Re: [OT] Zbrush and multiple UV sets.
It always worked for me. Try with GoZ. Mário Domingos www.mariodomingos.com Sent from my super iPhone On 5 Apr 2015, at 00:09, Sebastien Sterling sebastien.sterl...@gmail.com wrote: the impression i got was, if you import a mesh with only one tile it works fine, but if you try with multiple tiles, it will dump the UVs. i tried flattening such a mesh (freshly imported in .OBJ), it says there are no UV's associated with this tool. On 4 April 2015 at 23:56, Alen amu...@xnet.hr wrote: If I export it export tiles as well? A On 4/5/2015 12:00 AM, Mário Domingos wrote: Yes you can. You cant see them in Zbrush but when you paint everything goes into the right place. Mário Domingos www.mariodomingos.com Sent from my super iPhone On 4 Apr 2015, at 17:08, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hey guys long time no see. just had a quick Zbrush query. It isn't actually possible to import a .OBJ with multiple UV tiles/sets into Zbrush ? i have an asset i wanted to paint in Zbrush with uv's spanning over multiple tiles i know that Zbrush can export multiple tiles using a UDIM. Is it really impossible to import multi-tiled uv sets into Zbrush ?! It seems (Ha pun !) like a pretty massive oversight.
Re: [OT] Zbrush and multiple UV sets.
Yes you can. You cant see them in Zbrush but when you paint everything goes into the right place. Mário Domingos www.mariodomingos.com Sent from my super iPhone On 4 Apr 2015, at 17:08, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hey guys long time no see. just had a quick Zbrush query. It isn't actually possible to import a .OBJ with multiple UV tiles/sets into Zbrush ? i have an asset i wanted to paint in Zbrush with uv's spanning over multiple tiles i know that Zbrush can export multiple tiles using a UDIM. Is it really impossible to import multi-tiled uv sets into Zbrush ?! It seems (Ha pun !) like a pretty massive oversight.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I must say guys, that I'm really impressed with the work that the team is doing. They are genuinely worried about improving Maya in all aspects. I do have some rage moments too but its unfair to them. The future looks bright :) Tks Maya team. Mário Domingos www.mariodomingos.com Sent from my super iPhone On 27 Nov 2014, at 03:48, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Tim, Great feedback! I’ll definitely take this into consideration in our UI interaction revamping work. I will pass this to animation team too. Thank you, shuting From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 11:53 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Definitely want to echo Eric's points. I don't subscribe to the general 'make it like XSI' statement as it's far too vague to be actionable, so Eric's specific suggestions sound spot on to me. Also, one of the things I miss from XSI is the ability access to more commands from the context menu in the attribute editor. For example, in Maya we can right-click on a channel in the AE and we have some options like Create Expression, Set Key, etc... But I would also like to see more commands similar to what we have in XSI, like the following: -Animation Editor -Remove Animation -Copy Animation -Paste Animation I find that having access to these directly from a PPG/AE is really helpful. -Tim Crowson http://www.timcrowson.com On 11/25/2014 8:57 PM, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting -- winmail.dat
Re: The Ballad of Uncle Pat
Yes we used a pass of MBFeather Tools comped together with Soft Hair. I'v tried strands but I find them harder to groom, I think the Hair tools are really powerful. I could have used the hair guides and then generate trands but i had several problems with it mostly brain malfunction... Bzzrt bbt The main problem I had with Soft's hair was that sometimes the guides would pop, change shape without any apparent reason. So I had to be really careful and keep several copies of it. Do you guys think that using strands vs hair would be a better approach? Why? Mário Domingos www.mariodomingos.com Sent from my super iPhone On 6 Nov 2014, at 12:49, Ognjen Vukovic ognj...@gmail.com wrote: Great job. I can only presume you used grids with opacity maps to cut the feathers,did that kill the render time? Also did you run a test maybe using ice strand generated feathers, and would that maybe cut down on the render time compared to opacity maps? On Thu, Nov 6, 2014 at 12:39 PM, Simon Burke simobu...@gmail.com wrote: That's right, feathers were done by Mario Domingos using mbFeather Tools. On 6 November 2014 09:44, Ognjen Vukovic ognj...@gmail.com wrote: Just out of curiosity, is that mbFeather's ? On Thu, Nov 6, 2014 at 10:16 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Haven;t you heard? Zombies are IN now ;) Nice work. On Thu, Nov 6, 2014 at 4:41 AM, Jason S jasonsta...@gmail.com wrote: Whoa! lol! https://vimeo.com/110905739 Not bad for 'obsolete' zombie software :) On 11/05/14 20:20, Paulo Cesar Duarte wrote: Although all credits are in the link, I'm putting here too. Lead 3D / Head Model, Blendshapes / Shading, Lighting, Render - Simon Burke Rigging / Lead Animator / Body Model - Sam Boyd Grooming / Feathers / Props Modelling - Mario Domingos Compositing / Grade - Gavin Kelly Directed by Gavin Kelly Again, beautiful work. 2014-11-04 16:35 GMT-02:00 Paulo Cesar Duarte paulocdua...@gmail.com: Nice work on The Ballad of Uncle Pat by Simon Burke http://bit.ly/1xYrPIb -- paulo-duarte.com -- paulo-duarte.com
Re: The Ballad of Uncle Pat
Yes we made a test with that approach but using hair instead of strands. I created a small grid from where I emitted some hair with a feather shape then instantiated it on to the MBFeather system and it worked great. The only prob is that we have a texture on the head that we transfer to the hair so the hair gets some color variation and we couldn't find a way to transfer that onto the instanced hair feathers If anyone knows a way please share :) On Thu, Nov 6, 2014 at 2:06 PM, Ognjen Vukovic ognj...@gmail.com wrote: What im interested in is, is it possible to instance ice feathers to the mb feather tool like in the picture instead of having cutout planes... [image: Inline image 1] And how much would that impact render times... Because im pretty sure opacity maps suck for these kind of scenes. On Thu, Nov 6, 2014 at 2:14 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Cool :) On 6 November 2014 12:48, Ognjen Vukovic ognj...@gmail.com wrote: Great job. I can only presume you used grids with opacity maps to cut the feathers,did that kill the render time? Also did you run a test maybe using ice strand generated feathers, and would that maybe cut down on the render time compared to opacity maps? On Thu, Nov 6, 2014 at 12:39 PM, Simon Burke simobu...@gmail.com wrote: That's right, feathers were done by Mario Domingos using mbFeather Tools. On 6 November 2014 09:44, Ognjen Vukovic ognj...@gmail.com wrote: Just out of curiosity, is that mbFeather's ? On Thu, Nov 6, 2014 at 10:16 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Haven;t you heard? Zombies are IN now ;) Nice work. On Thu, Nov 6, 2014 at 4:41 AM, Jason S jasonsta...@gmail.com wrote: Whoa! lol! https://vimeo.com/110905739 Not bad for 'obsolete' zombie software :) On 11/05/14 20:20, Paulo Cesar Duarte wrote: Although all credits are in the link, I'm putting here too. Lead 3D / Head Model, Blendshapes / Shading, Lighting, Render - Simon Burke Rigging / Lead Animator / Body Model - Sam Boyd Grooming / Feathers / Props Modelling - Mario Domingos Compositing / Grade - Gavin Kelly Directed by Gavin Kelly Again, beautiful work. 2014-11-04 16:35 GMT-02:00 Paulo Cesar Duarte paulocdua...@gmail.com: Nice work on The Ballad of Uncle Pat by Simon Burke http://bit.ly/1xYrPIb -- paulo-duarte.com -- paulo-duarte.com
RE: OT Maya: Spring Dynamics in Maya
Hey man, yep Dynamic curves are the best solution. Just make a curve dynamic and use the resulting curve as an IKSpline. — Sent from Mailbox
Re: OT: What strong features have you found in y our new transition software that SI didn´t have?
