Re: Maya Price

2020-05-08 Thread Jonathan Moore
This only makes the annual subscription price of C4D with Redshift all the
ore compelling. And obviously Houdini is a strong option but the seat cost
with maintenance is more far more than C4D. $5k purchase, $2.5k yearly
maintenance for Houdini compared to $82 per month for C4D. And C4D has gone
through a period of strong innovation over the last 3/4 years, it's far
more than the mograph only toolset it once was. You'd need to factor in a
subscription to X-Particles too but it's still a way lower combined cost
than Maya/Houdini.

On Fri, 8 May 2020 at 02:43, phil harbath 
wrote:

> I had been renewing my maintenance for Maya/Softimage and Entertainment
> Suite/Softimage for last several years and the price, while increasing was
> reasonable.  Now they want me to trade those in for non-network versions
> and
> no Entertainment suite (just Maya), for almost 2x the price to rent each
> year,  I don't get it where's the benefit?  It does seem kind of crazy how
> quickly things went through the roof price-wise.
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Softimage and Houdini work flow

2020-04-21 Thread Jonathan Moore
Ignoring the fact that this article is related to Houdini/Max workflows it
does explain the advantages of V-Rays 'Proxy Loader' and 'Volume Grid'
clearly. My favourite aspect of the 'Volume Grid' is that it makes it
exceptionally easy to remap attributes (all DCCs have slight variations on
the same theme when it comes to volume attribute names).

https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDV2GtU5vpLsCShLJlj0oP-2BYLgIr-2F701XsmFfEyJcSjve3cDbKVJulzWKF17aHzCQlxRmfHOLtMP-2BHOrTcFFR1ni2H57KYj4zOt8LFq3t1Tw0JnlizSO2y8wskPdDZafXBDbmY0OWAPh6fG33d1O3ebSl5fWrJ-2F5306CBdLyrXAvIft5RC3IUg-2FPswxdKemJncATod8VwgHZfQJn4ZgBaK8BSqWB-2Ft7fOP6uicmYQqG91dmLghGRI-2ByW6eT-2Fr5oIVIHbGaRADKh5p-2FzArUUWYgKezigXRL63WItxV54y8OpixXsEnlDFHsc-2FoyHvNpNQRunx8-2B-2F-2FPkTM9xIJWA-2B6-2F7UryFUTEQ27oxfslLDydx-2BZ2qAKEYpZaCglqcyJPTLdUAntrM_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fSt6RvtlFJfZqRXAgrFH5MKXBv1a2odbLezFV9CuHJfcbsH-2BmL4lGIa7BzjzRLREjZxaZiUoXS40DLnp0wva-2BYDh0nmip6K5w0r6nB9JRKlqCcAx-2Buari8ivyIo2LVf1pzsxaT8VIoGOCWGfXKEl-2Fn3Fdf7KU7d-2BvxFumVwZNlE06-2BsSYvkc11w9SlSJTs2Sy4-3D
 

I'm not sure how well developed the 'Proxy Loader' and 'Volume Grid' were
when Chaos Group pulled the plug on the V-Ray Plugin for Soft. On a more
positive note, you used to be able to install the V-Ray demo for soft and
freely make use of the 'Proxy Loader' without any time restrictions.

On Tue, 21 Apr 2020 at 10:23, Ben Paschke  wrote:

> Just so you kow, Houdini can be a _very_ nice platform for lighting and
> shading. RSP has been using Houdini and a non-Mantra renderer for years and
> years now.
>
> - Original Message -
> > From: "Olivier Jeannel" 
> > To: "Mirko Jankovic" , "Official
> Softimage Users Mailing, List.
> >
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDLSRVI-2BJtA9WEfSslUfvcKBeq39MM4UMlr8qjXGeMzyr5eAItyf4Oswqj13ZSv0cLHuzjn15e9cCpEDuWPypLX5rk3XswSPY7xwhJo-2F-2BGiTa9A7vzluNJre-2FXSZcqIp3Rf9Wi6Ac5vQF1My2TGVmPNwV66ZOEDDFbHB3C30xnZAyiTe15sWUjPYkXp1VQ4WGwqX638JLcxeVhFTTYABOFp84KFuZTzynZP3oBp8-2F9HhwkheDIKBc2o2j9jL4YMwKNi1OyZTe7fVsk3pAMWaFnqhDUyyblcB0JgQR6LCnnSpBRWKseG9zWaSYOwdi1gTfm2NHLuAbdGtEDionpds0d3zxTb2VDnUGo1ZaR1L5vPmojKp-2Fg5Z4GS12lGnEvY-2Bx9rLHH8JXEVsf4-2BPUK2-2FV-2BHm7475aMdu9Cwec6WesPUmjSuDe918KSfKhk4ggJPbAo26JSYre-2FlhhoYlfTn6qjbMXXTWzJDNMPzMSN5fCFh46CB5dc-2FWL-2FbPdzcfHaWUZ0ts9kTPFLX076DpBB3HRPYJaLDg-2BY5nCD2ytHoUKwG-2BsxJ0cvlEfn2WtA94XRJS9vwP2TFsJl-2FU6M6FKTH8WaW2RHU1HyOiXZAqQV-2FuIqkK8S0BlzecS84fp50zRorzsZA-2Fkpr4CrQPdKkv-2FF-2FGHIhWTtNckx1x1jpW8rm0rLjhbYd0Mc5TP8tN0AJw3tLp-2BpT-2BZYZfHOYbiTkyOU447pa0ix-2FYFq-2BpBGrEsE9rDqJLJEvfHiaI8bjI7cnXYPbuZNhGbq-2ByHnWcN-2BoCczCYQNB482ZwpPSijbfrVOCN2-2F-2BZi9YE1zuCgJJFZp86-2Bko-2BaML3INHMERuISdo8yiM0jfDyg18rhsavdsSAETD1s9xHYsw-2FO1Pbfw76KfjJ3bn1dstWjwC56NtJxy1q5EopSTytFsHbw6K4A-2FJ3ervKD1hjkNazpuxTjoYzr8EPycM7O9ugbr5MsFUUlD64or1rn8GbV4fDmGZwCm99rNzXvlQS0F5GGLssegRSeNHscidGWz4DMxFIsaXyEKZuU5XoEZygtwq-2BJchXUSisPV6-2BGiIYc-2FONr0JCxCth4oCEnu5JKiGaL1Dq6SKyr1g1gVa6pOTkqdf8YIoOEFHxrEZkB-2BmdogDt8Jvqyk5qSv6NT-2FScL1u1t70AOU5PaZKYmLll0dreREJR2Y8jX-2BrxJhRGiwRS8A3heMuNI32CuWYzR3CAra0TZtmJwqToDsELE6UChKA0num-2FLTYdyMIu7eUT1tBDxmhRnbqa7gu6sU9cxHQ6h3EB0P8ogk6lq7g7gziMNlSRAaLskLJ4epkuVHIAyCP2-2FYlLCOP3MLi2v5GVsULQN8mu5__x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fSt6RvtlFJfZqRXAgrFH5MKXBv1a2odbLezFV9CuHJfccBYsxZ0qcy4SHFyYCkeiI71K1mKp3y33DTbkbdeiKVHTo8CQQEt49RaQZJ7CEkcicDjyrMQ-2FH490u2bsgSHADfdInROiaeLOhosYxQevxxqc8tgTApo07hk0SZ0T6-2FwIlXV3yiVLzJhoq9siwZ3wj8-3D
>  
> " 
> > Sent: Tuesday, 21 April, 2020 4:49:26 PM
> > Subject: Re: Softimage and Houdini work flow
>
> > Yeah, well probably Softimage is laking a few things nowaday, but just
> try
> > importing a pointcloud from Houdini to Maya.
> > Here, we gave up, we ended up relying on Vray proxies ^^
> >
> > Le mar. 21 avr. 2020 à 07:05, Mirko Jankovic < [
> > mailto:mirko.yanko...@protonmail.com | mirko.yanko...@protonmail.com ]
> > a
> > écrit :
> >
> >
> > And why not looking option for other way around, modeling and aall up to
> > lighting.shading rendering can be done in SI, then transfer them to
> Houdini.
> > Modeling, character animation, all that where Softiamge is still rather
> strong.
> > Then move to Houdini for lookdev, shading lightning and rendering.
> > Fianally as Houdini start to push in aniamtion area later on, you can
> see to
> > switch slowly, if you wont, segment by segment.
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to [ mailto:
> softimage-requ...@listproc.autodesk.com
> > | softimage-requ...@listproc.autodesk.com ] with "unsubscribe" in the
> subject,
> > and reply to confirm.
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with
> > "unsubscribe" in the subject, and reply to confirm.
>
> --
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Re: Friday Flashback #390

2019-11-01 Thread Jonathan Moore
Funnily enough, we referenced the Kylie 'Can't Get You Out of My Head'
video at work this week.

On Fri, 1 Nov 2019 at 18:05, Gregor Punchatz  wrote:

>
> Brings back great memories!!
>
> On Fri, Nov 1, 2019 at 10:44 AM Stephen Blair 
> wrote:
>
>> A reel from 2002
>> I saw the blue-line guy flash by, so that segues from last week...
>>
>> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchsK-2B2S4d-2FxHLMwWaSBR0IeRVan29e491QiNB1dOhKiKwNUOpH26ts1BAQ54zwatvVZg4pIHpQbOxKev9J80t3D-2B9iASJXdzPhS-2F85WCt2uu0AUAgYmNkzjMlvQs90fcjS8Mrzr5LqJHg1yBKiHA3HSl6ppk39bx-2Bmb4X9aLdBSVH35u1kJLymSwYs2726N4N0Uav9sFsaxB-2BtplnRN913qyrkoapnyzB3A7gK6XiRKjBoiADgZ5IftoqUeiEq8zRrlcQ0fUv33xBw-2BJqcDcDY3vDCZ4vYu0dR7M-2F-2Bko-2BczoqtmOCqHcz5S85fQdZtFvygtbOy1OYcJaix18h6N3KaTrXSp96mgQ-2FnLdU-2BDPPIOPU-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSoGlyZJhT-2BJSxE7SAFd6B45OgdYZe4xoGkKeQcGRfGkDKFv4M5D934bsoFpWrGaYWaFGX8fKwt-2FH-2B3Po0s7xHilsYozl-2BsQKMbdBH40XPHGFKP5eT-2BDdgrI7FR-2BQqcVg2w18OOnPzlQTfO0KNY0ZNtu9AU1h7PvDcrwmgPJabFyXCK7rsa6veA2iQjVJc2Bt8-3D
>>  
>> 
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Gregor Punchatz
> CGI/VFX/Animation
> 214-288-0364
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Re: Max freeze objects

2019-09-23 Thread Jonathan Moore
First thing to look at, is to ensure that you switch the FBX export version
in 3ds Max to the version in Soft. I believe this is the 2014/2015 version
of FBX. By using Max 2015, that should be automatic but Max 2020 allows you
to pick the version of the FBX exporter too.

It's also worth trying to Send To functionality (which is FBX under the
hood) from Max 2015 to Soft 2015.

All the Alembic options previously discussed also apply when going from Max
to Soft.

Unfortunately, if there was a lack of discipline in the manner that the Max
assets were created (lack of proper UV's), you can reasonably expect
problems.

On Mon, 23 Sep 2019 at 16:39, Chris Marshall 
wrote:

> I have 2015 and 2020, but the architect has exported it from 2018 I think.
> I've tried to re-export from 2020 as an fbx and it's just not bringing the
> textures into soft.
>
>
>
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOmMAKB8JGacZcowsK4IlqY8aQGPpnujEXNbmyey-2FEv7HGtoL-2BI-2FyFXaqM003GW6wYgVbvyfqUv5Ew-2FWrUPctyBxjqg5RbKGjTYCwhD5QntG2vLT-2BvSNeIfu7ETWshp-2BdScy9Y1j6F5A0lQ-2BCIIyHld-2BcqGOUSmWBJH-2FM0bmFa2QgAuDuUl6YU2xlNJ-2BE0r8Tl3kHc7BUFfkIJFKa-2B1RBSA36-2BiH8KOBwWcoCQRv1GAf2wjsomA7q3duag4gT3DluSiQuPZGbt8LwXJp4KCTCKAGmUtMDT8gvlJBjuj0oq5iOsHyAc1gR9zxI8a855NOA5Df5gnOEJ0Mi67jzT7DbjtZo2R-2FUUpOrthRKfOSxrfhBCPIZKDV-2FHIvP-2BsAHhPMR-2FkP6vBGo7ApnGN2N-2Blb-2FpbbC6SMt-2Fnr8oDCzyvSqSWyA2MAx2CjdAU4KwM9iyhZYmlmHsn4VZBmGNP1XioYHPOaFnVUidGoN1RA-2B3atIIVLVrZ7Ic6IbWkNEHwyWu0qiVuH9bNvFl39HixGy11IV9VNmIIkKtDJA1fhXEHuvm3ITNhk0gBWW74HylxEgthQGJWeUcUJF6yBnwAoDWjFRivvN-2FMot692u-2B9k7feAtpo9lo3lVaX4AIiuWzcawadzgyjsnoiwyrcgwdPuA9iG-2FyeG8g-2F3YUuq-2BmYY-2FC2-2FFXo23TFFoGBcsCc3CAY7XofgHH-2BIat3msf8HDqyliHEettVNBjxdIFUInXnjUeXr3ntWqW-2FQS3NASn6y4Tjlnpt7JTK5tT14iOoKi-2FjaiF85qH-2Fcx4-2BiWKFGOo2O2Dx2EFGRFGVblWlf9wtnl-2FBs8A6RvMC59a1fWaUJ3T8Y4Xc-2Bagc0DdLW8VDbb2X5YX8s6duUWzhTHeV9GNNChw1xJll5XpOB1-2FjXpYnKc6H24Ox4C3wC0kA0GTER9egHdORyx82BjtOQvgjSw0woj4AZVFLVGNrZGa1PJh5w0mVnErcW8pi7XCJOOa8sWWQrXE8eX4N6t6dnaYoe0mxGZXOYYljbX7VRE9DnM1LIOCDNgew4c70Ci0MTuQ-2F7MAln0zukVPBohhgDzfYQTpDNdDBnVsed04emCzhl8uLT3bvK0AaKq94cRG6hSEYIBw6t-2FxT1eYJphxm1peIRlkSPz2-2BVOLr0nD57j2i-2BFdPL4D6cTDvY2n8Y-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQFG2Ky0Wuj1qpt14uN1BzYp9MD79QvbByLkXGZLU0QATFGTwYLPFeHAo9cspD3FNzFJ-2FuAD5XFCLmlSNtxH7v0ZJ6nelL4fppcAGQVkbBi8lEVMZboQlDc2I71ms89nLZiA2BVS2QWtCoe4msa6r-2FMcUHb5uPfeG3xU21LiMSNvJdOOg-2BIhTC7JlGGcek4onU-3D>
>  Virus-free.
> www.avg.com
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOmMAKB8JGacZcowsK4IlqY8aQGPpnujEXNbmyey-2FEv7HGtoL-2BI-2FyFXaqM003GW6wYgVbvyfqUv5Ew-2FWrUPctyBxjqg5RbKGjTYCwhD5QntG2vLT-2BvSNeIfu7ETWshp-2BdScy9Y1j6F5A0lQ-2BCIIyHld-2BcqGOUSmWBJH-2FM0bmFa2QgAuDuUl6YU2xlNJ-2BE0r8Tl3kHc7BUFfkIJFKa-2B1RBSA36-2BiH8KOBwWcoCQRv1GAf2wjsomA7q3duag4gT3DluSiQuPZGbt8LwXJp4KCTCKAGmUtMDT8gvlJBjuj0oq5iOsHyAc1gR9zxI8a855NOA5Df5gnOEJ0Mi67jzT7DbjtZo2R-2FUUpOrthRKfOSxrfhBCPIZKDV-2FHIvP-2BsAHhPMR-2FkP6vBGo7ApnGN2N-2Blb-2FpbbC6SMt-2Fnr8oDCzyvSqSWyA2MAx2CjdAU4KwM9iyhZYmlmHsn4VZBmGNP1XioYHPOaFnVUidGoN1RA-2B3atIIVLVrZ7Ic6IbWkNEHwyWu0qiVuH9bNvFl39HixGy11IV9VNmIIkKtDJA1fhXEHuvm3ITNhk0gBWW74HylxEgthQGJWeUcUJF6yBnwAoDWjFRivvN-2FMot692u-2B9k7feAtpo9lo3lVaX4AIiuWzcawadzgyjsnoiwyrcgwdPuA9iG-2FyeG8g-2F3YUuq-2BmYY-2FC2-2FFXo23TFFoGBcsCc3CAY7XofgHH-2BIat3msf8HDqyliHEettVNBjxdIFUInXnjUeXr3ntWqW-2FQS3NASn6y4Tjlnpt7JTK5tT14iOoKi-2FjaiF85qH-2Fcx4-2BiWKFGOo2O2Dx2EFGRFGVblWlf9wtnl-2FBs8A6RvMC59a1fWaUJ3T8Y4Xc-2Bagc0DdLW8VDbb2X5YX8s6duUWzhTHeV9GNNChw1xJll5XpOB1-2FjXpYnKc6H24Ox4C3wC0kA0GTER9egHdORyx82BjjbaOst9VMa8mDK3wQyKEbYt621mXjE38ol5F4qlKx7ysYDgXcx2WJnFUhk-2BWU9GBNtmYhQgAqJ49tfo-2FyM0pTfCC922XecwJJ4mYc-2BateoAlfnPMFF4A1dZHw-2BkzkkcGrX-2FbF1vAaKTPbm-2B9F9XufldBLBgxN0OcRc5bsGrs-2Ff1c4Obx5teI635TThBq4-2FhsgOKFY7e4QHvksxbZQf11FA-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQFG2Ky0Wuj1qpt14uN1BzYp9MD79QvbByLkXGZLU0QAS85tMArfSMmRxX-2BuFDRxGMsV4TY8Nd2879qXX47PsIF2HgsluvwhgHldyUv9AvTRHRwC9EqyqRkG89eGf88zxfGxq5emUOYbB8eEcPSiHXnqPfbE1QEHKhUW2M-2FYFHLk90gqhD9Rus6W-2BLJK4ONWLI-3D>
> <#m_-2457646020425829098_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Mon, 23 Sep 2019 at 16:33, Jonathan Moore 
> wrote:
>
>> which version of Max are you exporting from?
>>
>> On Mon, 23 Sep 2019 at 16:27, Chris Marshall 
>> wrote:
>>
>>> I'm going from Max, ie it's been supplied to me as a Max scene, and I'm
>>> exporting as fbx to import into Soft.
>>>
>>>
>>>
>>> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOmMAKB8JGacZcowsK4IlqY8aQGPpnujEXNbmyey-2FEv7HGtoL-2BI-2FyFXaqM003GW6wYi36VK5RlUUzB5WqXMoPTwNPainGGlvtCQf4gB0kvKV-2BemHEdbkZyAlHTPmi-2FqcIwxgp4zIjZ4L4pSRLZZd94i6P1BAFeL8KpAmmwcApBtn1d8r2DQxpzb6mk-2Fw-2BTPx1H61sN5QQNed0pEkPoRzlNw3kFia69Cd7DDh13py9gA4Wng-2FpQAhUBZCjQnmKcYLWv72j6VqQ59kRZeKJAwv3rgNOzURSQIMOjQ8EYkcUmU4FphWgTpaRCBTMG3LDf-2F6TDwvV9qZ-2BG9q

Re: Max freeze objects

2019-09-23 Thread Jonathan Moore
which version of Max are you exporting from?

On Mon, 23 Sep 2019 at 16:27, Chris Marshall 
wrote:

> I'm going from Max, ie it's been supplied to me as a Max scene, and I'm
> exporting as fbx to import into Soft.
>
>
>
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>  Virus-free.
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I4lGDNsD1bmsqLFnIATQKaiJicdT-2F0DKMufVrj-2B9B6yxXzGnjJE2PR-2BMNkZClliL2q7KcMWN7NOxnF91sSsU1z9zKDbJJefKnNqK27T35ndC2k7-2Bh7HVSSW3RLy8kxv0Hy1oDzjfhVV2QKcJAFs9sJmc2Z5s355WHt8TvP5xm3d-2Fz5yC-2BxOvPzxFCsuLzkcHMrR-2FxKqfGC8JmL03dQNBx9qM-2Bhx-2BDAoGKXQC1622-2FyzaC-2F3z9sskxvwY45TtSRByQh0nownN2sb6YMWRyHLqMXw-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSwhZOACTu1fEwutBe-2BtmEtUYJu-2B18gmJnqq3B8JaupNjoPmk6JeY8QadiIGTmuJCZL6ncCKqoO3YsmkDE4A5yzIYJHLnQGFCWaBqV7WLYzFhOwsLXapiAmFaRl7uALtL8Il-2FEPBaVHbCBDFcGO-2BhPeucnAQDfSa7Rrgx0jZV7x3uxm057gqjN3JV8I6h44WIw-3D
>  
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOmMAKB8JGacZcowsK4IlqY8aQGPpnujEXNbmyey-2FEv7HGtoL-2BI-2FyFXaqM003GW6wYgVbvyfqUv5Ew-2FWrUPctyBxjqg5RbKGjTYCwhD5QntG2vLT-2BvSNeIfu7ETWshp-2BdScy9Y1j6F5A0lQ-2BCIIyHld-2BcqGOUSmWBJH-2FM0bmFa2QgAuDuUl6YU2xlNJ-2BE0r8Tl3kHc7BUFfkIJFKa-2B1RBSA36-2BiH8KOBwWcoCQRv1GAf2wjsomA7q3duag4gT3DluSiQuPZGbt8LwXJp4KCTCKAGmUtMDT8gvlJBjuj0oq5iOsHyAc1gR9zxI8a855NOA5Df5gnOEJ0Mi67jzT7DbjtZo2R-2FUUpOrthRKfOSxrfhBCPIZKDV-2FHIvP-2BsAHhPMR-2FkP6vBGo7ApnGN2N-2Blb-2FpbbC6SMt-2Fnr8oDCzyvSqSWyA2MAx2CjdAU4KwM9iyhZYmlmHsn4VZBmGNP1XioYHPOaFnVUidGoN1RA-2B3atIIVLVrZ7Ic6IbWkNEHwyWu0qiVuH9bNvFl39HixGy11IV9VNmIIkKtDJA1fhXEHuvm3ITNhk0gBWW74HylxEgthQGJWeUcUJF6yBnwAoDWjFRivuEB8PiSfDToI-2BfK-2FxvUvK-2BJDjxjhF1eFoe9VUVcNYoMSDdpZ3fEZw5KB1B8cIFHYQZxXD-2FbHVxDPLyjOquSLRHL1cyFJBT8oGHZ49r-2F7Aj96mTR6hAI-2F2dsJZb3Y8OJUv6GDpHYjvE0ff2RhSbTarzKaLWnKc-2FR79NibDifi3NC0h8-2FSocDUVKb4g90j9q9trSQUXawylvi3OiNcI4ChOVfVmLm822u2GX7fpN2TD3XGkTFutPBtBBPUb-2FJsrhvFZ556gjuy9foUjo-2FA-2F9CJpJ7lpEN94zW-2FkYlRyjN8dFvmQ3UuA5DjdbPYyXUoZ595N7m2-2Bz-2FsmFuW8CbtHiws5YHbvXr-2F52f8SP7j3cujMU2eXjd9wCsGT-2Bw25fAehoFwaA2NR-2BUe3FgVJpuXk3cLazmYahOjprJFnGoQm-2BhA9K27ki-2BPymPIrY2UX0N7u62DLvOUYOvmvNZ2GJLbBvFJaJ-2Byhu5n05mGo9vGf9Xlq-2FOVn4hQaJIPTkLVsP8ZPqt8N-2BPyzGugkwctbgGtk0AmCAQInFn5H6kXGySPyxaXcJ-2FEPIe-2B-2FjMKPULK-2FVpyF6liM-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSwhZOACTu1fEwutBe-2BtmEtUYJu-2B18gmJnqq3B8JaupNmaDwMqs-2Bs3A5lsHK8mWZrBGrWK-2FAq-2BKamFTfPyhqNJfbltW4ASXiF5t2cxYDmnW9oSqYttV2DJLfNGNr4HlRcrzWByKqRCRZ6vMtuigrbMoT0i-2Ff-2BT8T1uHwZVy347BEhD-2BxnNiixC5YNQJMHZjTc0-3D>
> <#m_2489313427357322738_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Mon, 23 Sep 2019 at 15:18, Jonathan Moore 
> wrote:
>
>> It really depends on how you've applied your textures in Soft. If they're
>> explicitly reading the textures from UV coordinates (you've frozen them),
>> transferring via FBX should be fine. However, I've only ever broken up a
>> scene up into elements and transferred those via FBX (not necessarily
>> individual elements as you can often group things together logically the
>> lessen the number of individual exports).
>>
>> An alternative approach would be to use Exocortex Crate to transfer the
>> scene elements via Alembic. This is very reliable but you will need to
>> reattach your materials (via mat IDs) once the geo is in Max.
>>
>> 3ds 

Re: Max freeze objects

2019-09-23 Thread Jonathan Moore
It really depends on how you've applied your textures in Soft. If they're
explicitly reading the textures from UV coordinates (you've frozen them),
transferring via FBX should be fine. However, I've only ever broken up a
scene up into elements and transferred those via FBX (not necessarily
individual elements as you can often group things together logically the
lessen the number of individual exports).

An alternative approach would be to use Exocortex Crate to transfer the
scene elements via Alembic. This is very reliable but you will need to
reattach your materials (via mat IDs) once the geo is in Max.

3ds Max obviously has no understanding of Soft's projections and supports
so it's best to pre-process any export to another DCC the same as you'd
treat an export to a game engine.

I've kept an archive of open source re-compiles of Exocortex Crate which
runs up to Maya 2019. Unfortunately the Max support only goes as far as Max
2017 (starting at Max 2010).

Download - 
https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchaG6eu5xtX68mjfZhRrCCrKkLu-2FDgsQCiobFKm3exHbByY88mcGoHXy3FIE1FpZtFbcr8mGFKyiK9VQtJx0yKcDCg5g0QbDUhKs-2Bz5aA8ZuMfTATrTrJYcb-2Be1oWbrtEPnINGx8pNUJBmFyoo5tFGj1vPFnVpA5c9wit8ja8mTS9HuTut2YNlUf7CnpyPaGhywAtS7N2o3Q1z1FBZIsJ98-2BFOY8xzqsBOB30XjyQyCrJqyYKj1I48EjubO7kw-2BdysP5tLqKstZzc-2BxBEkhd2cVUqN0PJAfvt-2BwT1uniLg9fc-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQZz9rx8WiqCxeDzaVMf83PQ47YEdgIm6RJWH-2B0yPRt2srtf5al6DpCla-2B4nVLaUxWpmv9BiKL8D6b39pBTnszFN7K5VOtTLP2DgwzagA0juoEvLZC14TndLnJ51TL3I5ACSGVamvVRMmRlTycjZRGmonrxFvTVr1NAYh6JCrIQIrMED2WTcaxMuL02fC2X12c-3D
 

I tend to use Alembic for animated assets and particle workflows (to Max
and Maya, especially via a point cache style workflows) but FBX tends to be
the path of least resistance for static textured assets.

If you are going to go the Alembic Route, Max and Maya have improved their
native Alembic capabilities in recent years so it's worth experimenting
with a default Alembic IO from Soft to Max if the destination Max build is
later the 2017. And that includes using the native Alembic capabilities of
Softimage if you're using 2015 SP2 (or one of the Soft with Maya/Max
iterations of Soft 2015 SP2 that's been releases since Soft's EOL).

In the majority of cases, there's still considerable work to be done making
textures ready for the render engine (Arnold, V-Ray, Redshift etc) in the
destination DCC, whichever route you take.

On Mon, 23 Sep 2019 at 14:26, Chris Marshall 
wrote:

> Hi
> Does anyone know what the equivalent to Freeze is in Max? I'm trying to
> get a scene into Soft and have tried fbx, I'm getting the geometry in ok
> but the materials, specifically textures, aren't right. So I thought I'd
> try freezing everything before exporting.
> Thanks
> Chris
>
>
>
> 
>  Virus-free.
> 

Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-09-02 Thread Jonathan Moore
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>  >
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNch-2BwSLMAIA8-2B-2Fai7Was5M7NUgkRPlvtBVWECuMBMaQ6RK0EF7467agVCsUfcarGi4RPfTWJUn7l0RRdAkTEXxTX3Hd6Bc5uaWpsQ3TcXL9hLBYCQrjuAtJGCapC7qKFBLM4becCVydKwlmXRzJouNvGOrwTbmJ7-2F2lAw4Ei6Bj1IuVzqdryWwihwaiCm-2FrbaXrcGGQVyA9reewHI76NAurhZOjd237RbzeFuhwLgKutSwru2TGpAO-2Fdln9YgtN5dCjGnLQY4-2FQtKgcixwG-2BEtM4eS5z4aiol2dVXJCJnvGlV1PQSgKUgZDKmxVUsSiKa94MC0rN021-2FnH06a0Krq8z1QZrtXettmd639H9qvL3aNQ26GQneZArGpDugd4d-2B-2F6J0Bm46OjUcyI6TEP5M3mZKr8sTTQQ2oNFnUDb0gfZDI-2BrCW8YGL-2BSiQFUxI0Jn6hynaMch8jpS3-2BsK5tGMdoLdfWldbleWoP6SscVM0oX3Y4uqUQLi8X89b2vfr2V3FFtq3cril5eOjVlmQW1JmBwjcCVMq8Z6D8VDXypKAQOYwCAnQvveBgCuGlWKcNpKIlr5Okp8tLlqcfOXzeVM4sLgAgdiV7lHU-2FoMut5NCxDBKVkVRR0hYpI0bJt82LaU4fDYg0IF7KUltPYuJKPTQu-2FMqGpDENwELAfIcPtcfIUMQUgJJi7bng-2FbvS40PpK8nXhoJGo6o1YwLBo7qoF40vmwyHcA8o58ebYZSdxj1qMMRInYf4WuZc6RhCWJbbpDkVVRHVuM0nTrgQlGPCarc-2BRmz4E1vT8gO0e-2BP632E4oXpWPWa8YiaiKajq-2F7z1nbBiRb2tidVgw2BT6DipOrVUc64CGSWHcWcPoQjmIgim7UW5OOI-2Fcij-2FgOeUwSa5z34QGnmpNgoPmMXthxa0jPpOZ5VN3lERCOZtLTjI1FWKjB9n-2Bz5W4tAU-2FpQGjqw5kNj8atN119Uv4-2BpZGmuVTnkmQY-2F3e-2FBpLNaU30Cma8uMrcAOOfaGF-2BHxkXcyiJ4xo3mZ7LYyQJw3cn80qj5Xt4EuaPRe-2BQwENpHIB6c2hNKGqrMjrpUAnKtgdANkd7a0BN6CTstRcx2FRkSskFr6Fmye94rjKUi5a9-2BWgw4ckTMbwlbzWwlVWhYgPFZ72Zv6HHfIVd0MYcTSFgBzBNWuHYeldvxOzPlES-2FpX4FyLmGdlEX-2Fv-2FpKEXK2crEDZZwKLZzNtawsFchKf48jG9R1O5jw9qwILavO9uqdWNsyLAdMsMyqcPI3jsF8rPU9jvO2glScQh_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuTPQyXfBwTG8Y3GU0bOj-2FLx4S1OnHDLK-2BtJaB-2BEsdEq13jhy6qsZNLQ-2FryhAGDY1M943MoTpaQoPmbxexc6ogsZusAM0roe8ag-2BYgsAqxoQ-2FLGYPNcFhBnHm4Fl9Q4XlkcwnK1LZo5WmOYi76XQ0NekD5I2CwTLbF1vIL-2FUNZJnZ49iP1c2iAme6Gr7csUByxs-3D
>  >*
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNch-2BwSLMAIA8-2B-2Fai7Was5M7NUgkRPlvtBVWECuMBMaQ6RK0EF7467agVCsUfcarGi4RPfTWJUn7l0RRdAkTEXxTX3Hd6Bc5uaWpsQ3TcXL9hLBYCQrjuAtJGCapC7qKFBLM4becCVydKwlmXRzJouNvGOrwTbmJ7-2F2lAw4Ei6Bj1IuVzqdryWwihwaiCm-2FrbaXru5AQ3xr71KfEDIPIhZaMAU0qBInC1RhoXtT2GXzYGO55oHStFGGR8xV-2Fx5-2FgtzBTd-2BLwEhuOmH-2FguSYp0wmXrf-2Ftbbr4v0a9NMq6WnOAA41sjaQBvSUXn-2B6hsu5dHD32eG-2Fkmhkd45bgfg7QGzMq37wlUjH36-2FKPKYzecRQqUP8-2FitvVtOSpEU5-2BTBUkge632-2BYVt1UlooRh4CDbaCk87BJAGbtJvfxmgwZF7AKSxZ-2F-2FPUqHAxaSYmcFB6UGddMDLJOOLf4R7q6Pj9rP9QQ2lJHFBA7TN4m4Uqz8uwVqRAQpaHNp4R8Wc8E13iuqACLSOowcMWQAvpf-2BCmC7AMa9BMuBcAYEXlvi6ix0pLzly6M-2BIN8qpMaIe0UycNxfva5nX5vyV-2F1dcuWw-2BOCWR7HBGIQzQuqegmqDngUMFxme9d9-2BUhuiXZu22nrzod-2FMKPD0yD78GDJhcwPvcqJ90SexCgBsd9l1r5u1F0MhW7jEgeju-2FE4TQMIBKZ5ZhVaRBHSkXWnZ4i-2Fy-2FZvHh7YX8qhQvJiqkU3C6T-2B4NYmWxPmn0n-2FIyQGkAC-2BJCUmgHtK8a7Un8hyiiyRvWlNcyWjFPBAxZ9uqRFNhWhm9Gba-2Bnz1n28hEcJwJnU1tzyRjjVfjEACzkIDAm6ZLL3zzV2eer4xjC1wYLGxms0Y-2BMtn1m6eyGz0dFni9JSFDmHvnkoTHfYKqJZvBx-2Fyac6NXtgKGKUJMLUgWDRyI5-2FHuAkN2tqkIs7PiSAdQa4EncsjOWiQKiyAFr8GgfXjex-2BDfeo-2F7EEmQ4neV1XU9VrmD3AxdJ1mFC6UFf7H7-2FoyCYKC8mCQrdm9pdhdjHpHDdQvm5-2F32v27TtkKRLI2icNOvZSuaFmezm-2F-2FCer-2F04al-2BGK01ArA09NrqppilfVulcQzOO4g3Gfd-2BOF7wXSmmnsv3qm2U8glrNiHfjjA67dlqEcknUWNQdz3IecUpxn0fotstySBMu8v9HRP2y-2FOA-2FL9DRUpbVfsKbRccsCzLvBRtYshRsBiTQHUDRNZGhqTjrStOt4Ty3wIoC0l6-2BmuOsLAJglLguB9s5CuiCD82c3dGh6qoajIJWlCDOwpubk4MfoQ2qbUKlQOtKeOlIONTw3LHBq-2FwmegKEcI-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuTPQyXfBwTG8Y3GU0bOj-2FLx4S1OnHDLK-2BtJaB-2BEsdEq18OU3NZzE-2BYgq-2BzuaITIx2c2XWjYsJ0Yu8Q3Z2hWXI3Fjf-2BjqUpdLPkd-2BKm9Jo4nATP8veeYmmSrMKgga8tc0m9-2BTRKk-2FQV6XW-2B9HPwYtMXvvwT-2BlHkX81SLBpIik64QNSjN9Opq82LWcr5is6NWokc-3D
>  >
>
>
> On Sat, Aug 31, 2019 at 11:10 AM Jordi Bares  wrote:
>
>>
>> On 31 Aug 2019, at 09:51, Jonathan Moore 
>> wrote:
>>
>> I'm currently working with a large advertising network, attempting to get
>> them up to speed with the importance o

Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-31 Thread Jonathan Moore
Thanks Matt/Jordi, very useful insights.

In hindsight, I rushed the title of this post. All along I was looking for
feedback regarding the frameworks used to manipulate Soft graphs and assets
rather than the asset formats themselves. I'm still of a mind that TD's and
technical artists responsible for creating pipeline tools for working with
dotXSI/Models formats (be they from gaming or entertainment backgrounds)
have a significant leg-up with regard to USD. And much of that advantage
comes from the problems and pitfalls of working with said formats as well
as the advantages.

I'm currently working with a large advertising network, attempting to get
them up to speed with the importance of USD. And this has been a far bigger
challenge than I'd at first anticipated. The most common response I've had
from technical heads would approximate to 'it's just XML'. Obviously, the
production capabilities of internal ad agency production departments lacks
the sophistication of specialist production shops but digital/interactive
production has historically been an in house capability of ad agencies
(that's my background) and VR/AR/real-time has meant that the lines are
becoming blurred between moving image production shops and
digital/interactive production shops (many of which are now owned by the
big advertising networks).

