number of times they should have had their bones shattered and necks
snapped.

Another pet peeve that is the lack of smoke when structures get blown up.
Hasn't anyone watched a building coming down on discovery channel?

-F

On 27 July 2015 at 17:46, Maurice Patel maurice.pa...@autodesk.com wrote:

 Very well put. This is my feeling too.
 Take Kurosawa. He uses movement so perfectly - it is not necessarily
 realistic in that it is heavily staged but it is 100% believable as
 natural. If directors paid as much attention to movement then a large part
 of this problem could be moot. With so many people involved in the CG
 production it is hard to fault the artists (they can make improvements but
 cannot save a badly directed movie), it really does fall on the director to
 make sure (s)he is getting the right performance, whether its real or CG,
 and that requires flawless planning, coordination and a vision of what the
 end result should be. It can't really be delegated.
 maurice

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
 Sent: Saturday, July 25, 2015 5:00 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: OT: Jurassic World, Mad Max, Avengers Ultron ... money


 I can go on, but the problem is everybody is trying to tell stories
 through FX rather than having the FX support the story.  So much emphasis
 is put on the 'look' that it fails to consider the more important element -
 motion.




Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Fabian Schnuer Gohde
@Pierre
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=d30e591106
last paragraph explains how to apply it to component selections via the
texture editor and the auto Eugene is refering to is simple right
clicking when it prompts you to click corners, it will more often than not
figure it out by itself and give you a nice rectangle, i recommend making
sure maintain aspect ratio ist checked. For a video check Softimage Contour
Stretch on youtube, there should be some stuff there. You will find the
operator in the projection cluster and there you can change modes and
options. I just used this the other day unwrap a bunch of pipes with bevels
and all in the corners and it saved the day.

-Fabian

On 10 June 2015 at 22:37, Pierre Schiller activemotionpictu...@gmail.com
wrote:

 @Eugene, would it be too much trouble to show a clip of video of what
 you´re mentioning ?
 (a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!)-
 Thanks! :D

 On Tue, Jun 9, 2015 at 6:43 PM, Eugene Flormata eug...@flormata.com
 wrote:

 thanks guys!
 a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-09 Thread Fabian Schnuer Gohde
Grab patches of polygons and run walking on mesh in the texture editor and
play with settings (Ctrl+Shift+O, operator name is PolyUVContourStreching).

Also Jester's Toolkit on rray.de has a few nice tools like MoveAndSew that
work a treat for getting islands resulting from this patches up.

-F

On 9 June 2015 at 06:44, Eugene Flormata eug...@flormata.com wrote:

 does anyone know a quick way to get poly island UVs to get that square
 shape? without manually aligning the edges?
 https://youtu.be/yhGjCzxJV3E?t=27m25s
 this link has a timestamp to the UV example


 On Sun, May 31, 2015 at 8:09 PM, Jason S jasonsta...@gmail.com wrote:

  Also related to the gator thread, he talked about using live Gator
 operators to tweak normals on simpler arbitrary meshes that are transfered
 to higher rez,

 but one of the last questions was,

 ... my other question is weather  there are some key features in XSI that
 you could only do in XSI with this game ?

 I wouldn't want to do it in any other software, that is simply because
 you can just go back to any sate, and continue fiddling with the model
 without any redoing the skins, or redoing the UVs... it just keeps there
 and you can keep working on it to the last minute...



 On 05/29/15 20:12, Pierre Schiller wrote:

   Totally agree with Emilio Hernandez  Tenshi S.
  AD knew since the very beggining that SI was built with years ahead of
 concepts and worflows. And every release was a pain to them
  that the least commercialized/advertised software was the one that got
 the jobs out the door quicker and paid.
  Not so much with the other AD 3d package brothers do they do it now,
 taking advantage of SI technology? well.. 2018 will tell..

 On Fri, May 29, 2015 at 1:16 PM, Tenshi S. tenshu...@gmail.com wrote:

 I saw this a few days ago, and i was wondering why i still don't
 understand EOL.
 To hell with A.

 On Fri, May 29, 2015 at 12:44 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they used 2013 for this, and according to the guy this stuff could have
 been implemented years ago. do people still use lightwave as an alternative
 for this kind of shading ?

 On 29 May 2015 at 15:56, Nicolas Esposito 3dv...@gmail.com wrote:

 o_o

  Thats pretty impressive!