I've been trying modo for the last 3 weeks and I must say that I'm really impressed. The only draw back is the lack of modeling history.— Sent from Mailbox On Wed, Jun 11, 2014 at 5:56 PM, Cristobal Infante cgc...@gmail.com wrote: When using Houdini I've found Openvdb to be frankly phenomenal. Had never been exposed to this tech before. I know there is a softimage plugin, but never had to use it. In houdini Openvdb is a suite of nodes which are really well integrated. On 5 June 2014 22:35, Serch Mucino sergio.muc...@gmail.com wrote: That Pose Manager looks pretty sweet. I think a simple version of that could be done using native Actors/Poses and the Card View (which it's quite outdated, being honest). I am in touch with Lukasz (ACS), and I'll gladly suggest something like this to him. We'll see... from what I hear, he's got a lot on his plate lately. I agree with Angus there... for me, it's going to be all Modo + Houdini. That should do it for me (with the occasional 3ds max from time to time...) Sergio Mucino On Thu, Jun 5, 2014 at 5:22 PM, Angus Davidson angus.david...@wits.ac.za wrote: As more character animators start using Modo those kind of tools will come. Studio library is very impressive (have already passed it on to our lecturer to look at for next year when we get forced into Maya ) Most of the folks I have spoken to are going for a Modo / Houdini combo as they compliment each other very well. Its going to be tough to find just one package to be able to be the swiss army knife that softimage is. From: Marco Peixoto mpe...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Thursday 05 June 2014 at 11:03 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: OT: What strong features have you found in your new transition software that SI didn´t have? Thanks Sergio :) Yes i know ACS, i played with its free sample when it first appeared and even suggested some new features to it, like the ability to change from IK to FK and vice versa maintaining the same Positions or changing Parentings like IK follow head or Shoulder or Hips and maintaing same positions, im used to it on the rigs I work with, going back to no having those features its not a show stopper but... yah know :) I even made simple example videos showing this to ACS guy(forgot his name) showing how they worked on iAnimate Rigs. As a curious fact, I was a owner of the first ACS apparition, in good old LW times :) When I spoke about Pose Managers im speaking in things like this: https://www.youtube.com/watch?v=CJvxlGpYc1o Although its third partie script (free by the way) but im used to these kind os Pose Managers that take screenshots when we make the Poses, I currently must have probably 20-30 stored Poses already in a TV production I recently started working on, if I didn't had the screenshots and everything was text based it would be a mess for me. Also this Poses are made Public so anyone from the Studio can acess them to save time during Animation. I need to take a more serious look at Modo like I said previously, Maya is great for CA, but for the rest... its welcome to 1999 when we are used to Softimage... and so far I havent found the slightest interest in getting more deep than just doing CA in Maya, so im looking around and trying to decide if I should invest time in Modo or Houdini :) On Thu, Jun 5, 2014 at 4:59 PM, Serch Mucino sergio.muc...@gmail.com wrote: It appears to me some of your concerns might be addressed already. Some of the things you mention might be covered here... http://docs.luxology.com/modo/801/help/pages/animation/ActorActionPose.html Also, if you'd be doing a lot of CA, I really suggest looking into ACS. It currently only supports biped-like rigs, but it's one of the best auto-riggers I've used, and it has a very nice set of animation tools and workflows built into it. You can find more info here... http://community.thefoundry.co.uk/store/kits/acs/ http://manual.autocharactersetup.com/ It can also be customized to support other types of anatomical structures, but it requires working a little with the innards of the ACS character. There's videos that explain well how to do it though. I've been able to add additional deformation items to ACS rigs without too much problem. I hope this helps a bit! Cheers! Sergio Mucino This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally
Re: Maya strengts (anyone?)
The biggest advantage I can see now is that they have a really big team working to make it better. Let's if they can make it On Thu, May 22, 2014 at 11:53 AM, Leendert A. Hartog hirazib...@live.nlwrote: Ah, shucks, give me something. I am just learning Maya and I could really use a little boost... ;) -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Setting up Maya
Great stuff here: http://www.djx.com.au/blog/customizing-maya/ Read the comments too. — Sent from Mailbox
Re: Setting up Maya
Its old info but not outdated, maybe there are some updates that I dont know of but mainly Maya still works like that... bye bye Soft workgroups... :( On Sat, May 17, 2014 at 3:36 PM, Leendert A. Hartog hirazib...@live.nlwrote: I don't know Maya enough (yet?) to judge this, but isn't this info (from 2008) potentially outdated? Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: softimage to modo
WOW thats cool On Wed, May 7, 2014 at 6:57 PM, Tim Crowson tim.crow...@magneticdreams.comwrote: The Curve Probe modifier in 801 is pretty sweet. You can do some awesome stuff both in rigging and in shading with it. -Tim On 5/7/2014 12:51 PM, Paul Griswold wrote: NICE! I might buy Modo today just because of that video. I'm in the process of working on a bunch of furniture models I'm dealing with seams, piping, etc.. I've been working in 3D Coat because it's great for organic shapes, but I wasn't really happy with the seams piping (3D Coat's spline tools are clunky IMHO). Thanks for posting that! ᐧ On Wed, May 7, 2014 at 12:12 PM, Steffen Dünner steffen.duen...@gmail.com wrote: The schematic in Modo is becoming more and more powerful. But with great power comes great responsibility! What I mean is, that it's equally important to have tools to cleanup and organize your node graphs as it is to add more features / nodes. What I currently miss most is something like a group comment in ICE or backdrop in Nuke. As well as sticky notes and comments. Tools to easily align / sort multiple nodes at once, tools to get rid of unused nodes etc. But I have high hopes that the Modo dev team gets a hint from the Nuke dev team to help them sort it out. ;) Apart from that I'm already positively shocked by what the schematic can already do. Sometimes it really feels like using the SI Render Tree and ICE Tree in one single tree, where all kinds of nodes can talk to each other. I just discovered that procedural noise textures (and there are a lot of them in Modo) can be used to texture deformers / falloffs. Or take a look here: geometry lookups can directly control shader attributes: https://drive.google.com/file/d/0BzBIO4PPUuInU1RmTEw5OWdYNGc/preview?pli=1 Something I wished for in Softimage for a long time. Cheers Steffen --
Re: softimage to modo