I'm definitely something of an interloper on this list, so apologies for
the occasional naivety my questions. :)

On Fri, 30 Aug 2019 at 23:49, Matt Lind  wrote:

> Models are not really comparable to USD. Models are more similar to
> Houdini's concept of Digital Asset than a scene.
>
> The purpose of a model was to be a container for an asset so it could be
> more easily included in large scenes and independently manipulated with
> regards to versioning and level of detail control. The main message of
> ‘Sumatra’ and DS was that artists were to be removed from the burden of low
> level manipulation, such as setting key frames, and able to focus more on
> higher levels of control such as choreography via animation mixing.
>
> XSI Models are derived from the “hierarchy” (.hrc) from predecessor
> Softimage|3D. One could argue the Model is a superset of the .hrc as the
> main difference is the addition of the animation mixer (independent
> timeline). The .hrc had level of detail control and other mechanisms, but
> they were rarely used due to lack of tools to do it in a practical manner
> by the end user. The Softimage|3D implementation required a lot of digging
> through menus and strong self-discipline in organization of files. For some
> operations, one had to jump out to the command line and use DbTools – a
> proprietary environment for running shell scripts developed by Softimage.
>
> Softimage|3D had an ASCII text scene file format which related multiple
> files, this was closer to the concept of USD. The main file was the Scene
> Description (.dsc) which contained all the high level information of what
> elements were in the scene and how they were related. This included
> relations such as parent/child, master/slave relation of constraints, light
> and model associations, groupings, custom effects and their parameter
> settings, asset LOD, and the list goes on. It even includes position of
> nodes as represented in the schematic view, The Scene Description was
> accompanied by the Scene Setup file (.sts) which contained description of
> the user's environment such as how the viewports were arranged, current
> settings, render parameters, etc. All the other files pointed by the Scene
> Description and Scene Setup were binary files and contained the actual
> content (cameras, lights, models (hierarchies), materials, animation, …).
> This meant a scene was a conglomerate of many files – handy for versioning
> and substitutions, but took forever to load/save when the database started
> to fill up. A single scene could consist of thousands of files, and each
> file would have to be checked individually for version collision, and sync
> with the other assets in the database. If scene save operation was
> interrupted (e.g. crash), you had many orphaned files floating around in
> your database creating all sorts of havoc. Since the default number of
> versions kept was 4, and all hard drives of the day were disc drives with
> small caches and slow spin rates and 10 Mbps ethernet (if lucky), it took
> forever to get work done. That was a strong motivation behind XSI using a
> single file for it's scene file format, and the .scntoc to mimic (to a much
> lesser degree) the Scene Description. Ironically, Alias|Wavefront did the
> exact opposite as Power Animator used a single file scene format, but
> migrated to the Softimage|3D style with Maya.
>
> USD is more robust in that it's a rule based language to do the work of
> assembly and has some amount of intelligence to handle collisions and other
> problems. XSI models had limited ability to do that in the delta, but it
> was self contained. XSI Scenes 

Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-22 Thread Jonathan Moore
And now that I have the right Steve, I believe you worked at Omation during
the period of the Spider-man reboots (and Barnyard) so any other nuggets
would be appreciated. :)

On Thu, 22 Aug 2019 at 19:23, Jonathan Moore 
wrote:

> Steve, do you think that having a familiarity with the way that namespaces
> working inside of Softimage Models (not just Reference Models) provides an
> advantage for those looking to utilise USD in their pipeline. The parallels
> I was alluding to originally was inspired by a couple of old posts by Andy
> Nicolas and Helge Mathee on the Softimage Blog back in 2005.
>
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I0EuT5m-2BZvwI-2B6Ol-2Fd-2B7GeWuR3lQTaNvLxcuL46Q1XFodXY-2F0uMWZjmB0rE0pWAC8rLmYrUcVi7lVQRRwFC-2B3MSxmJAryUJZcH1JYVORY69EPz9Iyk2MX7d2BdNw4lJin6-2BQQR6msIEq2K2XFKQZUZBbPMsyDc3vk70AtWZ4VRzf1YyYuPE6CL-2BCJ49Yq3kz6SK9PcL9vnYJXn30p07Hw9JBXCxOtSoyueEM-2BDwopbH7uDmaW-2FB34O5953zhKkB6wOU7sESWz-2BvErVPbT2z6rcUV4xvOVijT8b14AuEiMAyR4UywhtzznSkE15VYVKyf6A-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSMRONldBFwY4MROigrI5rOkBW9yeeKEza6jTycUIDplkNjAtYGMOSrwUOAZwgOtWn-2BoJzol1jBn7g-2BZlNA84euGggQ4-2F0CM4HKQUHvnuMPtPXp5HWoStP2W0IirNIERvUkAbYeXEYbYTHfUZ0LEseVes4JinNjCWB5Ode7cNV7Ithoxmb8yjx8aY3AsldMJs4-3D
>  
>
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I0EuT5m-2BZvwI-2B6Ol-2Fd-2B7GeV9k27fsOuEMZ4jxj8b8SQEpGhN-2B27GEZeIsKl0iEZUDgzVzGZS-2B3xt-2BeP75uuofvqu99rw0VAosnfT-2BEDsAQ2S26RYOmzt70s8hh4ZEb-2BkaaoGVaHfzDVTKhIdyVSEQZgm-2BcXSsMg8t6u1qe3il1Xdaq8AuZe0p41PpIxxrassy0ruw-2Bodpr8rBrv2NWTEn8LLBVJs25y2Bx0ukFXbWm8xzZzx2-2FCtdiZpWaV8owzXKeCnAIVCJb0e-2B7BlpGNmnifOyHpKWAXEvTgIieKjVdR1HOB-2FFTBYQbyJga4N9dT4yQ-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSMRONldBFwY4MROigrI5rOkBW9yeeKEza6jTycUIDpll-2BALHnYpnxF-2ByuF1x68FYNZt2DWkfZkpksPclWv870v2Otj7fDjsIxEL2Be4R9JMLprpMz1QkoEwb6ln9FBoQo8QGi25O1kuHUK9AeI5-2Bj-2F8aLddxK8mJ7pZHJeXI-2BLsYSGU0aojFZiCM6smaMp3zM-3D
>  
>
> The prescience on show from the pair as to the potential of an XML based
> pipeline is impressive, and has many parallels to the USD benefits we see
> realised today (particularly in Helge's post, Andy's provides to technical
> insight without getting into the vision too much). Obviously we're talking
> 2005 here but it feels to me that USD has in part grown from the more
> sophisticated pipelines of the 00's (Helge references the pipeline used on
> the first two Spiderman reboots of the 00's).
>
> Considering that Animal Logic were pretty much a Softimage shop, well from
> 2003 onward (with Houdini for FX) pre Soft's EOL, it's seems more than
> coincidence that they were responsible for the first robust open source USD
> implementation.
>
> Maybe I'm making links were none exist, but I can see a big advantage in
> recruiting technical artists with a Soft background as USD and MaterialX
> gain traction.
>
> On Thu, 22 Aug 2019 at 16:47, Jonathan Moore 
> wrote:
>
>> My bad, that's exactly who I was thinking of. 臘
>>
>> On Thu, 22 Aug 2019 at 16:42, Steven Caron  wrote:
>>
>>> I am not part of the Arnold team... I work at Quixel now. Maybe you're
>>> thinking of magnificent Stephen Blair?
>>>
>>> *written with my thumbs
>>>
>>> On Thu, Aug 22, 2019, 8:34 AM Jonathan Moore 
>>> wrote:
>>>
>>>> Steve, have you had any exposure to the Maya plugin version of Animal
>>>> Logic's USD environment? I understand you're part of the Arnold team these
>>>> days, but I wondered if you've been exposed to anything you can talk about?
>>>>
>>>> On Thu, 22 Aug 2019 at 16:25, Steven Caron  wrote:
>>>>
>>>>> USD has an API, can be edited with python, and a human readable format
>>>>> if desired. All huge benefits over 'ref models'
>>>>>
>>>>>
>>>>> *written with my thumbs
>>>>>
>>>>> On Thu, Aug 22, 2019, 4:25 AM Jonathan Moore <
>>>>> jonathan.moo...@gmail.com> wrote:
>>>>>
>>>>>> At a high level USD and the way that referencing was handled in
>>>>>> Softimage through 'Models' has many parallels. I'm interested in any
>>>>>> thoughts and opinions some of you may have having utilised both USD and
>>>>>> Softimage 'Referenced Models'. Even if you haven't used USD in production
>>>>>> yet I'm interested in any thoughts you may have regarding its possible
>>>>>> benefits and pitfalls.
>>>>>>
>>>>>> This is an open question s

Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-22 Thread Jonathan Moore
Steve, do you think that having a familiarity with the way that namespaces
working inside of Softimage Models (not just Reference Models) provides an
advantage for those looking to utilise USD in their pipeline. The parallels
I was alluding to originally was inspired by a couple of old posts by Andy
Nicolas and Helge Mathee on the Softimage Blog back in 2005.

https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I0EuT5m-2BZvwI-2B6Ol-2Fd-2B7GeWuR3lQTaNvLxcuL46Q1XFodXY-2F0uMWZjmB0rE0pWAC8rLmYrUcVi7lVQRRwFC-2B3MSxmJAryUJZcH1JYVORY69EPz9Iyk2MX7d2BdNw4lJin6-2BQQR6msIEq2K2XFKQZUZBbPMsyDc3vk70AtWZ4VRzfXQfQ7Nky9IVlEWeDCwTL3RxhyLmGxgPLHUmkZ5sOeFvZhixkpfXWuBgn8j9mVWnA9sOE7A6Evg5cIhv8cOV-2FoL6pY7kyfuCiEnZeKZ8qMw5BlshW4y7pIBYC0SjXn8bQtPwbdqVSO8t89Q9rcXPqtw-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRetCPRK1qBYerVgCN7Wxnhu0po7AgXCvyQWYvvRAJH7tYhlHDo9nsRC0sS6IwX56vH3ZuDokLkwwss491GX5orizLhaShNVPNY2mTPEY4uBFb3g-2F6fZWNm4q0GxR8kzarz4642640-2BFdUJAv30TJgVJwiVbtXYLL8ulgb2KQmoojj8i9RclUMzfXKpV-2FUQU0c-3D
 

https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I0EuT5m-2BZvwI-2B6Ol-2Fd-2B7GeV9k27fsOuEMZ4jxj8b8SQEpGhN-2B27GEZeIsKl0iEZUDgzVzGZS-2B3xt-2BeP75uuofvqu99rw0VAosnfT-2BEDsAQ2S26RYOmzt70s8hh4ZEb-2BkaaoGVaHfzDVTKhIdyVSEQZgm-2BcXSsMg8t6u1qe3il1XdOGpWHc-2BzMYXrXe7SY93VpWGo5MpaBtjjhEgGz1CBA-2FKUlZZgMhDsY8YFgs5VoMLBPok1mE5181kRGXle6WCVxUWFj-2F4PAzvgVsHBpx5YYxIpNSdNpcdedDBh2UQaa7VKcLpWYGlNNziE-2Fwq3Nt-2BY7A-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRetCPRK1qBYerVgCN7Wxnhu0po7AgXCvyQWYvvRAJH7o7oGz5rmlx-2FT-2FW1-2BVi68sxDqfX4vAN3gFPw4jmIu-2BIBOZ4YBEMpoAp7sZ3RVB4lNj-2Fu55k2Zp87laKFzHfQZmo9OBJJpGS1lQboAOVtOyCtHEl-2FHlEw8ug4xU-2BZlEz-2F-2BpZTdLwq08-2B0asOoshJiU8E-3D
 

The prescience on show from the pair as to the potential of an XML based
pipeline is impressive, and has many parallels to the USD benefits we see
realised today (particularly in Helge's post, Andy's provides to technical
insight without getting into the vision too much). Obviously we're talking
2005 here but it feels to me that USD has in part grown from the more
sophisticated pipelines of the 00's (Helge references the pipeline used on
the first two Spiderman reboots of the 00's).

Considering that Animal Logic were pretty much a Softimage shop, well from
2003 onward (with Houdini for FX) pre Soft's EOL, it's seems more than
coincidence that they were responsible for the first robust open source USD
implementation.

Maybe I'm making links were none exist, but I can see a big advantage in
recruiting technical artists with a Soft background as USD and MaterialX
gain traction.

On Thu, 22 Aug 2019 at 16:47, Jonathan Moore 
wrote:

> My bad, that's exactly who I was thinking of. 臘
>
> On Thu, 22 Aug 2019 at 16:42, Steven Caron  wrote:
>
>> I am not part of the Arnold team... I work at Quixel now. Maybe you're
>> thinking of magnificent Stephen Blair?
>>
>> *written with my thumbs
>>
>> On Thu, Aug 22, 2019, 8:34 AM Jonathan Moore 
>> wrote:
>>
>>> Steve, have you had any exposure to the Maya plugin version of Animal
>>> Logic's USD environment? I understand you're part of the Arnold team these
>>> days, but I wondered if you've been exposed to anything you can talk about?
>>>
>>> On Thu, 22 Aug 2019 at 16:25, Steven Caron  wrote:
>>>
>>>> USD has an API, can be edited with python, and a human readable format
>>>> if desired. All huge benefits over 'ref models'
>>>>
>>>>
>>>> *written with my thumbs
>>>>
>>>> On Thu, Aug 22, 2019, 4:25 AM Jonathan Moore 
>>>> wrote:
>>>>
>>>>> At a high level USD and the way that referencing was handled in
>>>>> Softimage through 'Models' has many parallels. I'm interested in any
>>>>> thoughts and opinions some of you may have having utilised both USD and
>>>>> Softimage 'Referenced Models'. Even if you haven't used USD in production
>>>>> yet I'm interested in any thoughts you may have regarding its possible
>>>>> benefits and pitfalls.
>>>>>
>>>>> This is an open question so I won't colour it with my opinions but any
>>>>> thoughts you might have will be most appreciated as I'm providing some
>>>>> background info for a client.
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, se

Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-22 Thread Jonathan Moore
My bad, that's exactly who I was thinking of. 臘

On Thu, 22 Aug 2019 at 16:42, Steven Caron  wrote:

> I am not part of the Arnold team... I work at Quixel now. Maybe you're
> thinking of magnificent Stephen Blair?
>
> *written with my thumbs
>
> On Thu, Aug 22, 2019, 8:34 AM Jonathan Moore 
> wrote:
>
>> Steve, have you had any exposure to the Maya plugin version of Animal
>> Logic's USD environment? I understand you're part of the Arnold team these
>> days, but I wondered if you've been exposed to anything you can talk about?
>>
>> On Thu, 22 Aug 2019 at 16:25, Steven Caron  wrote:
>>
>>> USD has an API, can be edited with python, and a human readable format
>>> if desired. All huge benefits over 'ref models'
>>>
>>>
>>> *written with my thumbs
>>>
>>> On Thu, Aug 22, 2019, 4:25 AM Jonathan Moore 
>>> wrote:
>>>
>>>> At a high level USD and the way that referencing was handled in
>>>> Softimage through 'Models' has many parallels. I'm interested in any
>>>> thoughts and opinions some of you may have having utilised both USD and
>>>> Softimage 'Referenced Models'. Even if you haven't used USD in production
>>>> yet I'm interested in any thoughts you may have regarding its possible
>>>> benefits and pitfalls.
>>>>
>>>> This is an open question so I won't colour it with my opinions but any
>>>> thoughts you might have will be most appreciated as I'm providing some
>>>> background info for a client.
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-22 Thread Jonathan Moore
Steve, have you had any exposure to the Maya plugin version of Animal
Logic's USD environment? I understand you're part of the Arnold team these
days, but I wondered if you've been exposed to anything you can talk about?

On Thu, 22 Aug 2019 at 16:25, Steven Caron  wrote:

> USD has an API, can be edited with python, and a human readable format if
> desired. All huge benefits over 'ref models'
>
>
> *written with my thumbs
>
> On Thu, Aug 22, 2019, 4:25 AM Jonathan Moore 
> wrote:
>
>> At a high level USD and the way that referencing was handled in Softimage
>> through 'Models' has many parallels. I'm interested in any thoughts and
>> opinions some of you may have having utilised both USD and Softimage
>> 'Referenced Models'. Even if you haven't used USD in production yet I'm
>> interested in any thoughts you may have regarding its possible benefits and
>> pitfalls.
>>
>> This is an open question so I won't colour it with my opinions but any
>> thoughts you might have will be most appreciated as I'm providing some
>> background info for a client.
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-22 Thread Jonathan Moore
BVWECuMBMaQ6RK0EF7467agVCsUfcarGi4RPfTWJUn7l0RRdAkTEXxTX3Hd6Bc5uaWpsQ3TcXL9hLBYCQrjuAtJGCapC7qKFBLM4becCVydKwlmXRzJouNvGOrwTbmJ7-2F2lAw4Ei6Bj1IuVzqdryWwihwaiCm-2FrbaXru5AQ3xr71KfEDIPIhZaMAU0qBInC1RhoXtT2GXzYGO55oHStFGGR8xV-2Fx5-2FgtzBTd-2BLwEhuOmH-2FguSYp0wmXrf-2Ftbbr4v0a9NMq6WnOAA41sjaQBvSUXn-2B6hsu5dHD32eG-2Fkmhkd45bgfg7QGzMq37wlUjH36-2FKPKYzecRQqUP8-2FitvVtOSpEU5-2BTBUkge632-2BYVt1UlooRh4CDbaCk87BJAGbtJvfxmgwZF7AKSxZ-2B4uTHAqKoJ2fPfc1Xd-2BEWuBDoi-2BcWW2QClju-2Fqmm-2FzQbPxKjIlgE2LQFE0SVcmq4wqhiZg2GQ-2BV5-2BwLh-2FQZoVX15NQXXClIS03gP2ZJUsYdQ0qTGg18wJilB6-2FnS2uU5L4f4fg4GUI31oxQg1MTMbIuD-2FfCL60LHY-2BJQwP0T3BtE2a-2FkBoGXgQjjAdETHkMhd76EU6BowqyfXVl-2FQ8DN37HYs1lXwYoakjuKFkoO1KJJt0JgIbJsPwJYrHkXNIF35cqTqESoJssfLGC-2FXicSX2t0ennnBzqYuaoFiS-2BZ31r6fgmgnUdofcIuLvSv4DOD2X0gHZrQu-2BJVgyMD7mrd-2FI-2BSRhfGPl8-2BVkf36n3j3s0cuOZq3-2B2WXr7WrKDnRiWksiFj2uNb-2BHYlXzoodWb8rLioxPEqOGDj-2F5Hok1Lt4AKYR1fbPRALptmD2m-2F-2Bzx8a81f2pPbsyCNyFHFzjRIn4kt2LTqNs1IavfCEAbh-2F8tE8hoZseRmC-2BvErpF1A05U9WFDbPlQfUWBrdYiaXAwZah9Wf03GGyPPKKVa7bz-2Bq0uX3HYEM5iFfxEsVSyWM-2Beir0Pqso-2Fhi9eXCZVAdMJNcLCEjkRxv9eDyeDIldeIBIEZED7jynIeUt0W2YwgQMIRnwoaS2TKgLOFSnRnSf6094OhU8JQubC7qXzXGOrLOzzFtbBWH-2Fa-2BdK9KsO88fB71P5ILHbJp1cZ9UvpDVxhAMHKDlrW17S0E3Mq3VRo41QE7xlK1HELv1ORWjK2HWop247yq-2F1PfZPSYmj6csI7j8fK02A2jUtqskT2saPA-2FHS5C5QSofZvXZxZfCSO-2Bw0KEHquFFjmYSzYrVvTSSdm3kv2fa0lkktC-2BUGPRa-2BtY2uTjTZrCslsGn7j9DSxmug9UA-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuTVhqmXSemS4UyCufMTgrdBNlBDGQYl3Uex-2BOTlpZ5BRozfw6btzZ5xTXL7FvG5qN7H0Nxxpz4dM-2B6GwclliA4WYTmM69tOczp00huNpyaRSGEk1qNvwk1KfsK6VeAMPDZBlEnBYVBzgOUaSZaUMaRaQR-2BVxMLkYahJSOXHaw9kWJBdQ9CWoR9U26gOHka4dpY-3D
>  >
>
>
> On Thu, Aug 22, 2019 at 6:25 AM Jonathan Moore 
> wrote:
>
>> At a high level USD and the way that referencing was handled in Softimage
>> through 'Models' has many parallels. I'm interested in any thoughts and
>> opinions some of you may have having utilised both USD and Softimage
>> 'Referenced Models'. Even if you haven't used USD in production yet I'm
>> interested in any thoughts you may have regarding its possible benefits and
>> pitfalls.
>>
>> This is an open question so I won't colour it with my opinions but any
>> thoughts you might have will be most appreciated as I'm providing some
>> background info for a client.
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-22 Thread Jonathan Moore
At a high level USD and the way that referencing was handled in Softimage
through 'Models' has many parallels. I'm interested in any thoughts and
opinions some of you may have having utilised both USD and Softimage
'Referenced Models'. Even if you haven't used USD in production yet I'm
interested in any thoughts you may have regarding its possible benefits and
pitfalls.

This is an open question so I won't colour it with my opinions but any
thoughts you might have will be most appreciated as I'm providing some
background info for a client.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Bifrost ICE ? Verdict ?

2019-08-13 Thread Jonathan Moore
5HJySITbRpKQLX-2FPGRtB7N51G-2BzgLCi8Yz66K2-2ByfABsRItVmXG46m5DMybY9XknWeSsbmjhs8rtrzWtC9EO2i21rKTtJ0JVyPTQM4AurxSw0BDZJa-2BxXkaCQhn1BJ5J1UkxxEupLItv2BKTEw-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSPiCFqfX3urTxOMx-2FUqR2WxI8XfVPcFTuUJh44mZ6cQ1VFWe5-2Ff36gkN361TLe1oWifCNip6SGptEo-2Fs-2BYta0iJ7-2Fh2F13yPEEkzf1BU8g6Q05Lgvs-2FgqjJCZRF4YTI68IkXG-2FqxjwRHpwQtnOgeovXNYVqN61fnQHmv3KMwbcLLZQQrAAMsvmqSdZbdtbark-3D>
> <#m_6913078561775295859_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
>
> On Tue, 13 Aug 2019 at 14:00, Matt Morris  wrote:
>
>> If you factor in unlimited mantra licenses it starts to even out. But it
>> is a big jump from indie to having 2 or 3 full H lics. H Core isn't a bad
>> price though.
>>
>>
>>
>> On Tue, 13 Aug 2019 at 13:17, Chris Marshall 
>> wrote:
>>
>>> As I'm still on ICE this looks very interesting to me. One hurdle for
>>> switching to Houdini, for us as a very small all round shop, is the cost.
>>> Simple as that.
>>>
>>> On Tue, 13 Aug 2019 at 12:29, Jonathan Moore 
>>> wrote:
>>>
>>>> At the moment it's mainly about the various simulation solvers and this
>>>> is the stuff where the graphs are similar between Maya and Max (we were
>>>> only part of the Maya beta so I'm basing my Max comments on conversations
>>>> I've had with Max folk). But the plan is to integrate things like MASH in
>>>> Maya and third party plugins like the Thinkbox and Cebas stuff in Max. This
>>>> will make Bifrost Graph more rounded to each particular audience.
>>>>
>>>> If you take a gander on the Maya Bifrost forum you'll see some early
>>>> rigging compounds being shared that are unique to Maya (to be expected,
>>>> given the typical profile of Maya artists/studios). These give early
>>>> indications as to the manner in which Bifrost Graph visual programming can
>>>> be extended beyond the solvers. But it must be said, at the moment, beyond
>>>> the typical mathematical expression type nodes, the breadth of Bifrost
>>>> Graph's non solver capabilities is thin of the ground. The particles
>>>> options are particularly disappointing at this stage. But I'd expect
>>>> compounds to appear over time from the more technically minded artists in
>>>> the community and these will hopefully make the particles feature-set more
>>>> artist friendly.
>>>>
>>>> It's also worth keeping an eye on the Area downloads section as the
>>>> Bifrost Graph team are sharing beta compounds that are still a work in
>>>> progress.
>>>>
>>>> My biggest gripe with Bifrost Graph in Maya compared to ICE is that ICE
>>>> always felt like a native playground that was a natural extension of the
>>>> Softimage core. In Maya, there's a lot of juggling between the Maya DG and
>>>> Bifrost Graph and it's this that's catching out the less technically minded
>>>> Maya artists. It's less of a problem when sticking with the main solvers
>>>> (which are really great) but when attempting to be more creative beyond
>>>> those solvers, you need a thorough understanding of the Maya DG plumbing.
>>>>
>>>> Having said all that it's easy to forget how much ICE evolved from it's
>>>> inception so I'm confident that Bifrost Graph will grow significantly over
>>>> time. And much like with ICE, there will be artists that utilise the
>>>> compounds that technical artists share in preference to getting their hands
>>>> dirty themselves.
>>>>
>>>> I'm really intrigued by the possibilities of Bifrost in Max as Max's
>>>> plumbing is far more accessible to the less technically minded. Much as the
>>>> Max Creation Graph is slow and clumsy in implementation  (it's still
>>>> MaxScript under the hood) the underlying API is ripe for exploitation. In
>>>> many ways Max is closer to Soft than Maya and over the last 4 or 5 release
>>>> cycles the Max development team have made Max a far more nimble environment
>>>> to work in. With the likes of TyFlow, ThinkingParticles and the Thinkbox
>>>> apps, there could be some really interesting integration possibilities. And
>>>> now that ADSK have seen the power of 'Indie' in terms of community building
>>>> (the masterstroke was SideFX's but ADSK had to get there in the end); it's
>>>> possible that Max could start building an audience in new sectors such as
>>>> motion design where independent artists outside of studios are still able
>>>> to punch above thei

Re: Bifrost ICE ? Verdict ?

2019-08-13 Thread Jonathan Moore
At the moment it's mainly about the various simulation solvers and this is
the stuff where the graphs are similar between Maya and Max (we were only
part of the Maya beta so I'm basing my Max comments on conversations I've
had with Max folk). But the plan is to integrate things like MASH in Maya
and third party plugins like the Thinkbox and Cebas stuff in Max. This will
make Bifrost Graph more rounded to each particular audience.

If you take a gander on the Maya Bifrost forum you'll see some early
rigging compounds being shared that are unique to Maya (to be expected,
given the typical profile of Maya artists/studios). These give early
indications as to the manner in which Bifrost Graph visual programming can
be extended beyond the solvers. But it must be said, at the moment, beyond
the typical mathematical expression type nodes, the breadth of Bifrost
Graph's non solver capabilities is thin of the ground. The particles
options are particularly disappointing at this stage. But I'd expect
compounds to appear over time from the more technically minded artists in
the community and these will hopefully make the particles feature-set more
artist friendly.

It's also worth keeping an eye on the Area downloads section as the Bifrost
Graph team are sharing beta compounds that are still a work in progress.

My biggest gripe with Bifrost Graph in Maya compared to ICE is that ICE
always felt like a native playground that was a natural extension of the
Softimage core. In Maya, there's a lot of juggling between the Maya DG and
Bifrost Graph and it's this that's catching out the less technically minded
Maya artists. It's less of a problem when sticking with the main solvers
(which are really great) but when attempting to be more creative beyond
those solvers, you need a thorough understanding of the Maya DG plumbing.

Having said all that it's easy to forget how much ICE evolved from it's
inception so I'm confident that Bifrost Graph will grow significantly over
time. And much like with ICE, there will be artists that utilise the
compounds that technical artists share in preference to getting their hands
dirty themselves.

I'm really intrigued by the possibilities of Bifrost in Max as Max's
plumbing is far more accessible to the less technically minded. Much as the
Max Creation Graph is slow and clumsy in implementation  (it's still
MaxScript under the hood) the underlying API is ripe for exploitation. In
many ways Max is closer to Soft than Maya and over the last 4 or 5 release
cycles the Max development team have made Max a far more nimble environment
to work in. With the likes of TyFlow, ThinkingParticles and the Thinkbox
apps, there could be some really interesting integration possibilities. And
now that ADSK have seen the power of 'Indie' in terms of community building
(the masterstroke was SideFX's but ADSK had to get there in the end); it's
possible that Max could start building an audience in new sectors such as
motion design where independent artists outside of studios are still able
to punch above their weight.

On Mon, 12 Aug 2019 at 17:26, phil harbath 
wrote:

> Does it do non-simulated pointcloud stuff like ICE, I looked it over
> however, it is different enough that is makes it hard for me to tell.  I
> did a lot
> of motion graphics stuff with ice along with arrays of instanced
> shapes/geo and if it did all that I would be willing to give it a real shot.
>
> thanks
> Phil
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Re: A question about the Houdini list

2018-07-20 Thread Jonathan Moore
It's been a very long time since I received a message from the list so I
wouldn't be surprised if SideFX had retired it.

On Fri, 20 Jul 2018 at 08:06, Olivier Jeannel 
wrote:

> Hi guys,
>
> A bit weird to ask this here, but since some of you are registred to the
> sidefx-houdini-l...@sidefx.com
> Is this list still working ? All my mails are returned with an error
> message.
>
> Thank you :)
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Re: Questions about PPGs

2018-07-19 Thread Jonathan Moore
Raphael's course isn't available anywhere unfortunately. I even went so far
as to send CGSociety a mail and their attitude could be summed up by 'Soft
is dead, so we're unwilling to sell the course material & recordings'. Not
great, especially seeing as I've had a number of people recommend it to me
over the years.

If Raphael is willing, it's the sort of thing that would be great to have
over on si-community.com

On Thu, 19 Jul 2018 at 10:04, Martin Yara  wrote:

> I haven't watched Raphael's course, btw is it available somewhere?
> But I've solved my problem with the " PPG is not defined." by using a
> Global Variable for my property before using it in a View.
>
> Like this for creating a View with a property
> Prop = XSIFactory.CreateObject("mVColor_Prop")
> xsi.SetGlobal('mVColor_Prop', Prop)
>
> and getting it again in a function outside
> xsi.GetGlobal('mVColor_Prop')
>
> So I can change the values of the properties like I would be doing it with
> the variable PPG.
>
> I still can't change the min value though.
>
> Martin
>
> On Thu, Jul 19, 2018 at 5:52 PM, kenny wood  wrote:
>
>> There is a command to get a hook to the ppg but I can't remember what it
>> was.
>> It's clearly explained in Raphael fragapanes technical direction course.
>>
>> Kenny
>>
>>
>>
>> On Thu, 19 Jul 2018, 13:41 Martin Yara,  wrote:
>>
>>> I'm recreating a Weight Editor for Vertex Colors to get a faster version
>>> of the crappy SI 2015 Weight Editor. I already did the grid and it's
>>> pretty fast, like 3 seconds for the same model, almost like Softimage 2013
>>> and with Python only.
>>>
>>> Now I'm having some problems with the PPG, so here are my questions,
>>> hopefully someone can give me some hints to put me into the right direction:
>>>
>>> - PPG is not defined.
>>> I'm trying to create a event that refresh my PPG eveytime the selection
>>> changes, but I can't find a way to get my property. As expected, the global
>>> variable PPG doesn't work inside this event.
>>> How can I call my property from this event?
>>>
>>> - Change minimum value of a Parameter in an already defined Property.
>>> I want to do something like the Weight Editor that changes the minimum
>>> value from 0 to -1 when changing from Abs to Add.
>>>
>>> - Event to trigger after I change the value of a parameter
>>> The Weight Editor slider seems to trigger a command after I stopped
>>> moving it. I'd like to replicate that but it seems impossible. Is it ?
>>> In the PPG events I have "changed" but it triggers while I'm sliding the
>>> bar, not when I finished, increasing a lot the Undo list.
>>>
>>> - Grid Color cell
>>> I'm still lost about the grid color. It seems that it wants one "number"
>>> or something. I tried different combinations like RGB888 and RGB555 but it
>>> stills give me a different color.
>>>
>>> Thanks
>>>
>>> Martin
>>>
>>>
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>>
>>
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>>
>
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Re: Anybody here have a view on Houdini vs Katana for lookdev/lighting workflows.

2018-07-05 Thread Jonathan Moore
Just to clarify Tim. I gave you a reason for the business buy-in for
greater control of 'look'  through the pipeline (and over time) but the
technical bias I have is that I'm far more familiar with the Houdini Python
API than I am with the Katana API (and with Vex vs LUA). From my admittedly
spewed perspective, I also believe the documentation of the Houdini Python
API is better than the Katana equivalent.

My original questions arose from the acknowledgement that my own views are
skewed by a bias based on my existing knowledge of Houdini, which by far
outweighs my knowledge of Katata.

On Thu, 5 Jul 2018 at 19:51, Jonathan Moore 
wrote:

> Ref Clarisse Angus, I'm a massive fan. In many ways it's design philosophy
> is very similar to Katana. The downside is that it only comes with it's own
> renderer.
>
> For environmental shots and matte painting it seems to be the go to
> solution and further than that, I think it's DNEG that have brought on
> board for all their broadcast output. But they also use Katana for the
> features pipeline.
>
> Katana being Redshift friendly is a big plus point over Clarisse, and over
> the next 12-18 months, RenderMan, 3Delight and Arnold will have their own
> GPU solutions too, so that's another black cross Clarisse. And outside of
> indie licenses Clarisse is that much cheaper than Katana.
>
> Great product none the less, I just wish they allowed 3rd party renderers,
> even though they may break many of Clarisse's biggest selling points such
> as the fluidly of the viewport with multi-million poly assets.
>
> On Thu, 5 Jul 2018 at 19:39, Jonathan Moore 
> wrote:
>
>> Katana might be overkill for that. But it’s not entirely clear
>>> specifically what kind of work they need to do, specifically.
>>
>>
>> The reason that Katana has come into the equation is that the client is
>> looking for greater control on 'look' over and extended period of time. The
>> nature of advertising has changed drastically over the last 10-15 years.
>> Advertising budgets first saw a shift to online spend (which frankly wasn't
>> very interesting from a production perspective) but the last 5-10 years
>> have seen a shift into a range of 'experiential' content with long form
>> filmic content distributed through various digital channels and
>> experiential situations (attempting to avoid the words AR/VR here and oops
>> just failed!). And within all this flux the lines have blurred between the
>> creative idea space of advertising agencies and what multi-form content
>> production facilities have been doing outside of their core 'VFX' output.
>> Elements of the advertising industry are attempting to muscle back a bit of
>> client relationship control they lost to the smarter production facilities.
>>
>> So where does Katana/Houdini fit into this? One of the problems with all
>> these emerging new channels for clients to spend their money is that
>> consistency of the way brand assets are presented over time has been less
>> than ideal. And this is a key area where advertising/branding agencies are
>> strong, so anything that enables them muscle back as the key client
>> creative partner is something seen as being a worthwhile investment.
>> They're not creating feature length content, but over the same time period
>> of a typical feature production, the client can often be creating more
>> content for distribution through different channels. The challenges are not
>> so very different to managing a major show from a project/production
>> management perspective.
>>
>> On Thu, 5 Jul 2018 at 17:48, Angus Davidson 
>> wrote:
>>
>>> Octane stand alone is an amazing piece of software. We use it at Wits
>>> for our student renderings. Incredibly fast and powerful. Its what Shake
>>> would have been as a 3d renderer ;)
>>>
>>> --
>>> ICT Project Manager
>>> Digital Arts
>>> Wits School of the Arts
>>> angus.david...@wits.ac.za
>>> 011 717 4683
>>> --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Ivan Vasiljevic [
>>> klebed...@gmail.com]
>>> *Sent:* 05 July 2018 05:30 PM
>>> *To:* Official Softimage Users Mailing List.
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=MPm-zNEb4r-m30y02cfVngo_JjYaZuiBXACjwkOFnLE=GDeiED44zSuk6uOUQnQoAdtWMjqh14XrM0JDa5CVg5g=
>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENb

Re: Anybody here have a view on Houdini vs Katana for lookdev/lighting workflows.

2018-07-05 Thread Jonathan Moore
Ref Clarisse Angus, I'm a massive fan. In many ways it's design philosophy
is very similar to Katana. The downside is that it only comes with it's own
renderer.

For environmental shots and matte painting it seems to be the go to
solution and further than that, I think it's DNEG that have brought on
board for all their broadcast output. But they also use Katana for the
features pipeline.

Katana being Redshift friendly is a big plus point over Clarisse, and over
the next 12-18 months, RenderMan, 3Delight and Arnold will have their own
GPU solutions too, so that's another black cross Clarisse. And outside of
indie licenses Clarisse is that much cheaper than Katana.

Great product none the less, I just wish they allowed 3rd party renderers,
even though they may break many of Clarisse's biggest selling points such
as the fluidly of the viewport with multi-million poly assets.

On Thu, 5 Jul 2018 at 19:39, Jonathan Moore 
wrote:

> Katana might be overkill for that. But it’s not entirely clear
>> specifically what kind of work they need to do, specifically.
>
>
> The reason that Katana has come into the equation is that the client is
> looking for greater control on 'look' over and extended period of time. The
> nature of advertising has changed drastically over the last 10-15 years.
> Advertising budgets first saw a shift to online spend (which frankly wasn't
> very interesting from a production perspective) but the last 5-10 years
> have seen a shift into a range of 'experiential' content with long form
> filmic content distributed through various digital channels and
> experiential situations (attempting to avoid the words AR/VR here and oops
> just failed!). And within all this flux the lines have blurred between the
> creative idea space of advertising agencies and what multi-form content
> production facilities have been doing outside of their core 'VFX' output.
> Elements of the advertising industry are attempting to muscle back a bit of
> client relationship control they lost to the smarter production facilities.
>
> So where does Katana/Houdini fit into this? One of the problems with all
> these emerging new channels for clients to spend their money is that
> consistency of the way brand assets are presented over time has been less
> than ideal. And this is a key area where advertising/branding agencies are
> strong, so anything that enables them muscle back as the key client
> creative partner is something seen as being a worthwhile investment.
> They're not creating feature length content, but over the same time period
> of a typical feature production, the client can often be creating more
> content for distribution through different channels. The challenges are not
> so very different to managing a major show from a project/production
> management perspective.
>
> On Thu, 5 Jul 2018 at 17:48, Angus Davidson 
> wrote:
>
>> Octane stand alone is an amazing piece of software. We use it at Wits for
>> our student renderings. Incredibly fast and powerful. Its what Shake would
>> have been as a 3d renderer ;)
>>
>> --
>> ICT Project Manager
>> Digital Arts
>> Wits School of the Arts
>> angus.david...@wits.ac.za
>> 011 717 4683
>> --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Ivan Vasiljevic [
>> klebed...@gmail.com]
>> *Sent:* 05 July 2018 05:30 PM
>> *To:* Official Softimage Users Mailing List.
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=FzjXFC-KV_4T2YGNZ7rP_8oORb3ff303d4RYsxom3b4=awdJ9ltfErQGELc1ULNecV0tK2dzNwDWhsBTram-hnE=
>> *Subject:* Re: Anybody here have a view on Houdini vs Katana for
>> lookdev/lighting workflows.
>>
>> I know this is totally out of your focus but have you tried Octane
>> Standalone?
>> You also do have it as Houdini plugin and it can easily transfer complete
>> scene data to a standalone app for further look dev/rendering, with a
>> single click of a button...
>>
>> Just my 2ct.
>>
>> Cheers.
>> Ivan
>>
>> On Thu, Jul 5, 2018 at 4:59 PM Tim Crowson  wrote:
>>
>>> I used Katana at MPC, and lately have been using Houdini at Method. Bear
>>> in mind that my use of these products has been for feature films, with
>>> medium to heavy shot content. I have not used them in any other context.
>>> Bear in mind also that both platforms (because that’s really what they are)
>>> require some degree of custom development to achieve efficiency in lighting
>>> (as I define efficiency, at least

Re: Anybody here have a view on Houdini vs Katana for lookdev/lighting workflows.