 2015-05-29 16:54 GMT+02:00 Emilio Hernández emi...@e-roja.com:

  Beside the amazing job, presentation and tech data.   I would like
 to see the faces of the attendants showing all of this in an EOL 
 software…



 Thanks for sharing and again amazing job!



 Long live Softimage.




UV walking on mesh

2015-06-07 Thread Fabian Schnuer Gohde
Now after everyone singing the praises of GATOR I thought it would be in
order that if anyone knows who came up with the walking on mesh unwrapping
please extend my eternal gratitude, this rainy sunday in the office it yet
again saved my bacon like so many times before and turned a nightmare into
a mission accomplished in about 20min.
-Fabian


Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
For future reference I've found a stupid work around.

I copy the geometry over via ice's clone polygon mesh, keeping the old uv's
and projection untouched (all uv's are at 0,0,0 at this point)
Then I open the texture editor with the donor mesh, ctrl+a, ctrl+c then
move to the receing mesh and in the texture editor ctrl+v. And it actually
works.

Mesh+uv's transplanted and error prone re-wiring of all partitions and
expressions avoided ;-) Good night.

-Fabian

On 5 June 2015 at 01:07, Fabian Schnuer Gohde list@gohde.no wrote:

 Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it
 seems to awkward to not be able to copy some polygons and uv's from one
 object to another. I've now taken the hard edges out of the equation by
 disconnecting them. But is Copy Texture Projection from Source
 fundamentally broken or am I doing something wrong?

 best regards,
 Fabian

 On 4 June 2015 at 23:03, Matt Lind speye...@hotmail.com wrote:

 A nice seque from the GATOR thread.

 Out of the box GATOR is your best bet, but it won't copy hardedge cluster
 information, and might slip up on a few UVs here or there - especially if
 the object has UV islands.  If that isn't good enough you can script it
 using the GATOR SDK, but is a lot of work as there are many scenarios to
 account for.

 The other scripting option is to write something similar to the old
 Softimage|3D CopyGeometry+ custom effect which replaces an object in a
 hierarchy with another while preserving all relations such as
 group/layer/partition assignment, expressions, etc.

 I have experience doing both.  The Gator path is more robust as it solves
 your current problem and becomes a weapon for future work, but you'll need
 to be pretty adept at the math to do it well as the GetClosestLocations()
 method and related aren't perfect and require some knowledge of the
 algorithms to correct the problems.  The CopyGeometry+ approach is much
 easier to code, but inconsistencies in the SDK will make you want to pull
 your hair out as you must do significant testing to make sure you found
 all
 the edge cases where it doesn't work as expected/documented.

 That said, if you only have one or two objects, fastest route is to do it
 by
 hand.  Scripting will only pay off if this is an ongoing thing.

 Matt





 Date: Thu, 4 Jun 2015 20:55:00 +0200
 From: Fabian Schnuer Gohde list@gohde.no
 Subject: Copying geometry from one object to another
 To: softimage@listproc.autodesk.com


 Hi,
 I have a mesh that has received some fixes and new uv's and I need to take
 geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the copy
 tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian





Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it
seems to awkward to not be able to copy some polygons and uv's from one
object to another. I've now taken the hard edges out of the equation by
disconnecting them. But is Copy Texture Projection from Source
fundamentally broken or am I doing something wrong?

best regards,
Fabian

On 4 June 2015 at 23:03, Matt Lind speye...@hotmail.com wrote:

 A nice seque from the GATOR thread.

 Out of the box GATOR is your best bet, but it won't copy hardedge cluster
 information, and might slip up on a few UVs here or there - especially if
 the object has UV islands.  If that isn't good enough you can script it
 using the GATOR SDK, but is a lot of work as there are many scenarios to
 account for.

 The other scripting option is to write something similar to the old
 Softimage|3D CopyGeometry+ custom effect which replaces an object in a
 hierarchy with another while preserving all relations such as
 group/layer/partition assignment, expressions, etc.

 I have experience doing both.  The Gator path is more robust as it solves
 your current problem and becomes a weapon for future work, but you'll need
 to be pretty adept at the math to do it well as the GetClosestLocations()
 method and related aren't perfect and require some knowledge of the
 algorithms to correct the problems.  The CopyGeometry+ approach is much
 easier to code, but inconsistencies in the SDK will make you want to pull
 your hair out as you must do significant testing to make sure you found all
 the edge cases where it doesn't work as expected/documented.