Being a Softimage and Maya user was really disappointing not having history when modeling. If i do a bevel I cant modify it after dropping the tool... I just tried Modo briefly but that was the first downside I bumped into. I hope im doing something wrong :)— Sent from Mailbox On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino sergio.muc...@gmail.com wrote: P.S. Maybe I can do something about general application concepts and stuff like that... Sergio Muciño. Sent from my iPad. On May 6, 2014, at 12:10 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Sergio, you should do a video, or a series of videos, on this and other workflows... -Tim On 5/6/2014 10:55 AM, Sergio Mucino wrote: I've been using it for rigging for a while now. Are you particularly interested in something? Cheers! P.S. Start by going to your System/Preferences dialog, do perform the following... * In Defaults/Application, set Item Selection Type to Item. Set the Item Index Style to whatever you prefer to use (I use Item_2). * In Defaults/Auto-Save, set the Time Interval to whatever feels best for you (I've got it set to 15 minutes, but for more complex files I'd probably set it to 30), and the number of revisions to at least 3. * In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to Off (feel free to experiment with it on though... Some people like it, but I just felt like it forced me to drag the mouse more than I needed). * In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI (I personally use the Maya preset, only because that's what I've used for a while now in many applications, including Softimage). * In the Input/Units section, set the Default Unit to whatever you'll need to use (keep in mind Modo uses real-world units for dynamics and rendering). If you're using 801, watch the following video to know how to set Modo's color preferences to work in linear space for different outputs. http://community.thefoundry.co.uk/tv/training/view.aspx?id=776 And get an account in the Modo forums so you can ask any questions you need. Everyone there is quite friendly, and there are several SI users already mingling around. Hope this helps! Sergio Muciño. Sent from my iPad. On May 6, 2014, at 11:40 AM, Francisco Criado malcriad...@gmail.com wrote: Hi guys, anyone already started using modo? first impressions or tips coming from soft? received our licenses today and soon starting to migrate...any tips from si users are more than welcome! F. --
Re: IceTo Houdini Tutorial
Great!!— Sent from Mailbox for iPhone On Mon, Mar 24, 2014 at 11:44 AM, Nika Ragua nikaragu...@gmail.com wrote: awesome!! 2014-03-24 13:43 GMT+04:00 Kostas Strevlos kst...@gmail.com: That's just great! Thanks for the link On 24 March 2014 07:54, Byungchul Kang k...@cgndev.com wrote: Thanks! 2014-03-24 16:53 GMT+09:00 olivier jeannel olivier.jean...@noos.fr: Thank you ! 1Le 24/03/2014 08:01, Max Evgrafov a écrit : I am sorry if I repeat https://vimeo.com/89869747 -- max.(Summatr) https://vimeo.com/user3098735/videos -- *Byungchul Kang* | MBC CG TEAM [http://imbc.com] http://cgndev.com
Re: OT:[MAYA] interaction
Get used to it! At least its always a different day when using Maya, in Soft was boring, everything works all the time.— Sent from Mailbox for iPhone On Fri, Mar 14, 2014 at 7:56 AM, Gerbrand Nel nagv...@gmail.com wrote: I just want to check If this is a known issue, or if I'm hitting my head against my own stupidity. I'm modelling something in Maya for the last 2 days (would have taken 3 hours in soft, but hey, its a learning curve) , And every once in a while my interaction stops working. Like the f key no longer frames selection, or the modeling toolkit stops previewing edge-loops. F8 also stops doing what it should be doing. When I save and restart, all is back to normal, So is there some mode or thing I don't know about, or have you guys found it buggy too? It's Maya 2014 sp2 30 day trail. Thanks G
Re: A more graceful retirement - my counter offer
Greg, can I post your letter on Facebook?— Sent from Mailbox for iPhone On Tue, Mar 11, 2014 at 2:49 AM, Greg Punchatz g...@janimation.com wrote: Hello Autodesk, My name is Greg Punchatz , Senior Creative Director at Janimation. I have a proposal, or call it a counter offer on the proper way to retire Softimage. First off, if you don't know who I am, I feel like I have been part of the Softimage team since the beginning of Sumatra testing. I spent countless hours creating content on my own time and letting Softimage use my personal work as the sample scenes that make up a good deal of the Softimage library. Because of this relationship I have many, many very dear friends from all eras of Softimage. From the very top to the bottom of Softimage, I was always welcomed as one of the family. Our company, Janimation, was instrumental in helping promote XSI from its earliest days from being its first customer demo at the XSI launch party. To its final days giving Avid and Autodesk permission to use our work for promoting Softimage launches. We did this because we truly believe it is the best software on the planet for what we do and that's commercial work. Softimage is lighter on its feet out of the box for the kind of work the post production world is doing today in commercials. I don't know a single CG supervisor that knows each package equally that would rather take a commercial through a single package other than XSI. That being said, I believe Autodesk needs to be working on a completely new 3d software package. I would hope that is the plan. I also understand that if you are working towards moving us all to one package, Softimage by market share alone is the logical one to first retire as it creates the least income. So if it's time has truly come (even though I believe it is the most complete out-of-the-box 3-D solution you provide currently) I think there is a more elegant... let's say, a kinder gentler way for Softimage to be put into retirement. You can continue to benefit from our subscription support while we have enough time to move our existing pipeline to somthing else. Please consider keepinng the current small development team you already have for FOUR more years. With a single focus on these three things: opening up the SDK, working with 3rd party folk, and fixing long outstanding low-level requests. It's nothing but a win-win situation, you still get our money, and we get to evalute Maya along the way. It's going to take a lot more than two years for a lot of us to be able to make a tranistion completely. I'm not sure if Autodesk realizes this, but while the team in Singapore was not making giant leaps technologically, they were on their way to leaving Softimage in a much better state. They need a bit more time than you are giving them. At the end of the four years, we can at least consider staying in the Autodesk family because they listened to the usersgave us pleanty of heads up of its EOL, and did thier darndest to make sure the last version of softimage is the best version ever...XSI deserves thatwe deserve that ... and quite frankly I deserve that. Sincerely Greg Punchatz Senior Creative Director at Janimation ...
AAUTODESK TO DISCONTINUE MAYA WITH 2015 RELEASE!!!!
:P— Sent from Mailbox for iPhone
Re: AAUTODESK TO DISCONTINUE MAYA WITH 2015 RELEASE!!!!
Sorry guys just playing around! :)— Sent from Mailbox for iPhone On Fri, Mar 7, 2014 at 2:51 PM, Artur Woźniak artur.w...@gmail.com wrote: WTF, don't do that. Artur 2014-03-07 15:47 GMT+01:00 Mário Domingos mdomingos.p...@gmail.com: :P -- Sent from Mailbox https://www.dropbox.com/mailbox for iPhone
Re: AAUTODESK TO DISCONTINUE MAYA WITH 2015 RELEASE!!!!
Hahah maybe autocad! Lol— Sent from Mailbox for iPhone On Fri, Mar 7, 2014 at 2:55 PM, Arvid Björn arvidbj...@gmail.com wrote: Aw shucks, I just got a whole heap of Maya licenses traded in for my dusty old Soft licenses. Hopefully I can trade in the Maya lics for some PowerAnimator ones or something. On Fri, Mar 7, 2014 at 3:47 PM, Mário Domingos mdomingos.p...@gmail.comwrote: :P -- Sent from Mailbox https://www.dropbox.com/mailbox for iPhone
Re: AAUTODESK TO DISCONTINUE MAYA WITH 2015 RELEASE!!!!
I must say that I'm Beta testing Maya 2015 and Bifrost looks great. :)— Sent from Mailbox for iPhone On Fri, Mar 7, 2014 at 3:04 PM, Ognjen Vukovic ognj...@gmail.com wrote: Maya has stoped working. Check online for a solution and close the program. Restart the program. Check online for a solution. Its all fun and games, and then something has to get done by the end of the day. And then someone gets hurt :) On Fri, Mar 7, 2014 at 3:56 PM, Mário Domingos mdomingos.p...@gmail.comwrote: Hahah maybe autocad! Lol -- Sent from Mailbox https://www.dropbox.com/mailbox for iPhone On Fri, Mar 7, 2014 at 2:55 PM, Arvid Björn arvidbj...@gmail.com wrote: Aw shucks, I just got a whole heap of Maya licenses traded in for my dusty old Soft licenses. Hopefully I can trade in the Maya lics for some PowerAnimator ones or something. On Fri, Mar 7, 2014 at 3:47 PM, Mário Domingos mdomingos.p...@gmail.comwrote: :P -- Sent from Mailbox https://www.dropbox.com/mailbox for iPhone
Re: AAUTODESK TO DISCONTINUE MAYA WITH 2015 RELEASE!!!!