2018-07-05 Thread Jonathan Moore
ast experiences. And the few times I have tried to
>> use them they bugged out and simply didn’t work reliably. Besides, at the
>> conceptual level, I don’t agree with storing scene states (or overrides)
>> abstracted from a ROP, *unless* you can combine them later. You wind up
>> making one take per ROP, which then makes me wonder why they aren’t just
>> stored on the ROP in the first place.
>>
>> Katana make sure it incredibly easy, in my view, to not only visualize
>> the data flow, but also to assetize the overrides themselves, for use
>> elsewhere or in other Katana files, combined in any way you like.
>>
>> On the lookdev and lighting fronts alike, Katana’s CEL statements
>> absolutely demolish the equivalent syntax available in Houdini. CEL
>> statements are simply more advanced and “smarter” in what they let you
>> target within a scene graph.
>>
>> For me, lighting especially comes down to efficient data management. In
>> film it’s far more technical of a discipline than people think. The
>> artistic part can be done pretty quickly. Managing how a shot is broken
>> down into layers, in a way that makes responsible use of available
>> resources, is the bigger challenge. And in my view Katana is the king here
>> (though Image Engine’s Gaffer is very similar, from what I understand).
>>
>> I have been using Houdini lately on Aquaman and I guess it’s the stress
>> of production building up, but it’s really just getting on my nerves. Seems
>> like there are far too many possible points of failure and bugs, unless you
>> design a strong custom UX front end, and that’s a lot of work. Getting
>> Katana up to production-ready status requires less development effort, in
>> my view.
>>
>> But there is that insane Foundry price tag...
>>
>> I am curious to hear from others, because my exposure to Houdini is
>> admittedly limited.
>>
>>
>> On Thu, Jul 5, 2018 at 8:45 AM Jonathan Moore 
>> wrote:
>>
>>> Hi all,
>>>
>>> I have a client (an advertising network with their own production
>>> facilities) that currently have a pipeline involving Maya and Houdini with
>>> RenderMan and Redshift as rendering options. There's a smattering of Max
>>> and Modo for asset creation but that's beyond the scope of my enquiry.
>>>
>>> We're currently going through the process of deciding whether Katana
>>> would be an effective tool to add to their pipeline as their are moving
>>> into longer form branded content as well as their existing advertising
>>> output.
>>>
>>> I have a major cognitive bias going into this assessment that Houdini
>>> can be used for Katana style deferred rendering workflows as well as it's
>>> FX bread and butter. Introducing Katana will come at a considerable cost so
>>> I'm wondering what others think and feel about Katana, particularly if
>>> they've already gone through a similar thought process. It doesn't matter
>>> whether you use Katana in you pipeline (or have used it in the past) I'm
>>> just looking for any considered views ref Katana benefits.
>>>
>>> And Jordi, if you're reading this, I would love your take on Houdini as
>>> a lookdev/lighting toolset as I understand that's exactly how you use it at
>>> Framestore.
>>>
>>> Funnily enough, the more deeply I research this, the more I'm reminded
>>> how ahead of the game the Softimage team were. The whole models workflow
>>> (and underlying philosophy) was incredibly flexible as well as powerful.
>>> Sure it had some gnarly aspects much like any referencing system (from what
>>> I hear, Katana it littered with these referencing cul-de-sac's too).
>>>
>>> My internal bias towards Houdini is that is has so many strengths with
>>> regard to deferred procedural loading, packed disc primitives etc etc, and
>>> to be frank, shading networks in Katana suck right now. Plus Houdini pretty
>>> much invented the nodal shading game with VOPs.
>>>
>>> As a positive for Katana, I'm really impressed with the 3delight
>>> integration, and it's promise of seamless a seamless pipe with Maya (a
>>> necessary evil not a preferred choice). I've always had a soft spot for
>>> 3delight and the new OSL driven, artist centric presentation layer/UX is
>>> something that connects with my own thoughts about delivering flexible
>>> rendering power without the need to have all the wiring on show.
>>>
>>> Apologies for the lengthy post. I'm hopping that one or tw

Re: Anybody here have a view on Houdini vs Katana for lookdev/lighting workflows.

2018-07-05 Thread Jonathan Moore
Thanks Tim, I was really hoping that you'd have some thoughts on the matter.

Gaffer is a real temptation especially if the client decides to give on the
power of RenderMan for the artist centric workflow of 3Delight (which is
really seems to have come of age recently). Unfortunately it's not
RenderMan capable, AppleSeed, Arnold and 3Delight only. But then there's
the equally insane price tag... of $0! Gotta love the Linux open source
scene. ;)

Good to hear your take on Katana vs Houdini. My client isn't short of TD
talent to customise either and currently do use a customised Houdini
pipeline but at a far smaller (advertising) scale.

I'm equally taken by the elegence of CEL statements and the manner in which
flexible templates can be built for different aspects of the pipeline. My
core question though is whether it's overkill for the scale of projects an
advertising agency puts though it's internal production resource. If the
pricing was closer to ADSK or Houdini Core (FX licenses are limited at
their facility), it would make the decision a little easier.

On Thu, 5 Jul 2018 at 15:59, Tim Crowson  wrote:

> I used Katana at MPC, and lately have been using Houdini at Method. Bear
> in mind that my use of these products has been for feature films, with
> medium to heavy shot content. I have not used them in any other context.
> Bear in mind also that both platforms (because that’s really what they are)
> require some degree of custom development to achieve efficiency in lighting
> (as I define efficiency, at least).
>
> I far prefer Katana.
>
> In my view Katana makes it FAR easier to manage scene data without losing
> your mind. K is also much more elegant in how it handles per-pass
> overrides. Houdini’s options for per-ROP overrides (on things that are not
> the ROP itself, which is vital to be able to do) are problematic for me,
> personally.
>
> Katana also makes it much easier to read the state of things, simply by
> looking at the graph. Houdini’s paradigm presents you with a bunch of
> disconnected nodes that don’t seem to be related at all, forcing you to
> inspect parameters to see what is going on. You adapt to that, but it does
> create extra mental steps that have to be taken while working. One of my
> pet peeves is the single-line string field used in the Objects tab on ROPs.
> It’s a good deal of work to properly read that kind of field, even on mild
> shots. It’s just a space-delineated list of paths. Translating that into
> meaningful information takes more time than it should.
>
> Houdini’s takes are interesting, although the pros where I am never use
> them because of awful past experiences. And the few times I have tried to
> use them they bugged out and simply didn’t work reliably. Besides, at the
> conceptual level, I don’t agree with storing scene states (or overrides)
> abstracted from a ROP, *unless* you can combine them later. You wind up
> making one take per ROP, which then makes me wonder why they aren’t just
> stored on the ROP in the first place.
>
> Katana make sure it incredibly easy, in my view, to not only visualize the
> data flow, but also to assetize the overrides themselves, for use elsewhere
> or in other Katana files, combined in any way you like.
>
> On the lookdev and lighting fronts alike, Katana’s CEL statements
> absolutely demolish the equivalent syntax available in Houdini. CEL
> statements are simply more advanced and “smarter” in what they let you
> target within a scene graph.
>
> For me, lighting especially comes down to efficient data management. In
> film it’s far more technical of a discipline than people think. The
> artistic part can be done pretty quickly. Managing how a shot is broken
> down into layers, in a way that makes responsible use of available
> resources, is the bigger challenge. And in my view Katana is the king here
> (though Image Engine’s Gaffer is very similar, from what I understand).
>
> I have been using Houdini lately on Aquaman and I guess it’s the stress of
> production building up, but it’s really just getting on my nerves. Seems
> like there are far too many possible points of failure and bugs, unless you
> design a strong custom UX front end, and that’s a lot of work. Getting
> Katana up to production-ready status requires less development effort, in
> my view.
>
> But there is that insane Foundry price tag...
>
> I am curious to hear from others, because my exposure to Houdini is
> admittedly limited.
>
>
> On Thu, Jul 5, 2018 at 8:45 AM Jonathan Moore 
> wrote:
>
>> Hi all,
>>
>> I have a client (an advertising network with their own production
>> facilities) that currently have a pipeline involving Maya and Houdini with
>> RenderMan and Redshift as rendering options. There's a smattering of Ma

Anybody here have a view on Houdini vs Katana for lookdev/lighting workflows.

2018-07-05 Thread Jonathan Moore
Hi all,

I have a client (an advertising network with their own production
facilities) that currently have a pipeline involving Maya and Houdini with
RenderMan and Redshift as rendering options. There's a smattering of Max
and Modo for asset creation but that's beyond the scope of my enquiry.

We're currently going through the process of deciding whether Katana would
be an effective tool to add to their pipeline as their are moving into
longer form branded content as well as their existing advertising output.

I have a major cognitive bias going into this assessment that Houdini can
be used for Katana style deferred rendering workflows as well as it's FX
bread and butter. Introducing Katana will come at a considerable cost so
I'm wondering what others think and feel about Katana, particularly if
they've already gone through a similar thought process. It doesn't matter
whether you use Katana in you pipeline (or have used it in the past) I'm
just looking for any considered views ref Katana benefits.

And Jordi, if you're reading this, I would love your take on Houdini as a
lookdev/lighting toolset as I understand that's exactly how you use it at
Framestore.

Funnily enough, the more deeply I research this, the more I'm reminded how
ahead of the game the Softimage team were. The whole models workflow (and
underlying philosophy) was incredibly flexible as well as powerful. Sure it
had some gnarly aspects much like any referencing system (from what I hear,
Katana it littered with these referencing cul-de-sac's too).

My internal bias towards Houdini is that is has so many strengths with
regard to deferred procedural loading, packed disc primitives etc etc, and
to be frank, shading networks in Katana suck right now. Plus Houdini pretty
much invented the nodal shading game with VOPs.

As a positive for Katana, I'm really impressed with the 3delight
integration, and it's promise of seamless a seamless pipe with Maya (a
necessary evil not a preferred choice). I've always had a soft spot for
3delight and the new OSL driven, artist centric presentation layer/UX is
something that connects with my own thoughts about delivering flexible
rendering power without the need to have all the wiring on show.

Apologies for the lengthy post. I'm hopping that one or two of you have
gone through similar considerations as you've gradually planned your move
away from Soft.

As ever, thanks in advance.

jm
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Re: Mootzoid plugins revisited 2018: emFluid v5

2018-06-25 Thread Jonathan Moore
emF5 is particularly useful when used in combination with it's own renderer
which although not as fast as a GPU renderer is pretty snappy in comparison
to other CPU renderers. The VDB export works well should you wish to
explore that route.

The bundle of example scenes are a great place to start but with Soft 2015
(any build) some of the scenes will crash Soft due to the fact that they
use older Binary Alchemy volume shaders which were never recompiled for
later releases of Soft. If you have Soft 2014 installed  (with the Binary
Alchemy shaders) all the example scenes should work without issues.

When you come round to setting up your own grids the Explode Me compounds
are a great help. One very important thing to remember is that the 'Clear
64 Bit Pointers' compound MUST be installed in the modeling stack of the
ICE tree before setting up the simulation grids. Failure to do so will
result in a crash.

When using the the Refinement grids on top of the base setup you can get
great results from emF5 but these days I find Houdini not only capable of
far more believable results. It's far faster (OpenCL is blazingly fast with
a modern GPU), more flexible and dare I say it, far easier to learn,
especially if you nab Steven Knippings excellent Applied Houdini courses -
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.appliedhoudini.com_about_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=FwAFcR-jxToz-Khm1vr_fbHId3BO0huHzXCwymlk7UU=j8Zh3daANPaFB_MF3OQTfjbqwAbxvyHpvL8KYomz8e0=
 -. None of that's to take away from
Eric's fantastic work (especially since he now makes all his addons
available without cost) but Houdini, FumeFX, Phoenix FD and TurbulenceFD
have moved the game on considerably since Eric was actively developing emF5.

jm

On Mon, 25 Jun 2018 at 08:46, Morten Bartholdy  wrote:

> As far as I recall you need emTools installed too, but it's been a while
> since I dealt with it. I just have them all installed since long ago.
>
> MB
>
> Den 25. juni 2018 klokken 00:39 skrev Pierre Schiller <
> activemotionpictu...@gmail.com>:
>
> Hi, I took quite a read through the docs here:
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.mootzoid.com_plugin_emfluid5=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=vYG0wwES3OOfbH2liMt8LRkRrF-9susxpV_rl5JAGow=M6Ud8XAd_0ZLzToBL97YR0MYgaY6pGNq0uREm-YIoZE=
> 
>
> and I even downloaded the sample scenes. Specifically Trex Combustion.scn
> opens with missing Vray parameters and the ICE tree for the combustion is
> all red out (which means everything is unplugged) there´s nothing
> simulating.
>
> I´m wondering if -perhaps- someone has got these files working? I´d really
> like to try the VDB volume grids on emFluid but I don´t know what other
> addons are needed to interact with the sample scenes.
>
> Please help. Thanks.
>
>-
>
>www.3dcinetv.com <
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.3dcinetv.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=vYG0wwES3OOfbH2liMt8LRkRrF-9susxpV_rl5JAGow=SQMOadBnPBvmSTmG6L9lvQX-YSZPicc5vtr7neZ6vaw=
>
> 

Re: Houdini : non VFX jobs?

2018-05-08 Thread Jonathan Moore
MAT's are the way forward for Mantra, but SHOP's is still better with many
3rd party renderers such as Redshift and Arnold. Redshift works with the
MATs contexts but it's can get tricky with more complex projects. There are
even shops like Animal Logic that have stayed with SHOP's for the time
being as there are issues that affect their particular pipeline. On that
basis I don't consider it a bad thing to use this time to learn MATs but
still use SHOPs in production. It's highly likely that H17 will push the
MATs workflow forward in new directions, so getting a handle on it now will
be time well spent.

In terms of up to date learning materials, all of the
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.appliedhoudini.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=H2_J6PP26gG9IAcDDxopeocHT4_nL27-Njv42K1_a9Y=5SON44Wr5Z8tnF6FH8umbwxywValHT1-As3ePt4ZO0o=
 stuff is bang on the money, and Steven
Knipping is amongst the best in terms of teaching the why as well as the
how.  His prices are very reasonable considering the quality of the
training.

https://urldefense.proofpoint.com/v2/url?u=https-3A__rebelway.net_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=H2_J6PP26gG9IAcDDxopeocHT4_nL27-Njv42K1_a9Y=9txiFHl03cSx13X7K9GI-oe3tp4-X5VZjLaiiiZgu1o=
 is another very good option. It's more expensive than
the Applied Houdini stuff as it's involves weekly mentoring and feedback.
Having said it's expensive, they have a couple of reasonably priced
foundation courses starting in June. Saber & Igor really know their onions
and have been training professionally onsite for a number of years so I
think the prices are reasonable for the calabre of the training.

Adam Swaab has a range of training products on the market that're very
reasonably priced but Adam's stuff is very much entry level.
https://urldefense.proofpoint.com/v2/url?u=https-3A__helloluxx.com_product_houdini-2Djumpstart-2Dbundle-2Dadam-2Dswaab_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=H2_J6PP26gG9IAcDDxopeocHT4_nL27-Njv42K1_a9Y=fqUiX6dyMCgQeF-WJA4SNjHVPaUTb3UVYQO9GW6-Ok8=
 is his
most basic stuff (the first few volumes are a little dated but it's still
useful content). The 
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.learnsquared.com_courses_houdini-2Dparticles=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=H2_J6PP26gG9IAcDDxopeocHT4_nL27-Njv42K1_a9Y=sJJCuhOw9YXKhzwx7pTQcoWIsupgNSnHcLGCwTY-u4Y=
content is a more contemporary and notches up to fairly advaced content
(I've linked to his more advanced particles course, but he has foundation
content too). Unfortunately his most advanced course is already fully
booked, but it's worth keeping an eye on all the CGSociety courses as
they're run in a similar manner to the Rebelway stuff-
https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgsociety.org_training_course_abstract-2Deffects-2Din-2Dhoudini=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=H2_J6PP26gG9IAcDDxopeocHT4_nL27-Njv42K1_a9Y=lgrJjb_3nmvQsCOEKfU3ZsFRSaQfmQcsGNUpucQZZJE=
 .

As much as there's a ton of great free training out there and SideFX have
been exemplary in the manner that they categorise and filter all this
training content on their website. The paid stuff I've linked to here is in
a different league to the typical Lynda and Pluralsight content. You'll
find more advanced subject matter at entagma.com but the good paid stuff is
better structured for the needs of typical production projects.

Having rubbised Pluralsigt, there's one course that's worth taking if pick
up one of those 3 months free offers that're floating around (by signing up
for a free Visual Studio account here: 
https://urldefense.proofpoint.com/v2/url?u=https-3A__my.visualstudio.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=H2_J6PP26gG9IAcDDxopeocHT4_nL27-Njv42K1_a9Y=JSC3OLMVoFC7CPdbS-DrxUJOFbROoIiG95UVMAGEdHY=
 )  -
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.pluralsight.com_courses_houdini-2Dpractical-2Dmath-2Dtips=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=H2_J6PP26gG9IAcDDxopeocHT4_nL27-Njv42K1_a9Y=t6-uQWNIw8vkWknYwJeIs2Kbh3gUM9L-NhrYRUdHM48=
 -. Even if
you already have a good handle on pertinent math subjects from working with
ICE, this course is great for learning how to apply that knowledge in
Houdini. And a refresher on pertinent vector, trig and algebra is never a
bad thing. :)



On 8 May 2018 at 10:35, Jordi Bares  wrote:

>
> On 8 May 2018, at 08:34, Matt Morris  wrote:
>
> I'd certainly be down for that too :)
>
> Hacked my way through Houdini for a volume job recently and while there's
> a wealth of information out there its sometimes 

Re: Houdini : non VFX jobs?

2018-05-07 Thread Jonathan Moore
>
> *I have seen two types of approaches, those confortable with programming
> go to VEX because it is so direct and compact… the others (like me) use
> regular SOPs and only dive to VEX when I want to avoid VOPs which are a bit
> too cumbersome for my own taste… VEX is so convenient…*


*Funny you found vex convenient and vops cumbersome :) I'm the opposite ;)*


Oliver, I don't think there's a right or wrong way when it comes to VEX and
VOPs. I've come across quite a few ex ICE folk who find VOP's a more
natural workflow. However if you did get a handle on VEX you'll find there
are many situation where VEX is simpler in terms of the effort involved.
The side benefit of VEX's efficiency is that it can provide more clarity as
most general VEX tasks only require a few lines of code.

I'm sure you saw the 'Joy of Vex' when Matt Estella first launched it a few
months back. A lot of artists in the Houdini community seem to have found
this series of short tutorials really useful for getting a foundation
knowledge of VEX. If nothing more, it provides insights into those times
where VEX may provide a path of least resistance, rather than seeing VEX as
a replacement to VOP's. Give it a try, Matt's certainly got a knack for
teaching this stuff in a natural, common sense manner.

https://urldefense.proofpoint.com/v2/url?u=http-3A__www.tokeru.com_cgwiki_index.php-3Ftitle-3DJoyOfVex=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=q8JRk0EhoMonmWrlbCKPfb-6ziy_FK_Vmr8uP5lhG24=s8audWDcsRiM2G5wI_KQiBrGanS_nzzNDN1dgLgkFLg=




On 7 May 2018 at 08:48, Olivier Jeannel  wrote:

> Funny you found vex convenient and vops cumbersome :) I'm the opposite ;)
>
> 2018-05-06 19:28 GMT+02:00 Jordi Bares :
>
>>
>> On 5 May 2018, at 17:52, Laurence Dodd  wrote:
>>
>> Hi Jordi,
>> PS. I am thinking… would it be of interest for you guys if I talk to
>> SideFX to organise a crash course in Houdini for Softimage users? May be
>> replicating one of the old XSI tutorials live in Houdini??? I still love
>> those tutorials… remember the carnivore plant?
>>
>> I would love to see these, thanks.
>>
>>
>> :-).  will chat with them
>>
>> I'm pretty comfortable in Houdini, and day to day stuff is all fine, in
>> fact I love so much about Houdini; but at the moment for me its as soon as
>> you hit the Vex stuff I stumble, but thats my shortcoming, and its getting
>> better, just have to knuckle down.
>>
>>
>> I have seen two types of approaches, those confortable with programming
>> go to VEX because it is so direct and compact… the others (like me) use
>> regular SOPs and only dive to VEX when I want to avoid VOPs which are a bit
>> too cumbersome for my own taste… VEX is so convenient…
>>
>> But as you say, it is a matter of just going for it…
>>
>> jb
>>
>>
>>
>> On 4 May 2018 at 19:22, Jordi Bares  wrote:
>>
>>> For the sake of sharing my experiences...
>>>
>>> On 4 May 2018, at 14:24, Morten Bartholdy  wrote:
>>>
>>> Pardon me for intruding, but I have to agree with Jonathan here.
>>>
>>> It used to be that developers worked to make better tools and make them
>>> more accessible to the average artist (and I am not talking about Kais
>>> Powertools ;), but that path seems to have been abandoned in the pursuit of
>>> better and more advanced tools, and letting it up to the users to get a
>>> degree in rocket science to be able to wield said tools at all
>>>
>>> Tools are getting easier (just look at the new hair system in 16.5 vs
>>> 16.0 or the new MAT context in order to blend BRDFs properly), complex
>>> things are simply complex (DOPs for example) and you can’t simplify certain
>>> things without loosing the whole point or it will take a lot to get there
>>> (for example custom controls with DOPs records and others)
>>>
>>> Houdini is probably the best example of this. I know a lot of effort has
>>> gone in to making it more accessible, but to my knowledge it still requires
>>> a fair amount of insight into expression syntax and scripting plus more
>>> than basic math end vector knowhow to get even simple things done.
>>>
>>> The fact you can add expressions in your fields (something you can’t do
>>> in softimage) means you don’t need to script as much… so arguably you can
>>> choose between learning simple expressions or learning to program.
>>>
>>> Both require a certain level of simple maths involving trigonometry,
>>> vectors and matrices.
>>>
>>> I understand your position (stated in earlier threads) that the
>>> increased demands on production requires more complex solutions/tools,
>>>
>>> I would say sophisticated rather than complex… for example packed
>>> primitives allow you to do things that are truly mind-bending in
>>> combination with Material Style Sheets, but that does not mean they are
>>> difficult of full of moving parts.
>>>
>>> but I don't buy the premise that it also 

Re: Houdini : non VFX jobs?

2018-05-04 Thread Jonathan Moore
To interject once more. I love Houdini, I love it's power and flexibility.
And I find VEX & VOPs more logical and efficient than ICE.

But when I speak of Houdini not being a 'generalist' replacement for
Softimage, I'd describe why, via the following catch all proposition.

*Houdini makes complex tasks relatively easy, but equally in makes simple
tasks relatively complex.*

3ds Max and Cinema 4d are nowhere near as powerful and flexible as Houdini,
Maya or Softimage, but they succeed in making the majority of typical
tasks, intuitive and artist friendly for the audiences they each cater to.
Softimage was the last of it's kind. A DCC that functioned equally well at
making complex tasks relatively easy and and the majority of tasks
intuitive and truly artist friendly.

On 4 May 2018 at 14:24, Morten Bartholdy  wrote:

> Pardon me for intruding, but I have to agree with Jonathan here.
>
> It used to be that developers worked to make better tools and make them
> more accessible to the average artist (and I am not talking about Kais
> Powertools ;), but that path seems to have been abandoned in the pursuit of
> better and more advanced tools, and letting it up to the users to get a
> degree in rocket science to be able to wield said tools at all.
>
> Houdini is probably the best example of this. I know a lot of effort has
> gone in to making it more accessible, but to my knowledge it still requires
> a fair amount of insight into expression syntax and scripting plus more
> than basic math end vector knowhow to get even simple things done.
>
> I understand your position (stated in earlier threads) that the increased
> demands on production requires more complex solutions/tools, but I don't
> buy the premise that it also has(!) to become more difficult to use. Good
> UI devs could alleviate that and make even really complex stuff accessible
> to the least technical artist in the room if ressources were made
> available, ie the management and dev team leads concur it would be a good
> idea. I am going out on a limb and guessing it might often come down to
> this – spend ressources on making the tool more accessible or spend them on
> making more and better tools… In reality I think in all fairness they try
> and balance it while keeping a keen eye on their userbase and potential for
> increasing it.
>
> What remains is that people like me find Houdini way too technical for
> practical use (the steep learning curve) and as such I have not delved into
> it for real yet. I will for sure, because I think it is probably the only
> major 3D DCC which is really evolving and making groundbreaking tools
> available to the users, so it will very likely inherit the world, but for
> me, and probably many others, as Jonathan probably indicates, it would do
> so much faster if it was made even easier to use :)
>
> And that would mean I would get to spend less time in Maya which honestly
> makes me short of breath to the point of needing to vomit, almost every day.
>
> Just my two kr (the coin we use here)
>
> Have a nice weekend all – Morten
>
> Den 3. maj 2018 klokken 19:17 skrev Jordi Bares :
>
> And by my judgement, Houdini is no closer to being a generalist
> replacement for Softimage.
>
> This is what I would love to understand if you don’t mind…
>
> jb
>
> -- Softimage Mailing List. To unsubscribe, send a mail to
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> subject, and reply to confirm.
>
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Re: Houdini : non VFX jobs?

2018-05-04 Thread Jonathan Moore
>
> Sounds like a good idea.. have you been around Chancery Lane pubs?? Fancy
> meeting??? It is really cool area


I used to work just round the corner in Smithfields so I know the area
reasonably well. But not likely to be in London over the next couple of
weeks (live and work in Northamptonshire these days). But I'll definitely
give you a ping a few weeks in advance next time I'm likely to be in
London. There's a HUG (Houdini user group) in London that one of the chaps
on the Discord organises. Maybe that would work?


On 4 May 2018 at 09:30, Jordi Bares <jordiba...@gmail.com> wrote:

>
> On 3 May 2018, at 18:24, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
>
> This is what I would love to understand if you don’t mind…
>
>
> A conversation best partnered with pint's of ale to fuel the conversation
> at some point. :)
>
>
> Sounds like a good idea.. have you been around Chancery Lane pubs?? Fancy
> meeting??? It is really cool area
>
> jb
>
>
> On 3 May 2018 at 18:17, Jordi Bares <jordiba...@gmail.com> wrote:
>
>>
>>
>> And by my judgement, Houdini is no closer to being a generalist
>> replacement for Softimage.
>>
>>
>> This is what I would love to understand if you don’t mind…
>>
>> jb
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
>> "unsubscribe" in the subject, and reply to confirm.
>>
>
>  --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Houdini : non VFX jobs?

2018-05-03 Thread Jonathan Moore
>
> This is what I would love to understand if you don’t mind…


A conversation best partnered with pint's of ale to fuel the conversation
at some point. :)

On 3 May 2018 at 18:17, Jordi Bares  wrote:

>
>
> And by my judgement, Houdini is no closer to being a generalist
> replacement for Softimage.
>
>
> This is what I would love to understand if you don’t mind…
>
> jb
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Houdini : non VFX jobs?

2018-05-03 Thread Jonathan Moore
Why is this turning into an argument Jordi.

I said something in jest about hourly rates, which I then reiterated was in
jest, you brought VFXTD veterans of 20 yrs in to the equation.

Everything I've written in this thread goes back to the original post about
Houdini being used as a generalist tool.

I very much keep on top of what you guys are up at Framestore and have even
commented on your output on this list (the Paddington M campaign at Xmas).

We obviously have very different views with regard to Houdini as a
generalist replacement for Softimage and those different views have come up
on more than one occasion on this list. But there is no doubt that at this
current time, the manner in which Framestore are using Houdini as a
generalist toolset is a minority use case. Ever since Softimage was EOL'ed
certain voices have been predicting that Houdini would become it's natural
replacement but we're a fair way down the line from when you published your
excellent transition guide. A mammoth effort by anybodies standards. And by
my judgement, Houdini is no closer to being a generalist replacement for
Softimage.

Sure Houdini is more popular that it's ever been, mainly because of the
wisdom and foresight of the Apprentice and Indie initiatives. And Houdini's
made significant inroads into gaming and motion design pipelines. But even
in motion design the most successful, famed and popular proponents of using
Houdini for mograph - ManvsMachine and Aixponza; still rely on C4D for the
majority of their output.

And finally ref Jake Rice - this is who I'm talking about:

https://urldefense.proofpoint.com/v2/url?u=http-3A__jakericedesigns.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=YkPGtEtcoS54wGeD88AU-mteieYytvLQKnH89Q2bQ6Y=QGvF3kUOFrwIkryrtkQt7-uAJwHTkc5FOQA8Bi0LY8M=


On 3 May 2018 at 17:10, Jordi Bares <jordiba...@gmail.com> wrote:

> below
>
> On 3 May 2018, at 15:27, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
>
> You and I are members of the same private Houdini Discord server and one
> of the smartest individuals on that server only graduated a year or so ago
> (Jake Rice), and he studied motion graphics not VFX.
>
>
> This Jake Rice??
>  
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.linkedin.com_in_jake-2Drice-2D97ba25129_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=YkPGtEtcoS54wGeD88AU-mteieYytvLQKnH89Q2bQ6Y=frF1xBsjL_ZqXnjvEcGD5dYbOZKmixkAsnZJTF5VJlY=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2Mtqzzv1mWEUkVJoyJm6R8MtWg79LA58iryozOvBHpmzrP-2D2FphjDsiEm7cCN0WF-2D2FXP0uRrUzadMG9DPw30BN6FydYF-2D2FYcYMnY8IWklfb3zNIwKvjMnu5sawkF5m1wWkNwXdfyrh0UePQiQxHxyoIJFp5Hqo2glC2OSJxQU3hh55AqSL50OUSn0ElVBb-2D2F3jbLdhhzwbM2vplQgkG3F68RNY695cNrHEvDzG9GtId4vnPIOjukJD1Bd8sEvKn2v38I3Z-2D2FL2CV-2D2FNj4YvRIIDP-2D2FHSxkqIp7DgNvGSJ4fzLRYDK3KTa7oiSvaFl6H3ptxt6zIRI9G2KeLGVUUSKYjdCBadIh-2D2BJGGw-2D3D-2D3D-5F8oxW4HKyAHmpsFLR5-2D2FCi07AjfPcvdujiFz-2D2FAu1T5li1fZsy8GNY0Bfn-2D2BzjjpwRzGZCZy6l7Mrn-2D2FeWU2YN1m-2D2BBo7htbeyXCst9FnQfvaJYIrumcmXeEkKwiN1hSYuhvs5kk5T0d8MD8W6J7H-2D2B-2D2FF8ZpBj0PkNvPlK6tQGzDZza1zvM5iQuTf7Xy67WdHymr7fZK6HY0brySTPxwqi84yFn-2D2BhuPXdX6gu7ecGsLjz5j3n0-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=YkPGtEtcoS54wGeD88AU-mteieYytvLQKnH89Q2bQ6Y=QJvhG7THBd0XB3dBVsmsvnekrhphN2T6-Cq4ihuP538=>
>
> The core of the broadcast and advertising market is very different to the
> VFX market (I understand you service this segment at Framestore),
>
>
> Mmm… in what sense? Framestore is quite big and has quite a few
> departments tackling all aspects of post-production… I think the only thing
> we don’t do is architectural visualisation.
>
> Click on the departments drop down
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.framestore.com_work=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=YkPGtEtcoS54wGeD88AU-mteieYytvLQKnH89Q2bQ6Y=NpOqtN1MQLlrPEKZE_DQvHyOTbry-X_8dJJIET4NHKc=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2Mtqzzv1mWEUkVJoyJm6R8MtWg4UAq1rfovm0Mq5txAkjRNP7Q3r9UTI4HxUw3KvteIoJXAarzmwye2Jt3rqhlh7muSQcXvI7-2D2BRMzNsTxroNFqYs8nlI50Ox9j4BviNRJY2Jjsr7-2D2BC-2D2BZZVnole2kMwvPESJNRjVY72bsLhoj47frc0-2D2BU0VtA-2D2FxXB-2D2Bo8eZ-2D2FuUkkUqdXJM3WA275RTU5LQHHzfeoRsc-2D2FIcJXIptKJvOd9mWiUWGAYXMbtifLAhRuudYtL2PlVw3IumuVbnNeJ0ysWK5QC-2D2BQXD9CksQ-2D2FMlC-2D2By9v3dBdSqdJ9ghyRCr4mbDBcy6rY-5F8oxW4HKyAHmpsFLR5-2D2FCi07AjfPcvdujiFz-2D2FAu1T5li1fZsy8GNY0Bfn-2D2BzjjpwRzGZCZy6l7Mrn-2D2FeWU2YN1m-2D2BBjSxFzjTOHEkVs7lBghbonb5pYStROPrJFpu-2D2BFJhmbBZRDZWfU-2D2Fv2CoWO5WavtRNZjyjv49196MUnq8FWNy-2D2

Re: ice to maya workflow

2018-05-03 Thread Jonathan Moore
Chris,

If this is still causing you problems, the missing part of the jigsaw is
likely to be UserData in Maya. This is used by the renderer to pick up the
per particle attributes and map it to the renderer. This is a simple
example for Redshift in Maya (but the tree looks identical for Arnold but
with Arnold) equivalent nodes. As you'll notice, the Softimage
attribute of *Color
*is automatically translated to it's Maya equivalent by Exocortex Crate and
this is *rgbPP. *I've also included a link to all possible per particle
attribute names below. Use this to find the Maya equivalent of any ICE
attributes exported with the pointcloud by Crate. It's best not to be too
ambitious here as Crate may not find logical mappings but all the bread a
butter particle attributes should be translated without problem.

http://help.autodesk.com/view/MAYAUL/2018/ENU/?guid=GUID-E882C129-B93D-4394-931B-453026C9D374

Hope this helps.




On 3 May 2018 at 15:31, Orlando Esponda <orlando.espo...@gmail.com> wrote:

> Hello Chris,
>
> I'm not sure what kind of attributes are you trying to send from Soft to
> Maya, but this video may help (or not hehehe)  Softimage ICE instances to
> Maya
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzpxQkSLOfTq4HC3Po9JBIUVVRl37sD1qShh2-2D2BlVzNJr3z55q40s7NC0tWlFMgbMAJmDK2800FFaS354gkhRscSrPX-2D2BD1rlFePAOqNteLKwfF-2D2BMJUXzsJYwMG-2D2FdSSYUUeRWubWFiVPPM3wZnSlDUrmyo2Lvad09xfpp3zUYRYlhFe-2D2BmPXFOKFtMpdFojgfoJeNW176WKuysDYVyZfZRxz0xllB9LUo0-2D2FhTtJbFb0x02YPTuccOsVyZQYnsHSsKUz45EJSi8Ic6lwfv862Y6TW0wISf30oF5GddQNS2tjwWMMTsB7T8Q5DRHv9CjxcgQKH-2D2B-5F8oxW4HKyAHmpsFLR5-2D2FCi07AjfPcvdujiFz-2D2FAu1T5li1sX4-2D2FpPT6Cv6Jj9BqsvrFFpnJfjHO1ikjllKDaJhTnHiSdtKjq1PtWlX97YNWcv0dTOuA-2D2Bjk-2D2BGjgTa5Rw-2D2Blj7swLjFSpziYyCWAKZIdQlIHi2oQVS8OMmWMuvVO-2D2B22SWI6j9zIVlpNsWiuTNP6kE1Tm7aHbRNSwnGW4F7iY9qr0OCxcdO5q4hUo7SbYWTQllc-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=vOS9WPtyG_GF988Yb6wSi4PtJlF9qIA-yVWVUbAo2LM=F5hWJGZ4wTXLdheR8RPeDEeVHOZ8U488RJaRQ69W10Y=>
>
>
> It's rather old and to be honest I haven't tried again for a while. It
> uses nCache format instead of alembic.
>
>
> Orlando.
>
> On Wed, May 2, 2018 at 10:58 AM, Jonathan Moore <jonathan.moo...@gmail.com
> > wrote:
>
>> So I can see my particles in Maya, I just need to figure out how to add
>>> some of the attributes that they had in soft.
>>
>>
>> My bad. I should have stressed that you need to use the Exocortex Crate
>> Alembic exporter from Soft too (presuming you've installed it). And this is
>> hidden away in the following menu:
>>
>> *File > Export > Alembic 1.1*
>>
>> And be sure to change to the faster/newer Ogawa file format as it
>> defaults to the old (and painfully slow) HDF5 format.
>>
>> I've just done a quick test (to be sure nothing get broken in 2018) and
>> all per point Soft attributes are automatically remapped to their Maya
>> equivalent on import (color, age, velocity etc).
>>
>> jm
>>
>> On 2 May 2018 at 14:06, Chris Marshall <chrismarshal...@gmail.com> wrote:
>>
>>> Thanks a lot Morten!! That works! Superb!
>>> So I can see my particles in Maya, I just need to figure out how to add
>>> some of the attributes that they had in soft.
>>>
>>> Cheers
>>>
>>>
>>> On 2 May 2018 at 11:21, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>>>
>>>> Chris, I have just been there – same issue. A couple of bits are
>>>> missing n the Exocortex installation info.
>>>>
>>>> You need to create a folder directly in the C: root and name it
>>>> ExocortexCrateAlembic and unzipped or copy the maya version folder directly
>>>> into it – like this:
>>>>
>>>> C:\ExocortexAlembic\Maya2016\Module\
>>>>
>>>> The Maya installation path and where to put the .mod file:
>>>>
>>>> C:\Program Files\Autodesk\Maya2016\modules\Maya2014ExocortexAlembic.mod
>>>>
>>>> Then edit the last path in the .mod file to look like this:
>>>>
>>>> + Maya2014ExocortexAlembic 1.0 C:/ExocortexAlembic/Maya2016/Module
>>>>
>>>> The missing part is in Maya, open Plug-in Manager and browse for this
>>>> file:
>>>>
>>>> C:\ExocortexAlembic\Maya2016\Module\plug-ins\MayaExocortexAlembic.mll
>>>>
>>>>-
>>>>
>>>>open it, refresh, and tick autoload (not that Maya cares always
>>>>anyway, but hey)
>>>>

Re: Houdini : non VFX jobs?

2018-05-03 Thread Jonathan Moore
Yet again Jordi, I think we're comparing apples with watermelon's.

You and I are members of the same private Houdini Discord server and one of
the smartest individuals on that server only graduated a year or so ago
(Jake Rice), and he studied motion graphics not VFX.

The core of the broadcast and advertising market is very different to the
VFX market (I understand you service this segment at Framestore), in much
the same way that FMX is a very different showcase to NAB; it's one of the
reasons that C4D and Houdini service very different needs as much as they
have commonalities in other areas. And when I speak of SKY and the BBC, I'm
talking about the needs of day to day broadcast graphics for news and
sport, not small scale VFX to compete with the larger shops such as SKY's
failed attempts at Osterley (some very close friends lost their jobs it
that fiasco).

I work with Grey Worldwide and Publicis Groupe helping them with their
internal production facilities and in a completely different creative
segment with Atkins, a worldwide architectural practice, who now spend
nearly 70% of their visualisation budget on real-time and VR. In all three
cases Houdini is part of the production pipeline, but the nature of Houdini
use in those pipelines is very different to the stuff you do at Framestore.

I'm happy that SideFX have made Houdini more accessible to uses outside of
typical VFX pipelines. The work of Luiz Kruel on the real-time shelf over
the last 18 months has been outstanding, and I expect similar efforts with
motion design over the next 18 months. But that doesn't mean that my
architectural client should stop basing the core of the pipeline around Max
or that my advertising clients should move from C4D for the core of their
3d output. For all Houdini's power it's fundamentally an operating system
for 3d. And for generalist 3d output, Houdini use means that the proverbial
wheel has to be reinvented on a daily basis if pipelines aren't staffed by
expert TD 'tool makers' (as happens on typical FX pipelines). Budgets are
smaller, turnaround times are equally smaller, but client expectations are
just as high. This means that more focused tools such as Max and C4D often
fit the bill better. But that doesn't stop Houdini being a perfect
facilitator for those occasions when Max and C4D comes up short.