 That said, if you only have one or two objects, fastest route is to do it
 by
 hand.  Scripting will only pay off if this is an ongoing thing.

 Matt





 Date: Thu, 4 Jun 2015 20:55:00 +0200
 From: Fabian Schnuer Gohde list@gohde.no
 Subject: Copying geometry from one object to another
 To: softimage@listproc.autodesk.com


 Hi,
 I have a mesh that has received some fixes and new uv's and I need to take
 geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the copy
 tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian



Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
i have a bunch of objects with expressions and animation and complicated
partition setups over multiple scenes which I don't want to have to redo or
write some convoluted script for if it can be avoided ;-)
-F

On 4 June 2015 at 21:42, Mario Reitbauer cont...@marioreitbauer.at wrote:

 But what would be the problem getting a new mesh ?
 If you just freeze the modelling stack after merging you can delete the
 old mesh.

 2015-06-04 21:18 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:

 Hi,
 if you mean object merge then that creates a new object which wont help
 and MergePolygonMeshes in ICE presents me with the same problem as Copy, UV
 don't want to work.
 Thank you,
 Fabian

 On 4 June 2015 at 21:03, Mario Reitbauer cont...@marioreitbauer.at
 wrote:

 Couldn't you just delete the parts of the object you don't need anymore
 and merge the new geometry to it.
 This will merge everything you need (uvs, hard edges, clusters,
 shapes...)

 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:

 Hi,
 I have a mesh that has received some fixes and new uv's and I need to
 take geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the
 copy tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian




 --
 --
 cont...@marioreitbauer.com
 0049 (0)157 86272215
 Professor-Brix-Weg 9
 22767 Hamburg
 --





 --
 --
 cont...@marioreitbauer.com
 0049 (0)157 86272215
 Professor-Brix-Weg 9
 22767 Hamburg
 --



Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
Hi,
I have a mesh that has received some fixes and new uv's and I need to take
geo/uvs/hardedges and copy that to an existing object replacing it's
existing geometry/uvs/etc. allowing me to keep the object level stuff
untouched (partitions, animation expressions, etc.)

Using [apply delete i get rid fo the old geo first, letting it just be
replaced by clone] and then clone polygon mesh as well as copy edge data
from source. However the UV's transferred using copy texture projection
from source seem to not want to follow along properly. In the texture
editor every point is at 0,0

When showing values before the set data node in the top level of the copy
tx proj compound shows the data correctly, but it doesn't seem to get
applied.

Another curious thing is that after copying the EdgeIsHard property all
edges act as hard when subdividing.

https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

demo file showing what I'd like to accomplish.

if there is an easier way/script/plugin to do this I'm all ears.

Thank you,
Fabian


Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
Hi,
if you mean object merge then that creates a new object which wont help and
MergePolygonMeshes in ICE presents me with the same problem as Copy, UV
don't want to work.
Thank you,
Fabian

On 4 June 2015 at 21:03, Mario Reitbauer cont...@marioreitbauer.at wrote:

 Couldn't you just delete the parts of the object you don't need anymore
 and merge the new geometry to it.
 This will merge everything you need (uvs, hard edges, clusters, shapes...)

 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:

 Hi,
 I have a mesh that has received some fixes and new uv's and I need to
 take geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the copy
 tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian




 --
 --
 cont...@marioreitbauer.com
 0049 (0)157 86272215
 Professor-Brix-Weg 9
 22767 Hamburg
 --



Re: Sample AOV's shot

2015-05-26 Thread Fabian Schnuer Gohde
https://www.dropbox.com/sh/vlc8ltkl9b81zhc/AABY6BIJV3qCm-4bwyufZENaa?dl=0

I made this a few years ago for a rendering course, contains a quick bit of
footage and matching HDR taken here in Bergen, Norway. (HDR intensity is
modified by eyeballing it in the env map settings) Contains xsi and maya
scene with tracked camera and with mray setups, just opened the xsi scene
and gave it a quick clean, still works a treat at first glance, it's a 2015
scene now, if that's a problem I can mail you the old un-cleaned one (v9)
The Maya scene I wont touch again unless you buy me a nice house to live
out the rest of my days in, recovering from that act.

There is a finished sample clip, that was all done straight out xsi since
comping it would have required 2 or 3 days to explain and I only had a few
hours if I remember correctly.

