Re: Softimage and Houdini work flow

2020-04-20 Thread Steven Caron
if you want VDB files why are you using Alembic? I don't remember Alembic
supporting volumes, or did I miss something?

Regarding the other types of assets, meshes, transforms, etc. You're going
to find the lack of updates to Softimage is really going to start making
itself difficult. ie. format incompatibilities or just pushing so much data
that Softimage can't handle it anymore.

On Mon, Apr 20, 2020 at 3:02 PM J R Sanchez 
wrote:

> So I am a little late to get on the Houdini Bandwagon. Great for FX but
> wouldn't use it for modelling etc.   I am wondering how many are using both
> Softimage and Houdini?  I am wondering what your workflow is.  It seems to
> be a chore to get Houdini VDB files into Softimage. Alembic import keeps
> crashing XSI. I can bring in ROP FBX but textures dont seem to come in.
> Its pretty simple in Maya.  I would rather use XSI but I can use Maya if I
> have to.  I am just wondering if there is a simpler workflow I am missing.
> I am fairly new to Houdini but really like the procedural ICE workflow and
> the presets they have to get started on effects.
>
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6mmMVSo-2BIwwhyeGdXI-2FaN3jgCP9aYXclCdXfNZo5Ozucm8puR4XaBX9TsJCTkQtW5mQUMp-2BNOdAdQVSrhBOF1ghNchc5XY-2F3vIidxA0FuNCEYmxIW-2FnDBbsDD7Pm4KufUkSrwk_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTkSf7ZL6lnBxOviUgLjqPCMa1N3bF3-2BXPB9PsqmkhZVpGoCqVawVJ7BlqjVfQbyutZNA1Hf1nonfOI1dlG7Bbp8Rs-2F1E5djkfzRB-2Fm0RjesmLiJwfNlShZXPtM7bR3ZGZgnSpHJOnQ5KbEB2XL-2BsfT-2FeKUfHkr1AVcfZEU-2BvlaANQ2efXQ-2BTbdUJUM-2FsNCKY4-3D
>  
>   >
>
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Re: anyone know how ICE "get closest location" actually works under the hood?

2020-03-30 Thread Steven Caron
I am not suggesting you copy it... read the comments and treat it as a
guide as how to make your own. Jerome left really detailed comments!

On Mon, Mar 30, 2020 at 6:47 PM Ben Paschke  wrote:

> Oh man! I would if I could!!
>
>
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Re: anyone know how ICE "get closest location" actually works under the hood?

2020-03-30 Thread Steven Caron
oh, if we are going that route I would look up the FabricEngine
implementation as a guide/hint since it was written by the same person who
maintained much of the Softimage implementation.

[image: image.png]

On Mon, Mar 30, 2020 at 5:48 PM Ben Paschke  wrote:

> Just for ideas, maybe you could check out blender source code for the
> implementation of their closest_point_on_mesh function?
> Possibly in here somewhere:
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDLSRVI-2BJtA9WEfSslUfvcKBeq39MM4UMlr8qjXGeMzyr5eAItyf4Oswqj13ZSv0cLHuzjn15e9cCpEDuWPypLX5rk3XswSPY7xwhJo-2F-2BGiTa9A7vzluNJre-2FXSZcqIp3Rf9Wi6Ac5vQF1My2TGVmPNwV66ZOEDDFbHB3C30xnZAwwmIfMNcyLH4wMCGmvfqm3EDEkRre9g54WjLDeuCn6OOt-2FXDOJkuI9UvjaGL-2BkRVQV6qTSDC4wFda4keUNRp1x4Qk4cat-2B-2BhwrTccd9-2FE3iJ7SmXBi9T26ynP-2FbrB0IRZR1-2BngYfhXqgfRziI3tc-2BTI4dOdfrligYSuR9kQviOIiEmD8Zwa0-2B0JjYuJE4cGPsxTZjWq8-2FZTA3hXksWePy8B8hL4JmGAwVmJJTzIO8NjCes8C9XQl4YMvA2xICHQDTilqSnT-2FoI4Act1VRcCyQEAhrV1g7D5A5iIqsimj6h70kZVsHqbjZuCt4t7nN8A7NICUOxIl0RzZkDrJXAQNBtp-2Buaz1wAFBzclQ-2BN8EOp3srGxj07-2FBepUTNWMcy9UeYgOFK1Evad-2FZ7T5Mmuv04W3S4KbM2DoDCqlETLRBs36qdDKeoTIPP9-2Bl2pNR6TmGdEB-2B75tuI7jXFKqDuR0-2FggoIPyGD-2FInVBu3UxBEW7-2FRS27IuGI31bH4y5-2FtQCKLpFUapOEs14BbRSPA583jLC365bemt5fc8WlO-2BZLGw0gRpH4A7J3Z4-2BmjWZEX0Ig7D8LFtOVMwsmLUDCCZR-2BaBogw-2FKPGI8WNMjO7k6U1Ksd9sz-2F-2BMSu8TFww40mp-2FUcVa-2FtmeupDz0MlvWKgre3vrJ5TLIkULGlONDivKAceq3AMq2SwfpbUrTxlM-2F5rmpT-2FEXSenbfQrlFGcHAHYrslSckLupqSK3T2CB5kcdrDIS8Zn5sD1FtlXbqo0lVZmgxdlvHXNd6bxYgqO2SqRP0RsX-2BhK4QV1l19jTA0234Y5CioK-2BNmd-2B8cPeItY81ar0Wf-2FYaPbaZW-2BkGr-2BW247riHk6pQvXHU5yQYE5TKbS9RyLW0Ox0WUQuW6akc0fwplII34R-2BQ-2FRGqH3Fkak9O2GAwZDazO5yEIc9S5aTi9z8MnQUL-2BBql5OGhjb9bgo4hYEsMQpRgpI-2FI9bXqjARU3jbsbNImhYRNw0H0GHskKzhe917Td5dD8uHcMgczk4fCdHb8AlR6f57-2Fc0t3capxzM-2BE53aypkD6uVC6-2B8CCzX31gc2It2W1SzvK-2FpRrg3yDHYrS9AAZE8EemF4k1QkS7IGPCGf9lUEwdvmUwkBsLFlf7LFPnsjbmJMWTyeCdBLPT5bmICAtkARJY9U1nBvVCQSB5IlbFYFedEE1-2BQlqimdbaybFhtEs9-2FeMl2zEzIX5dpeHW-2FFQAThbRM0AEsBndhT0hX3jvq59-2BLwNGAJkaRv8y4-2F4g-3D-3DE9vW_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fSoNzffEIRFaNX7xN-2FSHeTW2-2B4J6T5HMCGvNJXyN1RXnAhkn0kdYMmMaPXS3aSJy7coN9ZZ6k9ZCfhDGUD95VC-2BsRKB9q2s9J-2F3xuJrej8FsWs3fRGjEAF4vVYTtEyXnjJwhtvMYrL4uzI-2BdRblZyMyO-2FdlWpyyXJbX0BhCfWkQn0o2BpXcomwAX7TyM6acQeM-3D
>  
>
> - Original Message -
> > From: "Ed Manning" 
> > To: "Official Softimage Users Mailing, List.
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDLSRVI-2BJtA9WEfSslUfvcKBeq39MM4UMlr8qjXGeMzyr5eAItyf4Oswqj13ZSv0cLHuzjn15e9cCpEDuWPypLX5rk3XswSPY7xwhJo-2F-2BGiTa9A7vzluNJre-2FXSZcqIp3Rf9Wi6Ac5vQF1My2TGVmPNwV66ZOEDDFbHB3C30xnZAyiTe15sWUjPYkXp1VQ4WGwqX638JLcxeVhFTTYABOFp84KFuZTzynZP3oBp8-2F9HhwkheDIKBc2o2j9jL4YMwKNi1OyZTe7fVsk3pAMWaFnqhDUyyblcB0JgQR6LCnnSpDgCElpzNLyazcidH3sXuEpDirBtLN5blTfssLfpQX9mUepTLn4Mfs9PWOs9DEe7gl8Zulk4F0WRsTcgrhE6LZoFmezLmfnrni8f6WVZGV4Nwg1fL51D4Q58ZpTSLfenXVx-2FLQ5eKgeYgA7eqrJBDZGpuhvNTf48k5E3TcDgCl71xy5vFX-2BLNwIbq1XP0fl6PE7FBiBFcIoJMxzKi9PbVsQtT3xj6W5COAJkkVoRHjdNtp8bQ2v9YMnLARYF8vtn50uRDot9oe1ink929La9dbyyYliBGEC7MF0HlJfqmAJHS-2FfmOTHDe1bm5Po12x18QwJ6dHVW7Oxbi5TxO8trooBf9ZXgMRH-2Fev3wntM6ySHVPnr4xDcr0-2B6DUxfAPNvM-2FbJA65phHzy-2B0D0H8ejptj94qfxuvEqauJ5AZXrSgz8cVQIz19on0dnxSCaxoj6avUoQhOLZ67Hr2vcl7fPRldyE-2Fb8j68QyF5TvUTXYMhjccNgku5Qyb-2F59o-2FjSjEfo1tNqsL-2BGVQD9kLJSSlR8Q-2FDsy3qQe3Tg2OTio9LYdNlT1DniXOAMkSyrqU-2Bs7T8JZoUO4LiFlLpzv5WRiOPcCi11Ksx0YSAI6hnRcT5gUBpkCh7zjrJ0-2BraVSqyrptjsbkcAIlVxldoyYQha0nvofBs5qI56mYHOSYIma-2Bcwb4SFxwsGVmzr4zYFzEqEVgfDa3abtWMuMK8fhX1VxcGatj29xQ4u-2FniHU3VZoIQwsg2FHYgylqj-2B9BZecuCbzL0vJYnLmcCHvXtquqI1-2Fj2PX4FvByUXL1B5mrEs5ygTWhjzjYSgyswfHG229U1wpw-2Bnr2hPA4EZcDtmNvplSkHlhkbrT18aow0EBn-2FmzY6vZUWmeInE3gL7IfDsxEQlo7N-2FCK6ff8KgtDAbZk8-2F424J-2BNgeDHAFpypoIL77F8CNDv8mSv-2BQ7m7le7ZOKPOZqN2NVdKm4zDqffDIOWgNaBoUB-2Fc20onN1LRAI-2FQ1POMLQOAIQ-3D-3Dhfdh_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fSoNzffEIRFaNX7xN-2FSHeTW2-2B4J6T5HMCGvNJXyN1RXnOgVpGW28av3Cp1U3KaQzTO6KjeXdLemyVoKq4A2eb-2BE6SV0cK97Dh0sVNjI5XP3xJor-2FjwyBIwkfiMfOSN1Rt-2BvAtwAZGjvFpw-2B6Lfc3LDL5bNvHi7-2BXms3Tuvu2hV4AH38sX4EDV3PTtmNVhOyP-2Fs-3D
>  
> "
> > 
> > Sent: Monday, 30 March, 2020 12:13:06 PM
> > Subject: anyone know how ICE "get closest location" actually works under
> the  hood?
>
> > need to reverse-engineer it in c++
> >
> > thanks!
> >
> >
> >
> > --
> > Softimage Mailing List.
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> with
> > "unsubscribe" in the subject, and reply to confirm.
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Re: anyone know how ICE "get closest location" actually works under the hood?