My clients use Maya to a lesser extent but there are other 3d segments
where Maya is a better workhorse than Houdini.

None of this means I'm any less of a Houdini champion, it simply means that
I'm not a Houdini evangelist. They're two very different things.

Equally, my tuppence worth for today. ;)

On 3 May 2018 at 14:17, Jordi Bares <jordiba...@gmail.com> wrote:

> Is it realistic assuming anyone at all (except someone with a brain the
> size of a watermelon ;-) can come out of a 2 year course and command
> Houdini in any meaningful way? I don’t think so… let alone their art, C4D
> and Houdini.
>
> In terms of market realities and "in-house teams able to compete”, I am
> not sure of that either… we are in times of both, commoditisation and
> consolidation, with big companies attracting the very finest talent to the
> finest projects and many agencies, production, broadcasters and others
> moving into the VFX arena in the hope of a slice of the money they now
> spend outside which ultimately will fulfil the simplest projects as scale
> is truly challenging and therefore expensive.
>
> Those guys that are worth their salt will have ambitions to work with the
> best, and they will leave to get better project, better money and more
> fulfilling careers.
>
> My 2 cents of today
> jb
>
> PS. BTW, Sky has closed their VFX unit.
>
>
>
> On 2 May 2018, at 22:26, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
>
> Unless there is a major breakthrough in education I doubt a 20 years
>> experience Houdini FXTD will have his rates go down… if anything is going
>> to be the total opposite.
>
>
> We're already seeing a leveling of the playing field with junior &
> middleweight motion designers. A few years back a technical artist with
> both C4D and Houdini skills was able to command a good 25-50% premium.
> These days it's an expectation of any technical artist hire (that their
> skills cover both C4D and Houdini, and for an hourly rate equivalent to
> that paid to a purely C4D technical artist a few years back). But that's as
> much a case of Houdini education breaking free of FX focused Universities
> such as Bournemouth (UK). These days Houdini is included as part of the mix
> in some graphic and fine arts based courses such as those on offer via the
> various UAL institutions (University of the Arts London). Many young
> freelancers touting their trade to motion design shops don't see scripting
> or programming as a barrier to creative expression; in many ca

Re: Houdini : non VFX jobs?

2018-05-02 Thread Jonathan Moore
>
> Unless there is a major breakthrough in education I doubt a 20 years
> experience Houdini FXTD will have his rates go down… if anything is going
> to be the total opposite.


We're already seeing a leveling of the playing field with junior &
middleweight motion designers. A few years back a technical artist with
both C4D and Houdini skills was able to command a good 25-50% premium.
These days it's an expectation of any technical artist hire (that their
skills cover both C4D and Houdini, and for an hourly rate equivalent to
that paid to a purely C4D technical artist a few years back). But that's as
much a case of Houdini education breaking free of FX focused Universities
such as Bournemouth (UK). These days Houdini is included as part of the mix
in some graphic and fine arts based courses such as those on offer via the
various UAL institutions (University of the Arts London). Many young
freelancers touting their trade to motion design shops don't see scripting
or programming as a barrier to creative expression; in many cases, they see
it as a useful catalyst.

I was only joshing when I spoke about reduced hourly rates, but behind the
sarcasm was a reality of technical skills in the creative marketplace. As
Houdini becomes more accessible to generalists, the worth of specialists is
diluted. It's just the nature of things. I'm not talking FXTD's with 20
years of experience here, but in-house creative teams at e.g the likes of
Sky or the BBC, will be able to complete projects themselves, without
having to rely on expensive freelance specialists. Generalist isn't a dirty
word in these environments, for some businesses, good quality generalists
are worth much more than specialists (not that they have the budgets to pay
them more). SideFX's efforts has made Houdini more accessible to
generalists to a certain degree, but the reality is that Houdin at the very
least requires a programmatic mindset and ideally decent scripting skills.

Those at the tail end of their career, that came from a pure fine arts
education are at a definite disadvantage with a technical application like
Houdini.

Softimage was unique in it's ability to offer both technical and non
technical artists uncompromised capabilities for creative expression. I'm
not certain that another single DCC will come along that offers such
uncompromised abilities to both audiences. And whilst that doesn't impact
larger pipelines too much, I'm conscious that a fair number of people on
this list run independent creative businesses (with 10 or less employees).
In the past a single DCC such as Softimage was all that was needed to be
competitive. These days I don't think a single DCC exists to cater to the
generalist needs of these types of businesses. It's more a case of working
out which pair of DCC's covers you best for the market your targeting. For
some that decision will be based purely on native capabilities, for others
plugin requirements/availability will be a core consideration too.

On 2 May 2018 at 20:42, Laurence Dodd  wrote:

> As soon as I started looking at Maya, it just made me sad, but when I
> delved into Houdini i felt quite at home and it always feels like they are
> pushing it forward.
> Also re Maya I never had that "ooh thats a good feature", but with Houdini
> its all the time, I just need to up my coding skills.
>
> On 2 May 2018 at 19:23, Jordi Bares  wrote:
>
>>
>> I personally don't ever see Houdini filling the Softimage void. The
>> engineering that powers the Houdini user experience very often requires a
>> totally different mindset for solving the same end goals. I think Houdini
>> fills an ICE void, but the rounded user experience of Softimage is so much
>> harder to fill.
>>
>>
>> I agree the elegant “no-frills" workflow in Softimage is not going to be
>> replicated anytime soon but there have been some truly remarkable efforts
>> to get closer while keeping Houdini true to its procedural roots (which
>> obviously is the right thing to do)
>>
>> Plus I think there are parts of the Houdini community that don't want to
>> see the user experience to become more artist friendly. If Houdini is
>> easier to drive, they might see their hourly rates drop! ;)
>>
>>
>> Unless there is a major breakthrough in education I doubt a 20 years
>> experience Houdini FXTD will have his rates go down… if anything is going
>> to be the total opposite.
>>
>> My 2 cents
>> jb
>>
>>
>>
>> On 2 May 2018 at 17:07, Laurence Dodd  wrote:
>>
>>> Its something I've been wondering too. I have been learning Houdini for
>>> the last year or more, and I really like it, but I am concerned I'm going
>>> to spend my working days doing vfx sims, which isn't my favourite. Houdini
>>> is still very much shoved into the vfx box.
>>> I dread the thought of being forced into Maya, stick with it and hope
>>> people start using it more generally, or start looking at C4D or something,
>>> eek.
>>>
>>> 

Re: Houdini : non VFX jobs?

2018-05-02 Thread Jonathan Moore
Houdini is increasingly being used by Motion Design shops too. Prime
examples being ManvsMachine and Aixsponza (there are many, many more).

Outside of FX, I think Houdini is most often partnered with another DCC in
the major shops. For motion design, the partner is more likely to be C4D,
but shop's that output non FX based entertainment and advertising content
will most often partner Houdini with Maya or 3ds Max (Max is probably most
commonly partnered with Houdini in gaming and VR). There are of course
exceptions to those generalisations but I think it's a fair breakdown of
the major segments.

I personally don't ever see Houdini filling the Softimage void. The
engineering that powers the Houdini user experience very often requires a
totally different mindset for solving the same end goals. I think Houdini
fills an ICE void, but the rounded user experience of Softimage is so much
harder to fill.

I've come to believe that every DCC evolves the way they do in large part
due to the echo chamber of their core user communities. The vast majority
of Houdini users are FX TD's and they reflect back to SideFX, mirrored
viewpoints of Houdini engineers. This core influence is hard to break, just
look at how Maya, Max, C4D, Modo & Lightwave have 'evolved' over the last
15-20 years. They have all stayed core to their DNA, with iterative changes
and little in the way of revolutionary leaps. And Houdini is no different.
It's DNA can be traced all the way back to PRISMS, much like it's approach
to proceduralism.

Plus I think there are parts of the Houdini community that don't want to
see the user experience to become more artist friendly. If Houdini is
easier to drive, they might see their hourly rates drop! ;)


On 2 May 2018 at 17:07, Laurence Dodd  wrote:

> Its something I've been wondering too. I have been learning Houdini for
> the last year or more, and I really like it, but I am concerned I'm going
> to spend my working days doing vfx sims, which isn't my favourite. Houdini
> is still very much shoved into the vfx box.
> I dread the thought of being forced into Maya, stick with it and hope
> people start using it more generally, or start looking at C4D or something,
> eek.
>
> Laurence
>
> On 2 May 2018 at 11:56, David Saber  wrote:
>
>> Hello
>>
>> I'd like to know if Houdini is somewhere used as a generalist tool: not
>> only simulations and FX but also modelling , texturing, , rigging,
>> animation, lighting a scene, etc?
>>
>> Is there a company that uses Houdini this way?
>>
>> And if no, do you think a company will use Houdini this way someday?
>>
>> Thanks
>>
>> David
>>
>> -- Softimage Mailing List. To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with “unsubscribe” in the
>> subject, and reply to confirm.
>>
>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> 
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: ice to maya workflow

2018-05-01 Thread Jonathan Moore
Chris,

Did you manage to get your ICE particles into Maya?

jm

On 30 April 2018 at 11:02, Chris Marshall  wrote:

>
> Hi,
> Is there a workflow for getting ice particles into Maya?
> Thanks
> Chris
>
>
>
>
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Re: ice to maya workflow

2018-04-30 Thread Jonathan Moore
Alembic, but you have to use Exocortex Crate in Maya, the native Alembic
importer dosn't import correctly (probably because it doesn't recognise the
attribute names).

I've collated all the Exocortex Crate builds up to Maya 2018 (maintained by
the community).

https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=1muAWIFMxXePXpWL_B9hy568fVsWMGo84AHtAAuvVlY=wqYuwlQ2oVh2tUGbJi8iLo7T5GtZWT-u6GK26gakXg0=

Let me know how you get on.


On 30 April 2018 at 11:02, Chris Marshall  wrote:

>
> Hi,
> Is there a workflow for getting ice particles into Maya?
> Thanks
> Chris
>
>
>
>
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Re: Question: What about Psyop in 2018?

2018-04-12 Thread Jonathan Moore
A mix of Houdini and Maya AFAIK. But they did invest quite heavily in
Fabric Engine too (I mean time, not necessarily financially).

On 12 April 2018 at 05:53, Pierre Schiller 
wrote:

> I know this is kinda old question but ...they did follow the houdini path,
> right?
> Or they engulfed maya pipelines?
>
> Just curious because I haven´t seen any of their seminars for a long
> time
> waitcould it be that they are still holding some un-edited softimage
> footage somewhere on their drives about a workshop on SI? unmmm... just
> wondering...
>
> :D
>
>
> * www.3dcinetv.com
> 
> - 3D.VFX.Post - Click on socials:*
> *
> 
> 
> 
> 
> 
> 
> 
> *
> 
>
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Re: Softimage/Maya 2105 worth?

2018-04-04 Thread Jonathan Moore
TouchDesigner includes nothing relating to VOP's, as I mentioned it's based
upon Houdini v4, long before VOP's were invented.

In truth TouchDesigner is showing it's age and is being bested for
real-time duties by Notch. Notch is effectively VOP's on the GPU.

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.notch.one_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=dekJOITwlIn5G1GedbxV9MP5GaklnNCuSljhU2Fzxsk=Acta8sbg60AwuqowtajjcLgAUKYAsLkASuf_IhIdPn0=

You should check it Oliver, you'll be impressed.

On 4 April 2018 at 20:26, Olivier Jeannel <facialdel...@gmail.com> wrote:

> My guessing is that it might have a better system than Ice (maybe close to
> vop).
> Just wondering, why is this better ?
>
> 2018-04-04 21:07 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>
>> Beat me to Oliver! TouchDesigner is an offshoot of Houdini v4 made for
>> real-time, so what it has to do with ICE I'm quite confused.  :)
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.derivative.ca_wiki088_index.php-3Ftitle-3DTouchDesigner=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=dekJOITwlIn5G1GedbxV9MP5GaklnNCuSljhU2Fzxsk=Ufj_Hk3-6-YvMobemU1AwTotuj-GGP-ZSG65nnJhP_g=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.derivative.ca_wiki088_index.php-3Ftitle-3DTouchDesigner=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=liv39BFK1IrXWJ8ebEVDbiq9xjKeuKKdUEoDmBlGUHU=CoOXDIM8Eh19bcQ5px1W3GDdlV7ppIFavNMDwvQfaLU=>
>>
>>
>> On 4 April 2018 at 19:58, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>
>>> Hey Ed, could you expand your answer a bit ? Just curious, Touch
>>> Designer ?
>>>
>>> 2018-04-04 20:25 GMT+02:00 Ed Manning <etmth...@gmail.com>:
>>>
>>>> On Wed, Apr 4, 2018 at 11:45 AM, Chris Marshall <
>>>> chrismarshal...@gmail.com> wrote:
>>>>
>>>>> How does ICE get phased out?
>>>>>
>>>>
>>>> Slowly.
>>>>
>>>> But actually -- Touchdesigner.
>>>>
>>>>
>>>>>
>>>>> On 4 April 2018 at 02:42, Pierre Schiller <
>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>
>>>>>> I am forgetting basic stuff such modeling shortcuts, since most of
>>>>>> the time I'm dedicated to tame Blender. 17 different editors/interacion
>>>>>> modes are nothing short for a generalist...all for the big change october
>>>>>> this year, then the planet will know if it was all worth the wait (and
>>>>>> training)
>>>>>> ;)
>>>>>>
>>>>>> I gotta finish my homage 3d stereo animation to say good bye to €15k
>>>>>> in my life. (value of the acquire and training). Thanks AD, for the dump 
>>>>>> of
>>>>>> the value of an automobile directly to the trash can...
>>>>>>
>>>>>>
>>>>>> On Tue, Apr 3, 2018, 10:44 Ed Manning <etmth...@gmail.com> wrote:
>>>>>>
>>>>>>> Probably not much, since you can't legally transfer your license,
>>>>>>> except as an asset in the sale of an entire business.
>>>>>>>
>>>>>>> I also imagine that it's find-able as a crack in several corners of
>>>>>>> the Internet, so if anyone really wanted a copy they could get it for 
>>>>>>> free.
>>>>>>>
>>>>>>> It's too bad. If I could legally buy more perpetual licenses for,
>>>>>>> say, $500 US each, I probably would. There's a lot of value in having
>>>>>>> working ICE seats for me. But I think I'm one of very few still using it
>>>>>>> regularly in production -- and I'm preparing to phase it out.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Apr 3, 2018 at 10:05 AM, Leoung O'Young <
>>>>>>> digim...@digimata.com> wrote:
>>>>>>>
>>>>>>>> Now that Softimage/Maya 2015 a few years old and EOL, just curious
>>>>>>>> what
>>>>>>>> is it worth?
>>>>>>>>
>>>>>>>> Thanks,
>>>>>>>>
>>>>>>>> Leoung
>>>>>>>>
>>>>>>>> --
>>>>>>&

Re: Softimage/Maya 2105 worth?

2018-04-04 Thread Jonathan Moore
Beat me to Oliver! TouchDesigner is an offshoot of Houdini v4 made for
real-time, so what it has to do with ICE I'm quite confused.  :)

https://urldefense.proofpoint.com/v2/url?u=http-3A__www.derivative.ca_wiki088_index.php-3Ftitle-3DTouchDesigner=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=liv39BFK1IrXWJ8ebEVDbiq9xjKeuKKdUEoDmBlGUHU=CoOXDIM8Eh19bcQ5px1W3GDdlV7ppIFavNMDwvQfaLU=


On 4 April 2018 at 19:58, Olivier Jeannel  wrote:

> Hey Ed, could you expand your answer a bit ? Just curious, Touch Designer ?
>
> 2018-04-04 20:25 GMT+02:00 Ed Manning :
>
>> On Wed, Apr 4, 2018 at 11:45 AM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> How does ICE get phased out?
>>>
>>
>> Slowly.
>>
>> But actually -- Touchdesigner.
>>
>>
>>>
>>> On 4 April 2018 at 02:42, Pierre Schiller >> m> wrote:
>>>
 I am forgetting basic stuff such modeling shortcuts, since most of the
 time I'm dedicated to tame Blender. 17 different editors/interacion modes
 are nothing short for a generalist...all for the big change october this
 year, then the planet will know if it was all worth the wait (and
 training)
 ;)

 I gotta finish my homage 3d stereo animation to say good bye to €15k in
 my life. (value of the acquire and training). Thanks AD, for the dump of
 the value of an automobile directly to the trash can...


 On Tue, Apr 3, 2018, 10:44 Ed Manning  wrote:

> Probably not much, since you can't legally transfer your license,
> except as an asset in the sale of an entire business.
>
> I also imagine that it's find-able as a crack in several corners of
> the Internet, so if anyone really wanted a copy they could get it for 
> free.
>
> It's too bad. If I could legally buy more perpetual licenses for, say,
> $500 US each, I probably would. There's a lot of value in having working
> ICE seats for me. But I think I'm one of very few still using it regularly
> in production -- and I'm preparing to phase it out.
>
>
>
> On Tue, Apr 3, 2018 at 10:05 AM, Leoung O'Young  > wrote:
>
>> Now that Softimage/Maya 2015 a few years old and EOL, just curious
>> what
>> is it worth?
>>
>> Thanks,
>>
>> Leoung
>>
>> --
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>>>
>>>
>>>
>>> --
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>> 
>>> www.dot3d.com
>>> 
>>>
>>>
>>>
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>>
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Re: Houdini mailing list

2018-03-16 Thread Jonathan Moore
For what it's worth very few people use the mail list these days. I've been
a subscriber for years and often see no more than a single post in a week.
I think it's a case of too many other great responsive resources being
available these days. This wasn't always the case, but these days it's
popularity is definitely on the wane.

Although it must be said this does have it's advantages. Seeing as very few
people unsubscribe, it's often the place that gets the fasted response to
tricky questions. Mind you things that have an obvious answer get no
replies, as Houdini users are particularly prone to only showing off their
prowess at the tricky things and frowning on new users that have obviously
failed to RTFM.  :)

On 16 March 2018 at 19:12, Andy Chlupka (Goehler) <
lists.andy.goeh...@gmail.com> wrote:

> Have you checked here?
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__lists.sidefx.com_mailman_listinfo_sidefx-2Dhoudini-2Dlist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=PuSS_JdAIEfzvADd_sxDDrukH5wWOzJMRNA9nuqIUJY=w9vEidI9V0SE8Mkf5YvchfcHBM4RLQCC01SYWAhxDow=
> 
>
>
> On Mar 16, 2018, at 4:22 PM, David Saber  wrote:
>
> How can I check if I'm still subscribed to the Houdini mailing list?
>
> Thanks
>
> David
>
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Re: Softimage to Arnold going open source

2018-02-21 Thread Jonathan Moore
Thanks Stephen, just wanted to know as I'm sure it's a question that will
come my way (from my clients).

jm

On 21 February 2018 at 10:19, Stephen Blair <stephenrbl...@gmail.com> wrote:

> Hi
>
> If you purchased a license, you purchased an Arnold license. SItoA itself
> is not licensed.
>
> Permanent licenses are permanent, and work with any Arnold released before
> the version date specified in the license file.
> The version date is the expiry date of the support contract.
>
> If you renew your support, then you'll be able to use the new Arnold
> versions as they are released.
>
> If you let your support expire, then if you want to use a newer Arnold,
> you need to either buy a new permanent license (available until 30 April)
> or a subscription.
>
>
> Stephen
> Solid Angle Support
>
>
>
> On Wed, Feb 21, 2018 at 5:07 AM, Jonathan Moore <jonathan.moo...@gmail.com
> > wrote:
>
>> With regards to licensing.
>>
>> Can we presume that the perpetual license arrangement that came with
>> original SiToA purchases will be maintained or is there a likelihood that
>> it will be moved over to Autodesk's new rental pricing?
>>
>> jm
>>
>>
>>
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Re: Softimage to Arnold going open source

2018-02-21 Thread Jonathan Moore
With regards to licensing.

Can we presume that the perpetual license arrangement that came with
original SiToA purchases will be maintained or is there a likelihood that
it will be moved over to Autodesk's new rental pricing?

jm

On 21 February 2018 at 09:59, Frederic Servant 
wrote:

> The latest official version was 4.1 with 5.0.1.1, but drop in replacing
> or compiling with 5.0.2.4 works fine.
>
> On Wed, Feb 21, 2018 at 3:50 AM, Tenshi  wrote:
>
>> @Steven, sure i´ll do that. and hopefully will get surprises in the near
>> future. On thing that will be good to update it´s the user guide from web
>> and the pdf to reflect what have been done in the last years, most of the
>> techniques or info there are sometimes obsolete right now with the new
>> methods, shaders, workarounds ,etc. If you need help with that let us know,
>> more than willing to help.
>>
>> One last thing, can you clarify if the last Sitoa version is ´4.1 with
>> core 5.0.1.1´? or core 5.0.2.4?
>>
>> On Tue, Feb 20, 2018 at 9:40 PM, Steven Caron  wrote:
>>
>>> Exactly, I would happily contribute some time in making sure new
>>> features in Arnold core make it into SItoA.
>>>
>>> @Tenshi, best thing to do is fill up the ticket/bug/feature requests. So
>>> we know what is needed.
>>>
>>> On Tue, Feb 20, 2018 at 2:03 PM, Frederic Servant <
>>> frederic.serv...@gmail.com> wrote:
>>>
 Hi Tenshi,

 Hopefully we'll continue implementing stuff on our spare time, maybe
 the community will team up to implement new features and keep up with the
 Arnold releases.

 Cheers,
 --
 Fred



>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Tenshi
>> Diseñador 3D
>> Wp: (+56)(9)40860893
>> Web: 
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__tenshi.carbonmade.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=XuMBVt-e3OFe5OwCRq60LGTokB0KvyYafeUmTIuIHKo=NusFJYWCbOKXw0VDMngjid_zij6_RuvIFGak-KeCF3M=
>> 
>>
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>
>
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Re: Softimage to Arnold going open source

2018-02-20 Thread Jonathan Moore
I had expected more of a silent death in the night.

But as you say, at least it can live on if there are willing folk in the
community committed to keeping the distribution alive.

On 20 February 2018 at 20:21, Andres Stephens  wrote:

> Good move I say! Well.. sad support is going, but nice to know that it can
> still live on.
>
>
>
> -Draise
>
>
>
> *From: *Frederic Servant 
> *Sent: *Tuesday, February 20, 2018 14:14
> *To: *3d-...@listserv.icors.org; softimage@listproc.autodesk.com
> *Subject: *Softimage to Arnold going open source
>
>
>
> *Softimage to Arnold* (or *SItoA*), the Arnold plugin for Autodesk
> Softimage is being made available to the community under an Apache2.0 open
> source license at:
>
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_Autodesk_sitoa=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=5ScRWKk8tYoTfDbIg_eEo-PLpJyqKIXf7p5c3Z0yLqY=wsVMd1kF06HT1eSBYReiPZJtChNxJya0HkZaJWB7v9E=
> 
>
> This repository contains the official SItoA plugin source code. Solid
> Angle, the company behind the Arnold renderer, and now part of Autodesk,
> developed the SItoA plugin commercially from 2009 to 2017.
>
>
> After the Softimage end-of-life announcement in April 2014, Solid Angle
> committed to continue the development and maintenance of SItoA for at least
> a year, and then extended this period until July 2017, porting SItoA to the
> new Arnold 5 API along the way.
>
>
>
>
>
> *Governance*
>
>
>
> Please submit your issues and pull requests on github, the old Trac server
> will remain available for a while as read-only but we won’t accept any new
> users.
>
>
> We will continue to monitor and review pull requests submitted to this
> repo on a voluntary basis, but will not release official builds any more.
>
>
>
>
> *Acknowledgments*
>
>
>
> Before it was open-sourced, throughout the years, SItoA has been developed
> by:
>
>- Luis Armengol
>- Borja Morales
>- Stefano Jannuzzo
>
> With contributions by:
>
>- Andreas Bystrom
>- Steven Caron
>- Julien Dubuisson
>- Steffen Dunner
>- Michael Heberlein
>- Paul Hudson
>- Halfdan Ingvarsson
>- Vladimir Jankijevic
>- Alan Jones
>- Guillaume Laforge
>- Thomas Mansencal
>- Helge Mathee
>- Eric Mootz
>- Holger Schoenberger
>- Frederic Servant
>- Jules Stevenson
>
> Special thanks to all the users who passionately provided feedback,
> production assets, bug reports and suggested features during those years.
>
>
>
>
>
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Re: Softimage to Arnold going open source

2018-02-20 Thread Jonathan Moore
Well that took me by surprise.



On 20 February 2018 at 19:13, Frederic Servant 
wrote:

> *Softimage to Arnold* (or *SItoA*), the Arnold plugin for Autodesk
> Softimage is being made available to the community under an Apache2.0 open
> source license at:
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_Autodesk_sitoa=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=QX2R49Q1dJC7xGoEGZGT-n2nMDPIdKgcr_kc-MZnA5k=nYSDp-78qN2_KkBEyNMg6qZFHQiMB4WHAdyx6oe7Shg=
> 
>
> This repository contains the official SItoA plugin source code. Solid
> Angle, the company behind the Arnold renderer, and now part of Autodesk,
> developed the SItoA plugin commercially from 2009 to 2017.
>
> After the Softimage end-of-life announcement in April 2014, Solid Angle
> committed to continue the development and maintenance of SItoA for at least
> a year, and then extended this period until July 2017, porting SItoA to the
> new Arnold 5 API along the way.
>
>
> *Governance*
>
> Please submit your issues and pull requests on github, the old Trac server
> will remain available for a while as read-only but we won’t accept any new
> users.
>
> We will continue to monitor and review pull requests submitted to this
> repo on a voluntary basis, but will not release official builds any more.
>
>
> *Acknowledgments*
>
> Before it was open-sourced, throughout the years, SItoA has been developed
> by:
>
>- Luis Armengol
>- Borja Morales
>- Stefano Jannuzzo
>
> With contributions by:
>
>- Andreas Bystrom
>- Steven Caron
>- Julien Dubuisson
>- Steffen Dunner
>- Michael Heberlein
>- Paul Hudson
>- Halfdan Ingvarsson
>- Vladimir Jankijevic
>- Alan Jones
>- Guillaume Laforge
>- Thomas Mansencal
>- Helge Mathee
>- Eric Mootz
>- Holger Schoenberger
>- Frederic Servant
>- Jules Stevenson
>
> Special thanks to all the users who passionately provided feedback,
> production assets, bug reports and suggested features during those years.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
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"unsubscribe" in the subject, and reply to confirm.

Re: Modeling Options

2018-02-15 Thread Jonathan Moore
>
> As much as I would like to use Modo, unless they realise that Modo in
> education is important for them to gain momentum, they will forever be a
> niche DCC.


Couldn't agree more Angus. And you'll be pleased to know I'm not the only
person voicing this concern.

This info has nothing to do with the beta, else I'd face the wrath of beta
compliance! The sucky position on education with Modo doesn't come from
Foundry London, it's a hangover from the Luxology days. Anything that looks
like it can cannibalize the base (sales) is out. Just look at Modo Indie
languishing at Modo 10 on the Steam store, with Modo 12 soon to be released.

One day the ops/marketing team in LA will realise that education and indie
are a way to expand future Modo sales, not diminish them.


On 15 February 2018 at 16:53, Angus Davidson <angus.david...@wits.ac.za>
wrote:

> I really love Modo, Have ever since it forked ish  from Lightwave.
>
> When Autodesk double tapped Softimage for education we pushed incredibly
> hard to have Modo as our DCC instead of having to go to back to Maya.
>
> In the end the Foundries unwillingness to match Autocad's Educational
> policies forced us into 3 years of Maya Hell.
>
> We have now moved to Blender and its actually going well.
>
> As much as I would like to use Modo, unless they realise that Modo in
> education is important for them to gain momentum, they will forever be a
> niche DCC.
>
>
> --
> ICT Project Manager
> Digital Arts
> Wits School of the Arts
> angus.david...@wits.ac.za
> 011 717 4683
> --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Jonathan Moore [
> jonathan.moo...@gmail.com]
> *Sent:* 15 February 2018 06:44 PM
> *To:* Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JstkCcH-BFmlDx70-KSlt-abib2kD1QUhDpToK55hsQ=gu3AXMBwufkmOq6rmbJ_TzHA03M40OElbFAPifPz5z8=
> forum/#!forum/xsi_list
> *Subject:* Re: Modeling Options
>
> Full transparency - I'm an alpha/beta tester for Foundry but IMHO nothing
> beats Modo for asset creation. It used to be flakey and bug ridden but
> since Modo 10 they moved over to a new incremental development strategy and
> things are far more solid. You can rent or buy outright but with the rental
> being circa $500 per annum it's actually not a bad route to take,
> especially if your unsure about any long term commitment. There's three
> major point releases each year, and you can set up a new 30 day demo for
> each. It's not an oversight, it's something the Modo team decided to
> provide seeing as each release brings significant new features.
>
> When you start moving beyond the asset creation toolset things are still a
> little flakey, badly designed or both. But for modelling, UVing etc nothing
> comes close for the money.
>
> Blender is obviously an option, but I think the modelling UX in Modo is
> worth the price of entry alone.
>
> On 15 February 2018 at 16:23, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
>
>> Marc, are you by any chance trying to install on a Win10 machine?
>>
>> I had the exact same problem and some googling provided a solution:
>>
>> https://forums.autodesk.com/t5/softimage-forum/softimage-201
>> 5-error-1603-on-windows-10/td-p/6993199
>>
>> Quote:
>>
>> Re: Softimage 2015 - error 1603 on Windows 10
>> Options
>> 04-05-2017 02:20 PM in reply to: brissef2
>> OK I found the solution.
>>
>> I had to uninstall the MS Visual C++ redist. 2012, both x86 and x64
>> versions, that were prevously installed on my machine.
>>
>> That apparently was the cause of the problem, since the setup process
>> kept rolling back the Softimage installation without those two installed
>> before it.
>>
>> Mysteries of Windows...
>>
>> Now there's another problem: the software doesn't support text scaling,
>> so with my 21:9 high res monitor the fonts and the icons are too small to
>> read!
>>
>> End Quote"
>>
>> This actually worked on my end, so you can give it a go.
>>
>> If everything fails, I would go with Blender if I were you.
>>
>>
>> Good luck!
>>
>> Best Morten
>>
>>
>> > Den 14. februar 2018 klokken 19:01 skrev Marc Brinkley <
>> marc.brink...@microsoft.com>:
>> >
>> >
>> > Hey List
>> >
>> > So what are people modeling in these days? I am trying to get Soft up
>> and running again so I can do some basic modelling

Re: Houdini.env and external otl folder

2018-01-25 Thread Jonathan Moore
I honestly think it's best to use the env paths SideFX provide for most
things. I have multiple third party libraries installed and I could have
used the same concatenation rules for my personal OTL's but I like to keep
these separate from qLib,siLib, and aeLib. I only concatenate other
renderers to my HOUDINI_PATH using the usual rules of a semi-colon and no
space (RenderMan & Arnold).

The stuff below is from my Houdini env but it's a good template for
concatenating multiple libraries.

AELIB= "C:/Program Files/Side Effects Software/Houdini 16.5.365/3rd
Party/Aelib"
QLIB= "C:/Program Files/Side Effects Software/Houdini 16.5.365/3rd
party/qLib"
siLIB= "C:\Program Files\Side Effects Software/Houdini 16.5.365/3rd
party/siLib"
QOTL=$QLIB/otls

HOUDINI_OTLSCAN_PATH = $QOTL/base;$QOTL/future;$QOTL/experimental;@
/otls;$AELIB/otls;&;$SILIB/otls;&
HOUDINI_GALLERY_PATH = $QLIB/gallery;@
/gallery;$AELIB/gallery;&;$SILIB/gallery;&
HOUDINI_TOOLBAR_PATH = $QLIB/toolbar;@
/toolbar;$AELIB/toolbar;&;$SILIB/toolbar;&
HOUDINI_SCRIPT_PATH = $QLIB/scripts;@
/scripts;$AELIB/scripts;&;$SILIB/scripts;&
HOUDINI_VEX_PATH = $AELIB/vex;&;$SILIB/vex/^;&

On 25 January 2018 at 18:33, Schoenberger  wrote:

> I am not sure, but as far as I remember the Houdini help, & means the
> default value and not the previous value.
>
>
>
> Therefore
>
> HOUDINI_PATH = "D:/otls;&"
>
> will be
>
> HOUDINI_PATH = "D:/otls;C:\programs\houdini\..."
>
> And you lose the Redshift path completely.
>
>
>
> I do not know the syntax for the previous value, but you can try to set
> both in one line.
>
>
>
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
> *Sent:* Thursday, January 25, 2018 4:22 PM
> *To:* sidefx-houdini-l...@sidefx.com; softimage@listproc.autodesk.com
> *Subject:* Houdini.env and external otl folder
>
>
>
> Hi there,
>
>
>
> I'm trying to put all my personnal HDA into an external folder, something
> like :
>
> D:\otls
>
>
>
> I tried to modify the HOUDINI_PATH in the houdini.env text file, but no
> luck.
>
>
>
> I already have
>
> HOUDINI_DSO_ERROR = 2
>
> PATH = "C:/ProgramData/Redshift/bin;$PATH"
>
> HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/16.0.705;&"
>
>
>
> Pointing to redshift
>
>
>
> How can I add another folder to point to ?
>
> I tried to add this line after
>
> HOUDINI_PATH = "D:/otls;&"
>
>
>
> but this is not working ...at all.
>
> Thank's :)
>
>
>
>
>
>
>
>
>
> --
> 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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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: Houdini.env and external otl folder

2018-01-25 Thread Jonathan Moore
I have my OTL's in my docs folder and the env variable I use looks like
this:

HOUDINI_OPLIBRARIES_PATH = C:/Users/user1/Documents/houdini16.5/OTLs

Something similar should work for you Oliver but to the path of your
preference.

jm

On 25 January 2018 at 15:22, Olivier Jeannel  wrote:

> Hi there,
>
> I'm trying to put all my personnal HDA into an external folder, something
> like :
> D:\otls
>
> I tried to modify the HOUDINI_PATH in the houdini.env text file, but no
> luck.
>
> I already have
> HOUDINI_DSO_ERROR = 2
> PATH = "C:/ProgramData/Redshift/bin;$PATH"
> HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/16.0.705;&"
>
> Pointing to redshift
>
> How can I add another folder to point to ?
> I tried to add this line after
> HOUDINI_PATH = "D:/otls;&"
>
> but this is not working ...at all.
>
> Thank's :)
>
>
>
>
>
> --
> 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: Fabric engine is gone

2018-01-23 Thread Jonathan Moore
I wonder if Paul brought more than his executive rucksack with him on his
first day at the office? ;)


On 23 January 2018 at 15:36, gareth bell <garethb...@outlook.com> wrote:

> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.awn.com_news_mpc-2Dadds-2Dpaul-2Ddoyle-2Dglobal-2Dhead-2Drd=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=40hwcyl2CDUKpD9M2LPi5nU-fId_wxeUqOAYuv_3184=I2MQ04SEgWpi-vw_qoNQBsgjpugn7LBkRLYWQNTInlo=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.awn.com_news_mpc-2Dadds-2Dpaul-2Ddoyle-2Dglobal-2Dhead-2Drd=DwMFAw=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=U4wpOltkP9as15WGfvAl8kZcPoibuEljZwA48ElJlKY=gKEZkRTXzW35UCvQr60ftHCuiF975KqJooEn1imZ-gU=>
>
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.awn.com_news_mpc-2Dadds-2Dpaul-2Ddoyle-2Dglobal-2Dhead-2Drd=DwMFAw=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=U4wpOltkP9as15WGfvAl8kZcPoibuEljZwA48ElJlKY=gKEZkRTXzW35UCvQr60ftHCuiF975KqJooEn1imZ-gU=>
> MPC Adds Paul Doyle as Global Head of R
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.awn.com_news_mpc-2Dadds-2Dpaul-2Ddoyle-2Dglobal-2Dhead-2Drd=DwMFAw=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=U4wpOltkP9as15WGfvAl8kZcPoibuEljZwA48ElJlKY=gKEZkRTXzW35UCvQr60ftHCuiF975KqJooEn1imZ-gU=>
> www.awn.com
> Co-founder of Fabric Software brings more than two decades of experience
> to new job.
>
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Gustavo Eggert
> Boehs <gustav...@gmail.com>
> *Sent:* 12 November 2017 22:44:34
> *To:* Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=40hwcyl2CDUKpD9M2LPi5nU-fId_wxeUqOAYuv_3184=Ah_k0g3aFRiyLP7S1OCsf0LkMVB6-HwPxrVXrHYOEDY=
> forum/#!forum/xsi_list
> *Subject:* Re: Fabric engine is gone
>
> Hey Jonathan, glad to hear Motion Tools is still of service. I'm also a
> very happy Mootzoid customer and can only wish Eric all the best.
>
> Cheers,
>
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gustavoeb.com.br_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=40hwcyl2CDUKpD9M2LPi5nU-fId_wxeUqOAYuv_3184=omn-qVNRZAsMDekbp02mCarzneuVj9ZrI-Vgj6H_tIo=
> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gustavoeb.com.br_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NeozuXeR62nTS6Z7_Zo9TUwQCN4FTdWfP3WC30gAUSs=6ZbN0m2JYzF3d6d-v9BjR9VStXK2qpmG4CgvTCC-8q0=>
>
> 2017-11-10 19:38 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>
> Hey list, having used Fabric Engine intensively for the last few years I
> thought it would be nice to share a few words about what it was and the
> void it leaves as it is no longer developed.
> Here is the link for that post: 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=40hwcyl2CDUKpD9M2LPi5nU-fId_wxeUqOAYuv_3184=Qg7nGDmMSUZtRk7Cr6defyWnrDMLpaUhy4tovi_bDk4=
> <https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=8vfFVN7WW3wJXUesMte3sebPE52q1bEjTyaCqzlI6k0=fSCXc6xiM5wmSc4Gv2-dSKhGMiLKLxo1r2mbLW-Sbs0=>
>
>
> Look forward to reading this. I've followed what you've been up to ref
> neural networks and suchlike.
>
> I still make use of Motion Tools on a regular basis as they make perfect
> bedfellows to Eric M's wonderful suit of delights. Really hope Eric isn't
> out in the cold for too long. A man with Eric's talents should have his
> pick of roles in an ideal and fair world.
>
> On 10 November 2017 at 18:41, Gustavo Eggert Boehs <gustav...@gmail.com>
> wrote:
>
> Hey list, having used Fabric Engine intensively for the last few years I
> thought it would be nice to share a few words about what it was and the
> void it leaves as it is no longer developed.
> Here is the link for that post: 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__gustavoeb.com.br_whatwasfabric=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=40hwcyl2CDUKpD9M2LPi5nU-fId_wxeUqOAYuv_3184=Qg7nGDmMSUZtRk7Cr6defyWnrDMLpaUhy4tovi_bDk4=
> <https://urldefense.proofp

Re: end of another era

2017-11-20 Thread Jonathan Moore
For some, I don't think nostalgia is in the picture here when it comes to
Mental Ray. If you're not looking for a facsimile of physical reality from
you're renderer, Mental Ray has a lot of tricks up it's sleeves that make
it even faster than Redshift, never mind Arnold. Obviously for path
tracing, the new breed offer far faster results.

