Re: humanize maya, SOFT top 5

2014-03-25 Thread Octavian Ureche
1) Ability to switch between icons or text.
2) Clean attribute editor, with the ability to open separate windows for
each property (no, copy tabs does not count). Oh, and just a small one,
dating back from the cretaceous: ability to change parameters on multiple
selections. Still can't be done in maya, unless you indulge in some
component editor list wrestling voodoo or script it...
3) Functional unified node editor (look at ice/rendertree - keyword =
consistency (right now you have 3 graph editors in maya, that more or less
do the same and look completely different)
4) Clean Outliner/Explorer, with a better organised structure items (scene,
layers, sets, passes, render settings, materials, trax sources, clips).
etc. Right now, unchecking dag only just throws a mess in your face. Take a
look at xsi, all that stuff is placed under the application tab filter
(explorer). Why in the world would anyone want a list of uncatalogued
everything, all mashed together?
Same goes for the node editor. Clean these things up and make them readable
by human beings. For example, if i graph a simple sphere in maya, i get 3
nodes in the graph. Logical for maya people, not so much for everyone else.
Now try to graph an object with some history in it, a rig, and some
deformers. Sweet mother spiderweb. Let me light one up so i can calm my
eyes.
5) Make the node editor functional. Example: those white balls around every
node's input or output, are so close to the expand/contract icon, that 4
out of 5 times you will inadvertently click wrong. Why is that a good idea?
Clicking on a node or an output gets you a mini connection editor to
choose stuff from. This is a contradiction. It's either a node editor or a
connection editor. Should not be both. Now look at ice. No floating
component list to pick from. The nodes have everything encapsulated inside
of them. No need for an extra list above the node's already existing list.
You want a parameter, expand the node and drag it out. Now i understand the
logic of it, as in, being able to make a connection even with the node
minimized. But it's not making things easier, it is complicating them.
Here's yoda trying to make a node connection in maya: ...hmm, what's
easier, the bigger white balls giving me the floating connection editor, or
the slighty smaller colored balls showing me the same parameter list. Balls
i must choose, before node i connect.

Study: http://lmgtfy.com/?q=consistency

Exam: get a non maya user to work with it. If he doesn't understand what is
happening in 5 mins, work still needs to be done.

I know it sounds a little annoying because i am little annoyed. Just get
the useful stuff out and ignore the spite.
Peace,
O


On Tue, Mar 25, 2014 at 2:01 PM, Chris Vienneau chris.vienn...@autodesk.com
 wrote:

 That is why we are offering webinars on the roadmap privately.



 cv/

 
 From: softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Nicolas Esposito [
 3dv...@gmail.com]
 Sent: Tuesday, March 25, 2014 7:37 AM
 To: r...@casema.nl; softimage@listproc.autodesk.com
 Subject: Re: humanize maya, SOFT top 5

 Is there a Maya roadmap to check what effort they'll make in order to have
 the same functionalities that Softimage currently have?

 Translated into: How many years we have to wait to get Maya at the same
 level of Softimage?


 2014-03-25 12:29 GMT+01:00 Rob Wuijster r...@casema.nlmailto:
 r...@casema.nl:
 And how about letting you build your own custom UI, like in SI.
 And no, having the windows reopen in the same place doesn't count.

 Rob

 \/-\/\/

 On 25-3-2014 11:30, Daniel Kim wrote:
 If I add some more about interface,

 * Right click to bring contextual menu which is related to selected
 element (not just like always fixed popup menu)
 * All remap-able user keyboard

 Daniel


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---


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 Checked by AVG - www.avg.comhttp://www.avg.com
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 CG  VFX
www.okto.ro


Re: humanize maya, SOFT top 5

2014-03-25 Thread Octavian Ureche
Icons are great for people comfortable with the application, not that much
for everyone else. A perfect example of an elegant solution would be what
the sidefx dev team did when doing their own version of the shelf. They
added 3 modes for displaying it: icons, text and icons with text
underneath. The shelf in maya, has always been icons only. Yes you can
hover the mouse over the icons and it will show you what that icon
represents, but it's pretty annoying to have to do that all the time, or
learn the shapes of the icons. Yes, you can also hack it, by building your
own custom color square, and use that for every single shelf button, and
then add a custom label for each, taking into account that you can't use
more than 6 or 7 letters for each square, thus reducing things like rigid
link to rgdlnk...and this is exactly the point - this is the maya
way...hacking your way through with a mental machete, instead of just
having things layed out elegantly in front of you.
The truly great thing about text is that it is usually consistent
throughout all 3d applications.
A sphere, an extrude, a cut, a material, a vertex etc, are all usually the
same in all apps, or similar concepts very easy to translate mentally.
While a square cut in 4 sides with one side greenish and arrow pointing at
it (component selection icon), or a set of bowling pins with a large circle
around them (rigid body from selection) is only in maya. If i am a max,
lightwave, c4d, houdini, xsi etc user, and i see a set of bowling pins, how
does that make me think of rigid bodies from selection? i could think of
nurbs or game engine tools or shading or who knows what. Each of us
understands an image differently, but a rigid body from selection is the
same to everyone working in 3d.

Does this make sense?

Cheers,
Octav


On Tue, Mar 25, 2014 at 8:56 PM, Andy Goehler
lists.andy.goeh...@gmail.comwrote:

 Would you want to ged rid of that massive arrow in the MCP too? :-)

 Icons have their place, they need to communicate well and be used with
 care. The Nuke toolbar icons work great IMHO.

 Cheers,

 Andy

  On 25.03.2014, at 17:40, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:
 
  1.  Text based everything - I hate the shelf in Softimage as well as the
 UV editor.  Get rid of icons entirely.




-- 
  Octavian Ureche
+40 732 774 313 (GMT+2)
 CG  VFX
www.okto.ro


Re: humanize Maya, SOFT top 5

2014-03-25 Thread Octavian Ureche
Oh yes, i seem to remember that one, but doesn't it just give you horrible
visual results, where nothing is separated and it's all a long character
spaghetti?
My brain must be partially fried from so much app switching.


Re: Softimage transition comparison aid

2014-03-24 Thread Octavian Ureche
This list is getting weirder by the day


On Mon, Mar 24, 2014 at 3:27 PM, Leendert A. Hartog hirazib...@live.nlwrote:

 The inclusion of Jimmy Saville seems to be rather inappropriate IMHO...

 -

 Leendert A. Hartog - Softimage hobbyist
 AKA Hirazi Blue - Administrator  @, NOT the owner of  si-community.com





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 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Ancient lurker's response to the current developments

2014-03-19 Thread Octavian Ureche
That was actually quite refreshing. Thanks for putting those thoughts down
Stefan.
Nothing new under the sun, but definitely made a very good read.




On Wed, Mar 19, 2014 at 11:55 AM, Cristobal Infante cgc...@gmail.comwrote:

 Interesting read, and welcome to the list Stefan!


 On 19 March 2014 09:04, s...@animagic.net wrote:

 Hi All,

 Hi, I'm Stefan. Some of you may recognize my name, some of you might not.
 I think I might be an ancient lurker on the list here because I can't
 recall when last I posted anything to the list. I suspect it might have
 been sometime in the early 90's. I could look it up but I'd have to find
 some old archive somewhere in my backups. :-)

 The most recent events about Softimage, and now the outcry from 3ds max
 users about their upgrade along with many friends and old colleagues I've
 been talking to in the past week inspired me to write some of my thoughts
 down about what I see is happening and how I think Autodesk has passed the
 point of no-return when it comes to their position in the community (a
 large one which is still separated by products and their users). It's SFW
 but be prepared for some harsh paragraphs.


 http://www.stefandidak.com/2014/03/autodesk-the-metastasizing-cancer-of-the-3d-world/

 Cheers,
 Stefan.





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Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Maya render region!

2014-03-19 Thread Octavian Ureche
This is definitely going to show up soon as a revolutionary new feature in
maya.
I'm betting someone is already making an offer.

Btw, houdini also has had a render region for a while now, that kind of
works, when it does not offset itself for no apparent reason. But at least
it's in there.


On Thu, Mar 20, 2014 at 6:06 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Nice digging Raff, seems like the tip of the ICE berg. :)


 On 20 March 2014 02:26, Raffaele Fragapane raffsxsil...@googlemail.comwrote:

 Should be noted I -REALLY- don't know for sure what I'm talking about
 here, I don't even know if the event tracker in Google refers to the patent
 office events after they are published or to some Google service itself.
 Don't throw parties yet or anything :p


 On Thu, Mar 20, 2014 at 1:24 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Apparently it first lapsed and then expired because it wasn't
 maintained, at least according to Google patents.

 http://www.google.com/patents/US6091422?dq=avid+technology+render#v=onepageqf=false

 I have to admit not being entirely sure of how Google patents works (if
 the feed is accurate), and whether it can be revived, but yeah, there you
 have it. Autodesk apparently doesn't pay its bills ;)


 On Thu, Mar 20, 2014 at 11:01 AM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 thats great and all, but AD holds the patent for the renderregion now,
 so unless it has expired this would be... illegal?




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Re[2]: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Octavian Ureche
 algorithm, but I'd expect that kind of thing in a service pack / point
 release.


 On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
 xsi_l...@shaders.moederogall.commailto:xsi_l...@shaders.moederogall.com
 wrote:
 http://area.autodesk.com/march18



 
 [http://static.avast.com/emails/avast-mail-stamp.png]
 http://www.avast.com/


 Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus
 http://www.avast.com/ Schutz ist aktiv.





-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Re[2]: [OT] Autodesk announces 2015 3D product updates.

2014-03-18 Thread Octavian Ureche
Except viewport 2.0. I'll admit...that's pretty good.
So at least they got the viewport rightyay!


On Tue, Mar 18, 2014 at 10:04 PM, Octavian Ureche okt...@gmail.com wrote:

 Bifrost... former 3rd-party sw (Naiiad), acquired...
 XGen... 3rd-party Disney plugin, licensed...
 Bullet Physics... free 3rd-party library...
 OpenSubDiv... free 3rd-party library...

 Allow me to add NEX (aka the maya modeling toolkit) to that
 listaquired 3rd party plugin

 All that autodesk ever does, is aquire tech and then slap it on top of
 their software.
 Right now, maya feels like a bloated piece of junk, exactly because of
 that. The experience is one of constant confusion,
 running around feeling like things do not belong there, always struggling
 to do stuff, going about like your going from one country to another.
 Softimage was always consistent in its user experience, and that made it a
 pleasure to work with. Maya right now is extremely inconsistent because
 most of its new tech
 are in fact solutions developed by 3rd parties. It's an incredibly
 inconsistent and frustrating experience. Maybe they will get it right,
 someday.
 The problem is, they never got it right in the past, and they didn't get
 it right today...which is what matters to us.
 Right now it feels like a mess. Plus my brain just hurts at the amount of
 overlapping tech going on inside maya right now.
 Even bifrost vs Nfluids. What the heck is that. Make up your mind.
 I'm also curious, does bifrost talk to ncloth or nhair, does it talk to
 bullet or physx, does ncloth talk to bullet or xgen, does xgen talk to
 bifrost?
 Remember those discussions years ago about unifying maya's dynamics when
 nucleus came out at version 8.5. That was apparently going somewhere, at
 snail pace, but hey at least it felt like it was moving until ...hey, what
 is this new stuff called naiad... let's just snatch that and do something
 with it. Oh wait, what do we do with nucleus. Uhmm, well, let's just keep
 it around and see what happens. Bullet...hey, it's free, let's just
 integrate that as well. Physx, oh wait, we've integrated that some time
 ago...we've bragged about it for a while...let's just keep that in there as
 well.
 So now, you tell me, you have 4 simulation frameworks inside maya, that do
 not send data back and forth between them?
 Correct me if i am wrong...because i so wish i was wrong...




 On Tue, Mar 18, 2014 at 9:32 PM, Maurice Patel maurice.pa...@autodesk.com
  wrote:

 Very high. Productization occurs when we gauge that there is very little
 risk.
 maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
 Sent: Tuesday, March 18, 2014 3:24 PM
 To: softimage@listproc.autodesk.com
 Subject: Re[2]: [OT] Autodesk announces 2015 3D product updates.

 How high then to you estimate the risk of Bifröst succeeding - meaning
 becoming a widely accepted, fully capable ICE equivalent?
 And how long do you believe it will take?



 -- Originalnachricht --
 Von: Maurice Patel maurice.pa...@autodesk.commailto:
 maurice.pa...@autodesk.com
 An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com
 Gesendet: 18.03.2014 20:20:00
 Betreff: RE: [OT] Autodesk announces 2015 3D product updates.

 I want to be clear - my meaning was that innovation involves risk and we
 want to take that risk for certain projects. We do  NOT accept 99% failure.
 If uou have a chance of 1 in 100 of succeeding on project X that does not
 mean you should not try it. But it also does not mean you should bet
 everything on it. This is true of any company small or large. The further
 out there you want to be, the greater the risk.
 Maurice

 Maurice Patel
 Autodesk : Tél:  514 954-7134

 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc..autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
 Sent: Tuesday, March 18, 2014 3:13 PM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Subject: Re: [OT] Autodesk announces 2015 3D product updates.

 And shader effects are 3rd party I believe...and it only works for the
 view port... sigh

 Same with the modeling tools...just upgraded what they bought

 Here is the problem

 The folks in charge don't know that they have a problem... They accept a
 99 percent failure rate as reasonable...smaller dev companies cant afford
 to fail nearly that much.