2020-03-29 Thread Steven Caron
I don't know the exact implementation but generally speaking they are
spatial queries backed by some sort of an acceleration structure with some
barycentric coordinates to get a polygon position/location. Assuming your
mesh data structure has attributes to interpolate you can do that with the
weights I believe.

Are you reverse-engineering in Softimage or another program?

On Sun, Mar 29, 2020 at 6:42 PM Ed Manning  wrote:

> need to reverse-engineer it in c++
>
> thanks!
>
>
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Re: Bifrost graph - Really trying but it's not happening

2020-02-21 Thread Steven Caron
Just trimming... don't mind me.

On Fri, Feb 21, 2020 at 11:18 AM J R Sanchez 
wrote:

> To be fair there is an indie license now which I have. Just $250 for Maya
> for a year.
>
>
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rsOelCL9r8TPNhamPpv5mE369XOklYHyTRTB0zhd4u-2BK35T-2FCBCMU-2FpYUYY7TE9MEI-2FQ8-2B0E2pP8jCXTnM6uEvn83tvjqU9qabjPo5fu7tTyLjlVmQnGvFpoZwkmDaLXr7DqbJkBTvkObfrobQzva9A-3Di-L7_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fRMN0IozelsJWvwy-2Fz1NODfkANmW2eioaK4dEL3ZkzSGRq0h-2FMx8GTEckKHu0C4BzmuyJOa0hlYutp9f0ID6oLI6waXoe3Nb2-2BE5PMUCoWtYo-2F4gNstHiPrGiSlssMyRy9SiqRwRy-2BUHlwEnx6m35UWe9ughzfAqux7SgpvE-2BcTRYJYZ6h8EXe-2FyrnJdtl48wb1X0HTx0NIBv1OCwGGZb9-2B
>   >
>
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6mT08W4d86ZkJx0Mhh6j6sQco1MW0g-2F02TnkFzgrTcW2xAAG2td-2FdaaBbqqeI0bcuvJyZVbJN23UQDEQRY7eaig64WYneN2tfbpGFdPwseGJRE-2F-2Fb8xO0WAh89WwIcZp1ZEmb-_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fRMN0IozelsJWvwy-2Fz1NODfkANmW2eioaK4dEL3ZkzSGd8k8xeEE5Sx4aL-2FDDQx1PLwR6HB6BwfEyK6n8SF-2BRcEu4v8b5-2FH5nH5JEuWGZWNC3mFHbcRob9xI2ElcjDm2PPTaNTVhxdpIlAhKibvgwL-2FS1tvmOWQ8Vu2GWAkCE18cDctxYDe00LNWterpRfMTFFhJe-2Fmw8FkU1uGmKof7S4i
>  
>   >
>
>
> On Fri, Feb 21, 2020 at 5:32 AM Jordi Bares  wrote:
>
>> Houdini is actually CHEAPER than Maya, check these
>>
>> HOUDINI CORE
>>
>> Maya Subscription   = £1,782.00
>> Houdini Core Rental = £1,544.00
>>
>>
>>
>> Now let’s add the “extras” for any Maya operation so we can compare
>> apples with apples.
>>
>> Krakatoa Standar bundle 

Re: The Softimage mailing list

2020-02-03 Thread Steven Caron
If you're part of the VES and watched the behind the scenes you would have
seen XSI being used on the Lego Movie 2 production. I am sure they have
moved on since but that wasn't that long ago that a full feature length
animation (an innovative one at that) was being done with XSI.

Hey Ben!