It seems that we've been chasing physically based rendering results for so
long we've forgotten there are other things a renderer should be capable of.

On 20 November 2017 at 13:10, Andres Stephens <drais...@outlook.com> wrote:

> Sometimes I could optimize MR and use it for more graphical things that
> would do me better than Arnold and it's noise..
>
> -Draise
> +57 3138116821 <+57%20313%208116821>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Sven Constable <
> sixsi_l...@imagefront.de>
> *Sent:* Monday, November 20, 2017 8:07:23 AM
> *To:* 'Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ymlCs-pj4K2TeW_QovEVqPpX0eO554UMl3JW5OaLdE4=1PGBRN-3CNK_LPwqhYmjFNMdZjBf6ZUVQfMRO0tCNSQ=
> forum/#!forum/xsi_list'
> *Subject:* RE: end of another era
>
>
> Really? I would think there is no case that a frame in Arnold tooks this
> longer than MR. Given the same techniques were used and you have the same
> knowledge of both.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Saeed Kalhor
> *Sent:* Monday, November 20, 2017 1:54 PM
> *To:* Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ymlCs-pj4K2TeW_QovEVqPpX0eO554UMl3JW5OaLdE4=1PGBRN-3CNK_LPwqhYmjFNMdZjBf6ZUVQfMRO0tCNSQ=
> forum/#!forum/xsi_list
> *Subject:* Re: end of another era
>
>
>
> So sad :(
> I've just done a project using this render engine in which each 2k frame
> with film production quality took 6 min to be rendered by a single Intel
> 4790k CPU. But each frame needs more than 1 hour to be rendered by Arnold
> renderer.
>
>
>
> On Mon, Nov 20, 2017 at 4:09 PM, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> The people that will most definitely be missing Mental Ray are those that
> use it's excellent toon shading capabilities. In this new fangled world of
> 'physically based rendering', NPR shading has seen no real attention from
> the majority of the new players.
>
>
>
> On 20 November 2017 at 12:02, Sven Constable <sixsi_l...@imagefront.de>
> wrote:
>
> Well, it was a long time. Goodbye my old, slow, buggy, picky, delicate and
> crash prone friend. :) On the other side, I'm working with MR at the moment.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *adrian wyer
> *Sent:* Monday, November 20, 2017 11:49 AM
> *To:* 'Official Softimage Users Mailing 
> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ymlCs-pj4K2TeW_QovEVqPpX0eO554UMl3JW5OaLdE4=ATGgi49oBaeE1absIa0jRWr-tIw90kV8PJu91jOatN0=.
> com/forum/#!forum/xsi_list
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DNPJQm1x_ADDo-EK-DJSzo--DVevHBDqxAGDxKr3zPA=C0nnjDYUSNhiY25tCCOgh1A4SGHkRnwQ0_St6dhvgE4=>
> '
> *Subject:* end of another era
>
>
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgchannel.com_2017_11_nvidia-2Ddiscontinues-2Dmental-2Dray_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ymlCs-pj4K2TeW_QovEVqPpX0eO554UMl3JW5OaLdE4=tjfpowHbhIugUOhOwoqk2fJsD-E-IAfxey0AuwQ3scA=
> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgchannel.com_2017_11_nvidia-2Ddiscontinues-2Dmental-2Dray_=DwMFAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=o_fy1BnAZ9SiGze3mrMfkTlWTFcUYxVQrGNHlkdEuo0=wn4RqEBYUbzXfzay-2maSbty2-IE_FLyyFRVbNiwhJc=>
>
>
>
> not with a bang, but with a whimper.
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 4th Floor
> 4 Bath Place
> Rivington Street
> London
> EC2A 3DR
> ++44(0) 207 684 5575 <+44%2020%207684%205575>
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.

Re: end of another era

2017-11-20 Thread Jonathan Moore
The people that will most definitely be missing Mental Ray are those that
use it's excellent toon shading capabilities. In this new fangled world of
'physically based rendering', NPR shading has seen no real attention from
the majority of the new players.

On 20 November 2017 at 12:02, Sven Constable 
wrote:

> Well, it was a long time. Goodbye my old, slow, buggy, picky, delicate and
> crash prone friend. :) On the other side, I'm working with MR at the moment.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *adrian wyer
> *Sent:* Monday, November 20, 2017 11:49 AM
> *To:* 'Official Softimage Users Mailing 
> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DNPJQm1x_ADDo-EK-DJSzo--DVevHBDqxAGDxKr3zPA=cbZUcBFbSh5kSOitSiu-HTJNPCW1V5bmgwARsNK6po0=.
> com/forum/#!forum/xsi_list'
> *Subject:* end of another era
>
>
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgchannel.com_2017_11_nvidia-2Ddiscontinues-2Dmental-2Dray_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=DNPJQm1x_ADDo-EK-DJSzo--DVevHBDqxAGDxKr3zPA=ETy_2RB-ouQlWSCqWgd4uGCRm9JDOkbDQ6j5m33Tw58=
> 
>
>
>
> not with a bang, but with a whimper.
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 4th Floor
> 4 Bath Place
> Rivington Street
> London
> EC2A 3DR
> ++44(0) 207 684 5575 <+44%2020%207684%205575>
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
> --
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Re: SISideBar in Maya

2017-11-14 Thread Jonathan Moore
Imitation is the sincerest form of flattery and all that jazz but the
groove is in the spaces between the notes... ;

On 14 November 2017 at 23:08, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I can jump into maya right now, bar and redshift. Let´s keep on modding
> it.
> Great kudos to the developer!
>
> On Tue, Nov 14, 2017 at 5:58 PM, Mirko Jankovic  > wrote:
>
>> Already look soo much nicer then original maya cr**.. that is it.. eat
>> maya from inside!!! :)
>>
>> ᐧ
>>
>> On Tue, Nov 14, 2017 at 11:49 PM, Steven Caron  wrote:
>>
>>> I saw this one GitHub and it made me happy...
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_ShikouYamaue_SISideBar=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HHsLqiYcLXiCtPhekGxxp0wEgYaKcKq6RgJWby3rYA8=l3XD8zhYQ6jxczxDpLadj8bcvVRLsj_wS-6e3tl5ZUM=
>>> 
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3D14T5-5FAk4dAE=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HHsLqiYcLXiCtPhekGxxp0wEgYaKcKq6RgJWby3rYA8=kUFUEzr5KffchF1HTKPSuyCcIlSNYIMHfMdK74DKS0o=
>>> 
>>>
>>> Steven
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Mirko Jankovic
>> *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com_mirko-2Djankovic=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HHsLqiYcLXiCtPhekGxxp0wEgYaKcKq6RgJWby3rYA8=kxoiq5hY31SE-cHLyoF3MMqPfclEIu9AAPcwVYK4kKQ=
>> *
>>
>> Need to find freelancers fast?
>> www.cgfolio.com
>> 
>>
>> Need some help with rendering an Redshift project?
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpuoven.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HHsLqiYcLXiCtPhekGxxp0wEgYaKcKq6RgJWby3rYA8=4xKUeEZTjoe9SA6Vhqktw_Qy-1v2OIYIlcVnH0UOh8U=
>> 
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013
> 
> Cinema & TV production
> Video Reel
> 
>
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Re: H16 Constraint behavior

2017-11-12 Thread Jonathan Moore
Oliver, not sure if you saw this presentation on the new CHOPs based
constraints:

https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_228240275=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=q5NtkQIPyNnUm0M29WXQCzEEocn6pveI6sY_VoEpZ_Y=oRMxsSVBOXGmeo-66yASt32hTr8mOPaZ-0RvSK0Nm7o=

It's an improvement from a functional perspective but the workflow is too
convoluted (especially when compared to Soft). The presentation isn't the
best either but the example files themselves are worth studying.

The workflow itself is very dependent on use of the new Shelf tools, so
it's worth digging through the docs after watching the video.


On 12 November 2017 at 09:20, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Example yes please ! ;)
>
> For a "Look at", how do you set this up so that the rotation affects the
> pivot at obj level ?
>
> 2017-11-11 22:12 GMT+01:00 Jordi Bares <jordiba...@gmail.com>:
>
>> Sorry I arrived so late to the conversation…
>>
>> Regarding the CHOPs implementation, I feel it is a great approach
>> although it is harder to see than in XSI, no doubt. Nevertheless promotes
>> modular rigging and given it is a single processing engine what you have,
>> the ability to do interesting things like filtering the signal opens quite
>> a few new possibilities.
>>
>> I would love the shelf toolset defaults to be better, and may be this is
>> something I should have already highlighted but I have been very busy..
>> nevertheless it is worth to have a more predictable behaviour.
>>
>> May be I will prepare a few examples on how to use them… mmm..
>>
>> cheers
>> jb
>>
>>
>>
>>
>> On 6 Nov 2017, at 21:22, Anto Matkovic <a...@matkovic.com> wrote:
>>
>> If engine does not 'breathing', no one in TD *position* would be able to
>> change things, significantly. Has nothing with skills of that TD. There
>> where similar cases in past, like Master Zap for Mental Ray, or Pixar TD
>> for Modo, not so sucesfull, nicely to say. Most likely that engine is
>> what's happen *before* Open Gl displaying of this or that, that is,
>> something does not looking good with CHOPs. Crowd engine is a different
>> beast, more like particle engine with a lot of repeating, parallel tasks,
>> without need for direct interaction.
>>
>>
>> --
>> *From:* Jonathan Moore <jonathan.moo...@gmail.com>
>> *To:* Anto Matkovic <a...@matkovic.com>; Official Softimage Users
>> Mailing List. 
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=q5NtkQIPyNnUm0M29WXQCzEEocn6pveI6sY_VoEpZ_Y=LJfpIRmZ-w1xEqSOfbzV0ingtRFWrFB77Ucs3xod-OY=
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=nd7ySWCsajW_R9k3Jz11iGv5tqdK-E6LVX6XNuROr64=nTeI0LNrL30rykxjLBSTeg6CnaZV9JwnK0ZjTo4kKJA=>
>> <softimage@listproc.autodesk.com>
>> *Sent:* Monday, November 6, 2017 1:21 PM
>> *Subject:* Re: H16 Constraint behavior
>>
>> Anto, I'm no more a Houdini supporter than any other customer. Sure I
>> feel it's the best chance we have of a single DCC replacement to Softimage
>> but rigging is one of the areas where Houdini has the furthest to go. And
>> to be frank and don't think it will ever offer the completeness of Soft.
>>
>> We're lucky that Michael Goldfarb takes the time to listen to our
>> frustrations ref rigging in Houdini and Discord is the place that he's most
>> likely to to be able to engage in direct conversation. I don't see how
>> that's a problem. As for 'he's just a TD'. It's great that SideFX actively
>> recruit experienced industry TD's, developers working solus, aren't always
>> the best folk for designing workflows. Looking at Michaels CV, I'd say he
>> adds a lot, particularly with regards to workflow: -
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.linkedin.com_in_michael-2Dgoldfarb-2D65731a1_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=q5NtkQIPyNnUm0M29WXQCzEEocn6pveI6sY_VoEpZ_Y=QrTMMV8jBAW6pg7jyEI5W1GnPH78cDj_AOERaaWb7QY=
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.linkedin.com_in_michael-2Dgoldfarb-2D65731a1_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Lv8CLxa9WKHMsMjDDo0dmz37utQlBL_KFkj0lQKn_fc=9UgNK9aR3QNzvvLi7T-qSwIig6Udge95WRoFqpJQ47E=&

Re: Fabric engine is gone

2017-11-10 Thread Jonathan Moore
e's what you want, you
>>>> just don't know it yet" and even though it was an uphill slog through the
>>>> mire, companies were just starting to be like, "Yeah, that is what we 
>>>> want".
>>>> If anything, I've seen real progress at a few places to start replacing
>>>> DCC's with standalone python inputs.
>>>> GUI's that gather the core information for things like rigging and CFX
>>>> in generic containers and then pass it to the DCC for actual execution.
>>>> I've really enjoyed writing some stuff using USD and passing information
>>>> between Unreal and Clarisse and Maya.
>>>> Unreal isn't going anywhere and a lot of work I'm doing could
>>>> potentially leave the heavy lifting deformers for a product like Ziva.
>>>> I'm really hoping that the progress some people are making to have
>>>> Unreal operate as a legitimate animation package continues.  It's still a
>>>> ways off, but the potential is exciting and Unreal isn't running out of
>>>> money anytime soon.
>>>>
>>>> It's nice seeing people start to realize that Maya isn't the
>>>> here-all-end-all of necessity.
>>>> I personally couldn't be happier if it died a quick and extremely
>>>> unprofitable demise.
>>>>
>>>> I just spent the day rewriting very elegant ICE deformers into hacky
>>>> Maya versions. *frown*
>>>>
>>>> Anywho upwards and downwards!
>>>>
>>>>
>>>> On Oct 28, 2017 5:46 AM, "Jason S" <jasonsta...@gmail.com> wrote:
>>>>
>>>>> I agree with everything you said..
>>>>>
>>>>> And I'm also saddened to see fabric close-up it's doors, especially in
>>>>> this already diversity deprived environment.
>>>>> & all the best to the FE team!
>>>>>
>>>>> On 10/27/17 17:59, Jonathan Moore wrote:
>>>>>
>>>>> MPC and PSYOP output some great work with Fabric Engine but in the end
>>>>> I always felt it was too narrowly aimed at senior TD's with plenty of
>>>>> programming experience. The success of ICE was fuelled by the compounds
>>>>> that acted as a gateway drug to the inner workings. I thought maybe that
>>>>> Kraken would develop into that gateway drug, but after seeing experienced
>>>>> riggers feeling out of their comfort zone, soon realised it wasn't to be.
>>>>>
>>>>> When Eric Mootz joined the team I thought maybe that would bring about
>>>>> tools for technically minded artists who weren't necessarily TD's.
>>>>>
>>>>> Whatever the reasons I feel for the FE team after all their hard
>>>>> efforts. But I feel as one door closes others will open for them, folk 
>>>>> with
>>>>> that much talent don't remain jobless for long.
>>>>>
>>>>>
>>>>> On 10/28/17 5:19, Michael Amasio wrote:
>>>>>
>>>>> That's too bad.
>>>>> This is rough market.  There's not much money in developing better
>>>>> solutions.  I guess we'll ride out our DCC's with ancient architecture, 
>>>>> and
>>>>> wait till one of us becomes a billionaire and funds something cutting 
>>>>> edge.
>>>>> I'd love to here more of the story of what happened from some of the
>>>>> developers.
>>>>>
>>>>> Guess I'll finally follow you to Houdini, Oliver.
>>>>>
>>>>> On Oct 28, 2017 12:31 AM, "Olivier Jeannel" <facialdel...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__fabricengine.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=6LhmFlwq547LVg10Y89qxXjc88j_MQQWenTQnZKbE9E=aG6cmVRQURiHm0t7NCRJaXRfRWyOnhP1naX3JI1O86s=
>>>>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__fabricengine.com=DwMBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NGIA25JXPveaf5MIyjSYphp-EdBdUfzUWDPJRUxHmAc=7kg20PfKIhjC7adrNpSQ_8q1HKu7LJUyPif5TKQJYh8=>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
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>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
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>>
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Re: M "Paddington & The Christmas Visitor

2017-11-08 Thread Jonathan Moore
>
> My biggest insight was to see a film pipeline at full speed on Paddingto2
> and others, up close and being able to compare it with a typical
> advertising one. Inspiring to say the least.


Speaking as an artist that understands the multiple pressures of pleasing
multiple stakeholders, you've pulled it off in droves. Paddington feels
very true to the character of the movies, the the depiction and art
direction relating to that particular part of West London remains very true
too. The biggest achievement for me is that the campaign feels a very
natural extension of the world created in the films. This is a major ask
with any movie/commercial tie-in, so to achieve it so naturally with a much
loved property such as Paddington, is a major accomplishment.

jm

On 8 November 2017 at 10:09, Jordi Bares  wrote:

> I hope there is a making of to show what was done, because it was very
> very big project and required an army of artists.
>
> Just look at the hair/cloth multilayered details, the effects, the number
> of props to replicate perfectly (the sleigh to start with) and all the fx
> on Paddington contact with the show… lots and lots of it.
>
> My biggest insight was to see a film pipeline at full speed on Paddingto2
> and others, up close and being able to compare it with a typical
> advertising one. Inspiring to say the least.
>
> Jb
>
>
>
> On 8 Nov 2017, at 08:23, Rob Wuijster  wrote:
>
> Loved it! Absolute top notch work, and kudos to everybody involved!
> I can only hope you got a decent time schedule to do all this in ;)
>
> Would love to hear more on the production side of things, as it sounds
> very interesting. :)
>
> Rob
>
> \/-\/\/
>
> On 8-11-2017 0:20, Graham D. Clark wrote:
>
> Thanks for the insight Jordi. Would love to know more, hopefully there's a
> breakdown reel for part of it one day.
>
> Graham D Clark
> phone: why-I-stereo
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.imdb.me_grahamdclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JdTQ057omCPDqllxx5XqN7ijqffWvcoSi6VhDPYpjXM=nZteEpS3Hjucgg8zFJiP3Miuh3KIMjmey3tLqJT4h20=
> 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.linkedin.com_in_grahamclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JdTQ057omCPDqllxx5XqN7ijqffWvcoSi6VhDPYpjXM=fLSOr-UIafM50IfENKZgCHqg3X9LBlc8O4ZGfis7itk=
> 
>
> On Tue, Nov 7, 2017 at 5:27 PM, Jordi Bares  wrote:
>
>> No worries, it is certainly all the snow effect, layout of snow on
>> buildings and festoons, dressing of xmas decorations and many many other
>> little effects everywhere (like the sack RBD sim) it was a ton of work.
>>
>> From particles, grains, RBDs, Fluids for the drag of the truck, etc… a
>> lot of it.
>>
>> The hair and cloth was Maya as the main asset was the real one from the
>> movie.
>>
>> Hope it helps
>>
>> jb
>>
>>
>> On 7 Nov 2017, at 20:18, Graham D. Clark 
>> wrote:
>>
>> Congrats Jordi, that's awesome work. Really like the look.
>> I know some of it's obvious but can you elaborate on the FX parts done in
>> Houdini?
>> Cheers
>>
>> Graham D Clark
>> phone: why-I-stereo
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.imdb.me_grahamdclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JdTQ057omCPDqllxx5XqN7ijqffWvcoSi6VhDPYpjXM=nZteEpS3Hjucgg8zFJiP3Miuh3KIMjmey3tLqJT4h20=
>> 
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.linkedin.com_in_grahamclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JdTQ057omCPDqllxx5XqN7ijqffWvcoSi6VhDPYpjXM=fLSOr-UIafM50IfENKZgCHqg3X9LBlc8O4ZGfis7itk=
>> 
>>
>> On Tue, Nov 7, 2017 at 9:39 AM, Jordi Bares  wrote:
>>
>>> After many many 

Re: M "Paddington & The Christmas Visitor

2017-11-07 Thread Jonathan Moore
Great work Jordi.

My question is more a workflow/process thing. Am I right in saying that the
commercials team at Framestore are a separate entity to the film production
team? With that being the case, did you guys work in tandem with the film
guys on the commercial production or was it more a case having more
streamlined access to the assets seeing as both film production shots and
commercials were being produced by the same production company?

I find it interesting that production companies are often circumnavigating
advertising agencies for production work of this nature. I used to head up
a digital production team at Rainey Kelly Campbell Roalfe and M was one
of our clients (before the ad work moved to Grey). It used to grieve us how
much of our income we had to pass back to the parent agency to pay for the
account management team - taking good money away from the production
budget!). So it fills me with joy seeing production shops increasingly
working directly with the client (and sometimes without the ad agency
altogether).

Cheers.

jm

On 7 November 2017 at 20:18, Graham D. Clark 
wrote:

> Congrats Jordi, that's awesome work. Really like the look.
> I know some of it's obvious but can you elaborate on the FX parts done in
> Houdini?
> Cheers
>
> Graham D Clark
> phone: why-I-stereo
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.imdb.me_grahamdclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=x36ttum_laW0_wIZ4NbfVN3nNkAXW6ultmbr78ehlGo=lhEUQfLLaLP9bixLZmpLFOD7fxDq8iXlamOgcnuHqds=
> 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.linkedin.com_in_grahamclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=x36ttum_laW0_wIZ4NbfVN3nNkAXW6ultmbr78ehlGo=3OxyKM0TNisJMJ_f8q4zIh1wYBuq7YpyBREPLs3K3lw=
> 
>
> On Tue, Nov 7, 2017 at 9:39 AM, Jordi Bares  wrote:
>
>> After many many weeks of work, really big team and excruciating detail at
>> every single level, here it is.
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DKfaSxIkLslE-26feature-3Dyoutu.be=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=x36ttum_laW0_wIZ4NbfVN3nNkAXW6ultmbr78ehlGo=Ohhvm3Pgf0sf__mIDQgZoZpWGGfXpAeqDBDHNM9_Dmg=
>> 
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.framestore.com_news_paddington-2Dms=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=x36ttum_laW0_wIZ4NbfVN3nNkAXW6ultmbr78ehlGo=kVVXlFHoSbI09E_zQewvWi2PocDFyS_4AnXS8GoUBPY=
>> 
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.marksandspencer.com_c_style-2Dand-2Dliving_an-2Dintervi=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=x36ttum_laW0_wIZ4NbfVN3nNkAXW6ultmbr78ehlGo=BCvKJZ4Zp2BIKG-TfWz9cLtRNpiXCDbgpyEdUEGDF1g=
>> ew-with-Paddington-Bear?intid=XmasCampaignLP_SL_PaddingtonBear_txt
>> 
>>
>>
>> As you surely can imagine there was a big team involved. All the FX are
>> Houdini, the rest is all Maya and Arnold…
>>
>>
>> Enjoy!
>> jb
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the 

Re:

2017-11-06 Thread Jonathan Moore
I use Alembic as my main interchange format and I rarely have problems (at
least that weren't caused by user error in the first place!). The new
builds of Crate are being maintained by Alon Gibli from PSYOP as they still
use Soft alongside Maya (at least that's been the case so far).

Jordi, the points you raise are valid, but luckily they haven't reared
their ugly head as yet.

On 6 November 2017 at 18:24, Jordi Bares <jordiba...@gmail.com> wrote:

> Tread carefully
>
> This is one of the first areas you will see Softimage being left behind
> big time… and sooner or later a lack of communication between applications
> as old versions will be (I suspect) discontinued.
>
> Alembic is already on v1.7.4 and I doubt the most modern features and
> implementation is evolving at all in Softimage while it certainly is for
> other applications.
>
> Same for FBX…
>
> jb
>
>
>
>
> On 6 Nov 2017, at 18:09, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
>
> - Alembic workflow is far better than FBX between Houdini and any Autodesk
> DCC.
> - Crate offers better functionality when importing Alembic (stuff like
> retiming).
> - Exporting Alembic from Soft is actually better with the built in Alembic
> tools as it's fully multi-threaded. Makes a huge difference when dealing
> with multi-million plus point clouds.
>
> But at the end of the day it's down to personal preference.
>
> On 6 November 2017 at 17:54, Ognjen Vukovic <ognj...@gmail.com> wrote:
>
>> >Is Crate much better than using FBX?
>>
>> Thats like asking is Softimage better then using Maya on this mailing
>> list :P.
>>
>> On Mon, Nov 6, 2017 at 3:25 PM, Leoung O'Young <digim...@digimata.com>
>> wrote:
>>
>>> Is Crate much better than using FBX?
>>>
>>> Thanks,
>>> Loeung
>>>
>>>
>>> On 11/6/2017 7:30 AM, Jonathan Moore wrote:
>>>
>>> AFAIK, there's no newer versions for Softimage. But there have been
>>> updated builds for Maya and 3ds Max. I maintain an archive of all the
>>> builds I've come across and updated it recently for Maya 2018.
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=f660zKQ8t66IYSX-SLy3cDh2BRdvPEj85X2oX4CzVIo=YrW3vpyRq2e7lN4ZoDwdVYmhB4hKeFXdIwj6FAMyD1I=
>>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=fXQL9oeY3Fr-zS6ospyIVLHNihPA4bOMAmJ1Gu3RFTg=XJy4L6dvpuXVcxBTHYfSfDcEjmbc-_UtESSN_kg7p7s=>
>>>
>>> The Softimage builds work perfectly for me.
>>>
>>> See how you get on.
>>>
>>> On 6 November 2017 at 10:20, Orlando Esponda <orlando.espo...@gmail.com>
>>> wrote:
>>>
>>>> Try searching in the google group. IIRC there's some newer versions.
>>>>
>>>> On Mon, Nov 6, 2017 at 1:57 AM, Morten Bartholdy <x...@colorshopvfx.dk>
>>>> wrote:
>>>>
>>>>> Yeah, ExocortexCrate1.1.148 is the latest I have found. Better than
>>>>> the built-in in most cases (but not all).
>>>>>
>>>>> Morten
>>>>>
>>>>>
>>>>> > Den 6. november 2017 klokken 07:57 skrev Alex Doss <
>>>>> alexd...@gmail.com>:
>>>>> >
>>>>> >
>>>>> > 1.1.148 is the last =(
>>>>> > .. so far..
>>>>> >
>>>>> >
>>>>> > On 6 November 2017 at 07:45, Mirko Jankovic <
>>>>> mirkoj.anima...@gmail.com>
>>>>> > wrote:
>>>>> >
>>>>> > > Hey, anyone had a chance to find any newer version if there is one
>>>>> of
>>>>> > > exocortex alembic for softimage?
>>>>> > >
>>>>> > > --
>>>>> > > Mirko Jankovic
>>>>> > > *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>>>> olio.com_mirko-2Djankovic=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCi
>>>>> qt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrM
>>>>> w7PFsA=Afc2spggXCAQM6VtPgGgUO0IaiF1KSVidU8DWIU8tDs=_OLJJ
>>>>> vEopDv7ZefvFMOF1NwT4YrnM-CHEaydr_G4WsI=
>>>>> > > <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>>>> olio.com_mirko-2Djankovic=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCi
>>>>> qt

Re:

2017-11-06 Thread Jonathan Moore
- Alembic workflow is far better than FBX between Houdini and any Autodesk
DCC.
- Crate offers better functionality when importing Alembic (stuff like
retiming).
- Exporting Alembic from Soft is actually better with the built in Alembic
tools as it's fully multi-threaded. Makes a huge difference when dealing
with multi-million plus point clouds.

But at the end of the day it's down to personal preference.

On 6 November 2017 at 17:54, Ognjen Vukovic <ognj...@gmail.com> wrote:

> >Is Crate much better than using FBX?
>
> Thats like asking is Softimage better then using Maya on this mailing list
> :P.
>
> On Mon, Nov 6, 2017 at 3:25 PM, Leoung O'Young <digim...@digimata.com>
> wrote:
>
>> Is Crate much better than using FBX?
>>
>> Thanks,
>> Loeung
>>
>>
>> On 11/6/2017 7:30 AM, Jonathan Moore wrote:
>>
>> AFAIK, there's no newer versions for Softimage. But there have been
>> updated builds for Maya and 3ds Max. I maintain an archive of all the
>> builds I've come across and updated it recently for Maya 2018.
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=AzDa8O0-DHLeS1XvsXpqK2bg3SlqVZSBZjvv-Hmdkes=2x8gts1d9ATgfz-vBiAlU74TtRGMcT1z5oB_r8cdYQY=
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=fXQL9oeY3Fr-zS6ospyIVLHNihPA4bOMAmJ1Gu3RFTg=XJy4L6dvpuXVcxBTHYfSfDcEjmbc-_UtESSN_kg7p7s=>
>>
>> The Softimage builds work perfectly for me.
>>
>> See how you get on.
>>
>> On 6 November 2017 at 10:20, Orlando Esponda <orlando.espo...@gmail.com>
>> wrote:
>>
>>> Try searching in the google group. IIRC there's some newer versions.
>>>
>>> On Mon, Nov 6, 2017 at 1:57 AM, Morten Bartholdy <x...@colorshopvfx.dk>
>>> wrote:
>>>
>>>> Yeah, ExocortexCrate1.1.148 is the latest I have found. Better than the
>>>> built-in in most cases (but not all).
>>>>
>>>> Morten
>>>>
>>>>
>>>> > Den 6. november 2017 klokken 07:57 skrev Alex Doss <
>>>> alexd...@gmail.com>:
>>>> >
>>>> >
>>>> > 1.1.148 is the last =(
>>>> > .. so far..
>>>> >
>>>> >
>>>> > On 6 November 2017 at 07:45, Mirko Jankovic <
>>>> mirkoj.anima...@gmail.com>
>>>> > wrote:
>>>> >
>>>> > > Hey, anyone had a chance to find any newer version if there is one
>>>> of
>>>> > > exocortex alembic for softimage?
>>>> > >
>>>> > > --
>>>> > > Mirko Jankovic
>>>> > > *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>>> olio.com_mirko-2Djankovic=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCi
>>>> qt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrM
>>>> w7PFsA=Afc2spggXCAQM6VtPgGgUO0IaiF1KSVidU8DWIU8tDs=_OLJJ
>>>> vEopDv7ZefvFMOF1NwT4YrnM-CHEaydr_G4WsI=
>>>> > > <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>>> olio.com_mirko-2Djankovic=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCi
>>>> qt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrM
>>>> w7PFsA=b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE=DjSie
>>>> J_CGB5ukiKL0n6suUh-wmOsPTGcCxbRRPis5Es=>*
>>>> > >
>>>> > > Need to find freelancers fast?
>>>> > > www.cgfolio.com
>>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=LweH5pMp4bu5e59hqKId035H6zK2o161wJWYtVVMI14=-j0_qZsS0jZfBpD5JhKTDw3DRc0E4ipyoQpl1_x6Wec=>
>>>> > > <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>>> olio.com=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_
>>>> 2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=
>>>> b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE=0iZpDDvvcwTHrk
>>>> 38phT2hxOZDMVOxduNDImS8Z_K4wY=>
>>>> > >
>>>> > > Need some help with rendering an Redshift project?
>>>> > > https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpuo
>>>> ven.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_
>>>> 2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Afc2spgg
>>>> XCAQM6VtPgGgUO0IaiF1KSVidU8DWIU8tDs=JQ2gELLYVJatMqsYhP

Re: Re:

2017-11-06 Thread Jonathan Moore
AFAIK, there's no newer versions for Softimage. But there have been updated
builds for Maya and 3ds Max. I maintain an archive of all the builds I've
come across and updated it recently for Maya 2018.

https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=fXQL9oeY3Fr-zS6ospyIVLHNihPA4bOMAmJ1Gu3RFTg=XJy4L6dvpuXVcxBTHYfSfDcEjmbc-_UtESSN_kg7p7s=

The Softimage builds work perfectly for me.

See how you get on.

On 6 November 2017 at 10:20, Orlando Esponda 
wrote:

> Try searching in the google group. IIRC there's some newer versions.
>
> On Mon, Nov 6, 2017 at 1:57 AM, Morten Bartholdy 
> wrote:
>
>> Yeah, ExocortexCrate1.1.148 is the latest I have found. Better than the
>> built-in in most cases (but not all).
>>
>> Morten
>>
>>
>> > Den 6. november 2017 klokken 07:57 skrev Alex Doss > >:
>> >
>> >
>> > 1.1.148 is the last =(
>> > .. so far..
>> >
>> >
>> > On 6 November 2017 at 07:45, Mirko Jankovic 
>> > wrote:
>> >
>> > > Hey, anyone had a chance to find any newer version if there is one of
>> > > exocortex alembic for softimage?
>> > >
>> > > --
>> > > Mirko Jankovic
>> > > *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.
>> cgfolio.com_mirko-2Djankovic=DwIFaQ=76Q6Tcqc-t2x0ciWn7K
>> FdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P
>> 0jVMsrMw7PFsA=Afc2spggXCAQM6VtPgGgUO0IaiF1KSVidU8DWIU8tDs&
>> s=_OLJJvEopDv7ZefvFMOF1NwT4YrnM-CHEaydr_G4WsI=
>> > > > cgfolio.com_mirko-2Djankovic=DwMFaQ=76Q6Tcqc-t2x0ciWn7K
>> FdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P
>> 0jVMsrMw7PFsA=b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE&
>> s=DjSieJ_CGB5ukiKL0n6suUh-wmOsPTGcCxbRRPis5Es=>*
>> > >
>> > > Need to find freelancers fast?
>> > > www.cgfolio.com
>> 
>> > > > cgfolio.com=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a
>> _IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&
>> m=b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE=0iZpDDvvcwTH
>> rk38phT2hxOZDMVOxduNDImS8Z_K4wY=>
>> > >
>> > > Need some help with rendering an Redshift project?
>> > > https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpuo
>> ven.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_
>> 2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Afc2spgg
>> XCAQM6VtPgGgUO0IaiF1KSVidU8DWIU8tDs=JQ2gELLYVJatMqsYhPJya6
>> wZ16LeUrftTOFQyTCv6k4=
>> > > > gpuoven.com_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a
>> _IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&
>> m=b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE=zBEHi1qfdCD9
>> CmkUEZ3f_q5SU3GVo0JjViFyloZR7y4=>
>> > > ᐧ
>> > >
>> > > --
>> > > Softimage Mailing List.
>> > > To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com
>> > > with "unsubscribe" in the subject, and reply to confirm.
>> > >
>> >
>> >
>> >
>> > --
>> > Alex Doss
>> > Mobile: +31 (0) 6 5437-2515
>> > web: www.alexdoss.com
>> 
>> > --
>> > Softimage Mailing List.
>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: H16 Constraint behavior

2017-11-06 Thread Jonathan Moore
Anto, I'm no more a Houdini supporter than any other customer. Sure I feel
it's the best chance we have of a single DCC replacement to Softimage but
rigging is one of the areas where Houdini has the furthest to go. And to be
frank and don't think it will ever offer the completeness of Soft.

We're lucky that Michael Goldfarb takes the time to listen to our
frustrations ref rigging in Houdini and Discord is the place that he's most
likely to to be able to engage in direct conversation. I don't see how
that's a problem. As for 'he's just a TD'. It's great that SideFX actively
recruit experienced industry TD's, developers working solus, aren't always
the best folk for designing workflows. Looking at Michaels CV, I'd say he
adds a lot, particularly with regards to workflow: -
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.linkedin.com_in_michael-2Dgoldfarb-2D65731a1_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Ecr93eCo7MrlyCusiiIWBLoT5CPnnmx95VN9DoSP2OU=6pHBptllLJgvGB9uOpih7CFEkTYm5yLdZ4S8vcl_3mg=



On 6 November 2017 at 10:57, Anto Matkovic  wrote:

> That would  be great. Last time I created a rig in Houdini, somehow it was
> faster and easier to create Houdini style rig in Softimage, first, then the
> to re-assemble it in H, step by step. However, evaluation was unacceptable
> slow, whatever I tried, so I don't see any future when it comes to anything
> real-time, in H. This was Houdini 14, more or less same story in 16.
>
> Constant referring to their rigging TD, by other Houdini supporters, this
> is another very bad sign - it seems they already admitted defeat, leaving
> everything to one guy who already can't do anything significant, because he
> is just TD.
>
>
> --
> *From:* Graham D. Clark 
> *To:* Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Ecr93eCo7MrlyCusiiIWBLoT5CPnnmx95VN9DoSP2OU=FEqnKw8hA6pnnrP63lpiNxN-ACbNpdznS9GLBTWrKwE=
> forum/#!forum/xsi_list 
> *Cc:* sidefx-houdini-l...@sidefx.com
> *Sent:* Thursday, November 2, 2017 9:58 PM
> *Subject:* Re: H16 Constraint behavior
>
> I prefer the new setup in CHOPs, but its still hard to *SEE* in one view
> what's going on, so hopefully they move CHOPs along with everything else
> into VOPs so we can make sense of it all in one place to change world local
> space, geo, etc just like in ICE.
>
> Graham D Clark
> phone: why-I-stereo
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.imdb.me_grahamdclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Ecr93eCo7MrlyCusiiIWBLoT5CPnnmx95VN9DoSP2OU=Bc2gfeQ3rI1IhqomhqCPaEmbWDvX4CLjHf715LVx91g=
> 
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.linkedin.com_in_grahamclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Ecr93eCo7MrlyCusiiIWBLoT5CPnnmx95VN9DoSP2OU=YR0EhnAwYE3GeXZG_Ip5B-yjZeIV-6QKXOFFfCURzso=
> 
>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: H16 Constraint behavior

2017-11-02 Thread Jonathan Moore
Oliver, you've gotta tell Michael your thoughts on this. AFAIK, they're
further developing the CHOP's route as it's been well received on the
whole. Let them know that you prefer VOPs and they might make relevant
accommodations.

On 2 November 2017 at 21:16, Olivier Jeannel  wrote:

> If I knew how to talk to the SRT at obj level the constraint orient would
> be trivial to do in vop...
>
> 2017-11-02 21:56 GMT+01:00 Graham D. Clark :
>
>> I prefer the new setup in CHOPs, but its still hard to *SEE* in one view
>> what's going on, so hopefully they move CHOPs along with everything else
>> into VOPs so we can make sense of it all in one place to change world local
>> space, geo, etc just like in ICE.
>>
>> Graham D Clark
>> phone: why-I-stereo
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.imdb.me_grahamdclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=yvG9_ptkoYgPFWGuhlKoiMGQtfVYs9nJjIujQtcL8J0=JNnc8IbUuOc9G58svjaUm-aO5gE-n84tAOJ0rGhwPsQ=
>> 
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.linkedin.com_in_grahamclark=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=yvG9_ptkoYgPFWGuhlKoiMGQtfVYs9nJjIujQtcL8J0=tOMWisHPBcJSCgBbrN1sSllzqqV_ycnXtj0aDiCIRzI=
>> 
>>
>> On Thu, Nov 2, 2017 at 2:57 AM, Olivier Jeannel 
>> wrote:
>>
>>> Hi there,
>>>
>>> I'm "discovering" the constraint behaviour in Houdini (never used it
>>> before whatever version).
>>>
>>> So, I'm using that new "LookAt" in the Constraint shelf and it builds
>>> that Chop constraint.
>>>
>>> Where I'm confused, is that while the geometry is aligned at SOP level
>>> (ie : faces prims are aligned), but in fact the Axis at Object level is not.
>>>
>>> I think this join this previous discussion (about parenting)
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__softimage.69864.x6.nabble.com_Houdini-2Dhierarchical-2Dor=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=yvG9_ptkoYgPFWGuhlKoiMGQtfVYs9nJjIujQtcL8J0=8z-2QU7EorHMWELMIeXrK1DzJYG4bs6Xhjn8DtkrrCI=
>>> ganization-td7448.html#a7452
>>> 
>>>
>>>
>>> This is confusing because you can no more transform object in local
>>> space (viewport manipulation).
>>> Or, for example, Constraint Lookup a Spot Light, and all the gizmo get
>>> off.
>>>
>>> But maybe I missed something obvious.
>>>
>>>
>>>
>>> --
>>> 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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> with "unsubscribe" in the subject, and reply to confirm.
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Re: H16 Constraint behavior

2017-11-02 Thread Jonathan Moore
Oliver/Tim, best way to contact will be to contact Michael Goldfarb
directly via Discord  (with a direct message or by tagging Michael on a
public post). Michael heads up the rigging tools and is involved with the
design of the new CHOPs based constraints systems.