Haha! I cant talk about details sorry guys! I really want too But I cant... The only thing I can say without being arrested by Autodesk's Special Police Force is that their main goal is to make something like ICE 2.0. I'm sure something will come out soon.— Sent from Mailbox for iPhone On Fri, Mar 7, 2014 at 3:04 PM, Ognjen Vukovic ognj...@gmail.com wrote: Maya has stoped working. Check online for a solution and close the program. Restart the program. Check online for a solution. Its all fun and games, and then something has to get done by the end of the day. And then someone gets hurt :) On Fri, Mar 7, 2014 at 3:56 PM, Mário Domingos mdomingos.p...@gmail.comwrote: Hahah maybe autocad! Lol -- Sent from Mailbox https://www.dropbox.com/mailbox for iPhone On Fri, Mar 7, 2014 at 2:55 PM, Arvid Björn arvidbj...@gmail.com wrote: Aw shucks, I just got a whole heap of Maya licenses traded in for my dusty old Soft licenses. Hopefully I can trade in the Maya lics for some PowerAnimator ones or something. On Fri, Mar 7, 2014 at 3:47 PM, Mário Domingos mdomingos.p...@gmail.comwrote: :P -- Sent from Mailbox https://www.dropbox.com/mailbox for iPhone
Re: Softimage 2015 Last Release Announcement
Sad day! Bad decision.— Sent from Mailbox for iPhone On Tue, Mar 4, 2014 at 5:21 PM, Jens Lindgren jens.lindgren@gmail.com wrote: My thought exactly! *Please note that the right to use the Softimage license will terminate at the end of the transition period if you are still on Subscription. You will be transitioned to the latest release of either 3ds Max or Maya depending on your initial choice. If you want to continue to use your Softimage license after Feb 1, 2016 you should not renew your Subscription contract for a period beyond that date. You will be able to continue to use Softimage but will forfeit any future updates to either 3ds Max or Maya. * So we can't use Softimage after Feb 1, 2016 and still be on some Autodesk Subscription. This make the choice pretty easy to not be an Autodesk customer anymore. What the hell are they thinking?!? /Jens On Tue, Mar 4, 2014 at 6:15 PM, Matt Morris matt...@gmail.com wrote: So if we decide to transition over to maya, in feb 2016 we will have no access to past projects? The only way that we can continue to work with older data is to end our subscription? On 4 March 2014 17:13, olivier jeannel olivier.jean...@noos.fr wrote: ... -- www.matinai.com -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: ICE migration thread. no tears here )))
What about Bifost in Maya 2015? Any news about that? — Sent from Mailbox for iPhone On Fri, Feb 28, 2014 at 4:21 PM, Paul Doyle technove...@gmail.com wrote: Hey Gustavo - comments below I tried Fabric once but learning curve was a bit steeper then I predicted (coming from an ICE user / no ofense intended). V 2.0 looks like it has greater benefits, so even if the price is steeper then a visual, higher level thing like Houdini it might pay off... Yes, this is feedback that we took on board from a few people - our target was for a TA/TD to be able to quickly build something powerful, but the graph approach we took for the standalone was tough for people to get their heads around. Visual programming is part of the 2.0 model - obviously the library of nodes isn't going to be there from day one, but being able to write your own nodes in KL (rather than C++) should help with that. We're still iterating on a few things so apologies for the vagueness - this stuff will tighten up over the next few months. Do you have a timeframe for F2.0? Since the [2.0] video points at some significant changes I would rather wait before diving in that pool again. It will be early summer - we were pushing for a Spring release but various requirements coming out of customers made it clear that we needed to revisit some areas. That said - using Fabric within Softimage/Maya/Arnold is there now. It's much more accessible to people than the standalone path - we're also pushing on a few things over the next two releases (March and April) that will make Fabric quite exciting within the plug-in context. Another question is one that regards functionality. Houdini has a lot of functionallity built in that could be exposed through its Engine. I know you guys are a small company and you cant aim at covering great areas for now. We all have seen many great FE videos exploring topics like rendering, motion capture, procedural animation, crowds and so on... And we all agree the plataform is great, flexible and fast. But my question is: what can one TD or a small TD group expect from FE RIGHT NOW?! I know MPC and Hybride can do great stuff with it, but where would I be able to apply my FE knowladge on a day to day basis, and what should I leave to the houdinis and mayas for now? I would rather guys like Eric and Guillaume (and Mathieu if he has the time!) commented here - you're going to get a clearer production perspective imo. That said, it's important to understand that Fabric is a long way from being a replacement DCC. Our focus is on the platform, making sure we offer kickass performance and flexibility before we shift to higher-level functionality. I'd say jump in now (it's free after all for individuals, and we do deals for educational institutions), watch for the next two releases and keep an eye on the progress on 2.0. I have great respect for what you guys are doing, the way you do business and the way you do software keeps me confident an investment in FE would be a solid one. But I want to know where I am going in order to applie the right time investment in each tool from now on. Thanks for the kind words. I understand the need to get a sense of our roadmap - I hope this helps a bit. We tend to share a lot more on our mailing list. Ps: if you ever sell to AD please... well dont ever sell to AD ;) Whenever this gets mentioned, my response is the same - we're building a business, we've just closed a long-term deal with MPC, our intent is not to sell the company - it's to build something awesome. However, it's a two-way street - it can be frustrating and demoralizing for young companies to see a steady flow of this is great, when it does X I'll take a look. If you want to influence the direction of a company then you have to be involved - it doesn't even mean giving us money, but install it, give feedback and so forth. Even if it's not Fabric - do the same for Modo, or C4D, or Blender. We have people on the list who haven't been able to get Fabric into the studio yet, but they tinker in their own time and tell us how to help them succeed. I can't overemphasize how valuable this is to us, or Exocrotex or anyone else. On 28 February 2014 10:38, Gustavo Eggert Boehs gustav...@gmail.com wrote: Hey Paul, I see you active on this migration threads, which is quite nice by the way, and I have some questions. I tried Fabric once but learning curve was a bit steeper then I predicted (coming from an ICE user / no ofense intended). V 2.0 looks like it has greater benefits, so even if the price is steeper then a visual, higher level thing like Houdini it might pay off... Do you have a timeframe for F2.0? Since the [2.0] video points at some significant changes I would rather wait before diving in that pool again. Another question is one that regards functionality. Houdini has a lot of functionallity built in that could be exposed through its Engine. I know you guys are a
Re: A correct peeling effect
Ok, let's just forget everything we learned here... https://vimeo.com/80062633 On Wed, Jan 22, 2014 at 2:03 PM, Nika Ragua nikaragu...@gmail.com wrote: aha very good thanks a lot !!! 2014/1/22 Mário Domingos mr.mariodomin...@gmail.com Here you have some the scene and some info: http://lickingtheice.tumblr.com/ (2014SP2) M On Tue, Jan 21, 2014 at 10:48 PM, olivier jeannel olivier.jean...@noos.fr wrote: A little test here as well : https://vimeo.com/84720064 Le 21/01/2014 18:58, Mário Domingos a écrit : Ok guys ill share the scene and make a tut as soon as possible :) On Tue, Jan 21, 2014 at 5:34 PM, Nika Ragua nikaragu...@gmail.comwrote: very cool i`m interested in tut and in scene both 2014/1/21 Leonard Koch leonardkoch...@gmail.com Those look great Mário. On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos mr.mariodomin...@gmail.com wrote: Thats great! Verlet is a fast and flexible solution for this kind of effects, not as precise as Syflex though, but you are able to create your own forces which is great! I did some tests and I'm really happy with the result. https://vimeo.com/84689612 https://vimeo.com/84689613 I can share the scene or make a tut if anyone is interested. M On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua nikaragu...@gmail.comwrote: https://vimeo.com/84268682 so here is the explanation and the scene ))) 2014/1/15 Nika Ragua nikaragu...@gmail.com ok - look, i suggest - iICE-Browse Examples- you load Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice setup that uses the weightmap to drive the turbulize effect, next you load Deformation_Verlet_Cloth - you will see how it is setted up without the lagoa or syflex. lets break the peel effect in two parts for better understanding - first is the tearing and second is the cloth movement. for the tearing we cold use my favourite voronoi shatter (or i`m finighing vdb) (lol i`m kinda tired of puttig it everywhere, but it is not my fault that it is so cool ahahaha anyway - doesn`t matter. lets start with just one piece - simple grid (we will clone it later) - if you look closele - to the stuff that we want to mimic - we will see that it becomes tearing off from borders to center , or from one border to another. so at first we have our grid pinned to the original surface - we will create a perpoint attributes -foe example lets call them pin then we are taking these pins- lets make them boolean - at the borders(or any other pattern) and swiching them - every neighbour will get the neighbours pin attribute - and we will got our pins growing over the surface. then lets add some forces - lets take the wind force for example (+y) force pushing up. and if we got our pin with zero value our mesh will be pushed up at that point. and in the end we will have with mixtures of the verlet (or lagoa or somewhere i had my cloth engine) and turbulize and pins setup the desired stuff. and we neet to clone the meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight and tomorrow i`ll code this stuff. say what do you think about it. 2014/1/15 Emilio Hernandez emi...