On Mon, Feb 3, 2020 at 2:35 PM Ben Barker  wrote:

> Literally yesterday ran into a modeler using XSI in production. We had a
> great chat.
>
>
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Re: Softimage mailing list: 2019 by the numbers

2020-01-13 Thread Steven Caron
no need to be rude to Jason, he clearly didn't know

On Mon, Jan 13, 2020 at 2:50 PM Mirko Jankovic <
mirko.yanko...@protonmail.com> wrote:

> Actually the announcementwas made the day AD bought Softimage.
> It was really clear from day one.
>
> "The future is bright!"
>
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Re: Softimage mailing list: 2019 by the numbers

2020-01-08 Thread Steven Caron
ya, that is a craaazy drop off. would love to see the increase on the
houdini forums ;)

On Wed, Jan 8, 2020 at 6:34 PM Matt Morris  wrote:

> Feeling a little maudlin at those figures.
>
> Had a quick look back at list activity:
>
> 2011 - 2013: holding pretty steady at around 12k posts a year.
> 2014: 14k posts (eol announcement)
> 2015: 4055 (crazy drop off)
> 2016: 3282
> 2017: 2311
> 2018: 1058
> 2019: 657
>
>
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Re: Sequential Alembic File

2019-11-30 Thread Steven Caron
I don't know if the built-in Alembic plugin can but I think the Exocortex
plugin did this, at least peaking at the code quickly it does...

https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchQ7GnCfDJgWrGbov1je8G-2B7CzDoeMBEhJnQ9L2TyH0Pp7CAqmLk-2Fe96-2BZbz3dsJziROaoh1HP1w6wquAhmiVMHiX0KVhpy9qoiPqC4Cah8VQ8gx7iNXZF-2FZigpl6E1nnvpgKyIdPiD4FM-2FTfRMlv5-2BdcatetVJLJwD2U3VrN4YQxcWHXoeV24DjQ-2BD3WjjU2nXTgJ0AcjQbQAPqfK8p-2FNXjHX3PbKcfuu0N7bUcDDwjGbfxihodmbTyoowa3KBA1iCYTHXF-2FY7NqpqzGXGPRTfQ3mxgMl-2BV-2B6Hz5bkyA26ycqDMgmh71GIIemAP3diBdGvOOp8PIVydx0-2FBv7-2BhPXYX4Qe48p02CtY6yDah58UYJ9F0nZcaxPFpNly5uFv7UEXjdVgD5uhhJL0X6PYYPBqdKZ4ghnCZrX4METw25R6tfRk9pAYFuow2WTPXROH2m-2B_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQFMvMgSPxwFF06XU5rLZr4loZ9nOR-2BHSUY10c1m-2FvUzwQgCgHVRAb91hqGYItpb8KXMoIil5NHOQQ2AFttwYVG0NbavWluWWS9eIzI0wQmCJ4w3-2F7-2Fd1gcgd-2BmzWnYFTY9Rt0V9W4Z9RFmm1HOUkuVPn1-2FHImxC9Kt6Hvh0sfrocq68Z2Q7Hsk2lGM9Qt8fXg-3D
 

funny aside... so while checking out Storm and to look for your answer on
the Alembic caches I typed in 'exo' in my search bar and 'exotic matter'
popped up. My browser still had cached the website icon and the Naiad home
page title etc. So I was curious and chose that address and it was brought
to another exotic matter, 'small batch cannabis' -
https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchg8g1WVJfcto95uwpDUO3LRWiXFyrUHrX2LL8dIiUkPmtsvkXrSGlnDWqoE4P7MA3xQjUd8RFZVukfH65DXYgaFRT96cKlhq-2FZSH01TI-2BXAU6fZ1c2ZQtj1daYLAmb9Yr-2FYmxgZBWaeMiKbgnGTcoUcXYEa3gN4k2MQdQpymn2ysN3VxCVrZMSqodByuhl7FGwygWMspCDj0-2FIgVZVW-2F2SRVMdChJdxAuS8-2FhzJo23d75Gmd7vfPcujSSCIjhUGUrSeiKDdZWNkecuWqnR7Oxt1qkcAxCXOo68EOjYLTBzX3BXUBEj-2BqahRZepD7O4yWF_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQFMvMgSPxwFF06XU5rLZr4loZ9nOR-2BHSUY10c1m-2FvUzyByRaU-2BvH5zJZARkVBb8Rpm-2BEjtaErbKL8f9-2BIaMcc0b-2F1VMBnyfaPFZCBGU-2BD7w9Rql7rn2WdUI-2BctlLgF7TcRQ4yMWun0-2FPWtsSMX96WxrYYm5ehNPmfCk48-2Fzbnb34PNjdvY7-2FnsAPu3Xk-2BUpDM-3D
 

On Sat, Nov 30, 2019 at 12:25 PM phil harbath 
wrote:

> Does anyone know if Softimage can open sequential Albembic files (I had no
> luck).  I am considering buying Storm (the granular solver) and that is how
> is saves the files.
>
> thanks
> Phil
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Re: The Softimage mailing list

2019-11-11 Thread Steven Caron
i think he is fibbing you... i am running pretty new nvidia drivers with
softimage just fine

On Mon, Nov 11, 2019 at 8:46 PM Jeremie Passerin 
wrote:

> That community has been amazing and I'm sad to see the end of it.
> Today my IT supervisor told me that softimage wasn't working properly with
> the latest drivers he wanted to push for the studio... the end is near.
> We're about to wrap our first production in Maya at Blur. The last one in
> softimage might be already started...
>
>
> On Mon, Nov 11, 2019, 16:03 Nicole Beeckmans-Jacqmain <
> arc.ann...@gmail.com> wrote:
>
>> I am learning hebrew at the moment
>> in the meantime using softimage to make the storyboard alongside painter
>> and wacom
>> i wonder if houdini 18 which looks promising
>> would give same intellectual pleasure at discovering a new 3d
>> building/app method as did and does softimage for me
>> ? someone has thoughts about houdini 18 as respect to pleasure at
>> thinking?
>> thanks for you
>> see ya
>> nicol
>>
>> Le mar. 12 nov. 2019 à 00:30, Stephen Davidson 
>> a écrit :
>>
>>> I still make money using Softimage/Redshift 3D! I have tried to learn
>>> other software, but I find Softimage is still the fastest
>>> to model and animate. Then, they released the latest version of Blender.
>>> Hey, that looks very familiar ! I believe it is time for me
>>> to switch over. slowly :)
>>>
>>> If only Redshift would work with Blender.
>>>
>>>
>>> On Mon, Nov 11, 2019 at 5:28 PM Luc-Eric Rousseau 
>>> wrote:
>>>
 Hi.

 The 11th anniversary of the Softimage acquisition, and therefore this
 version of the list, has come and gone last month.  I started working at
 Softimage in 1997, and it's been part of my life ever since.  My black
 t-shirts are faded, and my children recently found some XSI "tattoos" and
 magnets in the basement which they used for Halloween.  Odd bits of
 Softimage memorabilia are spread around the house that only Dad can
 identify.

 Every once in a while, I can sense IT sniffing around looking for old
 servers to retire. The Softimage mailing list server is some kind of Linux
 VM that I think continues to work as long as it doesn't bother anyone.

 I think it's time to think about switching the list over to the google
 group that archives it before the plug gets pulled on us. One would join
 that group to post and get future emails rather than the list. There may be
 other resources people want to share to stay in touch, such as LinkedIn
 groups, and si-community.com
 

Re: The Softimage mailing list

2019-11-11 Thread Steven Caron
All good things must come to and end.

Farwell, I owe this list and people on this list so much. I hope I returned
as much as I took!