 I will say I am looking forward to that viewport...

 and geodeskic binding is uber cool. I wonder how long it will take some
 ICE wiz to make some of that for us :)

 On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman alan.fregt...@gmail.com
 mailto:alan.fregt...@gmail.com wrote:
 The Maya release feels like a list of plugins to me:

 Bifrost... former 3rd-party sw (Naiiad

Re: Anyone in the SI list transitioning to MODO? -Please add your mail here

2014-03-09 Thread Octavian Ureche
Would like to take a closer look at it myself.

okt...@gmail.com


On Sun, Mar 9, 2014 at 12:12 PM, Steffen Dünner
steffen.duen...@gmail.comwrote:

 We'll jump on the Modo train (at least partly as long as Softimage still
 runs on current hardware). I think it has great potential and at that
 pricetag it's really a no-brainer to add to ones arsenal. ;)
 I've been watching / evaluating it for some time now and so far I have
 only been pleasantly surprised. Even the deformation / animation / rigging
 part looks and feels quite mature for the short time it exists.


 2014-03-08 21:22 GMT+01:00 David Rivera activemotionpictu...@yahoo.com:

  Hi, I was really touched by some of the in-depth opinions about leaving
 SI. TD´s perspective, and other
 users who have dedicated their lives (literally) to build a rock-solid
 pipeline for studios all around the world
 using softimage, have really made me think a lot into consideration.

 So, to cut a long story short, I´d like to know if there´s a thread in
 the list that´s already being aligned into
 the Softimage/MODO transition? If not, I´d like to start it off with this
 post.

 I´m going into MODO and here´s my email:

 david_rivera...@yahoo.com

 Thanks.

 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635




 --

 PGP-ID(RSA): 0xD6E0CE93

 Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93




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 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Listening

2014-03-08 Thread Octavian Ureche
 to know why,  because you chose to go with Maya and cover
 your mistakes.

  If you only had a light of vision and innovation, just by simple
 developing further Softimage and the FX tree, you will be ahead of what The
 Foundry is aming with Nuke and Modo.

  Everything is there to have a full round trip to a 3D and Comp solution
 in a single tool.

  If you care to take a close look at the FX tree and compare it to Nuke,
 they don't look very distant.   Just add roto, tracking, and port the 3D
 space to the FX tree viewer, and guess what you will have... But again, you
 are more focused into covering your looses for placing good money on the
 wrong place.

  Keep going the direction you are going, and I can forecast that in a few
 years, not only Softimage will start to fade out.  But also Autodesk, at
 least in this market.

 You want a strong contender for what is coming?

 The name is Softimage.

  Well I hope that you really listen, and this is not one more of your
 lies.





   ---
 Emilio Hernández   VFX  3D animation.




-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: It was always about the people

2014-03-05 Thread Octavian Ureche
This was the nicest thing i have read in a very long time.
Thank you for taking the time to put it together, Marc.

Cheers,
Octav


On Wed, Mar 5, 2014 at 10:43 AM, Marc Brinkley
marc.brink...@microsoft.comwrote:

  Hello folks (sorry for the long read)



 Been reading and thinking about this all week.



 What I realized was that as great a piece of software that is Softimage,
 it has always been about the people. I have been connected to this software
 for close to 19 years in some way. First time was on an SGI Indy just after
 the MS purchase and all the way to today. A few side trips to Max and Maya
 along the way. But even with all the great things I made with this
 software, when people asked me why I stuck with it for so long the simple
 answer was the people.



 Not too long after XSI shipped, we were starting to use it on a new game
 when Gareth Morgan came calling. He sat down with us and asked what can
 they do better for us. What do you need and how can we make things better
 for you. I can assure you, no one from Alias or Autodesk ever asked us.



 We were a small developer back in the day but the fact that someone at SI
 would want to talk with us made all the difference in the world. Alias
 finally came to visit us, only after we were acquired by EA and got
 established as EA Chicago. Alias was told to visit us. The Alias sales guy
 even said to me had they known we existed they would have visited us
 sooner. He then asked what product we used on our last game...which was
 pretty successful (NBA Street). I told him Softimage. He laughed and said
 it probably wasn't a very good game. That was my introduction to companies
 outside of Softimage. Autodesk wasn't much better in their attitude.



 It was always clear that Softimage cared deeply about its customers and
 connected in a personal way. A way that always made me feel that they were
 there as a partner helping me solve problems. Whether it was flying to
 Montreal to meet with the dev team. Visits from Gareth. Phone calls to
 Manny to help us out. Passionate discussions on the beta list with Chinny.
 Christine Charette manning the beta list and licenses. Jen Goldfinch of
 course. Poor Simon Inwood and David that put up with me during our custom
 builds on the dead and buried Marvel project. Siggraph meetings and beers
 until late in the night...Boston! Erik and his wall of toys. Olivier and
 everyone at Special Projects. Countless others that were there along with
 us fighting the fight. Luc-Eric, Dominic, Martin, St Blair, Alexandre,
 Robert, Brent, Marc-Andre...so many others I cant recall them all.



 The day we got shut down in Chicago I reached out to Marc Stevens directly
 to let him know we were getting closed. He asked how he could help. I told
 him I have a lot of artists that need to make demo reels. He offered up 6
 months of SI so that my artists could get their reels done and help them
 find a new job. That was close to 20-30 people. During my job hunting trip
 to EA Montreal, I stopped by the Saint-Laurent office and went out for
 drinks with my Softimage friends. Even Gareth, long gone from Softimage
 came out as well. Late that evening with Jen and Gareth, still knowing that
 here were people that still cared. This from a software company.



 And there was the mailing list. To my first smack down by Kim (still
 stings!) to today, this list has been an integral part of my career. A
 wealth of passion and knowledge, this list has always been something that I
 have been thankful for. The people here have been just as helpful and
 passionate as the people making the software.



 After the acquisition...well we know now. But through all of it. The people
 were the reasons I stayed. My career has me on a new path and while I am
 still in CG and games I have not been hands on in the last 5 years. But it
 was and has always been the community of people that defined Softimage.
 From the people who make it to those that use it.





 If there was one wish I have, it's that somehow, some way, this community
 carries on.





 Hope to see everyone on the other side my friends.



 Cheers

 -marc




-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Save Softimage on Facebook and Reddit

2014-03-05 Thread Octavian Ureche
that's an even better one.


On Wed, Mar 5, 2014 at 3:39 PM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 Actually, all people who worked at Softimage are using this one on
 Facebook... you should have seen it Jason as you most probably have a lot of
 ex-softies on your feed?! ;)



 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Octavian Ureche

 Sent: 5 mars 2014 08:34

 To: softimage@listproc.autodesk.com

 Subject: Re: Save Softimage on Facebook and Reddit



 or this one taken straight from nick and the same one with a little more
 contrast.



 On Wed, Mar 5, 2014 at 3:26 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 i like the 2.2 gamma version better :)



 On Wed, Mar 5, 2014 at 2:24 PM, Jason S jasonsta...@gmail.com wrote:

 Maybe a bit lighter would be better.











 On 03/05/14 8:17, Jason S wrote:



 Perhaps an avatar Icon would be good, (perhaps not as extreme as
 suggesting retiring autodesk)



 How about following the green avatar model from RH but with the original
 Softimage Purple?







 J







 On 03/05/14 8:06, Ognjen Vukovic wrote:

 Linkedin could be a good place to go to...



 On Wed, Mar 5, 2014 at 1:57 PM, Nick Martinelli n...@nickmartinelli.net
 wrote:

 Wow, in less than 24 hours we are already 1329 strong!  This is
 incredible, well done list!

 For those of you who have signed, I can't thank you enough.  When I meet
 any of you in person I will buy you a beer (but please not all at once).



 The more people we have on there the better.  I know I'm bugging my family
 and friends to sign.

 Just to make you all aware, as of right now there are two other ways you
 can contribute.

 Someone made a facebook page that can be found here

 https://www.facebook.com/pages/Save-Softimage-XSI/543470605760224

 I would love it if we all Liked the page



 Also the petition was put up on Reddit which can be found here

 http://www.reddit.com/r/vfx/comments/1zkfiv/save_softimage_petition/

 I'm not a reddit user, but I did make an account just to up vote the
 petition.  Here is a quick .jpg showing where you should click for reddit
 noobs like me.









 I personally hate anything where I need to ask people to make an account
 to do something but I think you are all like me and want to get this out
 there to as many people as as we can.  We would be doing ourselves a
 disservice if we don't use all the avenues available.



 If anyone else has any suggestions of where to post the petition or any
 other ways to raise awareness, go for it and let us know, lets make as much
 noise as possible.



 --



 Nick Martinelli

 www.nickMartinelli.net

 n...@nickmartinelli.net

















 --

 Octavian Ureche

  +40 732 774 313 (GMT+2)

  Animation  Visual Effects

   www.okto.ro




-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro
inline: image001.jpg

Re: Luxology Modo 50% off for this mailing list

2014-03-05 Thread Octavian Ureche
 it was managed and conceived.
 Not only it's an incredibly ponderous decision with inevitable gravity,
 it was also announced with barely any time to spare between its intended
 date and some hard dates on its effects.
 Of everything I heard and read insofar it's not so much the killing of
 Soft I find unacceptable (I guess I was well resigned in those regards, not
 that it doesn't sadden me enormously), as much as what picture it paints of
 AD customer management when they do such a thing, and proceed to aggravate
 the issue with nebulous information and an unacceptably short window of
 time for the user base to make some rather consequential decisions.

  But are the competitors any better? Any more accessible and
 transparent in their communication and dealings?

  Well, I was having an exchange in private with Brad Peebler, founder
 of Luxology, and I put to him whether the Foundry/Luxology would have the
 flexibility and agility to do something about short term.
 Turns out they do.
 In a few hours they set up everything for a *50% discount on 
 Modo*purchases. No strings attached, just because I jokingly challenged 
 him to.
  *Go to the online store and use the coupon raffofkahn for half
 price check-out.*

  I'm not a Modo user, nor have the time or inclination right now to
 become one. I'm not going to suddenly wish AD any ill or stop using their
 products, though they sure did their damnest to make me even more guarded
 when dealing with their PR and promises.
 I did really enjoy dealing with the Foundry in the past though, and I
 have now to extend that respect to its Luxology arm. At the very least they
 are willing to act transparently and unconditionally on matters all the way
 from the top of the product chain.

  Cheers,
 Raff

  P.S.
 The actual coupon's text was Brad's idea, not mine! I imagine he read
 my signature and thought I was a Trekkie or something like that.

  P.P.S.
 I'm not getting anything out of this. I'm not a modo user, I'm not
 getting freebies, it has nothing to do with my employer, what the hell, it
 barely has anything to do with me outside the last few hours and this
 e-mail itself. I simply thought it was a nice and significant gesture on
 Brad's side and decided to help him reach out on account of his personality
 and display of good will.

  --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!





  --
 gonebadfx.com
 - your source for bad fx


  --






 --






-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Softimage 2015 Last Release Announcement

2014-03-05 Thread Octavian Ureche
No matter what assurances autodesk ever gives, i don't think anyone will
ever believe them anymore.
But then again, histories have a way of repeating themselves...

Let's just hope this was the last time they managed to fool us.


On Wed, Mar 5, 2014 at 6:35 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Indeed. This decision does make one wonder if this will be a CUBICOMP
 moment for AD ME.

 Trust is not something sold like a software maintenance agreement. It's
 earned. I started using Softimage 20 years ago this very month. In all
 those years not  even Avid or Microsoft put the production methodology I
 use in such jeopardy. The work I have been doing in Soft is so heavily
 dependent ICE now it can't be done the same way or even transferred to Maya
 or Max. How am I to replace this? There is no current Autodesk equivalent
 to Softimage, especially in regards to ICE.

 I understand that softwares mature and new paradigms emerge. I've been
 through the whole Picturemaker-Vertigo-Picturemaker, Quantel-Express V,
 PowerAnimator/TAV-Maya, 3dStudio-Max, and SI3D-XSI paradigm shifts. I
 even suffered through the demise of Aurora, Matador, and Shake. But why
 isn't there an equivalent alternative to move to before Softimage is
 terminated? Even if I do migrate to another AD ME software, can I trust
 that AD won't abandon it as well? Sketchbook anyone? Can anyone at AD  give
 me a concrete assurance that this kind of abandonment, and loss of
 investment, won't happen again?

 --
 Joey Ponthieux
 __
 Opinions stated here-in are strictly those of the author and do not
 represent the opinions of NASA or any other party.


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
 Sent: Tuesday, March 04, 2014 12:35 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage 2015 Last Release Announcement

 This is probably the worst decisions Autodesk has taken.

 Looking back a the Gold Lion at Cannes, VES awards, the BTAA awards over
 the last few years where the work done by this close knit community has
 been recognised I am shocked you really think you by killing Softimage you
 are  committed to providing our customers with the most technologically
 advanced products and highest quality customer service possible

 My feeling is that you as a company have not gauged correctly how easy is
 to loose the trust of an entire community and how hard is going to get it
 back if at all possible.

 Good luck

 Jordi Bares
 jordiba...@gmail.com


 On 4 Mar 2014, at 17:01, Maurice Patel maurice.pa...@autodesk.com wrote:

  Over the past week there have been many rumors about the future of
 Softimage posted on various forums and social media sites. Many of you have
 been looking for an official confirmation or denial from Autodesk.
 Unfortunately, we were not in a position to respond until today as we
 needed to finalize all the details of our plans. But yes Softimage 2015
 will be the last release of the software. I wanted to share some of those
 details with you:
 
  -  Softimage 2015 will be the last release of the software
 
  -  We will continue to support the software and develop hot fixes and
  service packs for two more years
 
  -  If they wish to, customers on Subscription will be able to
  transition to Maya or 3ds Max at no cost while retaining the right to
  continue to use Softimage in production/
 
  -  Existing customers will be able to purchase additional seats and/or
  rental plans if they need to scale production
 
  Below is a copy of the letter that was sent electronically to Softimage
 customers today. I have copied it here as our email distribution lists not
 allow us to send it to those who have opted out.
 