This route will give you far quicker feedback than going through support.

jm

On 2 November 2017 at 13:08, Artur W  wrote:

> Hey,
>
> Maybe drop a line to Houdini devs, because from what I heard they're super
> helpful.
>
> Artur
>
> 2017-11-02 13:51 GMT+01:00 Tim Bolland :
>
>> Haha that's literally what I'm trying to. Well I'm trying to send it to
>> another object...
>>
>> If you go into the constraints network and find where the look-at is, you
>> can toggle on the "export" flag. This is different to the "Output" flag and
>> it will show the values on the SRT of the constrained object. However I've
>> noticed some flipping and other problems when I have this switched on. Who
>> knows what's happening under the hood there. When I hear something I will
>> get back to the list.
>>
>> Cheers,
>>
>> Tim
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
>> facialdel...@gmail.com>
>> *Sent:* 02 November 2017 12:44
>> *To:* Official Softimage Users Mailing List.
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=pCjDL2PYG50pBmgf2_vwrv96bJvhvjIbCyV6Wc92lAo=dWGxPeVzGVOCIJ8XhVTV-mcsHmo_9YQL5eMH4MMG-5g=
>> ;
>> sidefx-houdini-l...@sidefx.com
>>
>> *Subject:* Re: H16 Constraint behavior
>>
>> Hey tim, I received your mail.
>> If by any chance you find a way to send the rx ry rz from the Chop LookAt
>> to the SRT of the Object, I'd be interested.
>> Frankly, I navigate into the doc and various threads , but I'm unable to
>> solve this. And I don't get why it is so convoluted.
>>
>> 2017-11-02 13:03 GMT+01:00 Tim Bolland :
>>
>> Your not alone, I'm currently doing some rigging and using constraints
>> such as look-at and I'm stumbling across a whole bunch of update/override
>> issues.  CHOPs seem to be very sensitive to what flags you use, for example
>> the look-at doesn't set the export flag, which is why I think you don't get
>> updated values in the SRT. I also noticed different behaviour when I had
>> the render flag of something switched on, which makes no sense to me.
>>
>> I'm having a look to see if I can isolate the issues but things seem to
>> change so much, and sometimes things do work.
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
>> facialdel...@gmail.com>
>> *Sent:* 02 November 2017 07:29
>> *To:* sidefx-houdini-l...@sidefx.com; softimage@listproc.autodesk.com
>> *Subject:* Re: H16 Constraint behavior
>>
>> The worst beeing if I middle clic on the object constrained, I can read
>> some r(x,y,z) values that are the correct local rotation, I just don't know
>> how to copy them back to the rx ry rz at object level :/
>>
>> 2017-11-02 7:57 GMT+01:00 Olivier Jeannel :
>>
>> Hi there,
>>
>> I'm "discovering" the constraint behaviour in Houdini (never used it
>> before whatever version).
>>
>> So, I'm using that new "LookAt" in the Constraint shelf and it builds
>> that Chop constraint.
>>
>> Where I'm confused, is that while the geometry is aligned at SOP level
>> (ie : faces prims are aligned), but in fact the Axis at Object level is not.
>>
>> I think this join this previous discussion (about parenting)
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__softimage.69864.x6.nabble.com_Houdini-2Dhierarchical-2Dor=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=pCjDL2PYG50pBmgf2_vwrv96bJvhvjIbCyV6Wc92lAo=oSrU4h30fiPkLHCNR2WixsvGDVYU5_5P9fcWiVHBh-U=
>> ganization-td7448.html#a7452
>> 
>>
>>
>> This is confusing because you can no more transform object in local space
>> (viewport manipulation).
>> Or, for example, Constraint Lookup a Spot Light, and all the gizmo get
>> off.
>>
>> But maybe I missed something obvious.
>>
>>

Re: Softimage - not going away...

2017-10-27 Thread Jonathan Moore
MPC and PSYOP output some great work with Fabric Engine but in the end I
always felt it was too narrowly aimed at senior TD's with plenty of
programming experience. The success of ICE was fuelled by the compounds
that acted as a gateway drug to the inner workings. I thought maybe that
Kraken would develop into that gateway drug, but after seeing experienced
riggers feeling out of their comfort zone, soon realised it wasn't to be.

When Eric Mootz joined the team I thought maybe that would bring about
tools for technically minded artists who weren't necessarily TD's.

Whatever the reasons I feel for the FE team after all their hard efforts.
But I feel as one door closes others will open for them, folk with that
much talent don't remain jobless for long.

On 27 October 2017 at 22:03, Matt Lind  wrote:

> It likely died for the reason you just stated - you 'eventually' wanted to
> learn.  Problem is most people had the same sentiments.
>
> They made the right move initially of targeting the space between the other
> DCCs, but I think staying there long term was a mistake.
>
>
> Matt
>
>
> Date: Fri, 27 Oct 2017 17:34:02 +
> From: Andres Stephens 
> Subject: RE: Softimage - not going away...
> To: "Official Softimage Users Mailing List.
>
> This is devastating news!!! WTF!? I was betting on learning this and
> eventually investing in it. I didn?t want to be locked into one software
> the
> more I got into proceduralism.  Why!?
>
> -Draise
>
>
> --
> 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: Softimage - not going away...

2017-10-27 Thread Jonathan Moore
That would be my hope too Mirko.

On 27 October 2017 at 18:39, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> Well hopefully they will go to SideFX... but yea.. BETA vs VHS all over
> again
> ᐧ
>
> On Fri, Oct 27, 2017 at 7:37 PM, Jonathan Moore <jonathan.moo...@gmail.com
> > wrote:
>
>> That's really is sad that Fabric Engine couldn't survive commercially.
>>
>> Devastating news for a team exceptional ex-XSI talents.
>>
>> On 27 October 2017 at 18:34, Andres Stephens <drais...@outlook.com>
>> wrote:
>>
>>> This is devastating news!!! WTF!? I was betting on learning this and
>>> eventually investing in it. I didn’t want to be locked into one software
>>> the more I got into proceduralism.  Why!?
>>>
>>>
>>>
>>> -Draise
>>>
>>>
>>>
>>> *From: *pedro santos <probi...@gmail.com>
>>> *Sent: *Friday, October 27, 2017 12:27
>>> *To: *Official Softimage Users Mailing List.
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=9mxBLhh4wPOue0bitBwrCYYkxfHcpfCbUm6f4wr92aQ=_bZTxzcZolTCFwWrbBaP4VIvviTKvsqFIz24eCZExoM=
>>> <softimage@listproc.autodesk.com>
>>> *Subject: *Re: Softimage - not going away...
>>>
>>>
>>>
>>> Another hit :(
>>> fabricengine.com
>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__fabricengine.com=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=aQJibcOU6qnEZIKLRmsqR9Pnljk_nfXVWdFHcLgNbfw=1cDZwCC3mbYEfcpbfOcXQLiUipy4hzlFHDZAYvkHNDg=>
>>>
>>>
>>>
>>> On Fri, Oct 27, 2017 at 6:16 PM, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com> wrote:
>>>
>>> It is really sad that years after SI is killed best possible replacement
>>> is still years away
>>>
>>> What are we talking about? Let's kill best software it is not so
>>> profitable as others and push back production workflow and progress 10
>>> years back who needs progress when you can charge subscription for
>>> every day getting close to where Softiamge already is (yes.. AD.. yes...)
>>>
>>>
>>>
>>> [image:
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__mailfoogae.appspot.com_t-3Fsender-3DabWlya29qLmFuaW1hdG9yQGdtYWlsLmNvbQ-253D-253D-26type-3Dzerocontent-26guid-3Debae5a00-2D7061-2D4f8a-2Da8cf-2D0e837e373792=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=9mxBLhh4wPOue0bitBwrCYYkxfHcpfCbUm6f4wr92aQ=lvvQU_1Tz-0pkfye45UegoC_oh6jgxhmJpf-0PGI9o4=]
>>> ᐧ
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
>>>
>>>
>>> --
>>>
>>> [image: 
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__i.imgur.com_b4wkbKh.gif=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=9mxBLhh4wPOue0bitBwrCYYkxfHcpfCbUm6f4wr92aQ=OZGELL8ALFpEkCgCONqoEQhCByaciFM1MSQmn-wG47E=]
>>>
>>> Pedro Alpiarça dos Santos
>>>
>>>  probiner.xyz
>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__probiner.xyz_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=aQJibcOU6qnEZIKLRmsqR9Pnljk_nfXVWdFHcLgNbfw=CMOwMy8K_N55hFoZnzjlZEJjWpMB6_8flcenMoCOLk0=>
>>>
>>>
>>>
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Mirko Jankovic
> *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com_mirko-2Djankovic=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=9mxBLhh4wPOue0bitBwrCYYkxfHcpfCbUm6f4wr92aQ=F3tk6coKQOyyrgxuirbZ9ae_aRk_CIABt0ySnx80Om8=
> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com_mirko-2Djankovic=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a

Re: Softimage - not going away...

2017-10-27 Thread Jonathan Moore
I agree Jordi. The area that I'm pushing SideFX on is UX not capabilities.

The original point of the discussion here was regarding which current DCC
is the most natural home for XSI artist's. The consensus on the recent
'Procedural in Motion' panel, which included Tim Bolland from Glassworks,
was that there currently isn't a single package replacement. It's likely to
be a mix of Houdini & Maya or Houdini and C4D depending on the type of work
your shop is known for. Houdini isn't currently a replacement for XSI and
it's still got a way to go in the UX department before it could be
considered a like for like replacement for XSI. Take rigging as an example.
16.5 contains lots of improvements to the rigging toolset but Michael
Goldfarb the lead TD for the Houdini rigging toolset freely admits that
rigging is far to technical at the moment and the UX aspect of rigging in
particular has a long way to go. Technically, there are some awesome
rigging tools in Houdini, but getting your rigs fit for purpose in a speedy
fashion still lags considerably behind Soft.

I've not been arguing against Houdini, but have simply been stating that I
don't believe it to be a like for like replacement to Softimage. It shows
the most potential of attaining that lofty goal but isn't there yet.

On 27 October 2017 at 17:10, Jordi Bares <jordiba...@gmail.com> wrote:

> Sorry if it feels like I am going on circles, I am trying to distill some
> important thoughts from this constructive chat.
>
> On 27 Oct 2017, at 16:59, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> To be clear, I'm happy working with particles in Houdini (although I still
> turn to a Mootzoid powered XSI more regularly than Houdini). I'm speaking
> for the artists I support.
>
> Jordi, even those nodes you list require knowledge of local variables and
> VEX Expressions if
>
>
> That is the key word... “IF"
>
> you want finer control over the the default behaviour (and what creative
> worth their salt doesn't want to go beyond the default behaviours).
>
>
> Wouldn’t the finer control in any other package also imply you need to get
> a bit deeper and learn the idiosyncrasies of the tool?
>
> For example, in Softimage you have to accept you have to dive into ICE and
> you will surely have to understand all the variables exposed along with the
> “vocabulary” of nodes ICE provides which is not trivial.
>
> In a way, the more freedom you demand, the more knowledge the software
> demands from you and that is unescapable. It is only thanks to Mootozoid
> awesome tools that you don’t need to dive into flocking in Softimage.
>
> My 2 cents on a Friday
>
> Jb
>
>
>
>
>
> On 27 October 2017 at 15:03, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> BTW, I am sure you guys are aware but there are some tools for flocking
>> like the ones you have in Cinema4D
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popcurveforce=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=9Q6aYm1tPdpCgZbM9fxgY7rTQYGzx4O1CW3TUuWkDqk=7t_rflP4snOlV17on7EHt78Q0GIAuVZ20sDnZj4RBus=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popcurveforce=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HG4yc6di4pSPGmjjCQ4nMw4HMQzz-WNeoV_iUe2V20Y=ZAZwrCLfNzu1gwYSL6rpD8PdDhZ4Zl70odynEqbVLtY=>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popmetaballforce=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=9Q6aYm1tPdpCgZbM9fxgY7rTQYGzx4O1CW3TUuWkDqk=hHcZxtZnieHs9SDhnWUABuvVtogaEkL2_Vy1oov26fA=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popmetaballforce=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HG4yc6di4pSPGmjjCQ4nMw4HMQzz-WNeoV_iUe2V20Y=LVL8fbw4IGn6v-DNxdiz_4nLFXHlulY4W5UpxYu0zdI=>
>>
>> Out of the box, no need for programming
>>
>> jb
>>
>>
>>
>> On 27 Oct 2017, at 14:53, Jordi Bares <jordiba...@gmail.com> wrote:
>>
>> I see… indeed you have a few tools there it is true that for motion
>> graphics you have to deal with technical things in Houdini that nor XSI not
>> Cinema4D force you to… this is something gI would love them to tweak so I
>> will ask … who knows.
>>
>> jb
>>
>> On 27 Oct 2017, at 12:42, Jonathan Moore <jonathan.moo...@gmail.com>
>> wrote:
>>
>> What do you exactly mean by “control of motion”
>>
>>
>> That's a very opened ended statement but my own interpretation was th

Re: Softimage - not going away...

2017-10-27 Thread Jonathan Moore
To be clear, I'm happy working with particles in Houdini (although I still
turn to a Mootzoid powered XSI more regularly than Houdini). I'm speaking
for the artists I support.

Jordi, even those nodes you list require knowledge of local variables and
VEX Expressions if you want finer control over the the default behaviour
(and what creative worth their salt doesn't want to go beyond the default
behaviours).




On 27 October 2017 at 15:03, Jordi Bares <jordiba...@gmail.com> wrote:

> BTW, I am sure you guys are aware but there are some tools for flocking
> like the ones you have in Cinema4D
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popcurveforce=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=LnSwN7r2MYpeqTrq02xtc0yaL2tt2Z8s6qljJTRNLz0=tnYX57Hrlhkcs2kJ_yWq-EUJW-9HISzhzxk6d0hp4kw=
> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popcurveforce=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HG4yc6di4pSPGmjjCQ4nMw4HMQzz-WNeoV_iUe2V20Y=ZAZwrCLfNzu1gwYSL6rpD8PdDhZ4Zl70odynEqbVLtY=>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popmetaballforce=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=LnSwN7r2MYpeqTrq02xtc0yaL2tt2Z8s6qljJTRNLz0=xn6t4Uqc-qEK-abdm0ETdwWGcg0XLzxHvK4HBUI_AUg=
> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_dop_popmetaballforce=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HG4yc6di4pSPGmjjCQ4nMw4HMQzz-WNeoV_iUe2V20Y=LVL8fbw4IGn6v-DNxdiz_4nLFXHlulY4W5UpxYu0zdI=>
>
> Out of the box, no need for programming
>
> jb
>
>
>
> On 27 Oct 2017, at 14:53, Jordi Bares <jordiba...@gmail.com> wrote:
>
> I see… indeed you have a few tools there it is true that for motion
> graphics you have to deal with technical things in Houdini that nor XSI not
> Cinema4D force you to… this is something gI would love them to tweak so I
> will ask … who knows.
>
> jb
>
> On 27 Oct 2017, at 12:42, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> What do you exactly mean by “control of motion”
>
>
> That's a very opened ended statement but my own interpretation was that
> you don't get very far in motion design without a good understanding of a
> DCC's particle system and motion paths in general. On that basis the most
> obvious comparison is the intuitive nature of Mograph and X-Particles in
> C4D to Particles in Houdini. You won't get far in Houdini particle effects
> without expressions at the least and Vex Wrangles to match some of the
> stock effects in X-Particles. C4D & X-Particles both put intuitive UX front
> and centre; the whole question/answer metaphor used in X-Particles is a UX
> tour de force. When you couple that with the elegance of C4D's scene
> manager it makes for a very intuitive workflow.
>
> Houdini is without doubt the more powerful and flexible option, but C4D
> enables a motion designer to get the task done faster and more intuitively.
>
> On 27 October 2017 at 09:04, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> I am very interested in understanding the things others see in Houdini
>> that are wrong or not quite there.
>>
>> What do you exactly mean by “control of motion”
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 27 Oct 2017, at 00:48, Jonathan Moore <jonathan.moo...@gmail.com>
>> wrote:
>>
>> The short answer to your question Phil is no. Control of motion in
>> Houdini isn't as easy or intuitive as it is with XSI/ICE. But the longer
>> answer is that you can easily build bespoke tools in Houdini to provide the
>> exact flavour of motion control you favour.
>>
>> Houdini gives you less out of the box but it's far easier to create
>> bespoke tools in Houdini than with any other DCC.
>>
>> On 27 October 2017 at 00:18, phil harbath <phil.harb...@jamination.com>
>> wrote:
>>
>>> I would be interested to know if Motion Creation is as easy and powerful
>>> as it is in ICE,  I can find I can do whatever I want to do for the most
>>> part in ice, create point clouds in most any fashion, pop them in and out
>>> at any time, and apply animated colors to them as I see fit,  I would think
>>> that you do much of this in C4D but without the complete control you can
>>> get with ICE, however I wonder if the same ease of creation is there with
>>> Houdini.  I agree with others I would just assume continue to use
>>> Softimage/Ice, however,

Re: Softimage - not going away...

2017-10-27 Thread Jonathan Moore
>
> What do you exactly mean by “control of motion”


That's a very opened ended statement but my own interpretation was that you
don't get very far in motion design without a good understanding of a DCC's
particle system and motion paths in general. On that basis the most obvious
comparison is the intuitive nature of Mograph and X-Particles in C4D to
Particles in Houdini. You won't get far in Houdini particle effects without
expressions at the least and Vex Wrangles to match some of the stock
effects in X-Particles. C4D & X-Particles both put intuitive UX front and
centre; the whole question/answer metaphor used in X-Particles is a UX tour
de force. When you couple that with the elegance of C4D's scene manager it
makes for a very intuitive workflow.

Houdini is without doubt the more powerful and flexible option, but C4D
enables a motion designer to get the task done faster and more intuitively.

On 27 October 2017 at 09:04, Jordi Bares <jordiba...@gmail.com> wrote:

> I am very interested in understanding the things others see in Houdini
> that are wrong or not quite there.
>
> What do you exactly mean by “control of motion”
>
> Jb
>
> Sent from my iPhone
>
> On 27 Oct 2017, at 00:48, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> The short answer to your question Phil is no. Control of motion in Houdini
> isn't as easy or intuitive as it is with XSI/ICE. But the longer answer is
> that you can easily build bespoke tools in Houdini to provide the exact
> flavour of motion control you favour.
>
> Houdini gives you less out of the box but it's far easier to create
> bespoke tools in Houdini than with any other DCC.
>
> On 27 October 2017 at 00:18, phil harbath <phil.harb...@jamination.com>
> wrote:
>
>> I would be interested to know if Motion Creation is as easy and powerful
>> as it is in ICE,  I can find I can do whatever I want to do for the most
>> part in ice, create point clouds in most any fashion, pop them in and out
>> at any time, and apply animated colors to them as I see fit,  I would think
>> that you do much of this in C4D but without the complete control you can
>> get with ICE, however I wonder if the same ease of creation is there with
>> Houdini.  I agree with others I would just assume continue to use
>> Softimage/Ice, however, I worry about the day, Soft just doesn’t open.  I
>> have had problems like this with other programs where just recently some
>> updates whether it be windows 10 or the video drivers, have caused certain
>> things to crash, and has caused me great anxiety.
>>
>> *From:* Jonathan Moore
>> *Sent:* Thursday, October 26, 2017 7:07 PM
>> *To:* Official Softimage Users Mailing 
>> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=RfOkQ55SiagKNkAHAUMnzk7eSAgZ1xhf4NPRa-D-XIA=g0dOTDIPJ-fvvdzrm4132h8mIPs0jDWfMIfnard1_ZU=
>> /forum/#!forum/xsi_list
>> *Subject:* Re: Softimage - not going away...
>>
>> Those coming from the likes C4D and After Effects doing wonderful stuff
>> in Houdini were in many cases already technical artists. One of the
>> Aixsponza/Entagma boys (Manuel) started out in XSI as it happens, the other
>> was skilled in Processing (Moritz). And Simon Holmedal was a math nerd long
>> before he gazed eyes on C4D, never mind Houdini. Ben Watt on the other hand
>> is a great example of a C4D artist not used to technical workflows who
>> rapidly adapted to using Houdini as his main platform.
>>
>> Motion design is my thing and I encourage any artists I know to learn
>> Houdini, but sadly for some, things don't click. At the moment I'm working
>> with others on a Mograph/MASH type suite of tools for Houdini. Creating the
>> cloners, effectors and falloffs of a typical motion graphics plugin suite
>> is the easy part, making it a 'gateway drug' into the delights of Houdini,
>> a little harder! But we feel one of the major hooks is performance and
>> luckily the v16 release cycle has seen critical SOP nodes become thread
>> friendly (e.g. the Copy and Point SOP's for starters). C4D and Maya's
>> motion design tools are throttled by a single threaded core, so a suite of
>> tools in Houdini with similar capabilities, whilst being optimised for
>> fully threaded workflows will hopefully provide further encouragement for
>> motion artists to deepen their Houdini knowledge. ;)
>>
>> On 26 October 2017 at 21:30, Jordi Bares <jordiba...@gmail.com> wrote:
>>
>>> No worries Jonathan..
>>>
>>> It is nevertheless interesting that non-technical artists like thos

Re: Softimage - not going away...

2017-10-26 Thread Jonathan Moore
The short answer to your question Phil is no. Control of motion in Houdini
isn't as easy or intuitive as it is with XSI/ICE. But the longer answer is
that you can easily build bespoke tools in Houdini to provide the exact
flavour of motion control you favour.

Houdini gives you less out of the box but it's far easier to create bespoke
tools in Houdini than with any other DCC.

On 27 October 2017 at 00:18, phil harbath <phil.harb...@jamination.com>
wrote:

> I would be interested to know if Motion Creation is as easy and powerful
> as it is in ICE,  I can find I can do whatever I want to do for the most
> part in ice, create point clouds in most any fashion, pop them in and out
> at any time, and apply animated colors to them as I see fit,  I would think
> that you do much of this in C4D but without the complete control you can
> get with ICE, however I wonder if the same ease of creation is there with
> Houdini.  I agree with others I would just assume continue to use
> Softimage/Ice, however, I worry about the day, Soft just doesn’t open.  I
> have had problems like this with other programs where just recently some
> updates whether it be windows 10 or the video drivers, have caused certain
> things to crash, and has caused me great anxiety.
>
> *From:* Jonathan Moore
> *Sent:* Thursday, October 26, 2017 7:07 PM
> *To:* Official Softimage Users Mailing 
> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=hvMxNLrxbGvnjCDu0opRaYW9bNDSFhqs6TZ0ddqx5Rk=oJZWcZRo_KTgxFHUjlxdjqQPhJBlkm-5rcl6Dp9Qwn0=.
> com/forum/#!forum/xsi_list
> *Subject:* Re: Softimage - not going away...
>
> Those coming from the likes C4D and After Effects doing wonderful stuff in
> Houdini were in many cases already technical artists. One of the
> Aixsponza/Entagma boys (Manuel) started out in XSI as it happens, the other
> was skilled in Processing (Moritz). And Simon Holmedal was a math nerd long
> before he gazed eyes on C4D, never mind Houdini. Ben Watt on the other hand
> is a great example of a C4D artist not used to technical workflows who
> rapidly adapted to using Houdini as his main platform.
>
> Motion design is my thing and I encourage any artists I know to learn
> Houdini, but sadly for some, things don't click. At the moment I'm working
> with others on a Mograph/MASH type suite of tools for Houdini. Creating the
> cloners, effectors and falloffs of a typical motion graphics plugin suite
> is the easy part, making it a 'gateway drug' into the delights of Houdini,
> a little harder! But we feel one of the major hooks is performance and
> luckily the v16 release cycle has seen critical SOP nodes become thread
> friendly (e.g. the Copy and Point SOP's for starters). C4D and Maya's
> motion design tools are throttled by a single threaded core, so a suite of
> tools in Houdini with similar capabilities, whilst being optimised for
> fully threaded workflows will hopefully provide further encouragement for
> motion artists to deepen their Houdini knowledge. ;)
>
> On 26 October 2017 at 21:30, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> No worries Jonathan..
>>
>> It is nevertheless interesting that non-technical artists like those
>> coming from C4D and AfterEffects are jumping on Houdini and some really are
>> doing amazing work the like we haven’t seen so may be it will be an
>> evolution in the sense that understanding the processes may be fundamental
>> for the type of work they intend to do.
>>
>> Anyway… good luck though
>>
>> hugs
>> jb
>>
>>
>> On 26 Oct 2017, at 19:41, Jonathan Moore <jonathan.moo...@gmail.com>
>> wrote:
>>
>> I wasn't intending to pick holes Jordi, so apologies if it came over that
>> way. But yes, be it nodal shading, nodal compositing or full featured end
>> to end procedural modeling and animation; nodes scare the bejesus out of a
>> many artists. Personally, I find nodes a more visually descriptive view of
>> things but have come to realise there are many that don't share my view.  :)
>>
>> On 26 October 2017 at 19:29, Jordi Bares <jordiba...@gmail.com> wrote:
>>
>>> Indeed you are right, I probably have a skewed vision due to the fact
>>> that everyone is now exposed to Nuke (and here XSI) which have node based
>>> approaches but may be outside is not so obvious.
>>>
>>> I hope you have fun though.  ;-)
>>> jb
>>>
>>>
>>>
>>> On 26 Oct 2017, at 18:44, Jonathan Moore <jonathan.moo...@gmail.com>
>>> wrote:
>>>
>>> Jordi, I'm only recounting the feedback I get from the

Re: H16.5

2017-10-26 Thread Jonathan Moore
In any direct interaction I've had with Michael Goldfarb (Lead SideFX TD
for rigging) he's always freely admitted that rigging in Houdini is a very
technical affair. 16.5 is definitely forward motion but the UX is still a
moving target in terms of being artist friendly.

On 26 October 2017 at 20:38, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.sidefx.com_forum_topic_51589_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=t4WQMI1ZQvsIPdHbzMHeewvsxRzmQBW2G6jR5F0DQlE=GJ0Yml3brq2z-_nHfD70ManW30SRwCx72MR-3fdTgLs=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.sidefx.com_forum_topic_51589_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=1f5EhqZyGjWWQhETv3T2qPmZmNdPwK9OKrOYN-4yYeI=AbAmDtGQS-8d4S_BzsXaAmYX5yyD9k6eOhmoRBEqH48=>
>
> check it out it spiraled into a bit lneghty talkabout character  aniamtion
> and rigging in H but.. check i tout
> ᐧ
>
> On Thu, Oct 26, 2017 at 9:24 PM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Would love some feedback on rigging in Houdini. Is this "nice" ?
>> I'm giving up a quadriped project to a mayan company because of my lack
>> of knowledge in rig, and because there's almost no Houdini rigger around
>> (France).
>> Hope this will change in the future.
>>
>> 2017-10-26 21:17 GMT+02:00 Anto Matkovic <a...@matkovic.com>:
>>
>>> Actually, 'regular' stuff could complain sometimes, here it happens with
>>> missing shader parameters, not existing in new version. In H 15 I had to
>>> fix the rig I made in H 14, because Blend object worked differently. Also
>>> custom rig controls appeared randomly, I believe they limited number of
>>> displayed custom controllers to 16 or something (this was a last rig I did
>>> in H, can't say what's 'new' in 16..). Usually nothing hard to fix if
>>> you're familiar with H, however it's not good idea to uninstall old version
>>> and just jump into new one. Like anywhere else...
>>> New subsurface shader looks promising, had a bit catastrophic experience
>>> with H 16 subsurface based on indirect rays.
>>>
>>>
>>> --
>>> *From:* Eugene Flormata <eug...@flormata.com>
>>> *To:* Official Softimage Users Mailing List.
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=t4WQMI1ZQvsIPdHbzMHeewvsxRzmQBW2G6jR5F0DQlE=ofRmV7HAt3Dry8aMQ04PDpdAy6pkzfjS59brJvk0lKI=
>>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=I1b3Z0qAVT-24uHR_GMGkgWdxPgbgEosVktwJEJf7JE=jpZ2htC0A3tQVIczQD4cmgXMOKELOGEQ2NhVOherxLg=>
>>> <softimage@listproc.autodesk.com>
>>> *Sent:* Wednesday, October 25, 2017 9:14 PM
>>> *Subject:* Re: H16.5
>>>
>>> when you update houdini, do plugins or stuff break like they do when
>>> maya comes out with a new version?
>>> or is still somewhat working? I guess you dont really need plugins with
>>> houdini since it's so modular and formulaic, so I guess that leaves it to
>>> like renderers?
>>>
>>> On Wed, Oct 25, 2017 at 11:49 AM, Jonathan Moore <
>>> jonathan.moo...@gmail.com> wrote:
>>>
>>> Love that Cryptomatte could only make the end credits! SideFX put more
>>> into a point release than others into their main release. ;)
>>>
>>> On 25 October 2017 at 18:45, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_239828144=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=t4WQMI1ZQvsIPdHbzMHeewvsxRzmQBW2G6jR5F0DQlE=zqurz3Yg9_qrgyCFYqK4kUv7rf6CB1UPQtu_8_oksxo=
>>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_239828144=DwMBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=xtNOPMc7CIvsMRC12GasVDnF3DJgI5AoI-yF_BE8Brs=LMP7dObCPNc32YJCv8R-C0fv1DYOh-uAu7iP2TnTfhY=>
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
>>> --
>>>

Re: Softimage - not going away...

2017-10-26 Thread Jonathan Moore
I wasn't intending to pick holes Jordi, so apologies if it came over that
way. But yes, be it nodal shading, nodal compositing or full featured end
to end procedural modeling and animation; nodes scare the bejesus out of a
many artists. Personally, I find nodes a more visually descriptive view of
things but have come to realise there are many that don't share my view.  :)

On 26 October 2017 at 19:29, Jordi Bares <jordiba...@gmail.com> wrote:

> Indeed you are right, I probably have a skewed vision due to the fact that
> everyone is now exposed to Nuke (and here XSI) which have node based
> approaches but may be outside is not so obvious.
>
> I hope you have fun though.  ;-)
> jb
>
>
> On 26 Oct 2017, at 18:44, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> Jordi, I'm only recounting the feedback I get from the artists I support.
> Some of these artists find nodal approaches per se as being technical.
>
> You, I and most on this list know this not to be the case, but we have to
> be considerate that not all artists are wired the same as us.
>
> On 26 October 2017 at 18:13, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> Could you give me an example of various stages of a production where you
>> need those skills? I can only see a few places where you do and others that
>> you might if you want to do complex stuff (like modern abstract motion
>> graphics for example)
>>
>> Let’s also remember, only recently we have Wrangle nodes and although
>> they are awesome, you didn’t even have them a few years back yet you were
>> able to do anything (slower of course) in other manners. A good example is
>> the new Point Wrangle versus the old Point SOP.
>>
>> I still think for Previz, Modelling, Animation (not technical FX
>> animation), Layout, Shading, Texturing, Lighting and Rendering you need
>> Zero skills.
>>
>> But may be I am missing something.
>> jb
>>
>>
>> On 26 Oct 2017, at 17:29, Jonathan Moore <jonathan.moo...@gmail.com>
>> wrote:
>>
>> The only way to learn a language well is to fully immerse into it, same
>>> thing here… Houdini is not hard any more, UX and specially a more viewport
>>> centric approach makes it very easy to start.
>>> True there is some vocabulary and weird things in a few areas but those
>>> come easy if you really go for it.
>>
>>
>> I say this as a Houdini fan. Houdini is only an easy transition for
>> technical artists. I support teams of artists from fine art backgrounds as
>> well as technical artists and those with a fine art background even found
>> ICE a challenge. For larger teams made up of both TD's and artists this
>> isn't a major issue, but the fact that so much of Houdini is
>> Wrangle-centric these days causes problems for those with a purely art
>> school background who don't know their way around a scripting language,
>> never mind a C-like programming language.
>>
>> I think it's untrue to say 'Houdini is not hard anymore', but more true
>> to say that Houdini is easier to transition to from another DCC (for those
>> with a technical aptitude). You won't get far in Houdini if you can't at
>> the very least think programmatically, and that still goes for those that
>> stick to VOP's rather than Wrangles.
>>
>> One can argue that 3d is an inherently technical art, but there are
>> plenty of professionals working in media & entertainment based studio
>> businesses that get by just fine without any aptitude for scripting &
>> programming. Unfortunately, I don't think it's untrue to state that it's
>> difficult to get past the basics in Houdini without a technical aptitude.
>>
>>
>>
>>
>>
>> On 26 October 2017 at 17:01, Jordi Bares <jordiba...@gmail.com> wrote:
>>
>>> The only way to learn a language well is to fully immerse into it, same
>>> thing here… Houdini is not hard any more, UX and specially a more viewport
>>> centric approach makes it very easy to start.
>>>
>>> True there is some vocabulary and weird things in a few areas but those
>>> come easy if you really go for it.
>>>
>>> :)
>>>
>>> jb
>>>
>>>
>>> > On 26 Oct 2017, at 16:07, Morten Bartholdy <x...@colorshopvfx.dk>
>>> wrote:
>>> >
>>> > Houdini is still to technical to even start using. Blender I have
>>> actually looked at and it doesn't look half as bad as Maya, but it also
>>> very much depends on where you are working or aspire to work.
>>> >
>>> > Maya is

Re: Softimage - not going away...

2017-10-26 Thread Jonathan Moore
Jordi, I'm only recounting the feedback I get from the artists I support.
Some of these artists find nodal approaches per se as being technical.

You, I and most on this list know this not to be the case, but we have to
be considerate that not all artists are wired the same as us.

On 26 October 2017 at 18:13, Jordi Bares <jordiba...@gmail.com> wrote:

> Could you give me an example of various stages of a production where you
> need those skills? I can only see a few places where you do and others that
> you might if you want to do complex stuff (like modern abstract motion
> graphics for example)
>
> Let’s also remember, only recently we have Wrangle nodes and although they
> are awesome, you didn’t even have them a few years back yet you were able
> to do anything (slower of course) in other manners. A good example is the
> new Point Wrangle versus the old Point SOP.
>
> I still think for Previz, Modelling, Animation (not technical FX
> animation), Layout, Shading, Texturing, Lighting and Rendering you need
> Zero skills.
>
> But may be I am missing something.
> jb
>
>
> On 26 Oct 2017, at 17:29, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> The only way to learn a language well is to fully immerse into it, same
>> thing here… Houdini is not hard any more, UX and specially a more viewport
>> centric approach makes it very easy to start.
>> True there is some vocabulary and weird things in a few areas but those
>> come easy if you really go for it.
>
>
> I say this as a Houdini fan. Houdini is only an easy transition for
> technical artists. I support teams of artists from fine art backgrounds as
> well as technical artists and those with a fine art background even found
> ICE a challenge. For larger teams made up of both TD's and artists this
> isn't a major issue, but the fact that so much of Houdini is
> Wrangle-centric these days causes problems for those with a purely art
> school background who don't know their way around a scripting language,
> never mind a C-like programming language.
>
> I think it's untrue to say 'Houdini is not hard anymore', but more true to
> say that Houdini is easier to transition to from another DCC (for those
> with a technical aptitude). You won't get far in Houdini if you can't at
> the very least think programmatically, and that still goes for those that
> stick to VOP's rather than Wrangles.
>
> One can argue that 3d is an inherently technical art, but there are plenty
> of professionals working in media & entertainment based studio businesses
> that get by just fine without any aptitude for scripting & programming.
> Unfortunately, I don't think it's untrue to state that it's difficult to
> get past the basics in Houdini without a technical aptitude.
>
>
>
>
>
> On 26 October 2017 at 17:01, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> The only way to learn a language well is to fully immerse into it, same
>> thing here… Houdini is not hard any more, UX and specially a more viewport
>> centric approach makes it very easy to start.
>>
>> True there is some vocabulary and weird things in a few areas but those
>> come easy if you really go for it.
>>
>> :)
>>
>> jb
>>
>>
>> > On 26 Oct 2017, at 16:07, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>> >
>> > Houdini is still to technical to even start using. Blender I have
>> actually looked at and it doesn't look half as bad as Maya, but it also
>> very much depends on where you are working or aspire to work.
>> >
>> > Maya is a ticket to work in most places these days I guess, but it is
>> also certain to drive you mad, and hate going to work everyday.
>> >
>> > Honestly I would love to work with Houdini, and might even sit down and
>> try and learn it some day, but it is still damn hard to start using, so
>> downtime is considerable.
>> >
>> > MB
>> >
>> >
>> >
>> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel <
>> nagv...@gmail.com>:
>> >>
>> >>
>> >>
>> >>> I read the stories by people who had the bad fortune to have to learn
>> Maya earlier and I have to say everything they wrote is true and then some.
>> After 3 months+ of everyday Maya punishment I actually only like some
>> modeling tools and being able to see layered textures in the viewport - the
>> rest is a horrible mess. And our Maya artists are blissfully oblivious to
>> how much easier their lives could have been if things had been different.
>> >>>
>> >>>
>> >>&

Re: Softimage - not going away...

2017-10-26 Thread Jonathan Moore
>
> The only way to learn a language well is to fully immerse into it, same
> thing here… Houdini is not hard any more, UX and specially a more viewport
> centric approach makes it very easy to start.
> True there is some vocabulary and weird things in a few areas but those
> come easy if you really go for it.


I say this as a Houdini fan. Houdini is only an easy transition for
technical artists. I support teams of artists from fine art backgrounds as
well as technical artists and those with a fine art background even found
ICE a challenge. For larger teams made up of both TD's and artists this
isn't a major issue, but the fact that so much of Houdini is
Wrangle-centric these days causes problems for those with a purely art
school background who don't know their way around a scripting language,
never mind a C-like programming language.

I think it's untrue to say 'Houdini is not hard anymore', but more true to
say that Houdini is easier to transition to from another DCC (for those
with a technical aptitude). You won't get far in Houdini if you can't at
the very least think programmatically, and that still goes for those that
stick to VOP's rather than Wrangles.

One can argue that 3d is an inherently technical art, but there are plenty
of professionals working in media & entertainment based studio businesses
that get by just fine without any aptitude for scripting & programming.
Unfortunately, I don't think it's untrue to state that it's difficult to
get past the basics in Houdini without a technical aptitude.