All is herewith licensed under
http://creativecommons.org/licenses/by-nc/4.0/ to cover your behind, anyone
else here can use it for teaching if it's helpful but please keep it on the
list. There is a Stanford dragon in there, not sure about the lic on that.

Password xsilist Link is valid for 7 days and upload complete in about 1h
with the blessings of the gods in the cloud.

Best of luck,
Fabian

On 26 May 2015 at 23:18, Byron Nash byronn...@gmail.com wrote:

 I made a quick still frame with some AOV's in Redshift with a car model I
 had lying around. Also, I did find one sample frame of some Vray passes in
 one multilayer EXR. Would be nice to locate something over some footage so
 they can practice matching to plate but will make do with what I have for
 now. I'm sure they will be thoroughly confused with just the still frames!
 I don't currently have the cream of the crop in students unfortunately.

 On Tue, May 26, 2015 at 4:42 PM, Eugene Flormata eug...@flormata.com
 wrote:

 Yahh.. but at least he can make a quick one i guess??
 with the scene already set up if the links work

 On Tue, May 26, 2015 at 1:23 PM, Angus Davidson 
 angus.david...@wits.ac.za wrote:

  Ahh though Byron was looking for background video to comp over ;)






Re: Softimage Blender (1 year later) + MayaLT 2016 ?'s (indie/ game dev centric/ UE4)

2015-05-05 Thread Fabian Schnuer Gohde
Thank you for taking the time, I'm still in xsi and will probably stay
there for another 2-3 years before making a choice. This info is
interesting as realtime is getting more important. The thing I'd be
interested in case you have run into it in is how blender handles huge
amounts of objects and curves. (10k+) which is the only thing that has ever
bothered me in xsi. Think for example landscape data with tons of curves.

thank you,
Fabian

On 5 May 2015 at 16:37, skuby sku...@gmail.com wrote:

 Hey yall, long time no see.  Thought I would give you guys an over-view of
 my Softimage transition to Blender, 1 year in.  (Been with Softimage for
 almost 9 years trained at VFS,  Before that I was all Maya 6+ dedicated
 years, then off and on use, before that I was 3DSMax/just starting out).

 If there is any interest, I can suggest some options/settings/tips/tricks
 for Blender to help anyone trying to get into it from a Softimage
 background, just ask, I'm happy to oblige.
 
 I also I have some questions about Maya LT 2016 owners at the very end.
 
 TLDR:  I'm seriously pursuing an independent project in UE4 in my
 free-time  Blender has been pretty awesome, it has shortcomings, has
 promise, has some stuff that is better than anything out there, it's a
 mixed bag overall.

 -Probably going to have to get a Maya LT 2016 subscription very soon
 (because of the sad state of Blender FBX and reading a litany of eerily
 similar FBX issues in Houdini which would have been my first choice before
 Maya),  literally going to use Maya as a glorified exporter, otherwise
 mostly quite happy in Blender!.
 -

 Blender FBX/Normals (grade D-) :  Current biggest problems with Blender
 for game dev, is it's pretty horrible custom FBX solution and it's
 lackluster support (and only recently) for direct control over normals,
 tangents, bi-normals, etc..  It does have solid SMD export for Valve
 workshop stuff, but if your focus is on Unity/UE4, expect difficulties
 frustrations that I suspect will last until late into the year if not much
 longer.

 Poly-modeling (B+):  A few settings you need to know about, and
 whalakazam, you get something that is nearly as good as Softimage poly
 modeling.  It even does a few things far better than Softimage ever did, I
 find it to be far superior to Maya in this category.  It has become, and
 will remain my full-time go to modeling application.  (I have fully
 abandoned Softimage for better or worse)

 UI/Customizability (A-): It's fully open to customize or extend, and the
 Blender hot-key system once you learn it, is quite good  the default
 hotkeys aren't even half-bad but they aren't perfect either.  There are a
 plethora of very well done free and paid add-ons.  UI seems quirky at
 first, but once you learn it, you realize it's hiding a lot of power under
 the hood.  UI and Customize-ability is one of Blender's best features *but
 it's not immediately apparent, and takes reasonable dedication to fully
 appreciate.  It's better than Softimage and Maya on this front (for
 indie/small studio), however nothing to this day matches Softimages
 perfected defaults and standard hot-key set and it's near perfect
 consistency through-out different sections of the system, out of the box,
 -but surprisingly, Blender is by far, the closest of all to Softimage's
 elegance even though that is a tall order to fill.

