Re: [OT] Zbrush and multiple UV sets.

2015-04-05 Thread Mário Domingos
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.

2015-04-04 Thread Mário Domingos
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

2014-11-27 Thread Mário Domingos
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

2014-11-06 Thread Mário Domingos
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

2014-11-06 Thread Mário Domingos
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

2014-08-11 Thread Mário Domingos
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?

2014-06-13 Thread Mário Domingos
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?)

2014-05-22 Thread Mário Domingos
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

2014-05-17 Thread Mário Domingos
Great stuff here: 

http://www.djx.com.au/blog/customizing-maya/


Read the comments too.
—
Sent from Mailbox

Re: Setting up Maya

2014-05-17 Thread Mário Domingos
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

2014-05-07 Thread Mário Domingos
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

2014-05-06 Thread Mário Domingos
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

2014-03-26 Thread Mário Domingos
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

2014-03-14 Thread Mário Domingos
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

2014-03-11 Thread Mário Domingos
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!!!!

2014-03-07 Thread Mário Domingos
:P—
Sent from Mailbox for iPhone

Re: AAUTODESK TO DISCONTINUE MAYA WITH 2015 RELEASE!!!!

2014-03-07 Thread Mário Domingos
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!!!!

2014-03-07 Thread Mário Domingos
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!!!!

2014-03-07 Thread Mário Domingos
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!!!!

2014-03-07 Thread Mário Domingos
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

2014-03-04 Thread Mário Domingos
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 )))

2014-02-28 Thread Mário Domingos
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

2014-01-23 Thread Mário Domingos
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

2014-01-23 Thread Mário Domingos
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

2014-01-23 Thread Mário Domingos
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

2014-01-22 Thread Mário Domingos
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

2014-01-21 Thread Mário Domingos
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

2013-11-01 Thread Mário Domingos
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

2013-09-12 Thread Mário Domingos
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

2013-09-12 Thread Mário Domingos
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

2013-09-12 Thread Mário Domingos
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

2013-09-05 Thread Mário Domingos
:)

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

2013-08-22 Thread Mário Domingos
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

2013-04-18 Thread Mário Domingos
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

2013-03-14 Thread Mário Domingos
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

2013-03-14 Thread Mário Domingos
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

2012-12-19 Thread Mário Domingos
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

2012-10-10 Thread Mário Domingos
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

2012-09-27 Thread Mário Domingos
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
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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

2012-09-26 Thread Mário Domingos
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?

2012-06-14 Thread Mário Domingos
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

2012-06-12 Thread Mário Domingos
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?

2012-06-09 Thread Mário Domingos
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?

2012-06-08 Thread Mário Domingos
Great plug, a real metaballs system.

https://vimeo.com/43686944

Mário


Re: Anyone tried threesixty's Metaballs?

2012-06-08 Thread Mário Domingos
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

2012-06-05 Thread Mário Domingos
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

2012-06-05 Thread Mário Domingos
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.

2012-06-02 Thread Mário Domingos
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

2012-05-18 Thread Mário Domingos
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