 
 
  Because several of our partners have started posting the news early, we
 are responding now but please note our web sites have not had time to
 upload all the information yet.
 
 
 
  As early as possible but by no later than 3pm EST, we will have loaded
  all the information including a detailed FAQ on
  www.autodesk.com/softimagehttp://www.autodesk.com/softimage. In the
  interim I have also copied and pasted it below
 
 
 
  Within the next 15 minutes you can also visit
 http://area.autodesk.com/softimagetransition  to register for a live QA
 webinar on Marc 18th at 12pm EST. as well as see the full documentation of
 what is new in Softimage 2015.
 
 
 
  Maurice Patel
 
  Autodesk
 
 





-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Luxology Modo 50% off for this mailing list

2014-03-05 Thread Octavian Ureche
Chris, you might be right. I worked about a full year in houdini doing
things i should have done in xsi, and it was a bloody pain. I tried to
model a phone once and that was before the shelf existed. For every surface
operation i did, i had to throw down a node in the graph. After 2 days, i
just went home and did it all in xsi, in about 3 hours. So i understand
where you're coming from.
I am not a fan of houdini's workflow when it comes to stuff i usually did
in xsi. I definitely understand its potential for handling complexity, but
as a good friend and collaborator of mine was saying today, it is a
perverse little piece of software, and i will explain why. He said that its
procedural paradigm works so well, that even for an artist like him (and he
is the least technical guy i know), it became fascinating to hook things
together and just find your way through the logical maze. So he was saying,
that in that sense, this kind of workflow has a way of drawing you in and
making you forget the big picture at times. I stood near houdini people and
watched them completely lose focus on the end result, just hooking shit up
just for the sake of finding a procedural solution, sometimes a multitude
of solutions, almost obsessively, to stuff i was able to do in a quarter of
that time in xsi, non procedurally of course. But the client never cared.
So in that sense, i agree, that it is hard to impossible for houdini to
reach that level of abstraction in which it is able to retain its
procedural paradigm, but make things flow smoothly on the surface and make
the user forget about all the things that happen behind the curtains.
I would also like to add blender to this list, which i've been keeping an
eye out for some time, and they have made great strides with the app.
Though open source tools never feel as polished as their commercial
counterparts, but that's a whole other topic.



On Wed, Mar 5, 2014 at 6:56 PM, Chris Johnson chr...@topixfx.com wrote:

 After spending a year working in Houdini I'm not sure sideFX can do that
 make it more artist friendly. Have you ever tried modelling something in
 there or even unwrapping it. Feck. For years there has been a push for side
 FX to make the software more artist friendly...and it just never gets
 there. Why do I have to put expressions in to do light inclusion/exclusion?
 I am not a technical person and I found Houdini incredibly aggravating to
 work with. It has some really nice things going for it and I see the
 advantages from a technical/FX stand point. But to become a tool I can
 quickly crank some style frames out of...never happen. I'd go to C4D before
 using Houdini for that stuff. I'm with Timyou get Redshift over into
 Modo...I think that's going somewhere. It would be easier to develop Modo
 going forward then to backwards engineer HoudiniI think.


 On Wed, Mar 5, 2014 at 11:38 AM, Octavian Ureche okt...@gmail.com wrote:

 I like modo, i really do, but i just can't wrap my head around the idea
 of a modeling application becoming an allrounder. I think tremendous rnd
 effort will be required from the dev team to get it even close to where xsi
 is right now, taking a lot of years in the process. And i'm not sure they
 have those kinds of resources at their disposal. For that reason, i think
 sidefx has a better chance of making houdini's workflow (emphasis here on
 rigging and animation) a lot smoother and appealing to artists, than modo
 has of getting to that level of consistent complexity. And consistency
 across the board is key here. Then again, i might be way off with my
 thinking

 Just my 2 cents,
 Peace,
 Octav


 On Wed, Mar 5, 2014 at 6:18 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Concerning a Modo roadmap, I couldn't share any specifics even if I had
 them (I don't anyway). I know generally that performance and scalability
 are way high up on the priority list. If they're not exactly #1,
 they've gotta be close to it.  I think they really do realize the serious
 obstacles presented by Modo's current trouble with deformer speed,
 weight-painting speed, etc. The viewport can actually handle a ton of polys
 really well, by most accounts superior to what Maya can do, but deformers
 seem to give the GL redraw some trouble. This is a known issue for sure,
 and the Modo devs are well aware of it.

 I have definitely been encouraged by the last two releases of Modo. 601
 and 701 really hit some home runs. You can't put everything that everyone
 wants into a single release, but they've got a great track record,
 especially over the last 2-3 years, of making some real power plays with
 their upgrades. It's all relative to what your needs are in your particular
 corner of CG, naturally, but it's an upward trend, and one which will
 continue with 801 ;-)

 Softimage and Modo have been two favorite apps to run on my workstation
 over the last several years, hands down. I see some interesting
 similarities when I compare

Re: Softimage 2015 Last Release Announcement

2014-03-04 Thread Octavian Ureche
Sad fucking day.


On Tue, Mar 4, 2014 at 11:52 PM, Nicholas Breslow n...@nbreslow.com wrote:

  Clearly Autodesk is feeling the heat from the competition.  Check out
 these prices!



 http://www.daz3d.com/software/daz-studio-4/



 I feel like these are the types of discussions that have been taking place
 at ADHQ lately:



 Let's make a version of 3DSMax called 3DSMax Design so we can confuse the
 hell out of our customers!



 Let's make a version of Maya called Maya LT so we can annoy the hell out
 of our customers!



 Let's make a version of Softimage called Softimage 2015 EOL so our
 customers can tell us to go to hell!



 Let's make a free character generator!!!



 I'm pouring out a little bit of my latte as a sign of respect for our
 fallen brother, Softimage.  I hope the list keeps going so I can find out
 where all you amazing people wind up investing your efforts (I will likely
 follow you).  The lack of creativity in how the death of this truly
 creative piece of software is being handled is very telling.



 -Nick





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Christopher
 Crouzet
 *Sent:* Tuesday, March 4, 2014 4:23 PM
 *To:* Softimage Mailing List

 *Subject:* Re: Softimage 2015 Last Release Announcement



 That video is gold!

 He actually seems disturbed... like if he knew that he was lying. Could
 totally be used as an animation reference!





 On 4 March 2014 16:08, Steven Caron car...@gmail.com wrote:

  he looked nervous...



 On Tue, Mar 4, 2014 at 1:01 PM, Dan Yargici danyarg...@gmail.com wrote:

  While you try and find it, remind yourself of this little gem from not
 even a year ago!



 http://area.autodesk.com/2014unfold/products/softimage.html#future







 --

 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com






-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Redshift3D Render

2014-02-17 Thread Octavian Ureche
Hey Andreas,

https://www.dropbox.com/s/1rhnxa9cvge0ddc/redshift_forest_dof_unifiedsampling.jpg

I only have this as an example, was done during the alpha, and has a couple
million polys in it (can't remember the exact number as i don't have the
scene in front of me), sss for the leaves, brute force gi with ibl (dome)
 with dof and vignetting from the render. All instanced ice geo. Took about
7-8 mins if i remember correctly on a gtx470 with 1 gb of vram (ancient
stuff) and seemed to handle the thing pretty well. Did not run into any
memory issues with that amount of geo but large textures might be a problem
for the vram though.

-Octavian


On Mon, Feb 17, 2014 at 9:48 PM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

 out of curiosity, has anyone tried a heavy production scene in redshift?
 somewhere around 100-500m triangles with a bunch of 2k/4k textures?

 I'm seeing lots of single objects and simple scenes done with it,
 rendering really fast, but what happens when you throw something heavier at
 it?

 -Andreas




 On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  Lofted strands aren't quite there yet, but are around the corner. All
 in all, Redshift really is rocking our little corner of the business. For
 us, it's been a game-changer.

 -Tim


 On 2/16/2014 6:33 PM, Emilio Hernandez wrote:

  This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



 --







 --
 Andreas Byström
 Weta Digital




-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Photogrammetry - what do you use?

2014-01-29 Thread Octavian Ureche
Interesting topic here.
Was just testing agisoft photoscan for some non commercial related work,
and it seems to give pretty nice results with minimal user input.
Has anyone tried to compare a kinekt based approach such as skanect (
http://skanect.manctl.com) with a photogrammetrical approach for object
scanning?

I am curious about the pros and cons of both.

Cheers,
O


On Wed, Jan 29, 2014 at 7:36 PM, Ed Manning etmth...@gmail.com wrote:

 Recap and 123D Catch from Autodesk do very well with some subject matter.

 NukeX also has camera tracking, point-could generation and meshing, and
 can export geo and camera.


 On Wed, Jan 29, 2014 at 10:08 AM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

 Hello friends,



 I am currently investigating photogrammetry and would love to get your
 advices, opinions, experiences with such systems.

 What hardware do you use? Which software? Best practices?



 Thank you for any info!

 MAC





 [image: 
 cid:image002.jpg@01CDBD94.314AAF40]https://mdc-web-tomcat17.ubisoft.org/confluence/display/technologygroup/Home+Passenger

 *Marc-André Carbonneau*

 Product Specialist













-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro
image001.jpg

Re: Lens Flares in Softimage

2013-09-20 Thread Octavian Ureche
Adrian,

About the only thing you can do with softimage to help with the flares, is
to put nulls where the lights are and export that along with the camera
into nuke.
Then use a reconcile3d node to convert their 3d pos into xy and attach your
flares to that in order to avoid having to manually place them around.

Cheers,
Octavian


On Fri, Sep 20, 2013 at 12:10 PM, Matt Morris matt...@gmail.com wrote:

 Any kind of lighting effects you're better off adding in post, using a
 couple of isolating passes from soft - light mattes/masks etc.


 On 20 September 2013 10:04, Adrian Lopez vfxw...@gmail.com wrote:

 Folks,

 We've been tasked with building a typical Oscar-type or concert stage.
 Obviously, glows, spotlight cones and flares are necessary.

 Been playing with the Softimage flares - but I'm getting horrible
 results, when they work.  Can anyone suggest a suitable approach, in
 Softimage,  to get those light arrays to bring a stage to life?

 Any ideas appreciated...

 Adrian


 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.




 --
 www.matinai.com

 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
 unsubscribe and reply to the confirmation email.




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 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro
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Re: Lens Flares in Softimage

2013-09-20 Thread Octavian Ureche
Also, keep in mind that Optical Flares have been available for nuke for a
while now.
The only drawback is that the bundle costs about 60 eur more than the After
Effects one.


On Fri, Sep 20, 2013 at 12:42 PM, Cristobal Infante cgc...@gmail.comwrote:

 optical flare all the way...


 On 20 September 2013 10:20, olivier jeannel olivier.jean...@noos.frwrote:

  Same advice, but with optical flare from Video Copilot in After
 Effects.

 Le 20/09/2013 11:16, Octavian Ureche a écrit :

 Adrian,

  About the only thing you can do with softimage to help with the flares,
 is to put nulls where the lights are and export that along with the camera
 into nuke.
 Then use a reconcile3d node to convert their 3d pos into xy and attach
 your flares to that in order to avoid having to manually place them around.

  Cheers,
 Octavian


 On Fri, Sep 20, 2013 at 12:10 PM, Matt Morris matt...@gmail.com wrote:

 Any kind of lighting effects you're better off adding in post, using a
 couple of isolating passes from soft - light mattes/masks etc.


  On 20 September 2013 10:04, Adrian Lopez vfxw...@gmail.com wrote:

   Folks,

  We've been tasked with building a typical Oscar-type or concert
 stage. Obviously, glows, spotlight cones and flares are necessary.

  Been playing with the Softimage flares - but I'm getting horrible
 results, when they work.  Can anyone suggest a suitable approach, in
 Softimage,  to get those light arrays to bring a stage to life?

  Any ideas appreciated...

  Adrian


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 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.




  --
 www.matinai.com

 --
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  +40 732 774 313 (GMT+2)
  Animation  Visual Effects
   www.okto.ro


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 unsubscribe and reply to the confirmation email.



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Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Octavian Ureche
Hey guys,

A couple of days ago, autodesk officially released its 2014 app extensions.
Softimage is missing from that list along with motionbuilder (which is
being ported to maya anyway).

I don't think i am adding any fuel to the fire. I believe autodesk is doing
that.
Please don't blame me for opening up yet another chapter of the what the
hell is going on with softimage, because it's pretty clear they are
shoving it down there with a dedicated mocap app.
Checking the autodesk website over and over again pretty much confirms it.
No extension for softimage this time.

Any ideas as to why?

Cheers,
Octavian
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Re: Autodesk 2014 Extensions Released - Softimage Left Out

2013-09-20 Thread Octavian Ureche
I bumped into a cgchannel article that said, quote:
Autodesk has confirmed to us that it won’t be releasing an Extension for
either package *this time around*: something that we suspect will be more
of an issue for Softimage users than it is for MotionBuilder users. It was
that this time around that probably confused me.

Oh well, nothing to see here then.



On Fri, Sep 20, 2013 at 6:15 PM, Cristobal Infante cgc...@gmail.com wrote:

 Where is the rumour police when you need it! ;)


 On 20 September 2013 16:13, olivier jeannel olivier.jean...@noos.frwrote:

  No need to unsubscribe !

 Le 20/09/2013 17:05, Christopher Crouzet a écrit :

  My only ideas right now are:
 - creating a mailing list Blabla and other bullshit about Autodesk
 marketing so we can move unconstructive posts away from this one while
 keeping the freedom of speech.
  - sadly unsubscribing from this list after joining 6+ years ago and
 having had the pleasure to meet with many of its talented contributors.