On 26 October 2017 at 17:01, Jordi Bares  wrote:

> The only way to learn a language well is to fully immerse into it, same
> thing here… Houdini is not hard any more, UX and specially a more viewport
> centric approach makes it very easy to start.
>
> True there is some vocabulary and weird things in a few areas but those
> come easy if you really go for it.
>
> :)
>
> jb
>
>
> > On 26 Oct 2017, at 16:07, Morten Bartholdy  wrote:
> >
> > Houdini is still to technical to even start using. Blender I have
> actually looked at and it doesn't look half as bad as Maya, but it also
> very much depends on where you are working or aspire to work.
> >
> > Maya is a ticket to work in most places these days I guess, but it is
> also certain to drive you mad, and hate going to work everyday.
> >
> > Honestly I would love to work with Houdini, and might even sit down and
> try and learn it some day, but it is still damn hard to start using, so
> downtime is considerable.
> >
> > MB
> >
> >
> >
> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel <
> nagv...@gmail.com>:
> >>
> >>
> >>
> >>> I read the stories by people who had the bad fortune to have to learn
> Maya earlier and I have to say everything they wrote is true and then some.
> After 3 months+ of everyday Maya punishment I actually only like some
> modeling tools and being able to see layered textures in the viewport - the
> rest is a horrible mess. And our Maya artists are blissfully oblivious to
> how much easier their lives could have been if things had been different.
> >>>
> >>>
> >>> Morten
> >>
> >> If you read on, the story splits.
> >> Kinda like a "choose your own adventure"
> >> Some people choose Maya, and THEY DIE
> >> Others choose NOT-Maya and live.
> >> Honestly I would rather use bryce and poser.
> >> Why not Houdini or Blender, Morten?
> >> G
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Softimage - not going away...

2017-10-25 Thread Jonathan Moore
I was told by the Animal Logic boys that they only made the move over to
Maya from XSI on the latest Lego show, but even then XSI had to be retained
for a number of shots.

I can't see the harm in using XSI for specific reasons (as long as chief
amongst those reasons isn't nostalgia).

There seems to be a consensus in this thread (and the multitude of others
like it) ref growing your knowledge with regards to alternative options.
That's the main thing that's important. When we're in our late teens/early
twenties, the best quality we have is open mindedness. Keep that middle
aged 'been there, seen it, done it' attitude at bay and there's plenty of
ways of transitioning on with grace. ;)

On 25 October 2017 at 22:20, Sven Constable 
wrote:

> The thing is, you don't have to be freaking amazing to be competitive with
> XSI. In fact you can easily compete, taking a break and playing banjo while
> doing the work. Maybe not in vfx but with usual 3d.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Mathieu Leclaire
> *Sent:* Wednesday, October 25, 2017 11:02 PM
>
> *To:* Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=oGDNgAaiMwEiQ-vQftI9VW4PykRgog6IwH09oHGQHdc=BUhHPUR9_jcH4XXM9tIEX9om2E-fLMCDPO1YZp9X0Y0=
> forum/#!forum/xsi_list
> *Subject:* Re: Softimage - not going away...
>
>
>
> I hear you, but how will you compete for a job when everyone else is using
> nail guns and you are only using a hammer? If all these new kids can do the
> job 100x faster then you can, why would they hire you instead? I'm not
> saying you can't do a good job with a hammer, but it'll take more time so
> you'll need to charge more money to compensate. You better make sure you're
> freaking amazing with that hammer if you want them to come back to you.
>
> On 25/10/2017 4:47 PM, Andres Stephens wrote:
>
> Though a good analogy... a tool is very different than a relationship
> with a person…
>
> There still are very efficient people building houses out of hammers and
> nails. There still are capable artists using paint and brushes. It’s a
> tool. Whatever gets the job done. And yes, eventually it will be hard
> comparing a hammer with a nail gun – but for the sake of the art and
> whatever you do, even art can be made with the defunct Microsoft Paint.
> Whatever floats your boat. When it comes to productions, whatever gets the
> job done in time too is valid as anything else superior or not.
>
>
> Even if it’s about relationships with a software… I think polyamory still
> is the name of the game. A harmonious relationship of many. Sculpting in
> one, rendering in another, animation in another, even cross pollination
> with fabric engine, proceduralism (which isn’t always great for hard hand
> artistry sometimes) in Houdini, or even in Blender with some node base
> workflows, realtime rendering in Unreal, and.. even with that, things
> fading away, has OBJ died yet after all these years? I don’t think SI and
> the 3D workflow will fade so quickly as much as the hammer and nail hasn’t
> become obsolete today…
>
> I would, for the hell of it, still make a webseries in trueSpace for it’s
> unique relaxing workflow and still funcioning software, 9 years later,
> 32bit, still has a Yafaray and Vray integration to a degree, with a
> directX9 viewport, updated FBX exporter, and a wysiwyg viewport that
> handles more polygons than Blender at the moment. It’s old, retro, but
> maybe the near future that will be a thing – as much as 8bit games are a
> thing, like hand brew coffee, microbrewery beer and vinly DJ’s.
>
> Whatever gets the job done, whatever floats your boat. No need to be in an
> industry standard to survive.
>
> And.. it is relaxing working in something that isn’t always evolving and
> developing (and having to learn over and over again as things revamp,
> modifies and improves) to be free to  focus on the art and story… Just a
> thought.
>
> -Draise
>
>
>
> *From: *Mathieu Leclaire 
> *Sent: *Wednesday, October 25, 2017 11:43
> *To: *Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=oGDNgAaiMwEiQ-vQftI9VW4PykRgog6IwH09oHGQHdc=BUhHPUR9_jcH4XXM9tIEX9om2E-fLMCDPO1YZp9X0Y0=
> forum/#!forum/xsi_list 
> *Subject: *Re: Softimage - not going away...
>
>
>
> Hi guys,
>
> I don't want to crash your rant here and hope you guys don't take
> offense to what I have to say. I'm sure you heard this a million times
> by now, but if you would allow me to share my perspective:
>
> I highly recommend you guys move on and learn the other softwares. This
> industry and it's technology is 

Re: Softimage - not going away...

2017-10-25 Thread Jonathan Moore
There are still things in Softimage that you can't get anywhere else. ICE
particles in combination with Eric Mootz's wondrous plugin suite offers
greater creative possibilities than anything else on the market today and
has multi-threaded performance to match Houdini's (the possibilities are
there in Houdini but only with a lot of bespoke tool building). X-Particles
in C4D is getting there but it still has a long way to go. Don't get me
started on Maya & Max's naive particle capabilities.

I love Houdini and over time I see that as the permanent XSI replacement,
but to be clear, it's not just character animators that are clinging on to
XSI; I know a good few motion design folk that won't leave XSI behind just
yet either.

On 25 October 2017 at 19:13, Mathieu Leclaire  wrote:

> Well, there you go... You can see that in Houdini 16.5 (
> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_239828144=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=q8_eTHWvWTsk6C_iHKA9GxeSgWhlgjWZIdSDfXG6s74=qnvTca9-9SAv-Qykg8rKUTZ1W4-yswKz3J4kMKoKqSM=
> )
> they've already pushed a few new animation features. I'm sure more will
> follow in version 17. As I said, they are working on improving their
> animation tools. It might take a few more version to get something worth
> switching over for, but you can see there's an effort put into that area.
>
>
> On 25/10/2017 2:07 PM, Mathieu Leclaire wrote:
>
> Currently we do our rigging and animation in Maya.
>
> I'm in no way an expert on rigging and animation, so I can only share
> feedback that I've heard from our experts.
>
> From what I see, Houdini have some very interesting rigging tools. It's
> the animation tools that are a bit primitive. You can do pretty much what
> you want, it's just not as sexy and user friendly as the other softwares.
>
> SideFX told us they have plans to improve these tools. I'm not sure when
> that will happen, but everything SideFX do seems to turn to gold so It'll
> probably be amazing once they get to it... I'm just not sure of their
> timeline.
>
> We try and do as much as we can in Maya for now, but we can also import
> the animation back into Houdini to do muscle simulations, cloth and hair
> sims when necessary... or use Houdini Engine in Maya. We haven't needed to
> go there yet, so these are all options that are up in the air for us right
> now.
>
> All I can say is that our Animation/Rigging departments where the first
> department to transition into Maya before we even looked at Houdini and
> they seem happy with it. When we suggested that they look at Houdini for
> Animation/Rigging, there was a lot of resistance since they just made the
> move over to Maya and they weren't very excited at the prospect of learning
> yet another software, so we never pushed it.
>
> Houdini is very flexible to customize to your need. You can make it do
> anything, but you need technical people to help make these tools more user
> friendly. If you are more artistic then technical and just want to animate,
> then Maya is probably a better choice for the moment. I don't know if there
> are other software worth looking into at this moment though!? Motion
> builder and crowd tools like Goalem are good at mixing existing clips
> together, but they aren't animation tools.
>
> Animation feels like an area where it seem ready for a big technological
> evolution. How long will people edit keys on curves? Feels as primitive as
> modeling was before ZBrush and Mudbox where invented. I see there's a lot
> of research done with machine learning and deep neural networks... I have a
> feeling big breakthroughs are on the verge of revolutionizing the way we
> animate our characters. But until then, I would say Maya is your safest bet
> for now.
>
>
> On 25/10/2017 1:00 PM, phil harbath wrote:
>
> Do you do character animation in Houdini,  I am hesitant to change to
> another program if I can't get
> near the character animation workflow as Softimage, just wondering I don't
> know much about Houdini's
> strengths in that department other than it is behind and a work in
> progress,
> maybe they are fine with that not being
> their niche. Of all the nightmares I hear about about working in Maya I am
> not crazy about spending a ton of time (and money)
> changing to Maya for character animation to have it worse.
>
> thanks
>
> -Original Message-
> From: Mathieu Leclaire
> Sent: Wednesday, October 25, 2017 12:16 PM
> To: Official Softimage Users
> MailingList.https://urldefense.proofpoint.com/v2/
> url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-
> 5Flist=DwICaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_
> 

Re: H16.5

2017-10-25 Thread Jonathan Moore
Love that Cryptomatte could only make the end credits! SideFX put more into
a point release than others into their main release. ;)

On 25 October 2017 at 18:45, Olivier Jeannel  wrote:

> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_239828144=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=wLbGBhhcIIJ6mBt0GRK5PGHCvIzcLQ_NyAGkc4_5Utc=XBN0-bXbvX7XTP5rHPiCoLID_IUXsPXGrumg_E73HDU=
> 
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini hierarchical organization

2017-10-23 Thread Jonathan Moore
It's approaching 1.30am here in the UK, so please forgive my inability to
string a sentence together correctly in that last post... :)


On 24 October 2017 at 01:20, Jonathan Moore <jonathan.moo...@gmail.com>
wrote:

> This post from SideFX's Jeff Wagner (Old School on the OdForce forum) it
> the thing that really started to make things click for me ref the under the
> workings of Houdini. It's about 7 posts down on this page. Essential
> reading for all:
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__forums.odforce.net_topic_17105-2Dshort-2Dand-2Dsweet-2D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis=Q1UpdRpEyxb6ejlub6NohHp3Be3bPyZqtVjstSYC4g4=
> op-centric-lessons/?tab=comments#comment-10426
>
> Enjoy.  ;)
>
>
> On 23 October 2017 at 20:23, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> I see… indeed the documentation could move a bit faster but I guess is
>> the price we have to pay for such a turbo charged development cycles and
>> support.
>>
>> In any case, I recall (although I can’t seem to find now) a post in
>> Odforce about network evaluation order and multi-threading that explain
>> some of the mechanisms at play that may shed some light for advanced
>> users.. I could barely follow some parts but there were some gems in it.
>>
>> I will try to find it again, I am sure I saved in my stash of
>> Houdini-stuff-that-one-day-I-will-need
>>
>> Enjoy!
>> jb
>>
>>
>> On 23 Oct 2017, at 16:54, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> j.ponthi...@nasa.gov> wrote:
>>
>> Jordi,
>>
>> Thanks. I think though I’m looking for a broader explanation of what the
>> contextual differences are between the network levels.
>>
>> It turns out part of my confusion may be in part due to the current
>> documentation. Today I discovered that the online docs are different from
>> the installed ones. For example I discovered that the installed doc page is
>> different than its online equivalent for
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_obj_-5Findex=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis=WNzwQXsE_GYhrWnzng_jIGPKyIPKhvxRm6pieOw1fes=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_obj_-5Findex=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=u77dOKhUM8I5W9ZDtgjaqAfpoAFh4Vv98S9cXQes4Bc=3WzLHhudfu-iCuZSnG30bFLuBY-ayjy-SfKTRymcoqM=>
>>
>> This online man pages clearly explains that Scene Level is strictly for
>> spatial and hierarchical relations. Funny thing is there is no mention of
>> this in the equivalent installed page. Or anywhere that I’ve searched in
>> the installed docs for that matter. Apparently the docs are fluid and its
>> best to use only the online version as they appear to be the most up to
>> date.
>>
>> Time for me to start doing a lot of reading…
>>
>>
>> --
>> Joey Ponthieux
>>
>> __
>> Opinions stated here-in are strictly those of the author and do not
>> represent the opinions of NASA or any other party.
>>
>>
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Jordi Bares
>> *Sent:* Saturday, October 21, 2017 10:13 AM
>> *To:* Official Softimage Users Mailing List.
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis=PMQyvwjgCc_K-GiAhAB86cSmEu8Oio7wJauG4ZG0BPY=
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=u77dOKhUM8I5W9ZDtgjaqAfpoAFh4Vv98S9cXQes4Bc=Fxpxs5Bh9EHuBuWO7qZmnbpALp1iC0sIeTStqCXGlLo=>
>> <softimage@listproc.autodesk.com>
>> *Subject:* Re: Houdini hierarchical organization
>>
>> Mmm… if you try (forgive me if I am getting it wrong) to represent data
>> in the same way in Houdini you may struggle as it is a different principle.
>>
>> Only subnetworks can store objects, what lies inside an object is the
>> procedural network that is evaluated.
>>

Re: Houdini hierarchical organization

2017-10-23 Thread Jonathan Moore
xmuU784akT-nMalYgo3M-Wf7C0J0=IgieBWtI2_Bt0kUg7YrBjQAnbP7cZUduQ5dT-qNxFFg=.
> com/forum/#!forum/xsi_list
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=HeGph8Xh5ttXXXkUA1HeWYPBLG2Qmno5epbEQVMdgfg=HSr8sPtL0vRAqzlfGZqIuieD_U92SvH8KA-P1XezYi8=>
> <softimage@listproc.autodesk.com>
> *Subject:* Re: Houdini hierarchical organization
>
> Not sure I understand you well Jopseph, but here a little tutorial with
> som "gem" about the tree view
> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=IFOB2YDfjKIkLLTxmuU784akT-nMalYgo3M-Wf7C0J0=6jLyaA_XeY7SA7ajgbmZjkd-dZobk3CE0OFmPiZvB54=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=OKef69kBqPJXx68i4heEfHR30NI_NUub2sbaNk2wwws=LxaiEbXJ3vm44MM6t9mv5vJ_ShpJjcEj5uTiecLtIkM=>
> Apologies if I'm way out of topic.
>
> 2017-10-19 20:08 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>
> Apologies for the rushed response as I'm heading out for an event.
> However, the tree view in Houdini is best viewed simply as an alternative
> data visualisation (best utilised a-z filtering). It's not an
> organisational view or a place where you manipulate data. Transform
> hierarchies should be created in the Network Editor and you can quickly
> traverse nesting structures via the tree view.
>
> In simple terms the Network Editor is where all major scene manipulations
> take place and the Tree View is provided to aid navigation in complex node
> structures.
>
> At least that's the way I've always worked in Houdini.  ;)
>
> jm
>
> On 19 October 2017 at 16:47, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
> j.ponthi...@nasa.gov> wrote:
>
> Hello folks,
>
> I figured people using Houdini on this list would understand the context
> of this question better, coming from a Softimage background, rather than an
> exclusive Houdini background. I’ve been trying to learn Houdini the past
> several months and I’ve suddenly realized something that has me questioning
> some things that may very well be misconceptions on my part, about the
> interface.
>
> To get right to it, is there a way to make Tree View represent object
> hierarchical parenting relative transform relationship?
>
> I’ve discovered that I can create transform relationships just fine in
> Network View, but that it has also taken some effort to realize what
> happens in Network::Scene is both similar and dissimilar to what happens in
> Network::Geometry and neither is exactly reflected the same way in Tree
> View.  A big part of the dissimilarities that I’m starting realize differ
> on how, and when, a network produces transform relationships versus when it
> permits procedural editing of object data.
>
> It seems that Tree View only depicts a kind of “container view” context.
> Or rather, what is “inside” something else as opposed to what is the
> parented relationship by transform or articulation context. Tree View is
> great for finding and selecting something but more or less seems
> ineffective in setting up a hierarchy of objects affected by transformation
> relationships. I’m finding the only place I can do that is in Network View,
> and that the nature of this changes in context somewhat depending upon
> Network View’s active object context, whether its Scene or Geometry for
> example.
>
> Which gets me to my next question, what and where is the proper way in
> Houdini to set up hierarchical relationships of transform context?
> (Parenting for articulation purposes)
>
> I find I can use nulls or geometry in Network::Scene to do this but then I
> have to use transforms in Network::Geometry to do the same thing. But
> transforms in Network::Geometry also permit instancing of the geometry as
> well as transform relationships and the entire behavior of the network in
> Geometry seems to permit a higher degree of proceduralism than does the one
> at Network::Scene level. While none of this is necessarily problematic, it
> more fundamentally raises the question of “what is best practice?”.
>
> Should Geometry nodes be limited to only creating static objects and
> hierarchical articulations established only at Scene level? If so, what
> nodes are best used for transform hierarchies?
>
> Or is reasonable to arrange structures in Geometry nodes that permit
> transform articulations? The concern here is, of course, would such
> structures end up inadvertently duplicating or instancin

Re: Houdini hierarchical organization

2017-10-19 Thread Jonathan Moore
Apologies for the rushed response as I'm heading out for an event. However,
the tree view in Houdini is best viewed simply as an alternative data
visualisation (best utilised a-z filtering). It's not an organisational
view or a place where you manipulate data. Transform hierarchies should be
created in the Network Editor and you can quickly traverse nesting
structures via the tree view.

In simple terms the Network Editor is where all major scene manipulations
take place and the Tree View is provided to aid navigation in complex node
structures.

At least that's the way I've always worked in Houdini.  ;)

jm

On 19 October 2017 at 16:47, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov> wrote:

> Hello folks,
>
>
>
> I figured people using Houdini on this list would understand the context
> of this question better, coming from a Softimage background, rather than an
> exclusive Houdini background. I’ve been trying to learn Houdini the past
> several months and I’ve suddenly realized something that has me questioning
> some things that may very well be misconceptions on my part, about the
> interface.
>
>
>
> To get right to it, is there a way to make Tree View represent object
> hierarchical parenting relative transform relationship?
>
>
>
> I’ve discovered that I can create transform relationships just fine in
> Network View, but that it has also taken some effort to realize what
> happens in Network::Scene is both similar and dissimilar to what happens in
> Network::Geometry and neither is exactly reflected the same way in Tree
> View.  A big part of the dissimilarities that I’m starting realize differ
> on how, and when, a network produces transform relationships versus when it
> permits procedural editing of object data.
>
>
>
> It seems that Tree View only depicts a kind of “container view” context.
> Or rather, what is “inside” something else as opposed to what is the
> parented relationship by transform or articulation context. Tree View is
> great for finding and selecting something but more or less seems
> ineffective in setting up a hierarchy of objects affected by transformation
> relationships. I’m finding the only place I can do that is in Network View,
> and that the nature of this changes in context somewhat depending upon
> Network View’s active object context, whether its Scene or Geometry for
> example.
>
>
>
> Which gets me to my next question, what and where is the proper way in
> Houdini to set up hierarchical relationships of transform context?
> (Parenting for articulation purposes)
>
>
>
> I find I can use nulls or geometry in Network::Scene to do this but then I
> have to use transforms in Network::Geometry to do the same thing. But
> transforms in Network::Geometry also permit instancing of the geometry as
> well as transform relationships and the entire behavior of the network in
> Geometry seems to permit a higher degree of proceduralism than does the one
> at Network::Scene level. While none of this is necessarily problematic, it
> more fundamentally raises the question of “what is best practice?”.
>
>
>
> Should Geometry nodes be limited to only creating static objects and
> hierarchical articulations established only at Scene level? If so, what
> nodes are best used for transform hierarchies?
>
>
>
> Or is reasonable to arrange structures in Geometry nodes that permit
> transform articulations? The concern here is, of course, would such
> structures end up inadvertently duplicating or instancing geometry where I
> think I am setting up transform articulations instead?
>
>
>
> And am I left with the ability to create transform articulation
> hierarchies only in Network View and unable to create articulation
> hierarchies in Tree View?
>
>
>
> All thoughts or suggestions in this regard would be very welcome.
>
>
>
> --
>
> Joey Ponthieux
>
>
>
> __
>
> 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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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: I'm lost / Which Software fills the void / help!?

2017-10-07 Thread Jonathan Moore
I love Houdini but it's still missing the mark in terms of having the
rounded 'artist friendly' toolset of XSI.

The SideFX guys came to London this week and held an event called
'Procedural in Motion' which was targeted at those of us the use Houdini
for non VFX stuff (motion design in particular). There's a bunch of
interesting presentations but the one that caught my attention the most was
the final panel discussion which featured a few folk from this list. -
*Participants:
Lawrence Parkhurst (SKY), Will MacNeil (The Mill), Simon French (ETC), Tim
Bolland (Glassworks), Pétur Breki Bjarnason (Jellyfish Pictures)* -

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.sidefx.com_community_procedural-2Din-2Dmotion-2Dpresentations_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=hoIXV3ligbl1ju9E6cTWVJnwbJOyVp28ShHBKPpOSbk=R9saZMJoKjw5wFvm-89bDqU0NWqLUK7Xcr3Opv1WIVo=

TLDW - The consensus view regarding transition strategies was Maya/C4D &
Houdini in tandem in the medium term. But Houdini still has the best long
term potential as a single package replacement for XSI.

The best thing about being a Houdini customer is the level of support you
get from SideFX. They really listen and respond to customer feedback. It's
the polar opposite of Autodesk. Aside from Houdini's current capabilities,
SideFX's responsiveness to customer feedback is a huge plus for me.

As others have said. If you still have your Softimage license, keep it
installed but get yourself a Houdini Indie license for learning purposes at
the very least. There's no doubt that Houdini comes with a steep learning
curve but that learning curve is rewarded with creative flexibility. I'm
confident that SideFX will continue to make Houdini more 'artist friendly'
(I hate that catch all term, but it serves a purpose here) in the longer
term. It certainly has the most potential as a single package replacement
for XSI.

If your budget allows for two packages Houdini is a powerful partner to
either Maya or C4D. Many in motion design partner Houdini with Cinema 4D
but taking Autodesk out of the equation the Maya team have improved many of
it's failings in recent releases and Maya 2018 makes a great partner to
Houdini too (the Maya team are focusing on workflow for the 2018 release
schedule and the benefits of this approach are apparent).

Modo is a solid low cost consideration as a partner to Houdini, it has a
really great V-Ray integration and it's far more performant and stable than
in years gone by. Full transparency here, I've been a long term alpha/beta
tester for Modo, so my opinions are obviously flavoured by this. But Modo
is looking far stronger going into the 12 series than it was it the
beginning of the 10 series, when it was liable to crash at least once in
every session, so view it with fresh eyes. It has three releases each year
and you can set up a new 30 day demo with each new version.

So no definitive answer from me, but hopefully a few useful pointers. ;)

On 7 October 2017 at 17:15, Nicole Beeckmans-Jacqmain 
wrote:

> hi.
> do you say Olivier,
> that it is possible in Houdini to work autonomously as an individual,
> make a movie on your own the way it is with softi?
> with softimage there was a few hours of learning, and you could
> start the whole aspects of a production , this ; on your own.
> what is your 'radar'? do you work in a studio environment?
>
> ps i have seen a recent pluralsight tutorial about houdini procedural
> building cities,
> and i do understand better now the meaning of the conversation we had here
> about
> developing an 'artist' friendly insight into houdini.
>
> it is really 'engeneering', in asmuch as we cannot say that Gustav Klimt
> or Salvador Dali
> (to take mild, provide tempered examples, not Tristan Tzara or James Joyce
> say), these XXcentury artists they were *not* engeneers.
> if you start building movies the way you build the Empire State Building
> or the Millau Bridge by Foster,
> then it is not cinema. It used to be cinema. Not to mention the quality of
> the 'movies' like BatMan-Marvel or recently Bladerunner 2049,
> who i believe at top level of production are built to make audience adapt
> to the same sadness which causes the hard
> coding effort. Houdini gestion of particles integrates perfectly swell in
> that management of audiences. Netflix also.
> Art is about Joy, inspiration, visionnary, invention.. Engeneering is
> about enslavement and vacuum. Apocalyptic.
>
> so in regards to this i d be entertained to know if there are independent
> users of houdini.
>
> best regards,
> N.B.J.
>
>
>
> 2017-10-07 16:21 GMT+02:00 Olivier Jeannel :
>
>> Mmmh, I have to admit that rigging is not on my radar atm.
>> There should have a few good tutorial (not that many) though, for the
>> basic of IK.
>> And I think I've see some big prods working with rigs in Houdini as
>> described here 
>> 

Re: Multiple objects copy

2017-09-28 Thread Jonathan Moore
Just came across this great blog post from Toadstorm entitled "A
Long-Winded Guide to Houdini Instancing" I'd label it "everything you
wanted to know about Houdini instancing but were afraid to ask!" myself.
It's a damn fine read, and great for those just starting out in Houdini too.

https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=h4hreQntQUMdMiO3LeMrJyHXHEyKLnKAKoxAMLdA0yo=
 

Enjoy.


On 25 September 2017 at 16:22, Olivier Jeannel 
wrote:

> Kind of rooky question that I already asked but...
>
> So I have that "problem" with the copy sop (copy to point, whatever) when
> I have to do a copy with multiple input objects.
> It was something really easy within ice with high performances.
>
> I watched the sidefx tutorial, and so far I undertstood they deprecated
> the stamp method for a copy within a loop.It's rather slow.
>
> I also saw a method where it copies all the multiple objects on each point
> and then delete according to the ptnum the undesired copies. it gets very
> slow when you have many different objects to copy and it eats memory.
>
> So I made my "own" method
> The scenario was
> working with packed
> 10 different objects(platonic, torus, sphere, etc)
> I have some scattered point
> I have a noise (float) on the scattered points
> I want to distribute my 10 objects according to the values of that noise
>
> so I divided my noise in 10 zones (based on grey float values)
> I counted howmany of each object there was per zone(@numbperzone)
> I copied each object the good amount
> I placed each copy at its corresponding scattered point
>
> et voilà
>
> now for 10 objects distributed on 35 points it takes under 10s.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=ObZ8gSpC-gUJkqCl3yDXGzsY0smzMBKUfJXxB92qo80=
>  
>
> That's my best method for now, but I have now idea if it's worth something.
>
> So how do you guys usually do ?
>
> --
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Re: OT: Re: Multiple objects copy

2017-09-25 Thread Jonathan Moore
Thanks Jason. It's certainly going to be a challenge but at least most of
my data was backed up. Unfortunately much of the music equipment will be
hard to replace even with a full insurance payout. Onwards though,
otherwise that way madness lies!

On 26 September 2017 at 00:12, Jason S <jasonsta...@gmail.com> wrote:

> On 09/25/17 11:52, Jonathan Moore wrote:
>
> Fire wiped out my studio - lost a lot of vintage synth hardware, to go
> along with my workstations and the insurance company a proving to be an
> upward battle.
>
>
> Wow that's nuts.
>
> I hope you didn't loose any data (or other irreplaceable things) along
> with those synths
> and I hope you get cool new hardware out of your misfortune,
> (and anything else that insurance are suppose to cover in those very
> circumstances)
>
> best of luck,
> J
>
> On 09/25/17 11:52, Jonathan Moore wrote:
>
> That looks like excellent performance Oliver.
>
> I've been using the new 'for each' compiled sop methodology for copy
> stamping (in those limited situations where the SOP's are compilable) and
> have been happy with the speed of the results but can't say I've been
> measuring.
>
> The bit that bugs me at the moment about compiled SOP loops is that
> there's very little in the world of procedural modeling that's compilable,
> because so many key modelling SOP's have yet to be 'verbified' (or upgraded
> to SOP 2.0 to give it it's other SIdeFX nomenclature). The promise is there
> but at the moment there's limited use case scenarios for compiled SOPs
> outside of destruction.
>
> I'll have a dig into your file when I'm back up and running as it looks
> very promising. Fire wiped out my studio - lost a lot of vintage synth
> hardware, to go along with my workstations and the insurance company a
> proving to be an upward battle. G!
>
>
>
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Re: Multiple objects copy

2017-09-25 Thread Jonathan Moore
That looks like excellent performance Oliver.

I've been using the new 'for each' compiled sop methodology for copy
stamping (in those limited situations where the SOP's are compilable) and
have been happy with the speed of the results but can't say I've been
measuring.

The bit that bugs me at the moment about compiled SOP loops is that there's
very little in the world of procedural modeling that's compilable, because
so many key modelling SOP's have yet to be 'verbified' (or upgraded to SOP
2.0 to give it it's other SIdeFX nomenclature). The promise is there but at
the moment there's limited use case scenarios for compiled SOPs outside of
destruction.

I'll have a dig into your file when I'm back up and running as it looks
very promising. Fire wiped out my studio - lost a lot of vintage synth
hardware, to go along with my workstations and the insurance company a
proving to be an upward battle. G!

On 25 September 2017 at 16:22, Olivier Jeannel 
wrote:

> Kind of rooky question that I already asked but...
>
> So I have that "problem" with the copy sop (copy to point, whatever) when
> I have to do a copy with multiple input objects.
> It was something really easy within ice with high performances.
>
> I watched the sidefx tutorial, and so far I undertstood they deprecated
> the stamp method for a copy within a loop.It's rather slow.
>
> I also saw a method where it copies all the multiple objects on each point
> and then delete according to the ptnum the undesired copies. it gets very
> slow when you have many different objects to copy and it eats memory.
>
> So I made my "own" method
> The scenario was
> working with packed
> 10 different objects(platonic, torus, sphere, etc)
> I have some scattered point
> I have a noise (float) on the scattered points
> I want to distribute my 10 objects according to the values of that noise
>
> so I divided my noise in 10 zones (based on grey float values)
> I counted howmany of each object there was per zone(@numbperzone)
> I copied each object the good amount
> I placed each copy at its corresponding scattered point
>
> et voilà
>
> now for 10 objects distributed on 35 points it takes under 10s.
> https://drive.google.com/open?id=0B1QqhXD7Y15qVnBqMVhKeWl0dnc
>
> That's my best method for now, but I have now idea if it's worth something.
>
> So how do you guys usually do ?
>
> --
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Re: Animated booleans now and then

2017-08-29 Thread Jonathan Moore
The Implosia booleans are great if you can manage to build a bug free
network but Implosia is definitely on the flaky side. I hate to say it but
Houdini is the best route forward. The new booleans in H16 are rock solid
and it's child's play managing the Redshift shading network (no extra
charge to use RS in Houdini).

On 29 August 2017 at 12:09, wavo  wrote:

> Hello,
>
> you can also try Implosia http://www.si-community.com/
> community/viewtopic.php?f=5=6373=momentum
> its now free, You can create booleans via Icetree or sricptedOp vie the
> PulldownMenu
>
>
>
> Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
>
> ,,
>
>
> Hi list,
>
>
>
> I had several projects lately  that involved animated booleans with CAD
> data, which is problematic sometimes. I used the old BoolTrace shader by
> Alan Jones but it has its drawbacks: With many objects, using different
> materials, it's hard to  keep track of the shaders. Another problem was,
> that there is a limitation in the shader with reflections. Let's say you
> have a box and a sphere and the box is cutting the sphere in half. If
> another objects that is reflective, intersects the cutting volume (the box)
> it will reflect the box by it's primary rays. I assume that is because the
> shader interchanges primary and secondary rays under the hood. I could
> potentially get it solved by using passes/partition trickery or another
> shader to get selective reflections on object basis. However, this becomes
> quite complicated with a handful ob objects, all using different materials.
>
>
>
> On some projects I switched back to real (geo) booleans and fixed the
> "popping" of meshes by slighty adjusting the fcurves or cleaning the
> topology a bit, but its a hack. On another project I got away with slightly
> incorrect reflections using render time booleans. At the end it worked
> somehow but it was almost never elegant or straight forward.
>
>
>
> Is there an alternative to the (rather old) booltrace shader for XSI?
> Anything for redshift in that area? Last, not least, how do you approach
> animated booleans with complicated/heavy meshes nowadays?
>
>
>
> Thanks,
>
> Sven
>
>
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>
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>
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> Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
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> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
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>
> 
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Re: Otish - is there a Maya equivalent of XSI's Deform by Curve?

2017-08-22 Thread Jonathan Moore
Studying this Entagma approach to recreating C4D's spline wrap deformer
(very similar to XSI's Deform by Curve) in Houdini might provide some clues
as to how to create something similar in Maya. I have no experience of
creating custom tools for Maya but the Houdini custom tool approach might
spark some inspiration for somebody more experienced in Maya's underlying
wiring.

http://www.entagma.com/rebuilding-the-c4d-spline-wrap-deformer-in-houdini/


On 22 August 2017 at 21:32, Matt Lind  wrote:

> The flipping problem is due to a property of curves.
>
> A parametric curve's normal always points in the direction of concavity at
> a
> given location.  The normal will flip where the curve transitions from
> concave to convex (and vice versa), such as at the mid-section of an "S"
> curve.  Tools will often apply a "Frenet" frame which is an added layer of
> math that walks along the curve and unifies the normal direction by
> applying
> local rotations to buffer the flipping, but Maya doesn't appear to be using
> one.
>
> Specifying a linear quantity such as an up vector will not resolve the
> issue
> as you need a correction along the flow of the curve, not a fixed point or
> direction in a linear coordinate space.
>
> Matt
>
>
> Date: Tue, 22 Aug 2017 17:25:02 +0200 (CEST)
> From: Morten Bartholdy 
> Subject: Re: Otish - is there a Maya equivalent of XSI's Deform by
> Curve?
> To: "Official Softimage Users Mailing List.
>
> I have just tried all the options for World Up Type - they just produce
> different types of flipping.
>
> I will try lattice on curve and see how it goes.
>
> MB
>
>
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Re: Alembic file from Maya to Softimage 2015

2017-07-27 Thread Jonathan Moore
Crate just tends to be a more predictable pipeline from Maya/Max to XSI and
that's why folk at some large studios have been recompiling it each year
for the new Max and Maya releases.

On 27 July 2017 at 20:22, Leoung O'Young <digim...@digimata.com> wrote:

> Hi Jonathan,
>
> I have downloaded it but haven't tested it out. We have to rely on another
> animator who is supplying us with the Maya 2017 Crate file.
> Does Crate do much more than the Autodesk Alembic importer/exporter?
>
> Thanks,
> Leoung
>
>
> On 7/27/2017 3:17 PM, Jonathan Moore wrote:
>
> Leoung, did you get a chance to check out the Crate for Maya 2017 I posted?
>
> On 27 July 2017 at 20:15, Leoung O'Young <digim...@digimata.com> wrote:
>
>> Hi Sven,
>>
>> Thanks so much for such a detail explanation. We will test it out.
>>
>> Leoung
>>
>>
>> On 7/27/2017 2:48 PM, Sven Constable wrote:
>>
>> XSI considers alembic files not as regular external files. So they are
>> not in the External Files manager. The only exception is when there are
>> inside a ref model, then the ref model is external an everything in it.
>>
>> Regarding relative pathes:
>>
>> Yes , you can do that  using the token [Project Path] in the alembic
>> path. If you left it blank its actually the same. XSI will search for the
>> file in the projects root directory per default. So if the animator puts it
>> in the projects root folder, the path can be left empty and XSI should find
>> it too. But probably a subfolder is more suitable. Eg. "[Project
>> Path]\Alembic-Files\findme.abc" should work, even without the token.
>>
>> Sven
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Leoung O'Young
>> *Sent:* Thursday, July 27, 2017 7:03 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Alembic file from Maya to Softimage 2015
>>
>>
>>
>> HI Sven,
>>
>> The original Alembic file came from Maya 2017, exported using the
>> Autodesk Alembic. My animator imported it into 2015 Soft using the Autodesk
>> Alembic and put it into his Soft scene. He is able to reopen the scene
>> without problems. He sends the Soft scene file and the Alembic file, and I
>> am placing it in the same place in the project the animator has it on his
>> computer. When I open the Soft scene file, it doesn't know the path to the
>> Alembic file and crashes Soft.
>> Is there a way of saving the Soft scene so it remembers the relative path
>> to the Alembic file? It doesn’t show in the External File manager, which is
>> where we’d expect to fix it if it was the link to a texture image or
>> something.
>>
>> Anyone know if Crate can be use in Maya 2017?
>>
>> Thanks,
>> Leoung
>>
>>
>> On 7/27/2017 10:11 AM, Sven Constable wrote:
>>
>> if it only crashes on other workstations it is probably not that XSI
>> can't remember the path, because then it would crash on the same
>> workstation on re-opening as well.
>>
>> I suspect a mistake in the file path. The abc file might be accessible
>> from the animators workstation but not from yours. Or maybe the animator
>> used the crate plugin for the abc import and it's not installed on your
>> workstation? Sorry if this sounds obvious.
>>
>> Sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Leoung O'Young
>> *Sent:* Thursday, July 27, 2017 2:08 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Alembic file from Maya to Softimage 2015
>>
>>
>>
>> Hi Walter,
>>
>> Thanks for your reply.
>> It crashes right after loading, it kicks me right out of Soft.
>> I don't think it isn't a security problem because I can load the scene if
>> my animator remove the link to the Alembic file.
>> For it to work I had to put the Alembic file in the root directory and
>> re-link it. That is a pain. Haven't test it with Royal Render if I re-link
>> it.
>> Copy All doesn't do the job.
>>
>> Thanks,
>> Leoung
>>
>> On 7/27/2017 3:52 AM, wavo wrote:
>>
>> hello Leoung,
>>
>> when did it crash?! during the loading process or when softimage trys to
>> build the scenery
>> in the viewport?
>> Did you try to merge the saved scene in a f

Re: Alembic file from Maya to Softimage 2015

2017-07-27 Thread Jonathan Moore
Leoung, did you get a chance to check out the Crate for Maya 2017 I posted?