On Mon, Nov 11, 2019 at 2:27 PM Luc-Eric Rousseau 
wrote:

> Hi.
>
> The 11th anniversary of the Softimage acquisition, and therefore this
> version of the list, has come and gone last month.  I started working at
> Softimage in 1997, and it's been part of my life ever since.  My black
> t-shirts are faded, and my children recently found some XSI "tattoos" and
> magnets in the basement which they used for Halloween.  Odd bits of
> Softimage memorabilia are spread around the house that only Dad can
> identify.
>
> Every once in a while, I can sense IT sniffing around looking for old
> servers to retire. The Softimage mailing list server is some kind of Linux
> VM that I think continues to work as long as it doesn't bother anyone.
>
> I think it's time to think about switching the list over to the google
> group that archives it before the plug gets pulled on us. One would join
> that group to post and get future emails rather than the list. There may be
> other resources people want to share to stay in touch, such as LinkedIn
> groups, and si-community.com
>   >,
> etc.
>
>
>
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Re: Friday Flashback #389

2019-10-25 Thread Steven Caron
poor guy ;)

On Fri, Oct 25, 2019 at 5:18 PM Bradley Gabe  wrote:

> Yeah but he also worked on Son of the Mask, so they kind of cancel each
> other out. :-p
>
>
>
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Re: Friday Flashback #389

2019-10-25 Thread Steven Caron
and David Shirk goes on to win an Oscar for Gravity as Animation Director

On Fri, Oct 25, 2019 at 12:55 PM Stephen Blair 
wrote:

> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchE18B7lYLnvRU16qf6Hf-2B5lsiKYYVqw5nYPWbCUQXONeLcylkJ4gqYBw6ns9s8MTtnM7T5svDelkgV-2FB6chC-2B6NGSp-2B8bd5RiB2sOBYSzBNg59U3iCpczKlhkagP7dO2mbI5TKxLplHU0j6G9EVyfem2lcVVCwijYa7ePmtAAPdYAapq5k6IIXVszXlZkz6QdKaT0Ne-2FUYggmJTmxr1iXh-2B-2FflHZkZEivvnXPQiLbfh0kggKkQLV4LL5YXI-2B-2F3RWz8z30aIA0dRCBrM9bfm76kWUYL1Idrm3Gj8h4UPwxJzXL42zNiLpUdq0EB26D3My1_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQJ7jrAX0WqBocg-2Fv2HSV6CclnAgKlefssxHyPb0StGGstu71ET-2FujwQzInf9aCuWLrt-2F1E-2FiqgTI35Hh3PJO1grarpaP8GjxCpmSZ-2F54-2BRqmveK-2BEMkixUpzxF-2Ftb0cpJtu97hmm-2F3VXcrLGsOnVE0A9KO1DuMhhKgztdkUrPSFmckcHxdRVNjnjYzGNSL8NE-3D
>  
>   >
>
> Blue Line Guy!
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Re: Something to try if FBX files are crashing XSI

2019-10-18 Thread Steven Caron
Odd, I was under the impression unsupported characters would be converted
to underscores. Do you have access to Maya and scripting knowledge there?

On Thu, Oct 17, 2019 at 3:42 AM Sven Constable 
wrote:

> Hey Fabian,
>
>
>
> I currently have the same problem with fbx files having special characters
> in it. I can import them in 3dsmax (it complains about the names but will
> import it at least). The datasets includes thousands of objects and
> unfortunatly my knowledge in 3dsmax is too limited to change their names
> via scripting in max.
>
> May I ask how do you managed to get rid of the special characters?
>
>
>
> Thanks,
>
> Sven
>
>
>
>
>
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Re: importing 2d points into Soft from 3DE

2019-10-07 Thread Steven Caron
Can you not just go to the 3DE4>Export Project menu and choose what you
want?

They added Alembic IO recently.


On Mon, Oct 7, 2019 at 3:42 AM Chris Marshall 
wrote:

> Hi All,
> Any thoughts on importing 2d point tracks from 3DE into Soft, maybe as
> nulls or something?
>
> Thanks
>
> Chris
>
>
>
> 
>  Virus-free.
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I4lGDNsD1bmsqLFnIATQKaiJicdT-2F0DKMufVrj-2B9B6yxXzGnjJE2PR-2BMNkZClliL2q7KcMWN7NOxnF91sSsU1z9zKDbJJefKnNqK27T35ndC2k7-2Bh7HVSSW3RLy8kxv0H-2Bup0MXOnQmI4SCj3Q-2FoBfj-2BPcBaqpwiimvDhIcyn1fTEje-2FixIE2FT-2BZ23IGoFtGTwKqKfdq21WQ-2FDxx9P87-2B03NE5kpjWcBrR-2Fhu8qqOe3xPqRZGjUdwvDgGq9KKhYpk8dQB-2BlCMya6aRgWFKUcv8-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSIyxb-2FHg8Z8V3BfEO7hIGoJTAhY7Iw2sERSLXh9r2D304ySf0khAfBy1rHPg-2BadJO-2FluKdAutiOvTMEmFVr2jq8JTHOXBQ2Vs-2Bypb4w6yj-2Brjp30v549uXFpTWUvHMdBUGwcemlAxZrlK-2B9skxAm2FLxDSKy6XZtF0yB-2F0njf-2B6rOHwfWJGhaiu3shefkWcoI-3D
>  
> 
> <#m_-6281534142168041432_DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
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Re: strands generated on points

2019-09-06 Thread Steven Caron
Use Jen's suggestion and not mine! :)

*written with my thumbs

On Fri, Sep 6, 2019, 8:54 AM Jens Lindgren 
wrote:

> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
> number of Particles and set Emission Type to Point. Rate doesn't really
> matter when you want to emit from mesh vertices.
> Then the secret sauce... Go in to your Emit from Geometry compound, then
> go in to Generate Points compound. In there, bring up the Generate Sample
> Set node properties and set Rate Type to All Points.
> Tada!
>
> //Jens
>
>
> On Fri, Sep 6, 2019 at 5:29 PM Kris Rivel  wrote:
>
>> Trying to make a long exposure effect of a stick of LEDs twirling around.
>> Have a nice animated grid of strands flying around and it looks great.
>> Problem is the particles generating the strands are just emitting on a grid
>> and stick to their emit location so they're not lined up nicely on the
>> emitter. They're just spread around randomly. Hoping I can keep this but
>> only generate one particle per point...but keep the "simulation" working so
>> I can turbulize it etc. and keep my generate strand trails which only seems
>> to work on simulated particles, not a simple "add point" on empty cloud
>> setup. Any ideas?
>>
>> Kris
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>
>
>
> --
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios
>   >
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Re: strands generated on points

2019-09-06 Thread Steven Caron
Wow, been a while for me but... Don't use Emit On Surface and instead bring
in the mesh, plug it into a get data (set to point position) then plug that
into an Add Point node. That's bare bones so you'll need to init some
variables for simulation... Ie. Mass, size, shape, etc

*written with my thumbs

On Fri, Sep 6, 2019, 8:29 AM Kris Rivel  wrote:

> Trying to make a long exposure effect of a stick of LEDs twirling around.
> Have a nice animated grid of strands flying around and it looks great.
> Problem is the particles generating the strands are just emitting on a grid
> and stick to their emit location so they're not lined up nicely on the
> emitter. They're just spread around randomly. Hoping I can keep this but
> only generate one particle per point...but keep the "simulation" working so
> I can turbulize it etc. and keep my generate strand trails which only seems
> to work on simulated particles, not a simple "add point" on empty cloud
> setup. Any ideas?
>
> Kris
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Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-30 Thread Steven Caron
Thanks Matt for elaborating, your memory is so much better than mine. But
those were the 'issues unique to softimage' I was referring too.

The composition of layers, the resolving of those complex compositions, the
openess of the specification, and it's API makes highly inspectable and
customizable, which was what I was alluding to earlier, Johnathan. This
makes the biggest difference between what softimage provided with reference
models vs USD.