  Which one should I go for?


 On 20 September 2013 16:44, Octavian Ureche okt...@gmail.com wrote:

  Hey guys,

  A couple of days ago, autodesk officially released its 2014 app
 extensions.
 Softimage is missing from that list along with motionbuilder (which is
 being ported to maya anyway).

  I don't think i am adding any fuel to the fire. I believe autodesk is
 doing that.
  Please don't blame me for opening up yet another chapter of the what
 the hell is going on with softimage, because it's pretty clear they are
 shoving it down there with a dedicated mocap app.
 Checking the autodesk website over and over again pretty much confirms
 it.
 No extension for softimage this time.

  Any ideas as to why?

  Cheers,
  Octavian

 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.




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Re: Article on Bifrost

2013-09-11 Thread Octavian Ureche
For me the problem is not in what it does. (which is everything that the
hypergraph/hypershade did and more).
When i first heard they were going to create a node editor i said
hallelujah...because everyone got fed up using the connection editor for
linking stuff.
But whenever i stare at it (which is almost daily), it just screams ugly to
me. Which is not something that i get with ice or vex for that matter. But
it might just be my perception.
I am completely aware of what it is and what it does, and i've been using
it since it was introduced...i just never felt so at ease with it as i feel
with ice.
Like having a really powerful yet ugly looking car. I know it's meant to be
used by td's and all that, and it doesn't need to look in any way.
But when i look at ice, i see something that is both functional and easy on
the eyes. Really well thought out visually.
That's not something i can say about the current node editor. But i
completely understand that for some it might not matter.

Octavian



On Thu, Sep 12, 2013 at 12:59 AM, boeingh...@s-farm.de boeingh...@s-farm.de
 wrote:

 **
  Hey,

  I'm just doing the advanced rigging course here at anomalia (all in
 maya)  and have  learned how great  the node editor is. If you want to
 make connections between  objects  it's (like you said eric)  for the
 entire scene. So you can build  all kind of expressions who  live in the
 scene but not in an ice-operator on an object.

  Especially for all kind of rigging targets, is really cool to use this
 editor in place of the outdated SI expression editor or ICE-Kinematics,
 where you never now what drives what. I would love to see something similar
 in SI.

  Andreas

  Eric Thivierge ethivie...@hybride.com hat am 11. September 2013 um
 19:24 geschrieben:
 
 
  I think it's an incorrect observation as the Node Editor (different
  than Hypershade and the Hypergraph) allows you to pull in a lot if not
  all of the nodes in the scene. Grab a polygon cube and plug it's Y
  value into this other shader type stuff. It's a node editor for the
  entire scene not just operators. Much more than ICE is now.
 
  On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
  wrote:
  Or is that an incorrect observation?
 




-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Übertage travel?

2013-09-10 Thread Octavian Ureche
Thanks Leonard.
This will definitely help.


On Tue, Sep 10, 2013 at 8:53 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 Here, all of these hotels have hostel-like prices:
 http://www.villa-trallala.de/preise.htm
 http://www.hoteljakobgarni.de/html/zimmer.html
 http://www.garni-tell.de/zimmer.html
 http://www.akuna-matata.de/2.html
 http://www.rosenhof-siegen.de/zimmerpreise.html

 Hope this helps.


 On Tue, Sep 10, 2013 at 7:47 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 There are really cheap hotels in Siegen.
 When I looked into it last year I found some for less than 30€ a night.


 On Tue, Sep 10, 2013 at 4:50 PM, Octavian Ureche okt...@gmail.comwrote:

 Heya,

 I am currently pondering over train / airplane / motorcycle. Haven't
 made up my mind yet.
 Will probably leave motorcycle out cuz it's a 4000 km round trip from
 bucharest to siegen.
 And i have knobbies on :)

 What i find odd though, is that i can't find any hostels in
 siegen...only hotels.
 Bugdetplaces.com doesn't even recognize the city.
 And the nearest city for the low cost carriers is Dortmund.
 Will look into trains later today.

 Cheers,
 Octav


 On Tue, Sep 10, 2013 at 4:25 PM, Schoenberger x...@digidragon.de wrote:


 Hi

 I am planing my trip to Übertage (and then a week NRW).

 To just to check:
 Is anyone driving from Düsseldorf/Neuss?
 As we probably go to drink some in the evening and the last train takes
 3h.
 Otherwise, I will get a hotel for two nights and drive myself
 Stuttgart-Siegen and Siegen-Neuss and have some place left.



 Holger Schoenberger
 technical director
 The day has 24 hours, if that does not suffice, I will take the night







 --
 Octavian Ureche
  +40 732 774 313 (GMT+2)
  Animation  Visual Effects
   www.okto.ro






-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Übertage travel?

2013-09-10 Thread Octavian Ureche
Heya,

I am currently pondering over train / airplane / motorcycle. Haven't made
up my mind yet.
Will probably leave motorcycle out cuz it's a 4000 km round trip from
bucharest to siegen.
And i have knobbies on :)

What i find odd though, is that i can't find any hostels in siegen...only
hotels.
Bugdetplaces.com doesn't even recognize the city.
And the nearest city for the low cost carriers is Dortmund.
Will look into trains later today.

Cheers,
Octav


On Tue, Sep 10, 2013 at 4:25 PM, Schoenberger x...@digidragon.de wrote:


 Hi

 I am planing my trip to Übertage (and then a week NRW).

 To just to check:
 Is anyone driving from Düsseldorf/Neuss?
 As we probably go to drink some in the evening and the last train takes 3h.
 Otherwise, I will get a hotel for two nights and drive myself
 Stuttgart-Siegen and Siegen-Neuss and have some place left.



 Holger Schoenberger
 technical director
 The day has 24 hours, if that does not suffice, I will take the night







-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: Would you like to recover your scene?

2013-09-07 Thread Octavian Ureche
Native ascii scene file format. Period.
Though we've been asking for it forever now.

-Octav


On Sat, Sep 7, 2013 at 6:58 AM, Matt Lind ml...@carbinestudios.com wrote:

 My only beef with your plugin is it cannot account for commands which do
 not log.  There’s a good probability the scene your plugin generates is not
 an accurate representation of what last state of the scene actually was
 before it crashed.  Animation edits, for example, do not log at all.
  Custom tools flagged to not log, or tools called from self installing
 commands do not log either.

 ** **

 Back in good ol’ days of XSI v6.x when we were treading water to get
 anything to function in XSI without exploding, I desperately tried to
 salvage crashed scenes using a similar technique, but because many commands
 were not logged it was not possible to salvage work or even rebuild it
 enough to send to Softimage to diagnose the cause of the crash to get it
 fixed.  Critical missing steps caused the rebuild script to error out, or
 if it was lucky enough to get to the end without error, the end result was
 not at all like what it should’ve been.

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy Jones
 *Sent:* Friday, September 06, 2013 8:44 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Would you like to recover your scene?

 ** **

 I've said this before, but the script log comes really really close to
 implementing journalling which is the thing that made filesystems more
 robust in the 2000's.  the binary dump emergency save thing is really kind
 of a silly way to attack the problem of replaying a journal of operations.
  If Autodesk realized this, they'd prioritize the completeness of command
 logging and build a simple toolset for replaying the unsaved operation
 journal.

 ** **

 I sent my repeatHistory plugin to the beta list a while ago and got
 crickets.  Maybe I'll try again...

 ** **

 All it does is parse the script log for the last open or save operation
 and them exec the remainder.  It would work even better with an event that
 sets the script log path on scene open/save.


 On Friday, September 6, 2013, Jeremie Passerin wrote:

 Got issue with the auto-recover lately, but the scene was actualy properly
 saved before crashing. just needed to load it manually. 

 http://xsisupport.com/2011/10/15/crash-recovery-in-softimage/

 ** **

 On 6 September 2013 13:18, Eric Thivierge ethivie...@hybride.com wrote:*
 ***

 You're doing it wrong...



 On September-06-13 4:15:36 PM, Eric Lampi wrote:

 SoftImage: Hey Eric, I see that you crashed.. How would you like to
 recover your scene?

 Eric: Sure that would be great! Go right ahead, bring it on back!

 SoftImage You'll get nothing and like it!

 Meh

 Eric

 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work

 ** **

 ** **




-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: softimage.tv - Hello World!

2013-09-04 Thread Octavian Ureche
Awesome initiative guys. Instant bookmark.


Cheers,
Octav


On Wed, Sep 4, 2013 at 5:30 PM, patrick nethercoat patr...@brandtanim.co.uk
 wrote:

 Love it. Well done.


 On 4 September 2013 15:17, Tim Bolland tim_boll...@hotmail.co.uk wrote:

  Nice looking website, really clean. Also loving the fact my student
 film was showcased! Was a bit of a shock to see it on there, but I'm not
 complaining ;p

 Regards,

 Tim


 On 04/09/2013 14:18, Cristobal Infante wrote:

 Hi All,

   Would like to announce the launch of softimage.tv created to showcase
 the best softimage work out there. It's meant to be mainly a video
 depository but hoping it will also function as a hub for the community.

  The idea sparked from Andy Moorer's Nike Evolution write up on that
 Nike job, I thought amazing effort but how do we showcase it a bit more?
 The list and si-community are great place to discuss soft, but I think a
 lot users are not on it, not to mention producers, agencies and decision
 makers.

  It is still early days so this is a work in progress, we will be
 adjusting the layout based on the predominant content we receive. This is
 where eveyone can help us a bit, If you ever created a tutorial for
 soft, uploaded a test, done an amazing tool,  have a  showreel to show off,
 finished a good looking job help us by submitting it.

  You can directly submit your videos via very simple form in the website
 (Submit video). All you need to send is a title, vimeo/youtube url, and
 description. The wordpress will look after the thumbnails, then all we have
 to do is approve it. Ideally you will be logged in when submitting, so the
 system will put all videos under your profile.

  The website was created by myself with the help of Cesar Saez . Would
 love to know what you guys think about it, and how we can move things
 foward.

  Best,
 Cris







-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
 Animation  Visual Effects
  www.okto.ro


Re: GEAR_mc a fork of Jeremie Passerin's GEAR project

2013-08-27 Thread Octavian Ureche
Big thanks to you, jeremie, and the crew at shed for this.

It will save lives :)


Re: Showreel 2013

2013-08-01 Thread Octavian Ureche
 I would just slow down the technical breakdown part - it's a bit too fast to
 really appreciate what's going on.

Been thinking about that, just didn't want to bore people. Should
probably redo it at a slower pace.

 I hope you're wrong about this list not being around for long - I've been on
 it and previous incarnations for as long as I've been in this profession,
 which I'm realizing now is 15 years.
 Seeing it come to an end would be a bit like an amputation.

Can't say i feel exactly the same, cuz i haven't been around that
long, but it would definitely suck if it
were to happen. It's probably all this constant uncertainty when it
comes to softimage that's to blame.


Rares: Thanks bro. We're probably the only 2 people on this list with
romanian names. That's gotta amount to something.
Realtime, well, i sometimes try to push opengl stuff into my own
personal projects. Also since seeing the short passion did with unity
it kinda reminded me of the possibilities. So i'm learning unity as
much as i can at the moment, among other things.
It's also why i am a bit psyched about redshift. Just finished a
project with it and damn, i would not have been able to deliver in
such a short
amount of time, and with so many iterations, had i used vray / mray or
whatever cpu renderer. Now that they added multi-gpu, boy, i can't
take the grin off my face.
For small teams or lonely freelancers, it's godsent.
Xsi parts were the vegetation in the shaolin spot (render only - paint
effects geo), the snow in the sub spot, snow in the mountaineer spot,
the small car animation,
the carousel with the bags, the cube guy, the insect, the guys
swallowing the cables, and the bubble-man-thing (for which i had to
reverse engineer the mill rig and ice setup).
The ship, submarine, helicopter/vehicles, sunflowers, bmw car, glass
panels and animals were maya + vray.
There are other stuff here and there but it's mostly small stuff (like
the houses in the shaolin spot which i modeled in xsi based off
location references but then used a projection
setup straight in nuke). If i can, on comp heavy projects, i like to
avoid leaving the comp environment as much as possible.
Most technically challenging project was the sunflower one. Had to
deal with a massive number of plant assets (for me at least), all
loaded from disk at rendertime, and all of them had a couple of
blowing wind variations. It was a small scripting nightmare for me
(cuz my genius scripter buddy was on vacation). So what would probably
had taken him 3 hours, took me 3 days.
Also had to find a way to get the rendertimes down as much as
possible, so there was no gi in those shots. Just a well placed
domelight and some translucency hacks on the petal shaders.
Ended up at 10 mins/frame, HD. Long live vray :)

Cheers and thank you for the kind words,
-Octavian


Showreel 2013

2013-07-31 Thread Octavian Ureche
Hey guys,

Been lurking and sometimes chiming into conversations on this list for
the past couple of years.
Never actually showed anything of what i do. So finally, after
realising this list might not be
around for long, decided to go ahead and share what i've been up to
for the past years.
Not really looking for work (even though i'm always open to new opportunities).
Simply wanted to get an honest opinion from you guys.