 Documentation/Tutorials (A+): Mostly Free and a few good paid tutorials,
 out the wazzzooo.  The only software out there that I have used with equal
 tutorial/community support is Unreal Engine 4.

 UV's: (C-): Do-able, and the automatic stuff just works a lot better than
 Maya 2015's when I last tried it.  Some fine tune editing works quite well,
 while a few things related to fine tuning after automatic results, are
 frustratingly/maddening and time consuming, and that's what drops the
 entire grade (it would be very difficult to explain in text).  I found
 Softimage to have B+/A- UV features once you mastered it.

 Sculpting (B+/A-): For raw poly power, it's no ZBrush/Mudbox (Mudbox being
 my favorite of the two, aka. I hate the ZBrush UI)  However, if you follow
 some specific workflow guidelines, Blender has quite an amazing sculpting
 tool-set and so far it is my favorite sculpting package overall because of
 the ability to go back and forth between low-res base mesh poly-modeling
 and right back to sculpting detail and or  proto-typing.  Two types of
 sculpting, traditional for normal map/displacement/finished work and
 another type for rapid proto-typing, that allows you to create/collapse
 geometry on the fly, so you can proto-sculpt infinitely without caring 1
 bit about the underlying mesh as it will create or delete geo as needed.
 Has all your standard base brush needs, can make most any brush, some
 limitations but minor and I only have 1 single sculpting add-on for Boolean
 cuts which works nicely, I've seen many, 

Re: Softimage 2015 SP1

2015-02-11 Thread Fabian Schnuer Gohde
I upgraded over Christmas and I can't say that I feel the difference, so
unless you are plagued by something that has been fixed I wouldn't bother.

-Fabian

On 11 February 2015 at 19:38, Stephen Blair stephenrbl...@gmail.com wrote:

 Hi

 You can't have both 2015 and 2015 SP1 installed. It's one or the other. No
 coexistence.

 On Wed, Feb 11, 2015 at 1:03 PM, Leoung O'Young digim...@digimata.com
 wrote:

 We have not upgraded to Softimage 2015 SP1, is it worth the trouble to
 upgrade?
 I read earlier there is a problem having both of them installed.

 Thanks,
 Leoung





Re: Maya, sheesh!

2015-02-10 Thread Fabian Schnuer Gohde
Hehe, sorry to laugh a little, 13-14 years ago, wanting to move on from max
r2 I did a first bouncing ball tut in Maya and afterwards thought, there
must be an easier way to do this, and Raff ended up convincing me to try
XSI. Just give them a few more years, can't be long now ;-)

-Fabian

On 10 February 2015 at 22:42, Laurence Dodd laure...@porkpie.tv wrote:

 Hi all,
 I'm trying to do the Maya thing.
 Is there some way to get it's graph editor to behave more like Soft's,
 specifically can I edit keys and their tangents without going through
 twenty hoops to let me simply adjust stuff. If I had any hair I would be
 tearing it out, instead I'll just die a little inside every time I have to
 go to key transform tool or click on multiple things to pull on a tangent.

 Sorry rant over


 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382



ping (testing new mail account)

2015-01-21 Thread Fabian Schnuer Gohde
testing

-Fabian


Re: raafal

2012-10-13 Thread Fabian Schnuer Gohde
Who knows, it might help both the French and Anglo-Saxons to widen their
respective linguistic horizons a bit. Something, in my experience, neither
group would take damage from :-p

-Fabian

On 12 October 2012 19:40, Guy Rabiller guy.rabil...@radfac.com wrote:


 Oh, I got it, sorry.

 Well, why not, I've never subscribed to a mixed languages mailing-list
 actually.

 I'm thinking it may be a mess at some point for peoples not reading either
 one or the other language. But indeed with nowadays translating tools,
 perhaps that would be a non-issue ?

 --
 guy rabiller | raa.tel | radfac founder/ceo | raafal.org founder
 tel: (+33)977 195 006 | mob: (+33)675 183 146 | fax: (+33)972 288 293


 Le 12/10/2012 19:16, Alan Fregtman a écrit :

 Besides, Gmail has an auto-translate feature that works pretty well!