@e-roja.com Cool RND!!! 2014/1/14 Oliver Weingarten li...@pixelpanic.de Hey! Here is a small walk through the setup..hope it´s not too bad ;) https://vimeo.com/84136431 cheers, oli Am 14.01.2014 13:57, schrieb Nick Angus: Awesome Oli!, please explain it to us mortals ; ) N *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Oliver Weingarten *Sent:* Tuesday, 14 January 2014 9:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: A correct peeling effect Hi ! Here is a test I did mixing different things together...I can explain a little more if you like.. https://vimeo.com/84118026/settings cheers, oli Am 14.01.2014 09:53, schrieb olivier jeannel: Hi gang, I'm looking for doing a convincing peeling effect in Softimage Scenario is :peeling of a thin aluminium sheet from a chocolate plate, the tiny pieces of sheet then fly away, like are gently blown away by the wind I'm running after this : https://vimeo.com/77579764 or https://vimeo.com/69646311 quality. (those are Max Mcloth) The shot should be very close up. I'm not sure, for example, that the Topolizer trick https://vimeo.com/80829002 would be enough. What do guys think ? Another Method ? Syflex à la Mario-Domingo ? https://vimeo.com/73933574 Any thoughts to share ? Would be great :)
Re: A correct peeling effect
Dont think we can get that cloth behaviour with lagoa.— Sent from Mailbox for iPhone On Thu, Jan 23, 2014 at 11:05 AM, olivier jeannel olivier.jean...@noos.fr wrote: Nice ! Much cleaner Icetree then mine :) Le 22/01/2014 14:52, Mário Domingos a écrit : Here you have some the scene and some info: http://lickingtheice.tumblr.com/ (2014SP2) M On Tue, Jan 21, 2014 at 10:48 PM, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: A little test here as well : https://vimeo.com/84720064 Le 21/01/2014 18:58, Mário Domingos a écrit : Ok guys ill share the scene and make a tut as soon as possible :) On Tue, Jan 21, 2014 at 5:34 PM, Nika Ragua nikaragu...@gmail.com mailto:nikaragu...@gmail.com wrote: very cool i`m interested in tut and in scene both 2014/1/21 Leonard Koch leonardkoch...@gmail.com mailto:leonardkoch...@gmail.com Those look great Mário. On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos mr.mariodomin...@gmail.com mailto:mr.mariodomin...@gmail.com wrote: Thats great! Verlet is a fast and flexible solution for this kind of effects, not as precise as Syflex though, but you are able to create your own forces which is great! I did some tests and I'm really happy with the result. https://vimeo.com/84689612 https://vimeo.com/84689613 I can share the scene or make a tut if anyone is interested. M On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua nikaragu...@gmail.com mailto:nikaragu...@gmail.com wrote: https://vimeo.com/84268682 so here is the explanation and the scene ))) 2014/1/15 Nika Ragua nikaragu...@gmail.com mailto:nikaragu...@gmail.com ok - look, i suggest - iICE-Browse Examples- you load Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice setup that uses the weightmap to drive the turbulize effect, next you load Deformation_Verlet_Cloth - you will see how it is setted up without the lagoa or syflex. lets break the peel effect in two parts for better understanding - first is the tearing and second is the cloth movement. for the tearing we cold use my favourite voronoi shatter (or i`m finighing vdb) (lol i`m kinda tired of puttig it everywhere, but it is not my fault that it is so cool ahahaha anyway - doesn`t matter. lets start with just one piece - simple grid (we will clone it later) - if you look closele - to the stuff that we want to mimic - we will see that it becomes tearing off from borders to center , or from one border to another. so at first we have our grid pinned to the original surface - we will create a perpoint attributes -foe example lets call them pin then we are taking these pins- lets make them boolean - at the borders(or any other pattern) and swiching them - every neighbour will get the neighbours pin attribute - and we will got our pins growing over the surface. then lets add some forces - lets take the wind force for example (+y) force pushing up. and if we got our pin with zero value our mesh will be pushed up at that point. and in the end we will have with mixtures of the verlet (or lagoa or somewhere i had my cloth engine) and turbulize and pins setup the desired stuff. and we neet to clone the meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight and tomorrow i`ll code this stuff. say what do you think about it. 2014/1/15 Emilio Hernandez emi...@e-roja.com mailto:emi...@e-roja.com Cool RND!!! 2014
Re: A correct peeling effect
Hahah ill try Houdini instead :P— Sent from Mailbox for iPhone On Thu, Jan 23, 2014 at 11:55 AM, Nika Ragua nikaragu...@gmail.com wrote: Dont think we can get that cloth behaviour with lagoa. sound like A CHALLENGE !! 2014/1/23 Mário Domingos mdomingos.p...@gmail.com Dont think we can get that cloth behaviour with lagoa. — Sent from Mailbox https://www.dropbox.com/mailbox for iPhone On Thu, Jan 23, 2014 at 11:05 AM, olivier jeannel olivier.jean...@noos.fr wrote: Nice ! Much cleaner Icetree then mine :) Le 22/01/2014 14:52, Mário Domingos a écrit : Here you have some the scene and some info: http://lickingtheice.tumblr.com/ (2014SP2) M On Tue, Jan 21, 2014 at 10:48 PM, olivier jeannel olivier.jean...@noos.fr wrote: A little test here as well : https://vimeo.com/84720064 Le 21/01/2014 18:58, Mário Domingos a écrit : Ok guys ill share the scene and make a tut as soon as possible :) On Tue, Jan 21, 2014 at 5:34 PM, Nika Ragua nikaragu...@gmail.comwrote: very cool i`m interested in tut and in scene both 2014/1/21 Leonard Koch leonardkoch...@gmail.com Those look great Mário. On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos mr.mariodomin...@gmail.com wrote: Thats great! Verlet is a fast and flexible solution for this kind of effects, not as precise as Syflex though, but you are able to create your own forces which is great! I did some tests and I'm really happy with the result. https://vimeo.com/84689612 https://vimeo.com/84689613 I can share the scene or make a tut if anyone is interested. M On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua nikaragu...@gmail.comwrote: https://vimeo.com/84268682 so here is the explanation and the scene ))) 2014/1/15 Nika Ragua nikaragu...@gmail.com ok - look, i suggest - iICE-Browse Examples- you load Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice setup that uses the weightmap to drive the turbulize effect, next you load Deformation_Verlet_Cloth - you will see how it is setted up without the lagoa or syflex. lets break the peel effect in two parts for better understanding - first is the tearing and second is the cloth movement. for the tearing we cold use my favourite voronoi shatter (or i`m finighing vdb) (lol i`m kinda tired of puttig it everywhere, but it is not my fault that it is so cool ahahaha anyway - doesn`t matter. lets start with just one piece - simple grid (we will clone it later) - if you look closele - to the stuff that we want to mimic - we will see that it becomes tearing off from borders to center , or from one border to another. so at first we have our grid pinned to the original surface - we will create a perpoint attributes -foe example lets call them pin then we are taking these pins- lets make them boolean - at the borders(or any other pattern) and swiching them - every neighbour will get the neighbours pin attribute - and we will got our pins growing over the surface. then lets add some forces - lets take the wind force for example (+y) force pushing up. and if we got our pin with zero value our mesh will be pushed up at that point. and in the end we will have with mixtures of the verlet (or lagoa or somewhere i had my cloth engine) and turbulize and pins setup the desired stuff. and we neet to clone the meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight and tomorrow i`ll code this stuff. say what do you think about it. 2014/1/15 Emilio Hernandez emi...@e-roja.com Cool RND!!! 2014/1/14 Oliver Weingarten li...@pixelpanic.de Hey! Here is a small walk through the setup..hope it´s not too bad ;) https://vimeo.com/84136431 cheers, oli Am 14.01.2014 13:57, schrieb Nick Angus: Awesome Oli!, please explain it to us mortals ; ) N *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Oliver Weingarten *Sent:* Tuesday, 14 January 2014 9:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: A correct peeling effect Hi ! Here is a test I did mixing different things together...I can explain a little more if you like.. https://vimeo.com/84118026/settings cheers, oli Am 14.01.2014 09:53, schrieb olivier jeannel: Hi gang, I'm looking for doing a convincing peeling effect in Softimage Scenario is :peeling of a thin aluminium sheet from a chocolate plate, the tiny pieces of sheet then fly away, like are gently blown away by the wind I'm running after this : https://vimeo.com/77579764 or https://vimeo.com/69646311 quality. (those are Max Mcloth) The shot should be very close up. I'm not sure, for example, that the Topolizer trick https://vimeo.com/80829002 would be enough. What do guys think ? Another Method ? Syflex à la Mario-Domingo ? https://vimeo.com/73933574 Any thoughts to share ? Would