*written with my thumbs

On Fri, Aug 30, 2019, 4:48 PM Matt Lind  wrote:

> I worked at Omation too. While I didn't write O-Net or metascene, I sat in
> the same office as those who did and was part of discussions.
>
> As Steven said, metascene wasn't that similar to USD, but there were also
> two versions. Helge's version was the first version, but it was replaced by
> Adam and Mike when he left, and their version was much more developed. It
> was mostly designed to work around XSI's limitations with access to scene
> contents through the .scntoc as all the file formats were black boxes. The
> main problem we were bumping into was that 32 bit computers couldn't hold
> all the data we needed to load and render. We needed a system to offload
> contents selectively when it got to be too much. We also had significant
> problems with data corruption and needed a means to work with data reliably
> by having some form of control of it so it could be inspected and repaired
> if needed.
>
> Barnyard had a very deep revolving door of talent coming and going, and
> with that, a lot of inside knowledge of how things were done often
> disappeared without record because it was an ad-hoc production. and very
> little was documented. In my particular case, after I fixed the animation
> pipeline I assumed shader writing responsibilities, but my predecessor did
> not leave source code behind for many shaders, or documentation of which
> ones were deployed in production for situations when multiple versions of
> the code existed. So for me, metascene was a way to track down which scene
> files had gone through the pipeline using these rogue undocumented shaders
> that needed to be addressed when the shots got kicked back for
> re-rendering. Without a shader .dll, the artist cannot open the scene file.
> Without the source code to the shaders, I couldn't produce a shader .dll.
> That meant the entire shot would have to be rebuilt from scratch making
> management very unhappy. I spent many long nights reverse engineering these
> shots to figure out how to rewrite the shader code to match the results of
> shots that had already gone through the pipeline with the rogue shaders –
> and across two different platforms. Ugh.
>
> When artists created work at their workstation, they'd iterate all day
> long until they had something worthy of submission for approval. At that
> point they'd publish to O-Net (the system), and plugins on the back end
> would intercept the scene data and re-encode it into a list of files in a
> proprietary file format. Each hierarchy in the scene would become it's own
> file, pretty much like a model, but described in XML instead (or other
> format). the relations of these files would be recorded in a SQL database
> and other places so when they go onto the render farm they could be
> rendered and tracked. Once the system was fully fleshed out, front ends
> were made to automate tasks so scenes could be re-rendered if necessary, or
> fabricated entirely from the command line and submitted for rendering
> (mostly for rudimentary tasks like mattes). I cannot remember for sure, but
> I think later in the production all scenes were loaded from O-Net and not
> the scene file created from the previous save operation. This meant the
> scene was assembled from the re-encoded and tracked data, not the scene
> file. This helped limit corruptions and other issues.
>
> O-Net / Metascene was more a scene manipulation and analytics tool. But as
> stated above, Softimage's file formats were black boxes, so there were
> limits to what could be done. Not all assets could be successfully
> re-encoded and produce the same results. A lot of guess work was involved.
>
> USD is a specification of how to handle data and resolve disputes when
> collisions arise. It's not an analytical tool, but analytic tools can be
> written to work with USD files.
>
> Matt
>
>
>
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Re: Thoughts on USD in comparison to Softimage 'Referenced Models'

2019-08-26 Thread Steven Caron
Aw8n-2FVTHQg4R7ZiIcuLf77J0GefQF5a7j4mYg61htIGzU-3D
>>  
>> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNch-2BwSLMAIA8-2B-2Fai7Was5M7NUgkRPlvtBVWECuMBMaQ6RK0EF7467agVCsUfcarGi4RPfTWJUn7l0RRdAkTEXxTX3Hd6Bc5uaWpsQ3TcXL9hLBYCQrjuAtJGCapC7qKFBLM4becCVydKwlmXRzJouNvGEMySIyYg-2FBpCK0rU-2B-2BxNrW2x9bCoPjZ539xfmGVir3wWM4aBBCRqK-2FOCLDZe-2BwrbF5hUWVkDLc10b2cAu7FKFeMcc8HVnD4AL4yBKTsnGQQ3UFrNeL2cbWWpjHCTvbCN55pS3ewUuS4-2BxnY6ItAf5IIWJ9UHj2ylegpaKhIdypt0guF-2FS1R5l-2BWWKxeY3t9xpX0gntZensQTpr0GbFCA9SkoCsqnZ-2Bkq2eZoTCZJ9EZe6j3CFVNf0nxMDp0-2FNXcQy4KqmyZdijItkRv1wlmQpFxq8F4mXtTu1cs8P-2FN-2B0mS-2B8oOc7Ivmiumw0msHcQdDDd7VQjxZCwu8V3w3qr-2Bph78FlVZkUzqTQkjFkfMcZqrsMExY342KJi3vHNi-2BSUI1OF7MLOwlwYioESCVvEM713h0iNkhws6NVVo2oQCj3K6kLLjR9Jw5Aq7xisk6g-2FUw7zkGZmg4q9BByyBH9waYUeSR5T6qdnxH7yRf6grDPe0tqkP5zryTv1d018leW350arodWqWJXvO0tU-2BDpSVkxyE-2BdOIHd1F3r6UmmewnzfQp9IzogDrXLEuS3Ho56h7ByB2C-2BEhFK53kmlAx3uyWplOk11O9h79wA7yjR-2BiP7I-2FC4r9RE8b0ELPQkB1ixEP-2FayCSAwO0WE7-2FPFaWcwSOhnZtRQ9Gk4Ud4li5mJj4MbSEoXFI20ZKHxid2D8Cnc5clZbv2Z8ilGJVtiLVugfgyQ2Oz1ItBlMoykTSgp-2F6grmaK2p5J8-2F8AmJmDLBB0BYAANt5YKaCX-2F1cKE8omochY1E8p2jd9SE8NQ-2BWzZJTZgM-2F8kviSqtpo2sH-2Fhel3dk653aeAAGyeWiXcz5SqOnJQRv3-2FGUqb5j5jp8jnvfGRIEc5ohLuPHQ0RyjhF4wlPQ76CdLNuy30IGyVwAobh6-2FtI3YJbJKa6sYwHhOE6HXb-2FMyZnYALfbeEMOlZdpeKD7NHS3zOBJpO-2Ffh2Yn2wLRSEpzmESkfmd6Elouhy24rCUXaiFuQbHBPr7Vh1CDbaVyEI91pEj0-2FuPUMQj8-2Brc1IxJKjqDKmX-2B7aZcIOqia-2FX2bUVaK7IX7TBKQXcAgXrrZ2g6lQIJJyNKIeoMGpiGYlV-2FPne8jl8iex1IBNqSGf9wvX0ThvAqqkRzI3xnsDA2BfcI9V69TTRB-2BjyOzUfpKShc-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuTMIaya06a4GptPrCYK6vfNaAcNpTFtbfENNdC3XXQsieaViDHYMb0cZ9QVsCkGhqvVGSC-2BLSGM8igryX2hnsoNU7Qu-2BLvRE6fLFfeQGrtdi0Ta1kMvsnY-2B9IbY-2FL67WJm7dIgyjsiqaKAmxQcWsHDJZTaZ4VmMBANEEsCIBtUfwefX5Y7BCEWBCP71w0tm4q0-3D
>>  >
>>
>> The prescience on show from the pair as to the potential of an XML based
>> pipeline is impressive, and has many parallels to the USD benefits we see
>> realised today (particularly in Helge's post, Andy's provides to technical
>> insight without getting into the vision too much). Obviously we're talking
>> 2005 here but it feels to me that USD has in part grown from the more
>> sophisticated pipelines of the 00's (Helge references the pipeline used on
>> the first two Spiderman reboots of the 00's).
>>
>> Considering that Animal Logic were pretty much a Softimage shop, well
>> from 2003 onward (with Houdini for FX) pre Soft's EOL, it's seems more than
>> coincidence that they were responsible for the first robust open source USD
>> implementation.
>>
>> Maybe I'm making links were none exist, but I can see a big advantage in
>> recruiting technical artists with a Soft background as USD and MaterialX
>> gain traction.
>>
>> On Thu, 22 Aug 2019 at 16:47, Jonathan Moore 
>> wrote:
>>
>>> My bad, that's exactly who I was thinking of. 臘
>>>
>>> On Thu, 22 Aug 2019 at 16:42, Steven Caron  wrote:
>>>
>>>> I am not part of the Arnold team... I work at Quixel now. Maybe you're
>>>> thinking of magnificent Stephen Blair?
>>>>
>>>> *written with my thumbs
>>>>
>>>> On Thu, Aug 22, 2019, 8:34 AM Jonathan Moore 
>>>> wrote:
>>>>
>>>>> Steve, have you had any exposure to the Maya plugin version of Animal
>>>>> Logic's USD environment? I understand you're part of the Arnold team these
>>>>> days, but I wondered if you've been exposed to anything you can talk 
>>>>> about?
>>>>>
>>>>> On Thu, 22 Aug 2019 at 16:25, Steven Caron  wrote:
>>>>>
>>>>>> USD has an API, can be edited with python, and a human readable
>>>>>> format if desired. All huge benefits over 'ref models'
>>>>>>
>>>>>>
>>>>>> *written with my thumbs
>>>>>>
>>>>>> On Thu, Aug 22, 2019, 4:25 AM Jonathan Moore <
>>>>>> jonathan.moo...@gmail.com> wrote:
>>>>>>
>>>>>>> At a high level USD and the way that referencing was handled in
>>>>>>> Softimage through 'Models' has many parallels. I'm interested in any
>>>>>>> thoughts and opinions some of you may have having utilised both USD and
>>>>>>> Softimage 'Referenced Models'. Even if you haven't used USD in 
>>>>>>> production
>>>>>>> yet I'm interested in any thoughts you may have regarding its possible
>>>>>>> benefits and pitfalls.
>>>>>>>
>>>>>>> This is an open question so I won't colour it with my opin