 On Fri, Oct 12, 2012 at 12:39 PM, Brent McPherson
 brent.mcpher...@autodesk.com 
 mailto:Brent.McPherson@**autodesk.combrent.mcpher...@autodesk.com
 wrote:

 What I meant was why not have one list with no language restriction.
 Let the lists evolve according to which users are most active at any
 given time.
 --
 Brent

 -Original Message-
 From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com
 
 mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com
 
 
 [mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com
 
 mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Guy
 Rabiller
 Sent: 12 October 2012 17:23
 To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.com
 
 mailto:softimage@listproc.**autodesk.comsoftimage@listproc.autodesk.com
 
 Subject: Re: raafal


 Hey Brent,

 That's a tricky issue, I agree.

 I've considered the option to have only one english list, but that
 would have closed the door for some french users. Right now the most
 active list is the french one because I've naturally involved french
 friends and colleagues at first so we have a more 'natural'
 discussion there in our mother tongue and they can slag me more
 easily if I'm doing something wrong. It will be more formal on the
 english list I think.

 Ultimately I guess it will depend on how many peoples will
 participate on those lists. I'll try to synchronize some topics from
 one to the other. A bit more work to do, but I don't want to close
 the door to french users not comfortable with english. Being french,
 that's the least I can do.

 --
 guy rabiller | raa.tel http://raa.tel | radfac founder/ceo |
 raafal.org http://raafal.org founder
 tel: (+33)977 195 006 tel:%28%2B33%29977%20195%**20006 | mob:
 (+33)675 183 146 tel:%28%2B33%29675%20183%**20146 | fax: (+33)972
 288 293 tel:%28%2B33%29972%20288%**20293


 Le 12/10/2012 17:54, Brent McPherson a écrit :
  
 http://www.guardian.co.uk/**technology/2012/oct/12/**
 kickstarter-uk-launchhttp://www.guardian.co.uk/technology/2012/oct/12/kickstarter-uk-launch
  
   Guy, I find it interesting that you would split your mailing
 lists into French and English. Personally I would think it is better
 to keep a single lists even if some posts are in French because
 otherwise you risk splintering your community from the beginning.
   --
   Brent
  
  
   From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com
 
 mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com
 
   
 [mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com
 
 mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of David
   Gallagher
   Sent: 11 October 2012 19:36
   To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.com
 
 mailto:softimage@listproc.**autodesk.comsoftimage@listproc.autodesk.com
 
   Subject: Re: raafal
  
  
   Guy says Kickstarter is for US citizens only.
  
   I didn't know about that. I wonder if there's an alternative.
   Dave
  
   On 10/11/2012 2:02 PM, Gene Crucean wrote:
   Definitely kickstarter worthy.
  
  
   On Thu, Oct 11, 2012 at 10:22 AM, Miquel Campos
 miquel.cam...@gmail.com
 mailto:miquel.campos@gmail.**com miquel.cam...@gmail.commailto:
 miquel.campos@**gmail.com miquel.cam...@gmail.com
 mailto:miquel.campos@gmail.**com miquel.cam...@gmail.com wrote:
 Kickstart?  :P
  
   --**--
  
   Miquel Campos
   www.akaosaru.com http://www.akaosaru.comhttp**
 ://www.akaosaru.com http://www.akaosaru.com
  
  
  
  
   2012/10/11 Francois Lord
   flordli...@gmail.com
 

Re: uk subscription pricing

2012-05-04 Thread Fabian Schnuer Gohde
I'm a freelancer with a network lic and I've followed this thread. I've
contacted my reseller and am awaiting reply what the total will be this
year here (Norway). I think with last year's hike it came to almost the
price of houdini escape, if it's gone up again I'm probably not able
continuing with XSI since I have no interest or use for the other two
dinosaurs in adsk's stable and I'm not having asdk strong-arm me into a
suite that offers nothing I need. Modo looks nice, Blender is looking good
these days and 1x Houdini Escape gives you unlimited Mantra render tokens
also a Silo lic is like $150 and can be a modeler to use alongside Houdini
(Houdini modeling sucks if you're not doing stair cases). So plenty of
options. We'll see what the reseller has to say, until then I'll not lose
sleep over this.
-Fabian


On 4 May 2012 00:48, Matt Morris matt...@gmail.com wrote:

 I'm surprised there aren't more angry people out there, given this is a
 European issue. I suppose the larger companies will actually save money
 through getting the soft/maya suites and amalgamating their software
 licences, but the freelancers out there must be feeling the pinch? A lot of
 people just use company home licences I guess?