Re: A correct peeling effect
Here you have some the scene and some info: http://lickingtheice.tumblr.com/ (2014SP2) M On Tue, Jan 21, 2014 at 10:48 PM, olivier jeannel olivier.jean...@noos.frwrote: A little test here as well : https://vimeo.com/84720064 Le 21/01/2014 18:58, Mário Domingos a écrit : Ok guys ill share the scene and make a tut as soon as possible :) On Tue, Jan 21, 2014 at 5:34 PM, Nika Ragua nikaragu...@gmail.com wrote: very cool i`m interested in tut and in scene both 2014/1/21 Leonard Koch leonardkoch...@gmail.com Those look great Mário. On Tue, Jan 21, 2014 at 6:11 PM, Mário Domingos mr.mariodomin...@gmail.com wrote: Thats great! Verlet is a fast and flexible solution for this kind of effects, not as precise as Syflex though, but you are able to create your own forces which is great! I did some tests and I'm really happy with the result. https://vimeo.com/84689612 https://vimeo.com/84689613 I can share the scene or make a tut if anyone is interested. M On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua nikaragu...@gmail.comwrote: https://vimeo.com/84268682 so here is the explanation and the scene ))) 2014/1/15 Nika Ragua nikaragu...@gmail.com ok - look, i suggest - iICE-Browse Examples- you load Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice setup that uses the weightmap to drive the turbulize effect, next you load Deformation_Verlet_Cloth - you will see how it is setted up without the lagoa or syflex. lets break the peel effect in two parts for better understanding - first is the tearing and second is the cloth movement. for the tearing we cold use my favourite voronoi shatter (or i`m finighing vdb) (lol i`m kinda tired of puttig it everywhere, but it is not my fault that it is so cool ahahaha anyway - doesn`t matter. lets start with just one piece - simple grid (we will clone it later) - if you look closele - to the stuff that we want to mimic - we will see that it becomes tearing off from borders to center , or from one border to another. so at first we have our grid pinned to the original surface - we will create a perpoint attributes -foe example lets call them pin then we are taking these pins- lets make them boolean - at the borders(or any other pattern) and swiching them - every neighbour will get the neighbours pin attribute - and we will got our pins growing over the surface. then lets add some forces - lets take the wind force for example (+y) force pushing up. and if we got our pin with zero value our mesh will be pushed up at that point. and in the end we will have with mixtures of the verlet (or lagoa or somewhere i had my cloth engine) and turbulize and pins setup the desired stuff. and we neet to clone the meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight and tomorrow i`ll code this stuff. say what do you think about it. 2014/1/15 Emilio Hernandez emi...@e-roja.com Cool RND!!! 2014/1/14 Oliver Weingarten li...@pixelpanic.de Hey! Here is a small walk through the setup..hope it´s not too bad ;) https://vimeo.com/84136431 cheers, oli Am 14.01.2014 13:57, schrieb Nick Angus: Awesome Oli!, please explain it to us mortals ; ) N *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Oliver Weingarten *Sent:* Tuesday, 14 January 2014 9:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: A correct peeling effect Hi ! Here is a test I did mixing different things together...I can explain a little more if you like.. https://vimeo.com/84118026/settings cheers, oli Am 14.01.2014 09:53, schrieb olivier jeannel: Hi gang, I'm looking for doing a convincing peeling effect in Softimage Scenario is :peeling of a thin aluminium sheet from a chocolate plate, the tiny pieces of sheet then fly away, like are gently blown away by the wind I'm running after this : https://vimeo.com/77579764 or https://vimeo.com/69646311 quality. (those are Max Mcloth) The shot should be very close up. I'm not sure, for example, that the Topolizer trick https://vimeo.com/80829002 would be enough. What do guys think ? Another Method ? Syflex à la Mario-Domingo ? https://vimeo.com/73933574 Any thoughts to share ? Would be great :)
Re: A correct peeling effect
Thats great! Verlet is a fast and flexible solution for this kind of effects, not as precise as Syflex though, but you are able to create your own forces which is great! I did some tests and I'm really happy with the result. https://vimeo.com/84689612 https://vimeo.com/84689613 I can share the scene or make a tut if anyone is interested. M On Thu, Jan 16, 2014 at 1:05 AM, Nika Ragua nikaragu...@gmail.com wrote: https://vimeo.com/84268682 so here is the explanation and the scene ))) 2014/1/15 Nika Ragua nikaragu...@gmail.com ok - look, i suggest - iICE-Browse Examples- you load Deformation_Turbulize_Grid_Flag_Waving - you will see the simple but nice setup that uses the weightmap to drive the turbulize effect, next you load Deformation_Verlet_Cloth - you will see how it is setted up without the lagoa or syflex. lets break the peel effect in two parts for better understanding - first is the tearing and second is the cloth movement. for the tearing we cold use my favourite voronoi shatter (or i`m finighing vdb) (lol i`m kinda tired of puttig it everywhere, but it is not my fault that it is so cool ahahaha anyway - doesn`t matter. lets start with just one piece - simple grid (we will clone it later) - if you look closele - to the stuff that we want to mimic - we will see that it becomes tearing off from borders to center , or from one border to another. so at first we have our grid pinned to the original surface - we will create a perpoint attributes -foe example lets call them pin then we are taking these pins- lets make them boolean - at the borders(or any other pattern) and swiching them - every neighbour will get the neighbours pin attribute - and we will got our pins growing over the surface. then lets add some forces - lets take the wind force for example (+y) force pushing up. and if we got our pin with zero value our mesh will be pushed up at that point. and in the end we will have with mixtures of the verlet (or lagoa or somewhere i had my cloth engine) and turbulize and pins setup the desired stuff. and we neet to clone the meshes with Create Copies from Polygon Mesh node - i`m sleepy tonight and tomorrow i`ll code this stuff. say what do you think about it. 2014/1/15 Emilio Hernandez emi...@e-roja.com Cool RND!!! 2014/1/14 Oliver Weingarten li...@pixelpanic.de Hey! Here is a small walk through the setup..hope it´s not too bad ;) https://vimeo.com/84136431 cheers, oli Am 14.01.2014 13:57, schrieb Nick Angus: Awesome Oli!, please explain it to us mortals ; ) N *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Oliver Weingarten *Sent:* Tuesday, 14 January 2014 9:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: A correct peeling effect Hi ! Here is a test I did mixing different things together...I can explain a little more if you like.. https://vimeo.com/84118026/settings cheers, oli Am 14.01.2014 09:53, schrieb olivier jeannel: Hi gang, I'm looking for doing a convincing peeling effect in Softimage Scenario is :peeling of a thin aluminium sheet from a chocolate plate, the tiny pieces of sheet then fly away, like are gently blown away by the wind I'm running after this : https://vimeo.com/77579764 or https://vimeo.com/69646311 quality. (those are Max Mcloth) The shot should be very close up. I'm not sure, for example, that the Topolizer trick https://vimeo.com/80829002 would be enough. What do guys think ? Another Method ? Syflex à la Mario-Domingo ? https://vimeo.com/73933574 Any thoughts to share ? Would be great :)
Re: Syflex and disconnect edges
Hey Oliver. I haven't animated the disconnection of the edges, I've used a weight map on syflex which is only possible with 2014. Or you could try Syflex Jiggle vimeo.com/41299656 — Sent from Mailbox for iPhone On Fri, Nov 1, 2013 at 4:50 PM, olivier jeannel olivier.jean...@noos.fr wrote: Hello list, I've been trying to reproduce this https://vimeo.com/groups/168156/videos/73952197 by Mario Domingos. I have something working, ie Syflex sim on a mesh with disconnected edges is working. But if I animate the disconnecting of the edges, the syflex simulations goes nuts. It seems Syflex gather information at frame1 and doesn't like at all any changing in the topology after that. I'm on 2013, Mario's scene is in 2014, I was wondering is this a syflex 2013 limitation ? Or maybe is there a trick to achieve this ? Thank's ! Olivier
Foam effect
Hi guys, anyone knows how to achieve this effect with aaOcean? http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg Tks! M
Foam effect
Hi guys, anyone knows how to achieve this effect with aaOcean? http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg Tks!
Re: Foam effect
Tks Nicolas, but I'm looking for a Texture/Shader solution. I think the aaOcean one is shading. On Thu, Sep 12, 2013 at 11:27 AM, Nicolas Esposito 3dv...@gmail.com wrote: Paul Smith did a pretty cool tutorial about waves and foam effect, check it out https://vimeo.com/65975710 2013/9/12 Mário Domingos mdomingos.p...@gmail.com Hi guys, anyone knows how to achieve this effect with aaOcean? http://www.amaanakram.com/wp-content/uploads/2011/10/ocean.jpg Tks!