Here it is: https://vimeo.com/57945815

On the question of what i did in the shots...well, here's the funny
part...mostly everything.
I usually work as a one man army, which doesn't make me very
employable, but it's been doing me good
on the eastern european market (which is where i've been working so
far). Plus, i love being able to touch
a little bit of everything. I never liked painting myself into a
corner. Unfortunately i guess the term jack of all trades - master of
none is sadly true.
So i handle most of everything (shooting supervision, previz,
matchmove, modeling, texturing, rigging, animation, lookdev, shading,
lighting, rendering,
simulations, scripting, comp, matte painting and even grading) -
sounds overkill, but it's a small market here, and the requirements
are not as steep.
I work as a gun for hire, most of the time straight with the
production house and i've had to incorporate to be able to pitch
against studios around here and get other jobs besides
the usual spinning toothbrush and blue detergent balls cleaning the
sheets (no one trusts a freelancer with a heavier project). Funny
thing is, this can also lead to complications,
like having to go to court when the production house fails to pay the
royalties on a project and then declares bankruptcy - eastern europe i
guess (yeah, it just happened to me).
Usually i will also go on location to the production house and use
their hardware. Cuts my costs, and makes them feel more secure having
direct control over the project.
And by then i will have done enough to gain their trust anyway.

On the tech side, it's about 50% comp, 50% 3d, with most of the stuff
rendered with vray, and some older stuff with mray.
The comp is all nuke, with 3d that's probably evenly split between xsi
and maya (depending on the project, the production house, sharing
assets or not, etc).
As a sidenote, i put the valve logo on the insect shots to make sure i
give credit where it's due. That is an antlion from halflife 2, and
i've used it with permission
back in 2004 to do a short film with it, using the source engine. So
yeah, those sequences are just comped opengl renders.
So is the cube/particle guy that's in there also from a personal short
film (which is using mocap). I love realtime stuff. Wish i could use
it more in commercial projects.

PS. It's funny how i've probably met 5 of you in person, but it feels
like i've known everyone for a long time.
That's what mailing lists do i guess.

Cheers and really looking forward to your input,
-Octav

-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
   Visual Exploration
   www.okto.ro


Re: Wacom tablet in Softimage

2013-07-11 Thread Octavian Ureche
Hey Xavier.

This has been debated a ton in the past. Using the dll trick works but
leaves you without pen pressure (and i honestly like to have that for
weight painting).
The only solution that works for dealing with heavy scenes playback using a
wacom tablet is to use the keyboard and never, ever get that pen close to
the tablet
while you're doing it. It works 100% all the time.
The trick is to take the pen away from it, and just use the playback
shortcut keys. When things get heavy, simply use the stop key and watch the
miracle at work.
Doing this prevents the wacom driver from screwing things up in soft, or
soft screwing up the wacom - whichever scenario you prefer.
Granted, you don't get the urge to get the pen back on the tablet while
you're at it.

-Octav



-- 
Octavian Ureche
 +40 732 774 313 (GMT+2)
   Visual Exploration
   www.okto.ro


Re: Mill 98% Human

2013-05-21 Thread Octavian Ureche
Amazing stuff. Kudos to the mill team.

O


OTish: Neil Blomkamp ELYSIUM trailer

2013-04-10 Thread Octavian Ureche
Here is the official trailer:
http://www.youtube.com/watch?v=EJ-bYOyQ46Yfeature=youtu.be

Don't know what to say. Mixed feelings about it. On one hand i am very much
looking forward to it,
on the other hand it feels like a mix between Deponia, Halo and District 9.
And the whole low class hero that saves the world is getting overused.
Hope to be wrong.

PS. As far as i know, it's the same vfx bunch that did District 9. Image
engine, Embassy  Weta.
Wonder if the embassy handled the mechanical stuff once again.

Cheers,
O


Re: Softimage 2014

2013-04-08 Thread Octavian Ureche
This is actually interesting. Modo seems to resemble a lynch movie...you
either love it or hate it.
For example, i hate it's selection tools, and the whole workflow seems
alien to me. I tried and tried to get the hang of it, but just as i never
got along with lightwave,
i don't know if i'll ever get along with modo. The weird thing is, i want
to like it...but i just can't seem to get to that point.
And it's been like that since the days of 101. Still, i have used it on
projects with great success, but only for it's beautiful render engine.
Everything else seems backwards to me.


On Mon, Apr 8, 2013 at 3:08 PM, Juhani Karlsson
juhani.karls...@talvi.comwrote:

 I love Modos selection tools - I think you just need to get used to them.
 Its neat for modelling and uvs.


 On 8 April 2013 14:56, Szabolcs Matefy szabol...@crytek.com wrote:

 A friend of mine has access to Modo 701, and I was lucky enough to have a
 look on it until the trial is out. It has very nice things, however, I
 still hate the selection, and found it quite clumsy compared to
 Softimage…However, the sculpting toolset is awesome…UV I haven’t tried it
 yet, next time I visit his studio, I’ll take a look at it too. But to a
 seasoned Softimage user Modo is a complete another world, and what I felt,
 that the number of tools and possibilities were rather frustrating then
 supporting. But of course if I could spend more time on it, I could get
 used to it.

 ** **

 Cheers

 ** **

 ** **

 ** **

 Szabolcs

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Martin yara
 *Sent:* Thursday, April 04, 2013 1:27 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage 2014

 ** **

 Is not the same thing. We need something to preserve unique frozeb uvs.
 Maya and Max can do it. When you have assets from other packages, fbx data
 or old frozen files a custom freeze button doesn't help at all.

 ** **

 I use gator to preserve uvs all the time. Not perfect, but quite useful.
 And if the object isnt very high poly you can keep the op alive and it
 works pretty well in real time. boundaries are always a problem but Maya's
 preserve uv isn't perfect either and doesn't work all he time. It just give
 you a warning message when the it can't do it (Gator doesn't.)

 M.Yara


 On 2013/04/04, at 9:37, Ahmidou Lyazidi ahmidou@gmail.com wrote:***
 *

 And by the way, as I said earlier, if you make a custom freeze button
 that will only freeze the stack and not the projection,

 the factory swim feature will preserve the UVs.


 

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos

 ** **

 2013/4/4 Ahmidou Lyazidi ahmidou@gmail.com

 Sorry I mixed it up with the pin feature...

 Anyway what would be a fair price for a preserve UV feature ?

 ** **

 ** **

 2013/4/4 Matt Lind ml...@carbinestudios.com

 No it isnt. We just had that discussion.

 ** **

 ** **




 --
  --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Pursimiehenkatu 29-31 b 2krs.
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi




-- 
visual | stuff
www.okto.ro


Is there a new version of GEAR being planned?

2013-04-07 Thread Octavian Ureche
This is mostly aimed at Jeremie, but i thought i'd just send it to the
whole list because i'm sure a ton of people are interested in what has been
happening to it.

I am just curios to know if there is a timeframe for 2.0, and if it will
ever be released.
Just fiddled around with the system some time ago and thought it was really
great.
Facial tools were also in the works, but i don't think they were ever
released?
Now things are starting to ramp up, and was looking around for a good
rigging system in xsi, and i remembered gear. But going to the dev blog, i
noticed the last entry dates back to 2011.
Also, the donations page is no longer working. It would be great to set-up
a kickstarter or anything to keep supporting it because last i checked, it
was a really great toolkit.

Cheers,
Octav


Re: Announcing Redshift - Biased GPU Renderer

2013-04-05 Thread Octavian Ureche
Haha, thanx Christopher. That's an old keyboard i dismantled a long time
ago.
By the way, that site and reel are more than 3 years old now.
Have just finished the new reel and while working on the new site was
actually thinking whether or not to dump the keyboard thing.



On Fri, Apr 5, 2013 at 3:13 AM, Christopher christop...@thecreativesheep.ca
 wrote:

 I like your keyboard graphic on your web site, very appealing :)

 Christopher

   Octavian Ureche okt...@gmail.com
  Thursday, April 04, 2013 11:58 AM
 Can't say anything about Octane because i just toyed with it. But i really
 enjoyed Keyshot.
 Even if you can't really do animation rendering with it other than it's
 built in srt sytem, it's a very fast CPU based raytracer.
 Very HDRI oriented. Can't remember if it has lights at all. For all i know
 i always rendered using ibl.
 But apart from its obvious drawbacks, it's a very simple and effective
 choice for product designers and the like.

 Of course, Reshift blows all of that to dust given it's tight app
 integration and gpu rendering speed.





 --
 visual | stuff
 www.okto.ro
   Tim Crowson tim.crow...@magneticdreams.com
  Thursday, April 04, 2013 9:39 AM
  Well, if I understand correctly, RS does Distributed Monte Carlo, which
 is a bit different from Octane's Pathtracing. So you're not going to get an
 apples-to-apples comparison between the two. Now, I have Octane as well,
 and in my opinion, RS beats it soundly on modest hardware, both in
 performance and workflow. As others have said, the mere fact that RS is so
 well-integrated into Softimage is a BIG DEAL. I can't wait for multi-GPU
 support.

 -Tim


 On 4/4/2013 4:12 AM, Doeke Wartena wrote:

   Doeke Wartena clankil...@gmail.com
  Thursday, April 04, 2013 5:12 AM
 How is redshift compared to octane?



   James De Colling james.decoll...@gmail.com
  Thursday, April 04, 2013 3:52 AM

 Welcome to the pro card market... I only use quadros because that's what
 the sells we use ship with... Long gone are the days when people cards were
 worth their sticker price
   olivier jeannel olivier.jean...@noos.fr
  Thursday, April 04, 2013 3:26 AM
 I should be out of the office, but will test asap.
 For the quadro, well it was bundled with the workstation (HP Z620). It's
 no problem if the quadro is more expensive and produce better performance.
 It becomes a problem if they are really bellow game cards.
 Your gtx has more than 400 cores while the 4000 has 256... They are
 supposed to be stronger when working though...







-- 
visual | stuff
www.okto.ro
compose-unknown-contact.jpg

Re: Star Wars demise

2013-04-05 Thread Octavian Ureche
Maniac mansion, zak mckraken (which i'm currently playing on the phone),
loom, monkey island, day of tentacle, sam  max, indiana jones, full
throttle, the dig (one of my old time favs) and even the newer ones like
grim fandango.
Loved them all. That company was a major part of my childhood and one of
the main providers of english vocabulary. One could learn so much from
those games. Too bad they just went extinct. It's the indie scene that's
keeping them alive now, and hopefully that will last longer.

By the way. For those fans out there, you can get SCUMM VM to run on your
phone (android of ios), and get free roms off the net (free as in
abandonware not pirated free). It's actually quite fun even on a small
screen.


On Fri, Apr 5, 2013 at 12:11 AM, Maxime Philippon 
mphilippon.mailingl...@gmail.com wrote:

 OMG yes! I remember that game!! :D I really love this one!!


 On Thu, Apr 4, 2013 at 5:00 PM, Christopher 
 christop...@thecreativesheep.ca wrote:

 Remember 'Day of the Tentacle' game from LucasArts ?

 Christopher

   Stephen Davidson magic...@bellsouth.net
  Thursday, April 04, 2013 1:36 PM

 http://www.nbcnews.com/technology/ingame/disney-shuts-down-lucasarts-star-wars-1313-fate-unknown-1C9196197

 --

 Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com




 --
 Max




-- 
visual | stuff
www.okto.ro
compose-unknown-contact.jpg

Re: Pinnochio 3D characters

2013-04-05 Thread Octavian Ureche
When the buzzwork project pinnochio was doing the rounds a couple of
years back, everyone thought it was going to be this new revolutionary
modular rigging tech.
And this is what it turned out to be.



On Fri, Apr 5, 2013 at 1:53 AM, Adam Sale adamfs...@gmail.com wrote:

 I will say though, Pinnochio's pretty dang slow to update any changes made
 to characters.


 On Thu, Apr 4, 2013 at 2:45 PM, Jordi Bares jordiba...@gmail.com wrote:

 Exactly my thought…

  Jordi Bares
 jordiba...@gmail.com

 On 4 Apr 2013, at 20:20, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 DAZ 3D ? ...






-- 
visual | stuff
www.okto.ro


Re: Pinnochio 3D characters

2013-04-05 Thread Octavian Ureche
Hey Tim,
I was simply stating the difference between expectations and final product
when it comes to autodesk.
For example, taking a look at the kinekt - pinnochio integration, the guy
is really excited about it, but looking at the output,
i couldn't use that animation in any kind of production, not even a low
budget one.
Why wouldn't they take an already decent tech like facerobot, and work off
of that?




On Fri, Apr 5, 2013 at 12:42 PM, Tim Leydecker bauero...@gmx.de wrote:

 Why do you guys bash Pinnochio like that?

 I would have thought that exporting a few characters to *.ma and *.fbx
 gives a good template to create archviz or nondescript crowd sim folks.

 You get the male and female rigs that can work as a proportions and size
 template for populating your scene and already have their motionbuilder
 setup done for you and ready to drop animation clips onto it.

 Artistically, sure. It´s not commercials or film ready characters.

 But technically, I am glad they are there to expand and customize upon.

 All by myself, I could not go through the whole setup process but I
 would find it easy enough to swap the geometry with something customized
 and styled to my personal requirements but keep the rig and snippets and
 use a generic male and female Pinnochio to lay out the shot already?

 A few pedestrians here and there, like a flock of birds in an establishing
 shot.

 You guys seem used to (Massive/crowdFX) WorldWarZ style levels of
 expectation,
 that´s great but a different league of course...

 Cheers,

 tim


 On 05.04.2013 11:20, Jordi Bares wrote:

 To the point of being not useful, true.

 Jordi Bares
 jordiba...@gmail.com mailto:jordiba...@gmail.com


 On 4 Apr 2013, at 23:53, Adam Sale adamfs...@gmail.com mailto:
 adamfs...@gmail.com wrote:

  I will say though, Pinnochio's pretty dang slow to update any changes
 made to characters.