 I didn't know about modo's 50 render licences, it's definitely worth
 keeping an eye on, along with the alembic integration.



 On 2 May 2012 23:52, Sven Constable sixsi_l...@imagefront.de wrote:

 hm, the render licencing is sweet. I have real problems rendering larger
 jobs with the mr/softimage licensing situation. Not because of mr itself,
 its renders everything I throw at it and fast enough. But the scalability
 with a renderfarm is a problem for me. Mentalray standalone is no option
 and 5 batchrender licences shipped with XSI is simply not enough. I will
 stay to softimage for a lot of reasons but,… the rendering side is awful.
 When I look over to the 3dsmax based studios I could cry. Did they still
 have unlimitedrenderlicenses™  for mentalray? Ah lucky guys, those
 cockroachers, ay!

 ** **

 cheers,

 sven

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Thomas Helzle
 *Sent:* Wednesday, May 02, 2012 23:51
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: uk subscription pricing

 ** **

 I would subscribe to what Tim said.

 Some things are different (often in a good way, sometimes not), some
 things need a bit of refinement (601 is the first release with real CA
 tools), so it really depends on what you do if it could fit your bill.***
 *

 With me doing mainly illustrations and stills, there is little to
 complain about and I actually look forward to digging deeper into the CA
 tools - the available tools like full body IK and the posing system are
 pretty sweet IMO.

 As for the rendering, it replaces MR, Vray and some Schwarzeneggers quite
 nicely IMO. Together with Thea Render for unbiased, I'm all set when it
 comes to rendering.

 ** **

 If you take the price of the package into the equation (that includes 50
 render nodes), I don't see much else that can compete (other than Blender).
 

 But yes, it is NOT XSI, which in some areas I find pretty relaxing - many
 things in XSI are overkill for what I do and others are broken for so long,
 it's not even funny anymore.

 ** **

 BTW. there is now a more complete SDK to go with the app. 

 I already wrote my first shader in one long 24 hour run of coding and GUI
 wrangling (XML based).

 ** **

 I enjoy learning something new actually and my XSI 2012 will be good for
 some years as a companion app. 2013 contained nothing I want anyway.

 ** **

 But I threw that into the discussion mainly since I don't see Autodesk
 making any sensible moves in this century and for some people, modo could
 be a way out of it's stifling embrace...

 ** **

 Cheers,

 ** **

 Tom

 On 2 May 2012 21:26, Tim Crowson tim.crow...@magneticdreams.com wrote:*
 ***

 The deformation system in modo 601 is very powerful. The actual animation
 tools (animation editor) in 601 are not yet on par with what you get in
 something like Softimage, although they let you get the job done. The
 developers realize this.

 The alembic support is there, but is not ready for the riggors of a
 production pipeline. The developers are aware of this also.

 There are some stability issues with 601 (although SI 2012 has taken the
 gold medal in crashes for me lately), and Luxology is quite driven to get
 rid of those and make it very reliable. They're aware of the areas in which
 their software needs to grow, and are pretty passionate about getting it
 there.

 As for the renderer, it's hard to not gush a little. The thing is sweet.
 Smokes Mental Ray consistently. I'd sooner put it toe-to-toe with Arnold
 than anything else. That would be an interesting comparision. If Alembic
 support in 601 gets where it needs to be, I could see modo being 

Re: This is a growing problem in the VFX industry.

2012-04-28 Thread Fabian Schnuer Gohde
By all accounts there would be many women along the European cost lines at
the time that had the distinct misfortune of finding that out. Fortunately
there are bikes these days...

On 28 April 2012 20:11, Bradley Gabe witha...@gmail.com wrote:

 Those vikings sure were horny...

 On Sat, Apr 28, 2012 at 2:02 PM, Fabian Schnuer Gohde 
 list@schnuer.com wrote:

 1) Less hours, probably check
 2) More time for skiing, I guess
 3) You have to buy the bicycles yourself in Norway anyway, maybe they are
 free in Sweden.
 4) You should look for Sykkelsutra the Norwegian guide to
 multi-partner-sex-positions-on-bikes. Uses ancient Viking agility exercises
 to train you up to be able to perform these truly amazing feats of agility.
 Of course we have a parade of experts riding through town every 17th of May.