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

2019-08-22 Thread Steven Caron
I am not part of the Arnold team... I work at Quixel now. Maybe you're
thinking of magnificent Stephen Blair?

*written with my thumbs

On Thu, Aug 22, 2019, 8:34 AM Jonathan Moore 
wrote:

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

2019-08-22 Thread Steven Caron
USD has an API, can be edited with python, and a human readable format if
desired. All huge benefits over 'ref models'


*written with my thumbs

On Thu, Aug 22, 2019, 4:25 AM Jonathan Moore 
wrote:

> At a high level USD and the way that referencing was handled in Softimage
> through 'Models' has many parallels. I'm interested in any thoughts and
> opinions some of you may have having utilised both USD and Softimage
> 'Referenced Models'. Even if you haven't used USD in production yet I'm
> interested in any thoughts you may have regarding its possible benefits and
> pitfalls.
>
> This is an open question so I won't colour it with my opinions but any
> thoughts you might have will be most appreciated as I'm providing some
> background info for a client.
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SItoA 5.1.0-alpha!

2018-07-19 Thread Steven Caron
Hey Gang,

Check this alpha release out! Please test it and get back to us about it.

https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_caron_sitoa_releases_tag_5.1.0-2Dalpha-2D1=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=rfDvjZOrkTKKxaaOrsOIItGtr_GZmUAwgCCML_FycY8=Vn1yihouPcH9fIlGFDOQZq7GZAjfA95eGkl5VnYXFV8=

Everyone should thank Jens Lindgren for getting a lot of work done in this
release. It made it a lot easier for me to get started adding new features.

This is an alpha release, more stuff to come.

Steven
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Re: A pain in the Arnold...

2018-06-01 Thread Steven Caron
How are the different shaders applied to this single object? Is it using
face sets? There is a cap of 256 shaders per object if that is the case.
Although, what you initally described doesn't sounds like this is the
case...

Talk to the support guys, it's Stephen Blair BTW... He will help get you
right.

*written with my thumbs

On Fri, Jun 1, 2018, 7:25 AM Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov> wrote:

> I have found one workaround so far that seems to force the render to
> behave. The geometry is procedurally created in CityEngine. The offending
> geometry in the scene is the “sidewalk” object. But the way it is generated
> is that the entire sidewalk is like an arterial system created as one
> object for the entire scene. Its really large, and is very oddly shaped.
> But the geometry appears to be fine. The Maya Software renderer handles it
> just fine.
>
>
>
> What I seem to have discovered is that if I break it up into smaller
> segments the shading bugs go away. Its almost as if Arnold is applying a
> smooth shading override to the surface. Even though I’ve set normals on the
> surface to face, applied hard edges, every attempt to modify normals in
> some substantial way has failed to affect the shading bug.
>
>
>
> Incidentally there are other really large “organs” in this scene. But they
> are comprised of smaller groups that are disconnected from the other groups
> but still as one large single object. They render fine. It only seems to be
> an issue with large objects with contiguously connected elements.  Does
> anyone know what gives with this? Is Arnold trying to do something special
> that affects objects of immense size that are contiguously connected?
>
>
>
> Joey
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph
> G. (LARC-E1A)[LITES II]
> *Sent:* Friday, June 01, 2018 9:42 AM
> *To:* Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=XnMSo0xQmnyUoLWfiSAdXQ028HvP2qbpPtDONRjlNps=TWUcDLnqLaCE17wx14RgLjzfRMap-QxpFkRIH8xgJik=
>  <
> softimage@listproc.autodesk.com>
> *Subject:* RE: A pain in the Arnold...
>
>
>
> Nope. First thing I checked. CV counts at each vertex are 1. There is no
> non-manifold geometry that I can find related to the objects with the
> anomaly.
>
>
>
> Besides, if it were the geometry, I would expect that removing the texture
> would not remove the anomaly. If there is no texture, the bug is not
> present.
>
>
>
> Thanks
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Jordi Bares
> *Sent:* Friday, June 01, 2018 9:36 AM
> *To:* Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=XnMSo0xQmnyUoLWfiSAdXQ028HvP2qbpPtDONRjlNps=TWUcDLnqLaCE17wx14RgLjzfRMap-QxpFkRIH8xgJik=
> 
> 
> *Subject:* Re: A pain in the Arnold...
>
>
>
> I would suggest you double check the geometry, is it possible you have
> double triangles?
>
>
>
> jb
>
>
>
> On 1 Jun 2018, at 14:32, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
> j.ponthi...@nasa.gov> wrote:
>
>
>
> The original shader was a Lambert material with an image and a texture
> placement.
>
>
>
> Replacing the shader elements with like for like makes no difference.
>
>
>
> Replacing the file and Lambert nodes with aiImage and aiStandardSurface
> also made no difference.
>
>
>
> I also replaced the SG and deleted the texture placement. No change.
>
>
>
> Bummer. Thanks anyway!
>
>
>
> joey
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Ponthieux,
> Joseph G. (LARC-E1A)[LITES II]
> *Sent:* Friday, June 01, 2018 9:06 AM
> *To:* Official Softimage Users Mailing List.
> 

Re: Softimage to Arnold going open source

2018-02-20 Thread Steven Caron
Exactly, I would happily contribute some time in making sure new features
in Arnold core make it into SItoA.

@Tenshi, best thing to do is fill up the ticket/bug/feature requests. So we
know what is needed.