 On Thu, Apr 4, 2013 at 2:45 PM, Jordi Bares jordiba...@gmail.commailto:
 jordiba...@gmail.com wrote:

 Exactly my thought…

 Jordi Bares
 jordiba...@gmail.com mailto:jordiba...@gmail.com


 On 4 Apr 2013, at 20:20, Sebastien Sterling 
 sebastien.sterl...@gmail.com 
 mailto:sebastien.sterling@**gmail.comsebastien.sterl...@gmail.com
 wrote:

  DAZ 3D ? ...







-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Hey Olivier,

Already did that. You can find both versions in the WIP section of the
redshift forum, under the topic Animated Classroom with Dof and Moblur.

Have fun,
O


On Thu, Apr 4, 2013 at 9:54 AM, olivier jeannel olivier.jean...@noos.frwrote:

 Hi Octavian,
 Would you share your RedShift scene ?


 Le 03/04/2013 20:59, Octavian Ureche a écrit :

  
 https://dl.dropbox.com/u/**2109634/classroom_sunsky_**animation.movhttps://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

 So here's another test with that classroom scene.
 This time without dof and moblur but with an abruptly animated physical
 sun.
 Looking at the overall render, i think it looks good. I know some will
 jump and say it's too fast, which is why
 i'll probably render it again with a slower motion of the light when i
 get some more time.

 But so far, i am pleased with the results, and by looking at the first
 and last couple of frames in the animation,
 you can notice the solution is stable. Also changed some settings and
 managed to get 2:30 min/frame on this one.

 Can't remember when was the last time i had so much fun rendering.







-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html
http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the quadro's memory
bandwith, cuda cores and memory interface are below the gtx. But you have
bigger vram which means you can cram more into the scenes.
Speed wise, given the differences it might be slower at the actual
rendering, but we're talking gpu rendering here so i'm not sure if it's
going to be that much noticeable.
Do a render with both scenes and post your times in the forum. Then we'll
know better how hardware affects the performance.

To be honest, i always found quadros to be extremely overpriced, but maybe
that's just me.


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Can't say anything about Octane because i just toyed with it. But i really
enjoyed Keyshot.
Even if you can't really do animation rendering with it other than it's
built in srt sytem, it's a very fast CPU based raytracer.
Very HDRI oriented. Can't remember if it has lights at all. For all i know
i always rendered using ibl.
But apart from its obvious drawbacks, it's a very simple and effective
choice for product designers and the like.

Of course, Reshift blows all of that to dust given it's tight app
integration and gpu rendering speed.


On Thu, Apr 4, 2013 at 4:39 PM, Tim Crowson
tim.crow...@magneticdreams.comwrote:

  Well, if I understand correctly, RS does Distributed Monte Carlo, which
 is a bit different from Octane's Pathtracing. So you're not going to get an
 apples-to-apples comparison between the two. Now, I have Octane as well,
 and in my opinion, RS beats it soundly on modest hardware, both in
 performance and workflow. As others have said, the mere fact that RS is so
 well-integrated into Softimage is a BIG DEAL. I can't wait for multi-GPU
 support.

 -Tim



 On 4/4/2013 4:12 AM, Doeke Wartena wrote:

 How is redshift compared to octane?


 2013/4/4 James De Colling james.decoll...@gmail.com

 Welcome to the pro card market... I only use quadros because that's
 what the sells we use ship with... Long gone are the days when people cards
 were worth their sticker price
  On Apr 4, 2013 4:28 PM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 I should be out of the office, but will test asap.
 For the quadro, well it was bundled with the workstation (HP Z620). It's
 no problem if the quadro is more expensive and produce better performance.
 It becomes a problem if they are really bellow game cards.
 Your gtx has more than 400 cores while the 4000 has 256... They are
 supposed to be stronger when working though...


 Le 04/04/2013 09:13, Octavian Ureche a écrit :

 Here you go:

 http://www.nvidia.com/object/product-quadro-4000-us.html

 http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

 The last one is what i currently have. as you can see, the quadro's
 memory bandwith, cuda cores and memory interface are below the gtx. But you
 have bigger vram which means you can cram more into the scenes.
 Speed wise, given the differences it might be slower at the actual
 rendering, but we're talking gpu rendering here so i'm not sure if it's
 going to be that much noticeable.
 Do a render with both scenes and post your times in the forum. Then
 we'll know better how hardware affects the performance.

 To be honest, i always found quadros to be extremely overpriced, but
 maybe that's just me.




 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*






-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Octavian Ureche
https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated physical sun.
Looking at the overall render, i think it looks good. I know some will jump
and say it's too fast, which is why
i'll probably render it again with a slower motion of the light when i get
some more time.

But so far, i am pleased with the results, and by looking at the first and
last couple of frames in the animation,
you can notice the solution is stable. Also changed some settings and
managed to get 2:30 min/frame on this one.

Can't remember when was the last time i had so much fun rendering.


Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Octavian Ureche
Haha, we have the exact same video card.
To be honest, if things keep going like this, i'll be getting another one
used and put in sli.
Multi-gpu support is on its way.


On Wed, Apr 3, 2013 at 10:30 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

 I feel the same way! The only other place I've had this much fun lighting
 and rendering is with modo (Preview is awesome!). To be able to iterate
 over high-quality renders in a matter of minutes with RS is just
 liberating. And I'm using a lowly GTX 470!

 -Tim




 On 4/3/2013 1:59 PM, Octavian Ureche wrote:


 Can't remember when was the last time i had so much fun rendering.




 --
 Signat




-- 
visual | stuff
www.okto.ro


Re: Vray vs Arnold Displacement

2013-04-02 Thread Octavian Ureche
Looking at the mem usage graph it went from 4.03 Gb to 4.53 at the end of
the render and then back.
Which means around 500 megs.




On Tue, Apr 2, 2013 at 7:47 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:

 Here's a quick render with no secondary bounces. 9.87 seconds. Which is
 closer to your guys tests...

 # INFO : [arnold] 00:00:15  836mb   render time:
 # INFO : [arnold] 00:00:15  836mb   node init0:00.00
 # INFO : [arnold] 00:00:15  836mbsanity checks   0:00.00
 # INFO : [arnold] 00:00:15  836mb   bucket rendering 0:09.86
 # INFO : [arnold] 00:00:15  836mbsubdivision 0:03.26
 # INFO : [arnold] 00:00:15  836mbdisplacement0:01.04
 # INFO : [arnold] 00:00:15  836mbaccel. building 0:00.26
 # INFO : [arnold] 00:00:15  836mbpixel rendering 0:05.29
  (multi-threaded render, this value may not be reliable)
 # INFO : [arnold] 00:00:15  836mb   system/unaccounted   0:04.08
 # INFO : [arnold] 00:00:15  836mb   total*0:09.87* 
 (58.62% machine utilization)


 [image: Inline image 1]


 Btw, do you guys have any idea how much memory VRay uses for this test?




-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Octavian Ureche
Speaking of the wolf
Was just getting ready to post it.

So here it is:
https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov

A couple of notes on it though. It had around 3 min / frame (some frames i
saw 2:40 min).
The thing is, i'm using brute force for the primary rays, since i'm still
trying to understand the engine, and
it's the slowest approach of all. Also i doubled the rays since the still
image to make sure it looks neat (someone mentioned noise for that one), so
now it's 1024 rays. Another thing i did was to lower the screen radius to 8
on the IPC and raise the samples per pixel to 64. Kept a pretty low setting
on the dof (128 samples), and put a higher sampling on the moblur (512).
That's why, if you look frame by frame, you will see some noise in the dof.

All in all, given that, with proper knowledge of the engine and a different
primary ray approach like IC, one could surely take the rendertime down,
i'm still impressed by a noiseless brute force solution that does dof and
moblur in under 3 mins/frame. Oh, and i have a 3 year old gtx470 with 1 gb
vram.
And i just started using redshift yesterday :)

Cheers,
Octav


On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de wrote:

 Hi Octavian,


 is an update/sequence render of the (animated) classroom scene available
 already?

 Would be really interesting how the DOF/MoB and GI play together with
 animation
 and how long it takes to get the results smooth across frames.

 Cheers,


 tim




 On 01.04.2013 23:37, Octavian Ureche wrote:

 yap,

 i have some time to kill tomorrow so i'll give it a go.
 see know how it turns out



 On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
 andreas.byst...@gmail.com**wrote:

  octavian, could you render a small animation with that exact setup? with
 say a camera move and some animated objects inside the room?




 On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com
 wrote:

  Can someone tell me why so many renderers are CPU based? And what is the
 up and downside apart from speed.


 2013/4/1 Len Krenzler l...@creativecontrol.ca

It is a fantastic render engine.  That grain can easily be removed by
 a little tweaking and not much more render time.

 - Len

 On 4/1/2013 12:49 PM, Andres Stephens wrote:

 Wow, I got access to the Alpha, and I'm really digging it also! But I
 haven't got a sample scene to benchmark yet. But I like what you've got
 there, and great times!

 But.. are you happy with the grain in the image?

 Thanks for sharing the image. =)

 -Draise



   --

 From: okt...@gmail.com
 Date: Mon, 1 Apr 2013 19:17:32 +0300
 Subject: Re: Announcing Redshift - Biased GPU Renderer
 To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.com

 Crossposting and a little OT but i just had to share this.
 Took some time today and finally fiddled a bit with redshift.
 1:41 mins on a gtx470 with the old classroom scene (10 min for material
 setup, 1 hr to figure out the settings).
 Dof and motionblur straight from the renderer.

   I really dig it so far.

   Cheers,
 Octav

   PS.and i managed to finish the vray displacement test scene which i
 have to cleanup and share later today.





   [image: Inline image 1]



 --
 __**___

 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca





 --
 Andreas Byström
 Weta Digital







-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Octavian Ureche
Just to put some salt on that wound...did i mention i was archiving a
project and reading my mails while this was rendering?
It's the weirdest feeling in the world to render something, and then look
at the processor threads and see them all on idle.


On Tue, Apr 2, 2013 at 9:46 PM, Tim Leydecker bauero...@gmx.de wrote:

 Very nice.

 I want to use Redshift3d now, too.

 mental ray has already wasted too much of my life time.

 Cheers,

 tim


 On 02.04.2013 20:37, Octavian Ureche wrote:

 Speaking of the wolf
 Was just getting ready to post it.

 So here it is:
 https://dl.dropbox.com/u/**2109634/classroom_dof_moblur_**
 animation_v02.movhttps://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov

 A couple of notes on it though. It had around 3 min / frame (some frames i
 saw 2:40 min).
 The thing is, i'm using brute force for the primary rays, since i'm still
 trying to understand the engine, and
 it's the slowest approach of all. Also i doubled the rays since the still
 image to make sure it looks neat (someone mentioned noise for that one),
 so
 now it's 1024 rays. Another thing i did was to lower the screen radius to
 8
 on the IPC and raise the samples per pixel to 64. Kept a pretty low
 setting
 on the dof (128 samples), and put a higher sampling on the moblur (512).
 That's why, if you look frame by frame, you will see some noise in the
 dof.

 All in all, given that, with proper knowledge of the engine and a
 different
 primary ray approach like IC, one could surely take the rendertime down,
 i'm still impressed by a noiseless brute force solution that does dof and
 moblur in under 3 mins/frame. Oh, and i have a 3 year old gtx470 with 1 gb
 vram.
 And i just started using redshift yesterday :)

 Cheers,
 Octav


 On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de wrote:

  Hi Octavian,


 is an update/sequence render of the (animated) classroom scene available
 already?

 Would be really interesting how the DOF/MoB and GI play together with
 animation
 and how long it takes to get the results smooth across frames.

 Cheers,


 tim




 On 01.04.2013 23:37, Octavian Ureche wrote:

  yap,

 i have some time to kill tomorrow so i'll give it a go.
 see know how it turns out



 On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
 andreas.byst...@gmail.comwrote:


   octavian, could you render a small animation with that exact setup?
 with

 say a camera move and some animated objects inside the room?




 On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com

 wrote:


   Can someone tell me why so many renderers are CPU based? And what is
 the

 up and downside apart from speed.


 2013/4/1 Len Krenzler l...@creativecontrol.ca

 It is a fantastic render engine.  That grain can easily be
 removed by

 a little tweaking and not much more render time.

 - Len

 On 4/1/2013 12:49 PM, Andres Stephens wrote:

 Wow, I got access to the Alpha, and I'm really digging it also! But I
 haven't got a sample scene to benchmark yet. But I like what you've
 got
 there, and great times!

 But.. are you happy with the grain in the image?

 Thanks for sharing the image. =)

 -Draise



--

 From: okt...@gmail.com
 Date: Mon, 1 Apr 2013 19:17:32 +0300
 Subject: Re: Announcing Redshift - Biased GPU Renderer
 To: softimage@listproc.autodesk.comsoftimage@listproc.**
 autodesk.com softimage@listproc.autodesk.com


 Crossposting and a little OT but i just had to share this.
 Took some time today and finally fiddled a bit with redshift.
 1:41 mins on a gtx470 with the old classroom scene (10 min for
 material
 setup, 1 hr to figure out the settings).
 Dof and motionblur straight from the renderer.

I really dig it so far.

Cheers,
 Octav

PS.and i managed to finish the vray displacement test scene which
 i
 have to cleanup and share later today.





[image: Inline image 1]



 --
 _____


 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca





 --
 Andreas Byström
 Weta Digital










-- 
visual | stuff
www.okto.ro


Re: [OT] Anyone got a working Realflow bin exporter?

2013-04-02 Thread Octavian Ureche
Just tried it for a pitch job here. The 2012-2013 addon fails, but the 7.0
one works.
Try that one. It will still add all the ice nodes, but i'm not sure what is
changed in the newer one.
I got the exact same errors with the new one, so my only conclusion is,
they haven't tested it enough.