 Best of luck and don't try this at home :p
 Fabian


 On 28 April 2012 11:47, pete...@skynet.be wrote:

   “Scandinavian studios still show the lowest overall rates of obesity.
 This is attributed to the fact that Scandinavians work less hours ... and
 therefore have more time to devote to activities that counter obesity, such
 as skiing and having multiple partner intercourse on government-provided
 bicycles.“

 anyone care to confirm?


  *From:* Steven Caron car...@gmail.com
 *Sent:* Saturday, April 28, 2012 1:25 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: This is a growing problem in the VFX industry.

  http://2dayinanimation.com/

 On Fri, Apr 27, 2012 at 4:23 PM, Eric Turman i.anima...@gmail.comwrote:

 Apparently from the cover picture it isn't the onion...it is most
 likely one of two lesser known publications either the sausage or the
 cabbage XD



 On Fri, Apr 27, 2012 at 6:15 PM, Meng-Yang Lu ntmon...@gmail.comwrote:

 Dr. Lippid??  C'mon.  Is this the Onion?

 -Lu

 On Fri, Apr 27, 2012 at 4:04 PM, John Richard Sanchez 
 youngupstar...@gmail.com wrote:



 http://www.awn.com/news/business/obesity-rates-studios-driving-commissary-costs-afternoon-nap-rates
 --
 www.johnrichardsanchez.com






 --




 -=T=-








Re: Geo lights

2012-04-24 Thread Fabian Schnuer Gohde
I found the best place to start the 3dsmax doc on spot3d.com but it will
take a bit to get results tbh. Good luck.

Fabian

On 24 April 2012 15:23, Gerbrand Nel g...@cannonballbunny.com wrote:

  No I'll check it out... for now I'm banging my head against a wall called
 Vray.
 seriously, who has time to tweak all these settings ???
 G
 On 2012/04/24 03:19 PM, Lawrence Pankhurst wrote:

 Hi,

  Have you tried the wom_archlight, I've had some success with this on
 similar stuff in the past, about 3 years ago I think!

  Cheers

  Lawrence

 On Tue, Apr 24, 2012 at 12:47 PM, Gerbrand Nel 
 g...@cannonballbunny.comwrote:

  Yeah the constant material is working ok-ish for this.
 I'll give v-ray a try next. I need to present my client with a rendering
 solution, so I'm trying MR and Arnold at the moment.
 G
 On 2012/04/24 01:30 PM, Fabian Schnuer Gohde wrote:

 Oh just checked and it wasn't user but object, sorry remembered wrong.

 I'm not sure what you are doing exactly but you might be just as well off
 trying to use constant materials unless stuff is really tiny. Even then
 maybe you can get creative with portal lights or fg shooter? The geo light
 depending on type needs a fair bit of sampling to get the shadows to clean
 up in my experiments, although I might have been doing something wrong of
 course. As Tim said the vray is quite a bit nicer at handling this sort of
 thing. Especially area light have been faster in the one project i've done
 with it so far.

 And texturing lights you can't do out of the box to the best of my
 knowledge. The slide projector works with spots only I think.

 Fabian

 On 24 April 2012 12:31, Gerbrand Nel g...@cannonballbunny.com wrote:

  While I have your attention, Could I texture the geo and get the light
 to use the texture and uv to generate the light?
 G
 On 2012/04/24 12:05 PM, Gerbrand Nel wrote:

 Thanks!
 I had a feeling the render time would go through the roof :)

 On 2012/04/24 11:56 AM, Fabian Schnuer Gohde wrote:

 Light  Area Light  User  Pick Geo

 Then reserve a nice big time-slot on the renderfarm ;)

 Good luck,
 Fabian

 On 24 April 2012 11:46, Gerbrand Nel g...@cannonballbunny.com wrote:

 Hey guys
 I'm a bit rusty with mental ray, so excuse me if this is a super dumb
 question.
 Is there a way to turn geometry into lights? I need to model light
 emitting shapes, and it needs to work with FG and have an effect on the
 fast simple sss shader.
 Thanks
 G


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OT: Any users in Norway?

2012-04-23 Thread Fabian Schnuer Gohde
Hi,
just out of curiosity, is anyone else up here using xsi or does someone
know of someone not on the list?
(up here being that little strip of land between Kristiansand and
Hammerfest)

Thank you,
Fabian