Re: Poly islands in ICE
:) I'll be posting some stuff on this in my blog soon. lickingtheice.tumblr.com Mário Domingos www.mariodomingos.com Sent from my super iPhone On 05/09/2013, at 17:13, Christian Gotzinger cgo...@googlemail.com wrote: Exactly right. On Wed, Sep 4, 2013 at 11:30 PM, Mario Domingos mdomingos.p...@gmail.comwrote: This is great Christian, thank you for your patience. I knew that I had to change the context and tried several things but with no luck. Ok, so you get all the vertices ids on the the polys of the object (arrays of ids per poly) then get the weightmap scalar values (per point) witch you pack into an Array per object. Then you find witch scalar values (from the weight map) belong to each vertices with the Find in Array node, here the context is Array per polygon and what we need is scalar or integer per poly so you used Get Array Average for that Am i right? Just want to be sure that I understand this. — Sent from Mailbox https://www.dropbox.com/mailbox for iPhone On Wed, Sep 4, 2013 at 5:00 PM, Christian Gotzinger cgo...@googlemail.com wrote: It's all about getting the right context. Weight maps are scalar values per point. The compound requires a boolean per polygon. I've attached an example of how you can do it (and added every node's ouput context as text into the image). I recommend visualizing every single pipe one after another so you can see what happens. contexts.jpg
Re: Particles driving weight maps
Try this on my blog http://lickingtheice.tumblr.com/ Mário Domingos www.mariodomingos.com Sent from my super iPhone On 22/08/2013, at 00:48, Rob Chapman tekano@gmail.com wrote: pretty simple stuff. heres one for Mr Blair's screenshots of the week entitled. point cloud distance to weight map couldnt get it below 123k so not sure if it will upload :( On 22 August 2013 00:45, Simon van de Lagemaat si...@theembassyvfx.com wrote: Ya I tried this but it wasn't working, I'll give it another go though, maybe I missed something. On Wed, Aug 21, 2013 at 3:40 PM, Rob Chapman tekano@gmail.com wrote: have you tried plugging a pointcloud in? works pretty much the same way. heres something by Paul a few years ago describing it in detail https://vimeo.com/20240568 On 22 August 2013 00:15, Simon van de Lagemaat si...@theembassyvfx.com wrote: Anyone know of any examples for driving a weight map via particle distances? I need to use a particle field distributed on a mesh to paint the weight map, basically a splatter map of sorts. I can find a bunch of examples of proximity based effects for geometry but nothing for point clouds. capture_weights.jpg
Slide on Deforming Surface
Hey guys, I hope the ICE gurus on the list can help me. Im using slide on surface on a mesh, simulating water drops falling on a leaf and then sliding and dripping . It all works perfectly until I deform the leaf with some enveloped bones. The particles don't follow the surface of the leaf anymore. Can anyone help me pleeeaaasse! M
Re: fake or not
Yes its true. Try to find more about liquids and ressonance. Mário Domingos | 3D Artist/Generalist | www.mariodomingos.com T: +351 91 646 80 16 | Carnaxide - Portugal On 14/03/2013, at 12:00, Sebastien Sterling sebastien.sterl...@gmail.com wrote: He never touches the water... that's could be one thing, also the shadow of the water is very dark, there doesn't seem to be any light refraction or caustics On 14 March 2013 12:50, Doeke Wartena clankil...@gmail.com wrote: Can someone tell me if this is rendered? http://www.thisiscolossal.com/2013/03/this-is-what-happens-when-you-run-water-through-a-24hz-sine-wave/
Re: 2014 New feature list... minor corrections list... you decide
This is an example of a proper software update. http://www.sidefx.com/index.php?option=com_contenttask=viewid=2447Itemid=360 Mário Domingos www.mariodomingos.com Sent from my super iPhone On 14/03/2013, at 17:10, Doeke Wartena clankil...@gmail.com wrote: I would like if you can see the size of objects so it's easier to make models for 3d printing. 2013/3/14 Francois Lord flordli...@gmail.com +1 On 14/03/2013 09:45, Eric Lampi wrote: Guys, Don't you think it's better to just wait for the list to be released before getting too worked up over it?
Re: Rumors
Like! Mário Domingos | 3D Artist/Generalist | www.mariodomingos.com T: +351 91 646 80 16 | Carnaxide - Portugal On 19/12/2012, at 14:19, Tim Marinov tim.mari...@gmail.com wrote: I've heard that ICE and Naid are going to Maya..This rumor is coming from one of the latest events .I am not going to specify, all I can say is from reliable source. I hope is not true for the ICE but I can't keep rely only on hopes. No more Autodesk for us that for sure ..We (my company) recently started to realize that our industry is just fine without Autodesk and every day work is much more fun and productive.Houdini,Modo,Cinema4D,Nuke are some of the tools that are much better from what autodesk has to offer(buying and adding plugins,almost none development, introducing more and more bugs with each version, innovation and development are not their driving force but only moneymaking ). Let's guys support this companies that care and love what they do as a product, this companies that are growing not only of making money but also of making innovations . We have to stop to be controlled from evil corporations and don't forget that we little people can make the difference and stay against the money sucking monsters.We are not zombies.This is the only way to see progress...
Re: introducing **Exocortex Fury 2** for Softimage and Maya
Cool Mário Domingos www.mariodomingos.com Sent from my super iPhone On 10/10/2012, at 22:23, John Richard Sanchez youngupstar...@gmail.com wrote: Nice!! On Wed, Oct 10, 2012 at 5:06 PM, Ben Houston b...@exocortex.com wrote: Hi all, After over a year of effort, we are proud to release Exocortex Fury 2. Exocortex Fury 2 is the production proven particle renderer for Autodesk Maya and Autodesk Softimage for Windows (with Linux and Mac OSX support coming soon.) Fury 2 leverages the full power of modern GPUs to deliver exceptional render times without reducing your flexibility nor sacrificing your render quality. Fury has been used quite widely by talented artists and particle TDs on top Softimage productions including The Avengers (StereoD), Titanic 3D (StereoD), Abraham Lincoln: Vampire Hunter (StereoD), Johnnie Walker (Alt-VFX), Zembezia (Triggerfish), and Khumba (Triggerfish) to name just a few that have been publicly announced. This release of Fury brings improved speed, a more intuitive UI, multi-sampling anti-aliasing, self-shadowing, geometry shadows, ground shadow maps, position pass, albedo pass, illumination pass, depth pass, as well as embedded camera information. Additionally our unified licensing scheme means that a floating Fury 2 license can work with both Softimage and Maya. Our Maya integration features the same features as Softimage with the addition of a Particle Loader (for Maya PDB/PDA/MC, PRT, and Softimage ICE), which can behave as a render time standin for rendering multi million particle systems efficiently in Maya. Read more and get the free demo from here: http://exocortex.com/fury2 Tutorial videos: Introduction to Exocortex Fury 2 for Softimage http://vimeo.com/49862066 Basic Lighting and Pass Features of Exocortex Fury 2 for Softimage http://vimeo.com/49866057 Introduction to Exocortex Fury 2 for Maya http://vimeo.com/50833534 Proxy Rendering of RealFlow and PRT Particle Caches with Exocortex Fury 2 for Maya http://vimeo.com/50833534 -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- www.johnrichardsanchez.com
Re: Particle plugin in use: HUmmingbird commercial for Audi
Amazing! Mário Domingos www.mariodomingos.com Sent from my super iPhone On 27/09/2012, at 08:47, Szabolcs Matefy szabol...@crytek.com wrote: https://vimeo.com/48895063 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: OT. Old Teaser/trailer. Character Casting
Monsters INC? Mário Domingos www.mariodomingos.com Sent from my super iPhone On 26/09/2012, at 06:32, Edy Susanto Lim edysusant...@gmail.com wrote: ant bully? On Wed, Sep 26, 2012 at 3:17 PM, Szabolcs Matefy szabol...@crytek.comwrote: I recall something that was an experiment teaser, but it was for quantic dream, and for a game. The set up was a young lady sitting in her kitchen, etc. ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *La Sociedad Post *Sent:* Wednesday, September 26, 2012 6:29 AM *To:* x...@softimage.com; softimage *Subject:* OT. Old Teaser/trailer. Character Casting ** ** H guys! ** ** Does anyone of you remember which was the animatin movie which had a Teaser or Trailer that was like a casting of the characters talking to camera like an audition. I think it was P3k, but can't find anything related to it. ** ** Thanks in advanced, Nacho. ** ** -- -- La Sociedad Post. http://www.lasp.com.ar/ -- Edy Susanto Lim TD http://sawamura.neorack.com
Re: Anyone tried threesixty's Metaballs?