On Tue, Feb 20, 2018 at 2:03 PM, Frederic Servant <
frederic.serv...@gmail.com> wrote:

> Hi Tenshi,
>
> Hopefully we'll continue implementing stuff on our spare time, maybe the
> community will team up to implement new features and keep up with the
> Arnold releases.
>
> Cheers,
> --
> Fred
>
>
>
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SISideBar in Maya

2017-11-14 Thread Steven Caron
I saw this one GitHub and it made me happy...

https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_ShikouYamaue_SISideBar=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zoS1ybYQkI6ZV8ItktGURhoDVa6RRJJ4Em9A0t29_4g=eSaW5Hi00p-j4JepiyLFZfmJ1DaEoQbHiciO697csAU=

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3D14T5-5FAk4dAE=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=zoS1ybYQkI6ZV8ItktGURhoDVa6RRJJ4Em9A0t29_4g=hh4PU5agWTXhqcZP9Yun2-t8s0RmWg3nf2KKtD6Wrh4=

Steven
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RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Steven Caron
And excuse my grammar...

*written with my thumbs

On Oct 6, 2017 9:49 AM, "Steven Caron" <car...@gmail.com> wrote:

And I think you're experience on both is valuable. I outed you to avoid the
'us vs them' replies.

Thanks again Brent!

*written with my thumbs

On Oct 6, 2017 8:30 AM, "Brent McPherson" <brent.mcpher...@autodesk.com>
wrote:

Damn! I've been outed.



Yes, I was part of the team that worked on Maya 1.0 before moving to
Softimage.



I was a big proponent of embedded scripting languages and pushed really
hard for the product to be built around an embedded language. I also worked
a lot on the core architecture and OpenGL drawing/selection aspects of Maya
but left very soon after 1.0 shipped.



At Softimage I got to re-invent myself and do a lot more user facing
features as well as dabble in just about every part of the product which
was great fun. Also, the passion from the community was a really big part
of the whole Softimage experience.

--

Brent
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RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Steven Caron
And I think you're experience on both is valuable. I outed you to avoid the
'us vs them' replies.

Thanks again Brent!

*written with my thumbs

On Oct 6, 2017 8:30 AM, "Brent McPherson" 
wrote:

Damn! I've been outed.



Yes, I was part of the team that worked on Maya 1.0 before moving to
Softimage.



I was a big proponent of embedded scripting languages and pushed really
hard for the product to be built around an embedded language. I also worked
a lot on the core architecture and OpenGL drawing/selection aspects of Maya
but left very soon after 1.0 shipped.



At Softimage I got to re-invent myself and do a lot more user facing
features as well as dabble in just about every part of the product which
was great fun. Also, the passion from the community was a really big part
of the whole Softimage experience.

--

Brent
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RE: Maya - What were they thinking 3 - pivots

2017-10-06 Thread Steven Caron
I an pretty sure Brent helped ship Maya 1.0... so maybe he isn't sane or a
'Softimage man'.

:P


*written with my thumbs


On Oct 6, 2017 7:45 AM, "Morten Bartholdy"  wrote:

Being a former Softimage man, I'd peg you as at least a lot(!) more
rational and logical than the other species of software dev's ;)

Morten


> Den 6. oktober 2017 klokken 14:30 skrev Brent McPherson <
brent.mcpher...@autodesk.com>:
>
>
> Huh? Where did you get the impression I'm sane! :-O
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: 06 October 2017 13:05
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__urldefense.proofpoint=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=V2nXQ3LG2UuEiHAogrnDPhrDLjwmCkcpQWPX6XWupKE=Y0s_WCJw-nDfifXu4dvib4QqgFhVRUhRoIr2QWXEpCg=
>  .
com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_
xsi-5Flist=DwIFAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_
32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=dpzgBs0ngbUSd3U7joA_
ugvV0VgBSdVPrZXoO0vZ_no=twFHsPAQtXj39VNITMISNu4qszGa7y4LhcRk3Q06k00=  <
softimage@listproc.autodesk.com>
> Subject: RE: Maya - What were they thinking 3 - pivots
>
> Thank you Brent. It is good to hear at least one sane person is working
on Maya development ;)
>
> Morten
>
>
>
>
> > Den 5. oktober 2017 klokken 15:54 skrev Brent McPherson <
brent.mcpher...@autodesk.com>:
> >
> >
> > I added bake pivot as it was frequently requested by Softimage users.
> > ;-)
> >
> > If you want to look behind the curtain it is implemented by the
bakeCustomToolPivot.mel script in the Maya runtime directory.
> >
> > Internally it just calls the move/rotate commands with the
> > -preserveChildPosition and -preserveGeometryPosition flags. (after
> > figuring out the desired orientation and position)
> > --
> > Brent
> >
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> > Ponthieux, Joseph G. (LARC-E1A)[LITES II]
> > Sent: 05 October 2017 14:42
> > To: softimage@listproc.autodesk.com
> > Subject: Maya - What were they thinking 3 - pivots
> >
> > Hey,
> >
> > Given the recent discussion on Maya transforms, and my prior comments
on the subject, I thought I would post this here since I think most
Softimage folks will find it useful.
> >
> > I've been attempting to acclimate to Maya again after a long time away
from it and as a result of some recent projects that I had that felt were
better suited to Maya. In the process I've discovered a few things that
have changed or been added in recent version. One discovery in particular I
think most former SI users will find useful is Bake Pivot.
> >
> > It appears that the command Bake Pivot was added somewhere during
version 2016, and evolved a bit between extension 1 and extension 2 of that
version. In its current incarnation in 2017 and 2018 it appears to function
in a way that will permit you the ability to edit the pivots to get a
result similar to what you were getting in Softimage. To use it:
> >
> >
> > Create an object
> > Hit the Insert key
> > Modify your pivot as desired in both position and orientation (do not
> > exit the pivot editing before baking) Execute Modify>Bake Pivot (make
> > sure it is Position and Orientation)
> >
> >
> > Once baked, the pivot will now be relative the object much the way you
experienced this in XSI. And it seems to inversely modify the transforms so
that everything is maintained within Maya space but in a way that will be
familiar to anyone with a prior Softimage background. It seems to be doing
something very similar to what we used to do in Maya by performing a
unparent/freeze/reset/reparent relative the object and a dummy locator at
world space. The Bake Pivot apparently performs all the inverse
transformations and freeze/reset without the need to unparent.
> >
> > If you're not on Maya 2016 Ext 2 or later you will still have to deal
with pivots in the legacy manner. And  I'm still of the mindset to
recommend that it is best not to edit pivots in Maya at all if you can
avoid it. And least till I better understand what Bake Pivot is really
doing...
> >
> >
> > Joey
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
with "unsubscribe" in the subject, and reply to confirm.
> --
> Softimage Mailing List.
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>
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RE: Maya - What were they thinking 3 - pivots

2017-10-05 Thread Steven Caron
Thank you Brent!