Cheers,
Octav


On Tue, Apr 2, 2013 at 11:37 PM, Dan Yargici danyarg...@gmail.com wrote:

 Hi all, I've downloaded the Softimage - Realflow connectivity plugin to
 try and export a .bin file from Soft but the addon appears to be incomplete.

 I get these errors:

 // ERROR : 2000 - Argument 0 (PresetObj) is invalid
 // ERROR : 2027-EDIT-AddICENode - Invalid preset argument, cannot load
 RfBinExportData - [line 555 in
 C:\Users\dany\Autodesk\Softimage_2012_SP1\Addons\nl_realflow.2k\Application\Plugins\RfXsiScripts.js]
 // ERROR : 2028-CUST-rf_bin_export_data - Invalid argument specified.
 rf_bin_export_data(null, null);


 Line 55 is:
 var exportDataNode = AddICENode(RfBinExportData, iceTree);

 and after nosing around is seems there are no compounds whatsoever being
 installed by the addon.  Opening it in a text editor also reveals the same
 thing.

 I guess whoever packaged it up forgot to add all the relevant folders!

 So, does any kind soul out there have a working version they'd like to
 share (off list) perchance?

 Thanks!

 DAN




-- 
visual | stuff
www.okto.ro


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
You do know vray is also available for softimage and it's pretty well
integrated and production proven.

Cheers,
Octav
On Mar 29, 2013 6:20 AM, Christopher christop...@thecreativesheep.ca
wrote:

 How much is it going to cost ? My arm and leg, which are in good condition
 :)

 Christopher

 Emilio Hernandez wrote:

 Redshift 3d




Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Price wise, last i checked, vray was just about under 1k and came with 10
render nodes. But i'm also looking forward to an official price for
redshift. Might be quite tempting if it's in the right ballpark.
On Mar 29, 2013 9:20 AM, Octavian Ureche okt...@gmail.com wrote:

 You do know vray is also available for softimage and it's pretty well
 integrated and production proven.

 Cheers,
 Octav
 On Mar 29, 2013 6:20 AM, Christopher christop...@thecreativesheep.ca
 wrote:

 How much is it going to cost ? My arm and leg, which are in good
 condition :)

 Christopher

 Emilio Hernandez wrote:

 Redshift 3d




Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Displacement is fast, but obviously not as fast as a reyes renderer or
arnold. Hair rendering has also improved lately, and motionblur and dof are
okay. Nowhere near arnold but way faster than mental ray. The thing to note
about vray is that it requires a bit more knowledge about its inner
workings to be able to get the most of it. But it's an extremely stable and
reliable renderer. Also on the plus side it handles interiors extremely
well, and its ibl tools are stellar.
Don't get me wrong, i am not afilliated with chaos group in any way even
though i was on the beta. It's just my personal view on the engine. I'm
sure arnold's  algorithms will improve with time, and when it starts being
less prohibitive , vray will have quite some heavy competition on the
freelance/small studio front. For that matter Redshift looks extremely
promising as well. But for the past couple of years, vray gave me the piece
of mind i never had with mentalray, and i'm thankful to the peeps at chaos
group for that.

Cheers
On Mar 29, 2013 4:04 PM, Christopher christop...@thecreativesheep.ca
wrote:

 Vray seems to be getting so much attention, how does it render
 displacement mapping, fast ?

 Christopher

   Kamen Lilov kamen.li...@chaosgroup.com
  Friday, March 29, 2013 10:59 AM

 To be precise, this is the price of one interactive license, which also
 comes with 5 render nodes (you get 10 nodes with VRay for Maya). If you
 render static scenes with DR, you can use all 6 licenses at the same time.
 (we do not recommend rendering animated sequences with DR, except for brute
 force GI)


   Octavian Ureche okt...@gmail.com
  Friday, March 29, 2013 4:23 AM

 Price wise, last i checked, vray was just about under 1k and came with 10
 render nodes. But i'm also looking forward to an official price for
 redshift. Might be quite tempting if it's in the right ballpark.
   Octavian Ureche okt...@gmail.com
  Friday, March 29, 2013 4:20 AM

 You do know vray is also available for softimage and it's pretty well
 integrated and production proven.

 Cheers,
 Octav
   Christopher christop...@thecreativesheep.ca
  Friday, March 29, 2013 1:19 AM
 How much is it going to cost ? My arm and leg, which are in good condition
 :)

 Christopher


   Emilio Hernandez emi...@e-roja.com
  Friday, March 29, 2013 12:38 AM
 A new render engine is coming for Softimage.  Redshift 3d.  I am in the
 alpha test group and all I can say it is an amazing render engine.  It is
 GPU based and it is amazing fast.  It's integration with Softimage is
 seamless.  Easy to setup and you will be rendering without flicker in no
 time.

 The results are amazing.  This one is going to ksa.





 --


postbox-contact.jpgcompose-unknown-contact.jpgpostbox-contact.jpg

Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Hey Steven,

No i have not directly.
But having looked at arnold videos on the net, with computer specs given, i
can state that from what i have seen, arnold is close to mantra in terms of
displacement speed (which i have used). So it is close to a reyes renderer
in that sense. Again, this is comparing what i know to what i have seen
(but you can't really cheat rendering speed).
Vray is definitely not that fast.


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Hey Christopher,

I think i can give my 2 cents on maxwell, as i have been on its beta
as well a few years back. This is from what was going on then. I
cannot say anything about the current state of the engine as i have
not touched it since.
Purely from a rendering standpoint, maxwell felt slow, first and
foremost because it is an unbiased engine, and it does not cheat its
solution. That means in order to get rid of the sampling it needs to
do a ton of passes to get an accurate convergence. What that meant for
me, as an individual, was that animation was out of the question
unless i was willing to work with a grainy image or if i chose to wait
a long time for the frames to be rendered.
Most people these days rely on farms to render with maxwell in an
animation environment (rendernet.se comes to mind).
This was the low side of it, and i hear it is quite similar to arnold
from this standpoint (good quality takes more samples which in turn
takes a longer time to achieve). This is because both engines do not
precompute or cache anything. Brute force is the word here, whereas
vray, even if it does brute force well, it has a ton of other choices
to cheat its way through, resulting in a faster rendertime, which in
turn, unfortunately, requires greater knowledge from the user.

On the upside, the shading system was nice, had the usual ubershader
approach, tons of shaders available in the community. Did not use
light sources, but instead turned objects into emitters using a
special shader. That meant the shadows and everything else looked very
realistic. Its preview system was way ahead of anything at that time
in terms of seeing the final look of the image, in the first pass, so
you could get a very good idea if you needed to adjust things before
waiting for 2 hours. Now this has been updated to the maxwell fire
engine. But most renderers today give you this (modo's preview or
vray's light cache come to mind). By far the most useful feature of
the engine for me, was its mxi image format (similar to a raw file),
which stored lighting information from all the light sources. That
meant if you had screwed up your exposure, lights etc, you could fix
everything afterwards, and i don't mean brightness/contrast fix. You
could dial the lights in and out, change their intensity, etc, and
everything would update realtime in it's image editor. I hear now
they have a nuke plugin for this.
Worked for sequences of frames as well, and was a lifesaver.
I remember this one time i had an interior to render for a client, and
it had around 50 lights total.
The guy did a dozen variations, changing colors and turning lights on
and off. Had it not been for this feature,
i would have been rendering a week on the project.
With it, i just waited a couple of hours, and then did a dozen
variations in half an hour from the same render.

Final thing i'd like to point out, was that its xsi integration was
not that good nor stable back then.
Maybe now things have changed, but last i looked, it was pretty much
the same workflow.

Cheers,
O


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Hey Steven,

You are right. Arnold is pretty much looked upon as the magical
solution to everyone's rendering problems (i know because i certainly
think it too when sh hits the fan with what i use), which tends to
become annoying.
But i'd love to see a displacement test of both. Unfortunately there's
no trial version of arnold yet.
What i'm thinking is maybe i could find someone on this list that has
a similar proc as mine (i7 3770k 3.5 ghz),
and we could share a similar scene with the same model and
displacement map, just to get an idea of rendertimes and memory
footprint at the same res.

If anyone is up for it, send me a mail. I have a couple of days to
kill until the next gig.


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Well, i thought i made it pretty obvious given the vray preaching i just
did. If not here it is: vray.
Also, if you're not into animation, and more on the still render side, you
should definitely check out keyshot. Modo has a very good renderer as well,
but unfortunately i still haven't managed to get used to its interface and
shading system. I find them clunky, but that's just personal bias. 3delight
is also an interesting choice if you're doing animation with tons of
displacement, hair, dof and motionblur, though i don't know what has been
happening lately on its development front. It used to have a free license
for personal use, but i can't recall if the offer was for xsi or maya.
But with the xsi platform in mind, i think redshift looks really promising.
Cpu's are expensive like hell. This could free up a freelancer's budget if
priced accordingly, and integrated correctly.

PS. I'll share that vray vs arnold displacement test scene this weekend.
See if we can get any real data.

Night,


Re: 2014 New feature list... minor corrections list... you decide

2013-03-16 Thread Octavian Ureche
I couldn't help noticing one of the main features on that 2014 list:
Realigned Help Menu.
This has to be a joke. Otherwise, it's beyond what words can describe.

Seriously, is that one of the features after 1 year of development?


Re: Octane render

2013-02-18 Thread Octavian Ureche
Hey Tim,

To be honest, i think it's because i was lazy, and tried to do the
setup as quickly as possible, and instead of tweaking the exposure on
the hdri dome, i just cranked up the primary bounce rate to a level
that technically yields unrealistic results, physically speaking. I
used a 3x primary bounce multiplier when normally you should leave it
at 1. That way you exaggerate the lighting in a render making
everything that bounces light look overexposed, but you also come
across abnormalities like this. Might also be related to the fact that
i've somehow managed to rotate the sky dome in such a way that light
comes in perpendicular to the side wall, and combined that with the
fact that the frames of the windows receive less bounces than the
underside of the table, they tend to look less exposed. Might also be
related to the fact that i'm using an hdri map for light, and not an
actual directional light per se.

Might also be that i have no idea why this is happening and i'll just
do another render with more accurate settings and see what happens :)


Re: Octane render

2013-02-16 Thread Octavian Ureche
That was an lcd? Damn, i thought it was a blackboard of sorts and gave it a
greenish tint to make it more interesting.
Figures, when u grow up in eastern europe, and you see a classroom...an lcd
in front of it is the last thing that crosses your mind. :)
On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote:

 Looks very nice. The light shades seems wierdly transparent though and the
 LCD are too green, maybe you changed the colour. But I like the more
 contrast.

 Sent from my iPhone

 On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

 Hey guys,

 Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low
 priority mode cuz i had work to do in the meantime).
 Single dome light with an hdri as color texture, 32 light samples.
 Materials are just vray standards with 32 samples for the glossy
 reflections  no interpolation (it's faster, but i think it is not as
 accurate).
 Adaptive dmc with lighcache and irradiance map (glossy rays computed from
 lightcache - faster), and 3 gi bounces (yeah, i was lazy).
 10-15 min setup time. Still noisy, but i wanted to keep it in the 10 mins
 range, just to see how it might hold up agains the other players.
 Render is 720p resolution.

 Cheers,
 Octav

 Vray_Classroom.jpg




Re: Semi OT : Charging the modelling

2012-11-19 Thread Octavian Ureche
This is interesting, and i think it mostly revolves around making certain
things clear beforehand.
Notice that whenever you do the math based on what an employee's rate would
be, you always come up
with ridiculously low sums of money from a freelance perspective.
At first glance, 100 eur/day to me feels like borderline insulting for a
freelance rate.
But, if we do a little basic math, at that rate, an employee would get 2k /
month, and that includes healthcare and vacation. Which for eastern
european standards, is a very good salary.
Now as a freelancer, jobs are usually scarce (except if u're on a roll,
which i don't think happens that often).
So you need to plan your lifestyle accordingly. Backup plans and savings
are crucial. Also as a freelancer you have to add extra expenses to your
rates, like electricity, renderfarm costs (if u'r pulling heavy stuff that
you can't possibly render at home), subcontracting costs (we all need a
hand from time to time), rent for the apt you're living in, food, heating
or cooling expenses etc. That adds a considerable amount of money to that
rate. Something which does not apply to an employee which basically gets
all this for free at the working place (apart from food maybe). The studio
on the other hand adds these to it's hourly rate, which includes employee
expenses.
So while in theory, 100 eur/day sounds like a good fulltime salary, for a
freelancer, it would give a whole new meaning to life (survival training
might be necessary here).

Keep in mind, everything i wrote, is based on eastern european experience,
but i presume it's the same
everywhere else. Numbers vary, but the theory stays the same.

Peace,
O


On Mon, Nov 19, 2012 at 10:32 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 Wow, very nice information. However, there were times, when I was told I
 am fairly expensive with my 100Euros (without VAT) rate per day...And I'm
 in Eastern Europe as well, and the statement was made by a company in the
 UK.

 Cheers


 Szabolcs

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
 Sent: Saturday, November 17, 2012 4:41 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Semi OT : Charging the modelling

 Thank's Tim :)
 Pretty precize :D


 Le 17/11/2012 16:06, Tim Leydecker a écrit :
  Given you´re mail account, you´re based in France.
 
  That´s EU territory. 19% VAT.
 
  I guess remote work, home office. Your own equipment, hardware and
  software.
 
  Your own hours plus the above overhead.
 
 
  You guess it would take you 4-5 days to complete the task.
 
  Adding 3 revision steps to that means another 3 days of handling
 
  your milestones, e.g. communication and revision loops with your client.
 
  That´s 7-8 days for finishing a 3 D character model.
 
  That´s very fast and seems to not include the concept/art-direction
  bit too much.
 