Sure they will!!! POR TU GAL! Mário Domingos www.mariodomingos.com Sent from my super iPhone On 14/06/2012, at 21:34, Cristobal Infante cgc...@gmail.com wrote: Cheers guys! It was a Primefocus Job, back in the days... The nicest thing was to go on the shoot, since it was all filmed in buenos aires :). What's happening with PORTUGAL, tough match against holland, will they qualify??? On Monday, 11 June 2012, RuiSantos wrote: ** hi Ah! i also thought i was a Ingreme job... It was Prime Focus after all.. Nice! cheers, Rui www.ruisantos3d.com - Original Message - *From:* Mário Domingos *To:* softimage@listproc.autodesk.com *Sent:* Monday, June 11, 2012 2:24 PM *Subject:* Re: Anyone tried threesixty's Metaballs? Ah! Great! I remember that commercial,It's Portuguese, I remember at that time we were all talking about it, always thought it was done in Portugal by a company called Ingreme. Great work. Mário Domingos www.mariodomingos.com Sent from my super iPhone On 11/06/2012, at 14:04, Cristobal Infante cgc...@gmail.com wrote: We used an earlier version, probably v2 for this commercial: https://vimeo.com/11011342 It worked really well, would definitely recommend.. On 9 June 2012 12:33, Mário Domingos mdomingos.p...@gmail.com wrote: Yes I agree. Sent from my iPad On 09/06/2012, at 12:32, Ciaran Moloney moloney.cia...@gmail.com wrote: The built-in polygonizer isn't so good. The commercial Polygonizer 3 is way better... On Sat, Jun 9, 2012 at 11:51 AM, Mário Domingos mdomingos.p...@gmail.comwrote: Well, you should try Micheles's, at least the demo. Its true metaballs, there are some things that I liked. I'm not a polygonizer pro, but I think there are some simple things that are better on MetaballsV3 for simple metaballs, haven't tried it on particles or creating huge meshes, although the smooth result seamed more stable. When you create a metaball the mesh created is the exact size of the control null and you can scale it in different axes for example to deform your metaball. In polygonizer the only way I have found to create a metaball is creating a null and polygonize it, if you scale the null in just one axes nothing happens, and the null is always a different size from the mesh. This is important if you are animating, at least for me it is. And metapaint is great! It simulates a liquid type of motion on the metaballs. I hope Michele continues to update it, its up to us. M Sent from my iPad On 09/06/2012, at 09:07, Christian Keller chris3...@me.com wrote: What kind of artifacts ? -- christian keller visual effects|direction m +49 179 69 36 248 f
DNA Helix Compound
Heu guys, anyone knows where can I find this DNA Helix Compound - https://vimeo.com/32452824 ? The link in there is dead. Tks M
Re: Anyone tried threesixty's Metaballs?
Yes I agree. Sent from my iPad On 09/06/2012, at 12:32, Ciaran Moloney moloney.cia...@gmail.com wrote: The built-in polygonizer isn't so good. The commercial Polygonizer 3 is way better... On Sat, Jun 9, 2012 at 11:51 AM, Mário Domingos mdomingos.p...@gmail.comwrote: Well, you should try Micheles's, at least the demo. Its true metaballs, there are some things that I liked. I'm not a polygonizer pro, but I think there are some simple things that are better on MetaballsV3 for simple metaballs, haven't tried it on particles or creating huge meshes, although the smooth result seamed more stable. When you create a metaball the mesh created is the exact size of the control null and you can scale it in different axes for example to deform your metaball. In polygonizer the only way I have found to create a metaball is creating a null and polygonize it, if you scale the null in just one axes nothing happens, and the null is always a different size from the mesh. This is important if you are animating, at least for me it is. And metapaint is great! It simulates a liquid type of motion on the metaballs. I hope Michele continues to update it, its up to us. M Sent from my iPad On 09/06/2012, at 09:07, Christian Keller chris3...@me.com wrote: What kind of artifacts ? -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com Am 08.06.2012 um 20:54 schrieb Steven Caron car...@gmail.com: yes, just wondering how Michele's is better? i recently did work and the polygonizer had some artifacts close up that i couldn't get rid of On Fri, Jun 8, 2012 at 11:35 AM, Mário Domingos mdomingos.p...@gmail.comwrote: Are you talking about Polygoniz On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron car...@gmail.com wrote: more real than the built in one? On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos mdomingos.p...@gmail.com wrote: Great plug, a real metaballs system. https://vimeo.com/43686944 Mário
Anyone tried threesixty's Metaballs?
Great plug, a real metaballs system. https://vimeo.com/43686944 Mário
Re: Anyone tried threesixty's Metaballs?
Are you talking about Polygonizer? On Fri, Jun 8, 2012 at 7:33 PM, Steven Caron car...@gmail.com wrote: more real than the built in one? On Fri, Jun 8, 2012 at 11:28 AM, Mário Domingos mdomingos.p...@gmail.comwrote: Great plug, a real metaballs system. https://vimeo.com/43686944 Mário
Texture projection on Grid of Instances
Hey everybody,I have a grid of particles with instanced cubes on it, now I want to texture them with an image like the example I have attached, anyone knows how can I do this?Tks Mário DomingosFreelancer |3DGeneralistwww.mariodomingos.comT: +351 91 646 80 16Portugal inline: grid.JPG
Re: Texture projection on Grid of Instances
Tks Alok but I've used Emit Instances Matched to Master SRT from Andy Moorer (I think) and it works perfectly! On 05/06/2012, at 18:32, Alok wrote: I not sure if this works, but it can be an approach(although would need some work) you can have the one UV set for an instance, let say the poly facing the camera. Then using the ICE Image reader from Mr. Core(http://www.si-community.com/community/viewtopic.php?f=27t=1975), you can generate the part of the image used by the particle and apply it on the instance. Alok_Signature_email_.gif On 05/06/2012 12:31 PM, Ben Houston wrote: I think you will need to have unique instances for each cube as they have distinct texture coordinates. I would start with a set of the cubes in this grid and then apply the texture coordinates then emit a grid of points and attach the instances to that grid of points. -ben On Tue, Jun 5, 2012 at 12:09 PM, Mário Domingos mdomingos.p...@gmail.com wrote: Hey everybody, I have a grid of particles with instanced cubes on it, now I want to texture them with an image like the example I have attached, anyone knows how can I do this? Tks Mário Domingos Freelancer | 3D Generalist www.mariodomingos.com T: +351 91 646 80 16 Portugal
Re: SiC London - emFluid presentation.
Great! Thank you! Mário Domingos www.mariodomingos.com Sent from my super iPhone On 02/06/2012, at 16:58, Javier Vega javierelas...@gmail.com wrote: Thank you for sharing it. It is very interesting! Javier, http://blog.zao3d.com http://www.zao3d.com El 02/06/2012, a las 16:00, Anthony Martin escribió: Hi all, I gave a presentation about emFluid on Tuesday at the SiC London event. It was fun but also very noisy, making it difficult for anyone other than those sat right next to me to see or hear what I was saying. So I made a Vimeo version of it which is much longer than the talk I gave that night. Probably too long but at least you can download it and fast forward. Here it is: https://vimeo.com/43278794 Cheers, Anthony
Re: OT: @ fmx
Video video video :) Mário Domingos www.mariodomingos.com Sent from my super iPhone On 18/05/2012, at 14:51, Miquel Campos miquel.cam...@gmail.com wrote: Awesome! looking forward for that video :) + Miquel Campos www.akaosaru.com he...@akaosaru.com + 2012/5/18 Rob Chapman tekano@gmail.com awesome - very intriguing , can't wait to see what you folks come up with! best Rob