On 27 July 2017 at 20:15, Leoung O'Young  wrote:

> Hi Sven,
>
> Thanks so much for such a detail explanation. We will test it out.
>
> Leoung
>
>
> On 7/27/2017 2:48 PM, Sven Constable wrote:
>
> XSI considers alembic files not as regular external files. So they are not
> in the External Files manager. The only exception is when there are inside
> a ref model, then the ref model is external an everything in it.
>
> Regarding relative pathes:
>
> Yes , you can do that  using the token [Project Path] in the alembic path.
> If you left it blank its actually the same. XSI will search for the file in
> the projects root directory per default. So if the animator puts it in the
> projects root folder, the path can be left empty and XSI should find it
> too. But probably a subfolder is more suitable. Eg. "[Project
> Path]\Alembic-Files\findme.abc" should work, even without the token.
>
> Sven
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com ] *On
> Behalf Of *Leoung O'Young
> *Sent:* Thursday, July 27, 2017 7:03 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Alembic file from Maya to Softimage 2015
>
>
>
> HI Sven,
>
> The original Alembic file came from Maya 2017, exported using the Autodesk
> Alembic. My animator imported it into 2015 Soft using the Autodesk Alembic
> and put it into his Soft scene. He is able to reopen the scene without
> problems. He sends the Soft scene file and the Alembic file, and I am
> placing it in the same place in the project the animator has it on his
> computer. When I open the Soft scene file, it doesn't know the path to the
> Alembic file and crashes Soft.
> Is there a way of saving the Soft scene so it remembers the relative path
> to the Alembic file? It doesn’t show in the External File manager, which is
> where we’d expect to fix it if it was the link to a texture image or
> something.
>
> Anyone know if Crate can be use in Maya 2017?
>
> Thanks,
> Leoung
>
>
> On 7/27/2017 10:11 AM, Sven Constable wrote:
>
> if it only crashes on other workstations it is probably not that XSI can't
> remember the path, because then it would crash on the same workstation on
> re-opening as well.
>
> I suspect a mistake in the file path. The abc file might be accessible
> from the animators workstation but not from yours. Or maybe the animator
> used the crate plugin for the abc import and it's not installed on your
> workstation? Sorry if this sounds obvious.
>
> Sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com ] *On
> Behalf Of *Leoung O'Young
> *Sent:* Thursday, July 27, 2017 2:08 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Alembic file from Maya to Softimage 2015
>
>
>
> Hi Walter,
>
> Thanks for your reply.
> It crashes right after loading, it kicks me right out of Soft.
> I don't think it isn't a security problem because I can load the scene if
> my animator remove the link to the Alembic file.
> For it to work I had to put the Alembic file in the root directory and
> re-link it. That is a pain. Haven't test it with Royal Render if I re-link
> it.
> Copy All doesn't do the job.
>
> Thanks,
> Leoung
>
> On 7/27/2017 3:52 AM, wavo wrote:
>
> hello Leoung,
>
> when did it crash?! during the loading process or when softimage trys to
> build the scenery
> in the viewport?
> Did you try to merge the saved scene in a fresh new Scene,
> another option mute first the viewport/s and the merge, if this works
> check the Alembic-path.
> Maybe it can also be a security-problem with the files, start softimage on
> the other computer as an administrator and then try to load the scene .
> And last i dont no if softimage saves the alembics when Externals Files is
> set to Copy All!
>
>  good luck
>
> Walter
>
> Am 7/26/2017 um 5:25 PM schrieb Leoung O'Young:
>
> Sorry, I am probably not putting this correctly.
> We can import the ABC file in but when we saved the scene and open it up
> on another workstation it crashes.
> It looks like it doesn't remember the path to the ABC file. Is there a way
> of saving the scene so it is in the project file, like how it works with
> external files?
>
> Thanks,
> Leoung
>
>
>
> --
>
>
> *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 <+49%2069%20480005550>
> Telefax +49 (0) 69.48 000 55.15 <+49%2069%20480005515>
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de 

Re: Alembic file from Maya to Softimage 2015

2017-07-27 Thread Jonathan Moore
>
> Anyone know if Crate can be use in Maya 2017?


The link I provided a couple of posts back includes a compile for Maya 2017
and is confirmed to be working by a few of my clients.

jm

On 27 July 2017 at 18:03, Leoung O'Young  wrote:

> HI Sven,
>
> The original Alembic file came from Maya 2017, exported using the Autodesk
> Alembic. My animator imported it into 2015 Soft using the Autodesk Alembic
> and put it into his Soft scene. He is able to reopen the scene without
> problems. He sends the Soft scene file and the Alembic file, and I am
> placing it in the same place in the project the animator has it on his
> computer. When I open the Soft scene file, it doesn't know the path to the
> Alembic file and crashes Soft.
> Is there a way of saving the Soft scene so it remembers the relative path
> to the Alembic file? It doesn’t show in the External File manager, which is
> where we’d expect to fix it if it was the link to a texture image or
> something.
>
> Anyone know if Crate can be use in Maya 2017?
>
> Thanks,
> Leoung
>
>
>
> On 7/27/2017 10:11 AM, Sven Constable wrote:
>
> if it only crashes on other workstations it is probably not that XSI can't
> remember the path, because then it would crash on the same workstation on
> re-opening as well.
>
> I suspect a mistake in the file path. The abc file might be accessible
> from the animators workstation but not from yours. Or maybe the animator
> used the crate plugin for the abc import and it's not installed on your
> workstation? Sorry if this sounds obvious.
>
> Sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com ] *On
> Behalf Of *Leoung O'Young
> *Sent:* Thursday, July 27, 2017 2:08 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Alembic file from Maya to Softimage 2015
>
>
>
> Hi Walter,
>
> Thanks for your reply.
> It crashes right after loading, it kicks me right out of Soft.
> I don't think it isn't a security problem because I can load the scene if
> my animator remove the link to the Alembic file.
> For it to work I had to put the Alembic file in the root directory and
> re-link it. That is a pain. Haven't test it with Royal Render if I re-link
> it.
> Copy All doesn't do the job.
>
> Thanks,
> Leoung
>
> On 7/27/2017 3:52 AM, wavo wrote:
>
> hello Leoung,
>
> when did it crash?! during the loading process or when softimage trys to
> build the scenery
> in the viewport?
> Did you try to merge the saved scene in a fresh new Scene,
> another option mute first the viewport/s and the merge, if this works
> check the Alembic-path.
> Maybe it can also be a security-problem with the files, start softimage on
> the other computer as an administrator and then try to load the scene .
> And last i dont no if softimage saves the alembics when Externals Files is
> set to Copy All!
>
>  good luck
>
> Walter
>
> Am 7/26/2017 um 5:25 PM schrieb Leoung O'Young:
>
> Sorry, I am probably not putting this correctly.
> We can import the ABC file in but when we saved the scene and open it up
> on another workstation it crashes.
> It looks like it doesn't remember the path to the ABC file. Is there a way
> of saving the scene so it is in the project file, like how it works with
> external files?
>
> Thanks,
> Leoung
>
>
>
> --
>
>
> *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 <+49%2069%20480005550>
> Telefax +49 (0) 69.48 000 55.15 <+49%2069%20480005515>
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
>
>
>
> --
>
> 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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> 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: Alembic file from Maya to Softimage 2015

2017-07-27 Thread Jonathan Moore
Just a thought. Have you tried transferring between Maya and Soft via
Alembic Crate. I've bundled most of the latest build together in this zip
(it definitely has Soft 2015 and Maya 2016). I've found it to be a very
reliable workflow for most things.

https://d.pr/TTWU.zip

Let me know how you get on.

jm

On 27 July 2017 at 13:07, Leoung O'Young  wrote:

> Hi Walter,
>
> Thanks for your reply.
> It crashes right after loading, it kicks me right out of Soft.
> I don't think it isn't a security problem because I can load the scene if
> my animator remove the link to the Alembic file.
> For it to work I had to put the Alembic file in the root directory and
> re-link it. That is a pain. Haven't test it with Royal Render if I re-link
> it.
> Copy All doesn't do the job.
>
> Thanks,
> Leoung
>
>
> On 7/27/2017 3:52 AM, wavo wrote:
>
> hello Leoung,
>
> when did it crash?! during the loading process or when softimage trys to
> build the scenery
> in the viewport?
> Did you try to merge the saved scene in a fresh new Scene,
> another option mute first the viewport/s and the merge, if this works
> check the Alembic-path.
> Maybe it can also be a security-problem with the files, start softimage on
> the other computer as an administrator and then try to load the scene .
> And last i dont no if softimage saves the alembics when Externals Files is
> set to Copy All!
>
>  good luck
>
> Walter
>
> Am 7/26/2017 um 5:25 PM schrieb Leoung O'Young:
>
> Sorry, I am probably not putting this correctly.
> We can import the ABC file in but when we saved the scene and open it up
> on another workstation it crashes.
> It looks like it doesn't remember the path to the ABC file. Is there a way
> of saving the scene so it is in the project file, like how it works with
> external files?
>
> Thanks,
> Leoung
>
>
> --
>
>
> *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 <+49%2069%20480005550>
> Telefax +49 (0) 69.48 000 55.15 <+49%2069%20480005515>
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
>
> --
> 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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Re: Houdini : Scale each primitives around their local center ?

2017-07-15 Thread Jonathan Moore
There's an option to use local space on the scale tool which night give you
what you want.




On 15 July 2017 at 13:15, Olivier Jeannel <facialdel...@gmail.com> wrote:

> It takes the average position of all the component selected, so I have one
> average center for everybody.
> Can I have 1 per component ?
>
> 2017-07-15 13:52 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>
>> As long as you're in component space with your scale tool, it should
>> automatically scale from the prim centroid (or an average centroid position
>> if more than one poly is selected). I'm sure you know this already but a
>> right click on the manipulation gizmo allows you to select the
>> transformation space.
>>
>> On 15 July 2017 at 09:44, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>
>>> Hi there,
>>>
>>> I found myself trying to model something in H16 and I stumble on how to
>>> scale each selected primitives around their own center ?
>>> A bit like the when you scale with the Primitive SOP with $CEX, $CEY,
>>> $CEZ.
>>> I'm looking for the same behavior, but while modeling (I don't want to
>>> drop a node and enter expression each time).
>>>
>>> I guess there might be a button somewhere, but couldn't find it...
>>>
>>> Thank you :)
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Houdini : Scale each primitives around their local center ?

2017-07-15 Thread Jonathan Moore
As long as you're in component space with your scale tool, it should
automatically scale from the prim centroid (or an average centroid position
if more than one poly is selected). I'm sure you know this already but a
right click on the manipulation gizmo allows you to select the
transformation space.

On 15 July 2017 at 09:44, Olivier Jeannel  wrote:

> Hi there,
>
> I found myself trying to model something in H16 and I stumble on how to
> scale each selected primitives around their own center ?
> A bit like the when you scale with the Primitive SOP with $CEX, $CEY, $CEZ.
> I'm looking for the same behavior, but while modeling (I don't want to
> drop a node and enter expression each time).
>
> I guess there might be a button somewhere, but couldn't find it...
>
> Thank you :)
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: softimage/windows10/dualscreen

2017-07-13 Thread Jonathan Moore
1080 Ti with the latest nVidia drivers.

> On 13 Jul 2017, at 11:49, Andi Farhall <hack...@outlook.com> wrote:
> 
> Hi Jonathon,
> 
> may I ask what gpu/driver setup you're using? 
> 
> I know my Quadro K4000 is oldish but i was getting similar glitches using a 
> 1080
> 
> 
> From: softimage-boun...@listproc.autodesk.com 
> <softimage-boun...@listproc.autodesk.com> on behalf of Jonathan Moore 
> <jonathan.moo...@gmail.com>
> Sent: 13 July 2017 10:40:45
> To: Official Softimage Users Mailing List. 
> https://groups.google.com/forum/#!forum/xsi_list
> Subject: Re: softimage/windows10/dualscreen
>  
> Seems like a driver/GPU issue to me too as I've been running Win 10 with XSI 
> without any problems for 12 months or so.
> 
> On 13 July 2017 at 11:35, adrian wyer <adrian.w...@fluid-pictures.com 
> <mailto:adrian.w...@fluid-pictures.com>> wrote:
> my money is on the old quadro time for a new 1080ti?
> 
> take old yella out back and do the honourable thing mate
> 
> a
> 
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829 <tel:%2B%2B44%280%29%20207%20580%200829>
> 
> 
> adrian.w...@fluid-pictures.com <mailto:adrian.w...@fluid-pictures.com>
> 
> www.fluid-pictures.com <http://www.fluid-pictures.com/>
> 
> 
> 
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com>
> [mailto:softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Matt Lind
> Sent: 13 July 2017 11:23
> To: softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
> Subject: Re: softimage/windows10/dualscreen
> 
> Check your drivers, I've been running Softimage on Windows 10 for the past
> year without issue.
> 
> Matt
> 
> 
> 
> Date: Thu, 13 Jul 2017 10:18:30 +
> From: Andi Farhall <hack...@outlook.com <mailto:hack...@outlook.com>>
> Subject: Re: softimage/windows10/dualscreen
> To: "Official Softimage Users Mailing List.
> 
> Content-Type: text/plain; charset="utf-8"
> 
> 
> 
> first day of using soft and win 10 and It's not going well scene save -
> everything goes black, render region - everything goes black, looks like
> it's back to 7 at the weekend.
> 
> 
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Re: softimage/windows10/dualscreen

2017-07-13 Thread Jonathan Moore
Seems like a driver/GPU issue to me too as I've been running Win 10 with
XSI without any problems for 12 months or so.

On 13 July 2017 at 11:35, adrian wyer 
wrote:

> my money is on the old quadro time for a new 1080ti?
>
> take old yella out back and do the honourable thing mate
>
> a
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
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>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
> Sent: 13 July 2017 11:23
> To: softimage@listproc.autodesk.com
> Subject: Re: softimage/windows10/dualscreen
>
> Check your drivers, I've been running Softimage on Windows 10 for the past
> year without issue.
>
> Matt
>
>
>
> Date: Thu, 13 Jul 2017 10:18:30 +
> From: Andi Farhall 
> Subject: Re: softimage/windows10/dualscreen
> To: "Official Softimage Users Mailing List.
>
> Content-Type: text/plain; charset="utf-8"
>
>
>
> first day of using soft and win 10 and It's not going well scene save -
> everything goes black, render region - everything goes black, looks like
> it's back to 7 at the weekend.
>
>
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Re: Uber Shader from BLENDER, now on SOFTIMAGE!

2017-07-06 Thread Jonathan Moore
Interesting. Cycles can be great for particle sims. And XSI still has
plenty of multicore tricks up its sleeves when it comes to particle sims. :)

On 6 July 2017 at 16:51, Andres Stephens  wrote:

> Maybe batch scripting it.
>
> l glad these things port to SI. More life juice.
>
> -Draise
> +57 3138116821 <+57%20313%208116821>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Patrick Neese <
> patrickne...@gmail.com>
> *Sent:* Thursday, July 6, 2017 8:27:33 AM
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Uber Shader from BLENDER, now on SOFTIMAGE!
>
> This is great, thank you! I'm interested in both way communication!   I
> know softimage much better than blender, but blender is going to allow me
> to render on multiple machines on the cheap(no software cost per node).  Is
> there a legitimate way to use this for a render farm with only one license
> of softimage? Non satellite preferred.  It maybe outlined in the docs and i
> need to google translate it
>
> On Jul 6, 2017 1:58 AM, "Thomas Volkmann" 
> wrote:
>
>> Interesting, but I'd rather like to see stuff ported INTO Blender instead
>> of porting stuff FROM Blender
>>
>>
>>
>> Pierre Schiller  hat am 6. Juli 2017 um
>> 06:00 geschrieben:
>>
>> https://ssoftadd.github.io/syclesPage.html
>>
>> We got Cycles stuff on Softimage, cameras, light, render parameters.
>> BDSF shader now available for free!
>>
>> Thoughts?
>>
>> Cheers.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
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Re: super OT : unreal or unity

2017-07-02 Thread Jonathan Moore
I’d agree with Angus that Unity is the the more accessible of the two as it has 
a larger support network of users and better documentation. Unreal is the more 
powerful and provides richer looking results out of the box but as Angus states 
you’re going to need C++ programming skills to get past the basics with Unreal. 

One thing that does swing things in Unreal’s favour is that Oculus will cover 
royalty fees for Unreal Engine developers shipping VR experiences via the 
Oculus store for the first $5 million of sales (which at this time covers just 
about every VR release, the market is so small). The Unreal business model 
charges a 5% royalty on gross revenues so it’s good to know that somebody else 
is going to be picking up that particular bill should you produce an experience 
that you want to sell.

https://www.unrealengine.com/en-US/blog/oculus-to-cover-royalty-fees-for-unreal-engine-developers
 




> On 2 Jul 2017, at 08:52, kenny wood  wrote:
> 
> Unreal is a lot more artist friendly .has nicer results and is quicker to 
> develop with blueprints but you have to pay royalties...
> 
> 
> For someone with little coding experience I would recommend Unreal 
> 
> On 2 Jul 2017 09:07, "Angus Davidson"  > wrote:
> If your just starting out. Unity is the better one as it is easier to get 
> into. Unreal is more powerful in what it can do and what you can make it do. 
> It just take more programming knowledge to get there.
> 
> --
> ICT Project Manager
> Digital Arts 
> Wits School of the Arts
> angus.david...@wits.ac.za 
> 011 717 4683
> From: Ahmidou Lyazidi [ahmidou@gmail.com ]
> Sent: 01 July 2017 11:13 PM
> To: Official Softimage Users Mailing List. 
> https://groups.google.com/forum/#!forum/xsi_list 
> 
> Subject: Re: super OT : unreal or unity
> 
> Hi Olivier,
> I haven't played that much with Unreal, but it's probably the more powerful 
> of both.
> On the other side Unity is the challenger, it's getting better ad better, and 
> it's pretty easy to dive in.
> Also Unity's community is huge and there's always an asset doing anything you 
> could miss.
> If you're reluctant to scripting I would suggest to have a look at the 
> PlayMaker addon for a more visual approach.
> 
> All in all, I'd say it all depend of the complexity and target of project.
> 
> And for something that will probably talk to you, have a look at this guy's 
> web page:
> http://radiumsoftware.tumblr.com 
> He's doing some nive VJing stuff with Unity, and most of his projects are on 
> github:
> https://github.com/keijiro 
> 
> Have fun!!
> 
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos 
> http://www.cappuccino-films.com 
> 
> 2017-07-01 16:27 GMT-04:00 Olivier Jeannel  >:
> Hi guys,
> 
> The work is very calm these days, I'm having a vague desire to have a look at 
> game engines.
> I think I have this old fantasma of working on a video game is coming to 
> visit me again...
> 
> 
> I have started a beautiful shooter space tutorial on unity, I'm starting to 
> see my limit with the C-sharp language. This is a all new unknown area to 
> learn, and while I'm not completly lost, I'm wondering if this is worth 
> learning...
> On the other hand I've heard about Unreal, and well, I'm not sure which one 
> is the best.
> 
> Does any of you have an advice or an opinion ?
> 
> 
> Thank's !
> 
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Re: lagoa pouring liquid

2017-06-28 Thread Jonathan Moore
snap!  :)

> On 28 Jun 2017, at 20:01, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
> 
> You’ll need to use Eric Mootzoids excellent emPolygonizer to mesh the Lagoa 
> particles. There’s a free version with the later versions of Softimage but 
> you’ll get better with the paid version.
> 
> http://www.mootzoid.com/plugin/empolygonizer5 
> <http://www.mootzoid.com/plugin/empolygonizer5>
> 
> Have a play with the free version first as it might be fine for your needs. 
> If you’re happy to get granular with ICE Eric has another suite of tools that 
> are worth a look emTopilizer
> 
> http://www.mootzoid.com/plugin/emtopolizer2 
> <http://www.mootzoid.com/plugin/emtopolizer2>
> 
>> On 28 Jun 2017, at 19:45, Francisco Criado <malcriad...@gmail.com 
>> <mailto:malcriad...@gmail.com>> wrote:
>> 
>> Hi guys!
>> 
>> Its been a while since using softimage, and just cant remember how to add 
>> material and render a simple water drop made with lagoa  pouring liquid. I 
>> just got a simple simulation made with it, but cante remember how to convert 
>> the simulation to a fluid like model...
>> 
>> Thanks in advance!
>> 
>> Francisco.
>> 
>> 
>> -- 
>> 
>> 
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Re: CAD files from rhino

2017-06-13 Thread Jonathan Moore
I’ve got another solution that isn’t as cheap as MOI but one that copes well 
with massive CAD assets.

Modo and Power Translators in combination.

Modo is now available as a rental ($599 per annum) but comes with a fully 
functional 30 day demo and you can get a demo license from Integrity-ware 
directly for Power Translators, just be sure you ask for the Modo version of 
Power Translators.

https://www.npowersoftware.com/NewContact.html 


Really powerful combination that’s especially effective on massive CAD models 
with lots of components. It’s no magic button but the options aren’t complex, 
just be thoughtful about the available options.

If you get the demo’s more than happy to help you out with the available 
options. Or if you have an asset your client is happy to pass on to a third 
party, more than happy to test here as I run both Modo and Power Translators. 
At least this way you won’t waste any more time learning and testing new tools.

> On 13 Jun 2017, at 03:52, Eugene Flormata  wrote:
> 
> yeah some of the files are really big
> and Moi seems to choke to death
> I think that's when we started trying out Rhino
> 
> sketchup outputs we've used for architecture I've tried ended up with really 
> broken meshes
> 
> so far all of them give broken meshes (non manifold issues) for Maya's UV 
> tools
> and require quite a bit of elbow grease to set up UVs for it.
> 
> tried a broken mesh in houdini apprentice too, to see if the poly clean node 
> would work
> but seems to just blast away the broken parts
>  
> 
>> Have you tried SketchUp? It can export XSI as well as FBX, DAE, and more.
>> Best Regards,
>>   Stephen P. Davidson 
>> 
>> 
>> 
>> 
>> Not sure if anybody else has mentioned this but MOI is worth a try and it’s 
>> pretty cheap too ($295).
>> 
>> http://moi3d.com/ 
>> 
>> 
>>> On 12 Jun 2017, at 21:56, Eugene Flormata >> > wrote:
>>> 
>>> just tried the trail for simlab on an export
>>> it seems to have issues, looks like the connecting nurb meshes are cleaner, 
>>> just some parts are fairly noisy, and still non manifold issues
>>> would probably be easier if I didn't have to actually set up UV's for this 
>>> thing. the maya UV tools don't work on these non-manifold things
>>> 
>> 
>> 
> 
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Re: CAD files from rhino

2017-06-12 Thread Jonathan Moore
I’m personally not a fan of Simlab products as I’ve always found them them 
introduce glitches into exports (the SketchUp plugins are the exception but 
still have their own peculiarities).

Not sure if anybody else has mentioned this but MOI is worth a try and it’s 
pretty cheap too ($295).

http://moi3d.com/ 

It’s created by the original designer of Rhino (Michael Gibson) but I’ve always 
found that the exports are better than Rhino itself The downside is that it’s 
not 64bit yet (coming very soon) so it can’t cope with really large multi 
component CAD assets but it’s a fantastic CAD tool to add to your armoury full 
stop never mind using it for it’s excellent conversion capabilities. 

Fully functional 30 day demo if I remember rightly, so it’s worth a try.




> On 12 Jun 2017, at 21:56, Eugene Flormata  wrote:
> 
> just tried the trail for simlab on an export
> it seems to have issues, looks like the connecting nurb meshes are cleaner, 
> just some parts are fairly noisy, and still non manifold issues
> would probably be easier if I didn't have to actually set up UV's for this 
> thing. the maya UV tools don't work on these non-manifold things
> 
> although it seems if I import an obj over and fbx, mesh - cleanup doesn't 
> mess up the object normals, so that's weird
> doing maya 2017 update 4, maybe something will be fixed
> 
> 
> also
> does anyone know if the cheaper simlab composer pro $200 is all that's needed 
> for exporting files?
> 
> 
> On Fri, Jun 9, 2017 at 9:34 AM, Ed Manning  > wrote:
> +1 for SimLab.
> 
> On Fri, Jun 9, 2017 at 2:22 AM, Enter Reality <3dv...@gmail.com 
> > wrote:
> Guys, I've been dealing a lot with CAD files lately, one of the most 
> plug solution is to export the file from you CAD software ( I usually 
> use JT ) and import everything into SimLab and from there export in FBX...its 
> surprisingly fast and I never had export problems, except for CAD files using 
> Nurbs surfaces, but I haven't tested Rhino yet, so you can give it a try with 
> the 14 days trial.
> 
> 
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Re: New iMac Pro? Yay or Nay?

2017-06-07 Thread Jonathan Moore
Thanks for the link ref Supermicro Andreas. They look monstrously good for GPU 
workflows. :)


> On 7 Jun 2017, at 13:15, Andreas Böinghoff <boeingh...@themarmalade.com> 
> wrote:
> 
> For new machines we're going for supermicro. 
> 
> https://www.supermicro.nl/products/system/4U/7048/SYS-7048GR-TR.cfm 
> <https://www.supermicro.nl/products/system/4U/7048/SYS-7048GR-TR.cfm>
> 
> We always had HP Z800-840 - Since we were doing more and more jobs on 
> redshift his workstations are the best machines we ever had. 
> 
> A
> 
> On 07/06/2017 14:02, Rob Wuijster wrote:
>> I agree, although some of my friends who are into 2D design and a tad of 
>> AfterEffects will probably running to the store as soon as they can get 
>> their hands on it ;-)
>> Rob
>> 
>> \/-\/\/
>> On 7-6-2017 13:45, Jonathan Moore wrote:
>>> Now more than ever I think of OS X and Apple hardware as the luxury end of 
>>> the consumer PC market. There’s so much about OS X that I prefer to Windows 
>>> but I’m also aware that I’m paying an extreme premium for the experience. 
>>> 
>>> However, It’s been a long time since I’ve considered Apple hardware to be 
>>> an optimal choice for creative professionals per se, never mind 3d 
>>> professionals. The iMac Pro is a lustful piece of consumer electronics for 
>>> sure but it would be a exceptionally odd choice for a 3d professional.
>>> 
>>>> On 7 Jun 2017, at 12:17, Christopher Crouzet 
>>>> <christopher.crou...@gmail.com <mailto:christopher.crou...@gmail.com>> 
>>>> wrote:
>>>> 
>>>> Something to consider beyond the hardware is the software.
>>>> 
>>>> During the years that I've been using MacOS, Apple often shined at only 
>>>> supporting outdated OpenGL versions in their OS, or poorly implementing 
>>>> it. To make things worse, they decided to go their own way with their 
>>>> Metal API without providing any support for Vulkan (unless I missed 
>>>> something). I don't think many developers are willing to write their 
>>>> software using the Metal API to boost rendering performances when the 3D 
>>>> market is fairly small on Mac.
>>>> 
>>>> Surely it's a bit cocky from them to be boasting their graphics marketing 
>>>> when they seem to be hated by graphics developers.
>>>> 
>>>> 
>>>> On 7 June 2017 at 17:37, Rob Wuijster <r...@casema.nl 
>>>> <mailto:r...@casema.nl>> wrote:
>>>> One of the first reviews, and it's not really a glowing one:
>>>> 
>>>> https://www.slashgear.com/imac-pro-still-doesnt-give-the-one-thing-pros-want-06487652/
>>>>  
>>>> <https://www.slashgear.com/imac-pro-still-doesnt-give-the-one-thing-pros-want-06487652/>
>>>> Rob
>>>> 
>>>> \/-\/\/
>>>> On 6-6-2017 21:50, Angus Davidson wrote:
>>>>> Unfortunately Apple has defined pro market to mean , FCP X and a little 
>>>>> bit of after effects. Its the only reason I can think of for some of the 
>>>>> dumb decisions made in the last two years. Up to and including today. 
>>>>> 
>>>>> At least dell gives decent EDU discounts. Going to make the move from 
>>>>> apple far less painful for us
>>>>> 
>>>>> --
>>>>> ICT Project Manager
>>>>> Digital Arts 
>>>>> Wits School of the Arts
>>>>> angus.david...@wits.ac.za <mailto:angus.david...@wits.ac.za>
>>>>> 011 717 4683
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> From: Stanley Mpofu
>>>>> Sent: 31 May 2017 03:14 PM
>>>>> To: Collen Rasalanavho; Angus Davidson; Brian Maistry; Shunmuga Pillay; 
>>>>> Andrew Sam; Tumishi Madihlaba; Donald Dandawa; Bekir Genc; Arinavho 
>>>>> Tshifularo; Simon Mofokeng; Charl Roberts; Mark Allen; James Mokoka; 
>>>>> Ernest Maluleke; Shereen Jacobs
>>>>> Subject: Wits ICT Strategy.pptx
>>>>> 
>>>>> Colleagues
>>>>> 
>>>>> As discussed this morning, Please note the attached strategic direction 
>>>>> as well intended service catalogue that will talk to the SLAs between ICT 
>>>>> and the University. Ple

Re: New iMac Pro? Yay or Nay?

2017-06-07 Thread Jonathan Moore
Now more than ever I think of OS X and Apple hardware as the luxury end of the 
consumer PC market. There’s so much about OS X that I prefer to Windows but I’m 
also aware that I’m paying an extreme premium for the experience. 

However, It’s been a long time since I’ve considered Apple hardware to be an 
optimal choice for creative professionals per se, never mind 3d professionals. 
The iMac Pro is a lustful piece of consumer electronics for sure but it would 
be a exceptionally odd choice for a 3d professional.

> On 7 Jun 2017, at 12:17, Christopher Crouzet <christopher.crou...@gmail.com> 
> wrote:
> 
> Something to consider beyond the hardware is the software.
> 
> During the years that I've been using MacOS, Apple often shined at only 
> supporting outdated OpenGL versions in their OS, or poorly implementing it. 
> To make things worse, they decided to go their own way with their Metal API 
> without providing any support for Vulkan (unless I missed something). I don't 
> think many developers are willing to write their software using the Metal API 
> to boost rendering performances when the 3D market is fairly small on Mac.
> 
> Surely it's a bit cocky from them to be boasting their graphics marketing 
> when they seem to be hated by graphics developers.
> 
> 
> On 7 June 2017 at 17:37, Rob Wuijster <r...@casema.nl 
> <mailto:r...@casema.nl>> wrote:
> One of the first reviews, and it's not really a glowing one:
> 
> https://www.slashgear.com/imac-pro-still-doesnt-give-the-one-thing-pros-want-06487652/
>  
> <https://www.slashgear.com/imac-pro-still-doesnt-give-the-one-thing-pros-want-06487652/>
> Rob
> 
> \/-\/\/
> On 6-6-2017 21:50, Angus Davidson wrote:
>> Unfortunately Apple has defined pro market to mean , FCP X and a little bit 
>> of after effects. Its the only reason I can think of for some of the dumb 
>> decisions made in the last two years. Up to and including today. 
>> 
>> At least dell gives decent EDU discounts. Going to make the move from apple 
>> far less painful for us
>> 
>> --
>> ICT Project Manager
>> Digital Arts 
>> Wits School of the Arts
>> angus.david...@wits.ac.za <mailto:angus.david...@wits.ac.za>
>> 011 717 4683
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> From: Stanley Mpofu
>> Sent: 31 May 2017 03:14 PM
>> To: Collen Rasalanavho; Angus Davidson; Brian Maistry; Shunmuga Pillay; 
>> Andrew Sam; Tumishi Madihlaba; Donald Dandawa; Bekir Genc; Arinavho 
>> Tshifularo; Simon Mofokeng; Charl Roberts; Mark Allen; James Mokoka; Ernest 
>> Maluleke; Shereen Jacobs
>> Subject: Wits ICT Strategy.pptx
>> 
>> Colleagues
>> 
>> As discussed this morning, Please note the attached strategic direction as 
>> well intended service catalogue that will talk to the SLAs between ICT and 
>> the University. Please respond with comments and more ideas around what I 
>> have proposed for Wits going forward.
>> 
>>  
>>  
>> Many thanks
>> 
>>  
>> Dr Mpofu Mgobansimbi SB
>> 
>> Chief Information Officer (Wits)
>> 
>> +27117171662
>> 
>> +27733779947
>> 
>> stanley.mp...@wits.ac.za <mailto:stanley.mp...@wits.ac.za>
>> "Lions Don’t Worry About The Opinion Of Sheep"
>> 
>>  
>> PA
>> 
>> Celesse-Ann Brandt-Jacobs
>> 
>> Tel  :+2711 717 1602
>> 
>> Email  :   celesse.brandt-jac...@wits.ac.za 
>> <mailto:celesse.brandt-jac...@wits.ac.za>   
>> 
>>  
>>  
>>  
>> From: Marc-Andre Carbonneau [marc-andre.carbonn...@ubisoft.com 
>> <mailto:marc-andre.carbonn...@ubisoft.com>]
>> Sent: 06 June 2017 09:38 PM
>> To: Official Softimage Users Mailing List. 
>> https://groups.google.com/forum/#!forum/xsi_list 
>> <https://groups.google.com/forum/#!forum/xsi_list>
>> Subject: RE: New iMac Pro? Yay or Nay?
>> 
>> Heheheh thanks everyone. I’m not so much using powerful pcs anymore but was 
>> interested in getting the low down on these “new” contenders.
>> 
>> MAC
>> 
>>  
>> From: softimage-boun...@listproc.autodesk.com 
>> <mailto:softimage-boun...@listproc.autodesk.com> 
>> [mailto:softimage-boun...@listproc.autodesk.com 
>> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Jonathan Moore
>> Sent: June-06-17 3:36 PM
>> To: Official Softimage Users Mailing List. https://groups.google 
>> <https://groups.google/>. 
>> com/forum/#!forum/xsi_list<softimage@listproc.autodesk.com> 
>>

Re: New iMac Pro? Yay or Nay?

2017-06-06 Thread Jonathan Moore
Apologies for this slight digression into the benefits of 2012-2014 generation 
Zseries workstations but the final good points about them is that they're built 
like tanks with top drawer components so they’re less risk than many other 
second hand purchases. The total cost for my three Zseries workstations was 
under £2k (GPU’s on top) so that’s a heap of processing power for the budget 
(96 threads running at 3.1 Ghz). And E5-6670’s are incredibly efficient too so 
running costs are very favourable for typical Houdini/ICE CPU simulations. 
Although running 9 GPU’s across three workstations for rendering chews through 
the juice.

So back to the original point of the iMac Pro. There are far better ways to 
spend your cash!  :)

> On 6 Jun 2017, at 20:21, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
> 
> 
> As you can see plenty of PCIe Gen3 x16 and x8’s as long as you go for a dual 
> processes build.
> 
> Dual E5-2670 based systems won’t best a latest & greatest i7 for GPU 
> rendering but if you pick up a system (or preferably multiple systems) at the 
> right price, you’re get something that performs well both on CPU simulations 
> and on GPU rendering duties.
> 
> http://www8.hp.com/h20195/v2/GetPDF.aspx/c04400043.pdf 
> <http://www8.hp.com/h20195/v2/GetPDF.aspx/c04400043.pdf>
> 
> 
>> On 6 Jun 2017, at 20:05, Ognjen Vukovic <ognj...@gmail.com 
>> <mailto:ognj...@gmail.com>> wrote:
>> 
>> I thought those z workstations had pretty old mobos. They only had pcie 2 
>> slots. And at 8x or somthing like that which seems quite unremarkable for 
>> gpu rendering. --
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Re: New iMac Pro? Yay or Nay?

2017-06-06 Thread Jonathan Moore
There are plenty of lanes on both the Z620 and Z840 but you need to use a riser 
to fit the 3rd card. It’s perfectly practical if you don’t mid open cases but 
is better if you customise an outer case to manage dust and maximise airflow.

I picked up my Z workstations for well under £1k each and specifically went for 
E5-2670 CPU’s. These are relatively old but they run at 3.4 Ghz single core and 
all 32 threads run at 3.1 Ghz. They’ve provided fantastic value, and reasonable 
performance even though they’re not Intel’s latest and greatest.

I’m happy to purchase the best of previous generation hardware if I know where 
the workstations were previously used. I advocate self builds too with the 
E5-2670’s seeing as you can still pick up a matched pair for under $200 - this 
is a good guide to the build.

http://www.techspot.com/review/1155-affordable-dual-xeon-pc/ 
<http://www.techspot.com/review/1155-affordable-dual-xeon-pc/>

Buying second hand kit or engaging in self builds isn’t for everybody hence my 
recommendation of leasing, but for those that don’t mind a little risk you can 
put a mini farm together as reasonable cost.

> On 6 Jun 2017, at 19:25, Olivier Jeannel <facialdel...@gmail.com> wrote:

> I mean the 840 could hold max 2gpus
> 
> 2017-06-06 20:24 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com 
> <mailto:facialdel...@gmail.com>>:
> I was told the 820 can hold max 2GPUs. Did you remove the "air tunnel" ?
> Someone on the RS forum couldn't fit 2 cards, he had to let the case open...
> My 620 is full with one TitanZ.
> My next computer will be a big case, so that I can put whatever cards and up 
> to 4.
> 
> 
> 2017-06-06 20:11 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com 
> <mailto:jonathan.moo...@gmail.com>>:
> I run three Z series workstations each with three GPU's (2 Z620’s and one 
> Z840 as my main rig). The Z840 has three 1080 Ti’s.
> 
> What’s bad about the Z series workstations with GPU’s? 
> 
> The only things you need to look out for is ensuring you have a strong enough 
> power unit and you pick XEON’s with reasonble single core speed (Redshift is 
> heavily reliant on CPU for memory/asset management). I fitted Z840 power 
> supplies into my Z620’s as they come with 900W supply as standard (enough for 
> 2 GPU’s but three is a stretch).
> 
> Both of the Z620 and Z840’s are reasonably old now but the litmus test for me 
> is that they run Oculus/Vive apps at maximum quality settings so I believe 
> I’ve still got a few more years in my investment.
> 
>> On 6 Jun 2017, at 19:00, Olivier Jeannel <facialdel...@gmail.com 
>> <mailto:facialdel...@gmail.com>> wrote:
>> 
>> Forget the Z if you're going gpu
>> 
>> 2017-06-06 19:57 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com 
>> <mailto:jonathan.moo...@gmail.com>>:
>> Agree with Rob. For a comparable budget, you’re far better going with a Z 
>> series workstation from HP. Even better get into a lease arrangement where 
>> you’re guaranteed the latest hardware for a manageable monthly agreement.
>> 
>> I’ll probably pick up a 27” iMac for family use though. I’ve upgraded the 
>> family iMac every 24/36 months since 2011. They’re an expensive luxury but a 
>> wonderful piece of kit for general household computing needs. And the older 
>> models get recycled through the family.
>> 
>>> On 6 Jun 2017, at 18:50, Rob Wuijster <r...@casema.nl 
>>> <mailto:r...@casema.nl>> wrote:
>>> 
>>> It has a bunch of impressive specs, but it's a closed box with a very 
>>> difficult repair/replace curve.
>>> I rather spend that money on a nice HP workstation or alike, with 
>>> the possibility of changing/adding parts once in a while.
>>> 
>>> 
>> 
>> 
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