  Especially when working with a fresh client who may only be able to
  judge
 
  finished, e.g. fully built, textured, shaded and lit renderings.
 
 
  I would suggest a small boutique shop price per day, which is at least
  around 750 EUR/day.
 
  Because that´s what you do, besides modeling.
 
  Coming from a graphics design backround, list prices I can relate to
  range in the 60 EUR/hr range but would not include additional fees for
  usage of artworks. These fees for, let´s say a worldwide, unlimited
  use of your character may easily be factor 10.
 
  For a reason.
 
  Cheers,
 
  tim
 
 
 
 
 
 
 
  On 17.11.2012 15:24, olivier jeannel wrote:
  Ah thank's, that helps.
  Well, the clients seems rather new in the 3d field. (nothing like
  Lionsgate, or big studio) So I'm not sure how they'll react to the
  range of price.
  Thank's a lot for your examples :)
 
 
 
 
  Le 17/11/2012 14:58, Octavian Ureche a écrit :
  I remember doing a commercial for a studio here (eastern europe),
  and we outsourced a horse model to a friend of mine who now happens
  to work at lionhead. Point was, it took him 3 days, i recall, to do
  it, and it cost 1000 euros.
  And that was 4 or 5 years ago, and it wasn't considered that
  expensive, and we're talking eastern europe here. Don't know if the
  prices have changed that much since then in the modelling area, but
  i thought it might be food for thought.
  But the guy had an impressive portfolio even back then.
  On the other hand, i had a friend who recently hired a ubisoft guy
  with a rather poor portfolio to model a toycar, and he did it for
  400 in 4 days.
 
  Don't know if it matters whether it's cartoony or realistic, but i
  think your portfolio will also help dictate the amount of money that
  you can or can't charge.
 
 
 
  On Sat, Nov 17, 2012 at 3:02 PM, olivier jeannel
  olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:
 
  Ok Thank you !
  So, 400$ * 4 or 5 days for 1 character is not over-priced
  according to you ?
 
 
  Le 16/11/2012 22

Re: Semi OT : Charging the modelling

2012-11-19 Thread Octavian Ureche
Very good points guys. I can totally relate to the conveying value
principle.
I met a couple of very successful freelancers in my time, that charged what
to me seemed like insane rates,
even for an average looking after effects job, just because they knew how
to sell themselves and talk business lingo to clients. And they are still
doing that, and still getting tons of gigs.



On Mon, Nov 19, 2012 at 5:00 PM, Daniel H vfxc...@gmail.com wrote:


 In general, most artists are terrible practitioners of business and
 pricing. Obviously every model can vary greatly in detail and complexity.
 Stephen Davidson has it correct by evaluating time per component and then
 charging by an hourly rate to establish a starting base point.

 You must also master how to convey value to your client. You can't just
 spit-out an overall price or a day rate, because this leaves questions
 unanswered. The client will ask themselves, why this rate, is this high or
 low in comparison to other artists, what all am I getting for this price,
 what is this figure based on, how do I know if this is a fair price, can
 they deliver what I want and on time, do they understand what I expect,
 what is it going to cost if I want to make changes, etc.

 Here are some main points you need to cover and convey in the written
 proposal to your client.

 1. I will demonstrate in writing that I understand my client's goals and
 the results they are after.
 2. I will demonstrate in writing that I understand the deadline my client
 excepts out of me and its importance.
 3. I will demonstrate in writing that I understand the quality my client
 is after.
 4. I will demonstrate in writing that my client may make modifications and
 how those changes will be handled.
 5. I will help my client understand the complexity and time this is going
 to take.
 6. I will help my client understand the quality I can provide and/or with
 portfolio samples.
 7. I will help my client understand this project is worth the price
 because of the above reasons.

 Because I have learned how to convey a detailed understanding of a
 project, and how to convey value before presenting high prices to my
 potential client, is why I beat other proposals 99 percent of the time. You
 need to price the project based on time, the quality you can provide, and
 based on its value to your client. Always put yourself in the client's
 place and ask the questions they would ask, then turn around and answer
 those questions in your proposal and you will be a bazillion miles ahead of
 what most artists normally do.

 Daniel
 VFXM


 On Mon, Nov 19, 2012 at 8:24 AM, Byron Nash byronn...@gmail.com wrote:

 Over here in the US I see a lot of people working for in-house freelance
 rates from home on their own equipment. This seems unwise to me since
 hardware/software and other costs are not really taken into account. To me,
 there is a difference between going into a company and working with their
 clients on their equipment versus working at home on your own setup. I
 think these trends are creating a false sense of value to clients. In the
 long run freelancers cannot maintain this economy and the clientele will
 be accustomed to artificially low rates.


 On Mon, Nov 19, 2012 at 8:16 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 Yep. I consider the 100 EURO / day as a it’s-just-1 cent-above-to-say-no
 rate…but I was told it’s way above the average, so it was funny. Especially
 knowing that how much the client charges for the models I made :D

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Octavian Ureche
 *Sent:* Monday, November 19, 2012 1:34 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Semi OT : Charging the modelling

 ** **

 Yap, forgot about tax expenses (they changed the legislation here a
 couple of years ago, and now they

 roam around 5% for small companies, so one tends to neglect that). Other
 places have it much higher, from what it seems.

 ** **

 Also forgot to add a very important expense (bad eastern european
 habit...) that has a very strong influence on rate: software
 maintance/upgrade costs, and also leasing costs for specialised tools.**
 **

 ** **

 As a sidenote, i found out through the years, that sometimes it is
 better to incorporate than to work as a legal freelacer, as taxes are
 usually lower this way (5% vs 20% here - insane, right?). But this one may
 really only apply to this part of the world. Also as a freelancer suing
 someone is a lot harder (or at least threatening to sue - that one usually
 does the trick). Plus, getting an accountant and starting to tackle the
 financial side of a business is a must, as it opens up a world of hurt,
 knowledge and possibilities which every artist should go through to survive
 in this industry.

 ** **

 Cheers,

 Octav

 ** **

 On Mon, Nov 19, 2012 at 12:10 PM, olivier jeannel

Re: Semi OT : Charging the modelling

2012-11-17 Thread Octavian Ureche
I remember doing a commercial for a studio here (eastern europe),
and we outsourced a horse model to a friend of mine who now happens to work
at lionhead. Point was, it took him 3 days, i recall, to do it, and it cost
1000 euros.
And that was 4 or 5 years ago, and it wasn't considered that expensive, and
we're talking eastern europe here. Don't know if the prices have changed
that much since then in the modelling area, but i thought it might be food
for thought.
But the guy had an impressive portfolio even back then.
On the other hand, i had a friend who recently hired a ubisoft guy with a
rather poor portfolio to model a toycar, and he did it for 400 in 4 days.

Don't know if it matters whether it's cartoony or realistic, but i think
your portfolio will also help dictate the amount of money that you can or
can't charge.



On Sat, Nov 17, 2012 at 3:02 PM, olivier jeannel olivier.jean...@noos.frwrote:

  Ok Thank you !
 So, 400$ * 4 or 5 days for 1 character is not over-priced according to you
 ?


 Le 16/11/2012 22:47, Stephen Davidson a écrit :

 I would then price it per day. 8  hour days.
 I charge approx. $400/day (314.2924 euros)

 On Fri, Nov 16, 2012 at 3:51 PM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  I won't be able to be that precise, as I usualy don't count in hours.
 Thus I think for modelling a 1 character 4 or 5 days is a maximum.

 But, really I'd like someone to give me a price example.
 are you usually speaking in hundreds or thousands of euros ? I don't
 really know...





 Le 16/11/2012 16:36, Stephen Davidson a écrit :

 I always estimate per hour.
 I have found that I can be quite accurate with an hourly estimate
 by breaking down the modeling to it's most basic components.
 For example, on a character model, how long to model each eye.
 How long to model basic body shape. How long to model hands,
 face, expressions (if needed), clothes... you get the idea.

  Then, add up all the tasks, and you will have a fairly accurate
 estimate.
 It takes practice, as my early quotes were not so accurate. I have
 been working in 3D since before Softimage version 1 so I have gotten more
 accurate over the years.

  On Fri, Nov 16, 2012 at 4:59 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

 Hi guys,

 Now that I'm starting enjoying playing with Ice and particle stuff,
 clients are asking for ...modelling job ^^

 I realize I never charged separatly for this task alone. So my question
 is how much do you (freelance, homeworkers) charge for 1 character modeling
 ? (How much do you keep in your pocket in the end (forget the taxes))

 Typicaly, quadrupede / Biped, realistic proportions anatomy but rather
 for toon / NPA / stylized rendering results.
 In short, only polygonal modeling, (no Zbrush, no hair)

 How much do you cost :)






  --

  Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956 %28954%29%20552-7956
 *sdavid...@3danimationmagic.com

 http://www.3danimationmagic.com





  --

  Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 http://www.3danimationmagic.com





-- 
visual | stuff
www.okto.ro


Re: Semi OT : Charging the modelling

2012-11-17 Thread Octavian Ureche
PS. the horse was fairly realistic and had a lot of zbrush love put into it.


On Sat, Nov 17, 2012 at 3:58 PM, Octavian Ureche okt...@gmail.com wrote:

 I remember doing a commercial for a studio here (eastern europe),
 and we outsourced a horse model to a friend of mine who now happens to
 work at lionhead. Point was, it took him 3 days, i recall, to do it, and it
 cost 1000 euros.
 And that was 4 or 5 years ago, and it wasn't considered that expensive,
 and we're talking eastern europe here. Don't know if the prices have
 changed that much since then in the modelling area, but i thought it might
 be food for thought.
 But the guy had an impressive portfolio even back then.
 On the other hand, i had a friend who recently hired a ubisoft guy with a
 rather poor portfolio to model a toycar, and he did it for 400 in 4 days.

 Don't know if it matters whether it's cartoony or realistic, but i think
 your portfolio will also help dictate the amount of money that you can or
 can't charge.



 On Sat, Nov 17, 2012 at 3:02 PM, olivier jeannel 
 olivier.jean...@noos.frwrote:

  Ok Thank you !
 So, 400$ * 4 or 5 days for 1 character is not over-priced according to
 you ?


 Le 16/11/2012 22:47, Stephen Davidson a écrit :

 I would then price it per day. 8  hour days.
 I charge approx. $400/day (314.2924 euros)

 On Fri, Nov 16, 2012 at 3:51 PM, olivier jeannel olivier.jean...@noos.fr
  wrote:

  I won't be able to be that precise, as I usualy don't count in hours.
 Thus I think for modelling a 1 character 4 or 5 days is a maximum.

 But, really I'd like someone to give me a price example.
 are you usually speaking in hundreds or thousands of euros ? I don't
 really know...





 Le 16/11/2012 16:36, Stephen Davidson a écrit :

 I always estimate per hour.
 I have found that I can be quite accurate with an hourly estimate
 by breaking down the modeling to it's most basic components.
 For example, on a character model, how long to model each eye.
 How long to model basic body shape. How long to model hands,
 face, expressions (if needed), clothes... you get the idea.

  Then, add up all the tasks, and you will have a fairly accurate
 estimate.
 It takes practice, as my early quotes were not so accurate. I have
 been working in 3D since before Softimage version 1 so I have gotten more
 accurate over the years.

  On Fri, Nov 16, 2012 at 4:59 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

 Hi guys,

 Now that I'm starting enjoying playing with Ice and particle stuff,
 clients are asking for ...modelling job ^^

 I realize I never charged separatly for this task alone. So my question
 is how much do you (freelance, homeworkers) charge for 1 character modeling
 ? (How much do you keep in your pocket in the end (forget the taxes))

 Typicaly, quadrupede / Biped, realistic proportions anatomy but rather
 for toon / NPA / stylized rendering results.
 In short, only polygonal modeling, (no Zbrush, no hair)

 How much do you cost :)






  --

  Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956 %28954%29%20552-7956
 *sdavid...@3danimationmagic.com

 http://www.3danimationmagic.com





  --

  Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 http://www.3danimationmagic.com





 --
 visual | stuff
 www.okto.ro




-- 
visual | stuff
www.okto.ro


Re: Creating a dual polyhedron

2012-07-11 Thread Octavian Ureche
you might also want to take a look at this:
http://lesterbanks.com/2010/12/creating-a-golf-ball-in-maya-using-geosphere/

cheers


Re: WHATTA HELL???????

2012-07-05 Thread Octavian Ureche
So why would anyone care about xsi having ascii scene file description?
Wellthis is why.

I feel your pain, though trying to recover a scene in this situation, has
more to do with luck than anything else.


Re: Softimage sim stop and Wacom

2012-06-08 Thread Octavian Ureche
Since 2012 sp1 tablet support has been disabled by default, to fix the
annoying lag bug.
For earlier versions, you should edit setenv.bat and add this string
after @echo off :
set XSI_ENABLE_WINTAB_SUPPORT=0
You should also make sure, you have pen cursor feedback disabled in
win 7 (use “gpedit” in the command line window and go to User
Configuration  Administrative Templates  Windows Components  Tablet
PC  Cursor) and turn it off.
Another way i found to fix this is using the keyboard to start and
stop the simulation. This is useful in case you need pressure support
in xsi.
But never get the pen close to the tablet surface while you do that.

cheers,
Octav



Re: SiC London last night

2012-05-31 Thread Octavian Ureche
Heya,

Had a hell of a great time. Initially i thought there were going to be
only a handful of people...boy was i wrong.
Glad i took the time off work to hop on the plane and get to see
everyone i knew but never met in real life. Was well worth it.
Also that shot andy gave me...well, it started kicking in at the airport lol

Thank you guys,
Cheers,
Octav (the dude from transylvania) :)


Re: mail...

2012-05-27 Thread Octavian Ureche
finally, it's working again...