*written with my thumbs

On Oct 5, 2017 6:54 AM, "Brent McPherson" 
wrote:

> I added bake pivot as it was frequently requested by Softimage users. ;-)
>
>
>
> If you want to look behind the curtain it is implemented by the
> bakeCustomToolPivot.mel script in the Maya runtime directory.
>
>
>
> Internally it just calls the move/rotate commands with the
> -preserveChildPosition and -preserveGeometryPosition flags. (after figuring
> out the desired orientation and position)
>
> --
>
> Brent
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]
> *Sent:* 05 October 2017 14:42
> *To:* softimage@listproc.autodesk.com
> *Subject:* Maya - What were they thinking 3 - pivots
>
>
>
> Hey,
>
>
>
> Given the recent discussion on Maya transforms, and my prior comments on
> the subject, I thought I would post this here since I think most Softimage
> folks will find it useful.
>
>
>
> I’ve been attempting to acclimate to Maya again after a long time away
> from it and as a result of some recent projects that I had that felt were
> better suited to Maya. In the process I’ve discovered a few things that
> have changed or been added in recent version. One discovery in particular I
> think most former SI users will find useful is Bake Pivot.
>
>
>
> It appears that the command Bake Pivot was added somewhere during version
> 2016, and evolved a bit between extension 1 and extension 2 of that
> version. In its current incarnation in 2017 and 2018 it appears to function
> in a way that will permit you the ability to edit the pivots to get a
> result similar to what you were getting in Softimage. To use it:
>
>
>
>
>
> Create an object
>
> Hit the Insert key
>
> Modify your pivot as desired in both position and orientation (do not exit
> the pivot editing before baking)
>
> Execute Modify>Bake Pivot (make sure it is Position and Orientation)
>
>
>
>
>
> Once baked, the pivot will now be relative the object much the way you
> experienced this in XSI. And it seems to inversely modify the transforms so
> that everything is maintained within Maya space but in a way that will be
> familiar to anyone with a prior Softimage background. It seems to be doing
> something very similar to what we used to do in Maya by performing a
> unparent/freeze/reset/reparent relative the object and a dummy locator at
> world space. The Bake Pivot apparently performs all the inverse
> transformations and freeze/reset without the need to unparent.
>
>
>
> If you’re not on Maya 2016 Ext 2 or later you will still have to deal with
> pivots in the legacy manner. And  I’m still of the mindset to recommend
> that it is best not to edit pivots in Maya at all if you can avoid it. And
> least till I better understand what Bake Pivot is really doing…
>
>
>
>
>
> Joey
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: XSI SelectTool context menus.

2017-08-19 Thread Steven Caron
Reference to all the related enums

http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siMenuAnchorPoints.html

*written with my thumbs

On Aug 18, 2017 10:45 PM, "Matt Lind"  wrote:

 If you want to see all their locations, then make a
self-installing plugin and register a menu at every location defined by
iterating through the enums using a 'for' loop in your XSILoadPlugin()
callback.
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Re: XSI SelectTool context menus.

2017-08-18 Thread Steven Caron
registering a menu is for you to anchor you items in it, not pull that menu
into your custom tool... someone would have to back me up but i don't think
this is possible. sorry dude :(

On Fri, Aug 18, 2017 at 12:35 PM, Andrew Prostrelov 
wrote:

> I just thought that if you register in plugin some customContextMenu and
> if you know its name you maybe can add it into other tools. For example
> when you create CustomEvent. You can reach it outside of your plugin right.
>
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Re: XSI SelectTool context menus.

2017-08-18 Thread Steven Caron
The first statement sounds right, the second... I don't think that is
possible, you can't take just instance the factory select tool context menu
into your custom tool. You would need to recreate all the functionality
yourself.

On Fri, Aug 18, 2017 at 12:18 PM, Andrew Prostrelov 
wrote:

> Correct me if i am wrong Steven, but this way my CustomTool would appear
> in SelectTool context menu right ? And i want add into my CustomTool the
> same context menu that appear if we press RMB in SelectTool. The SAME exact
> context menu.
>
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Re: XSI SelectTool context menus.

2017-08-18 Thread Steven Caron
Register a menu with siMenu3DViewObjectSelectContextID as the anchor
point...

http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/index.html?url=files/cus_menus_RegisteringaCustomMenuinXSI.htm,topicNumber=d30e48256

*written with my thumbs

On Aug 18, 2017 6:38 AM, "Andrew Prostrelov"  wrote:

> Noi am looking for the way to reach SelectTool context menus. If you turn
> SelectTool on and pres RMB you open menus that i want to reach.
>
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Re: inevitable misery...

2017-08-04 Thread Steven Caron
is this what we said about Arnold/SItoA... :)

On Fri, Aug 4, 2017 at 12:25 PM, Leoung O'Young 
wrote:

> That would be a stab in the heart. Redshift has been a savior for us.
>
> Leoung
>
>
> On 8/4/2017 3:16 PM, Stephen Davidson wrote:
>
> My biggest fear is Autodesk acquiring Redshift.
>
>
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Re: shameful houdini question

2017-04-27 Thread Steven Caron
Well at first I was using VOPs. So the looping stuff was hard to get right.
I eventually got it but it was hard to debug and get the result I was
looking for. I obviously was just doing something wrong, I have little time
right now to actually read ever doc/tutorial. I am relying mostly on my
intuition with some docs/tutorials.

As we probably all know looping in a graph is a hard concept to visualize.
ICE took most of it away with how it automatically looped over points and
would do certain operations with arrays transparently, at the cost of
making a simple loop not simple. VOPs has various loop blocks which is more
general but I struggle with making sense of it (and most users I read don't
use them). Fabric's Canvas (pre Blocks) had you write KL in your graph to
do the loop/pex, and now with Blocks you have a better way of doing it with
actual nodes but is still tricky to visualize.

On Wed, Apr 26, 2017 at 11:03 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Technically, VOP is just a wrapper around VEX, so you could say that
> you're kinda using VEX... indirectly! :P
>
> @Steven I actually didn't reply to your question at all. I don't know how
> I manage to misread emails that well but I'm pretty good at it! Anyways,
> the function `pcfind` returns point numbers, so then you can just loop over
> them and use the usual methods, such as for example `point
> ` to retrieve
> other attributes.
>
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Re: shameful houdini question

2017-04-26 Thread Steven Caron
Yes, Volume VOPs I have been using a lot and seem the right way to go for
the noise functions and simple range fit, clamps, gain, plus/minus/mul etc.

For anything point related which we would do in ICE previous sounds like
all wrangles (minus the noise stuff you mentioned).


On Wed, Apr 26, 2017 at 4:05 PM, Andy Nicholas <a...@andynicholas.com>
wrote:

> VEX Wrangles nearly all of the time. Usually the only reason I go into
> VOPs is if a) I need to use something like the Anti-Aliased Noise VOP
> (which can’t be called as a function directly from VEX), or b) if I’m doing
> shaders. For some reason I find shaders much easier to deal with in VOPs. I
> suspect it’s partly because I just haven’t used them enough, plus
> testing/debugging VEX is generally a bit of a nightmare.
>
> FYI, I’m working on a solution for making noise much easier to use in VEX
> and VOPs as part of the siLib initiative. I know it doesn’t exactly sound
> exciting, but from my experience working with existing noise functions in
> Houdini, I think a lot of folk will find it extremely useful. I’ll explain
> more when I finish it. Show, not tell :)
>
>
> On 26 Apr 2017, at 23:47, Steven Caron <car...@gmail.com> wrote:
>
> OK, great... I can see how to customize it from that snippet.
>
> Just to understand how the power users are using this. Are you using
> wrangle nodes with vex snippets 100% of the time or are you using the VOP
> sub graph for somethings?
>
> Steven
>
> On Wed, Apr 26, 2017 at 11:38 AM, Andy Nicholas <a...@andynicholas.com>
> wrote:
>
>> If you have a look at the docs for pcfilter, it gives you some VEX code
>> that’s the equivalent functionality. You can tweak to suit your needs.
>>
>> Pasted in from the docs:
>>
>> - - - -
>>
>> float pcfilter(int handle; string channel)
>> {
>> floatsum, w, d;
>> floatvalue, result = 0;
>> while (pciterate(handle))
>> {
>> pcimport(handle, "point.distance", d);
>> pcimport(handle, channel, value);
>> w = 1 - smooth(0, radius, d);
>> sum += w;
>> result += w * value;
>> }
>> result /= sum;
>> return result;
>> }
>>
>> pcfilter takes the points that were opened by the point cloud and
>> produces a filtered value. The following equation shows how the individual
>> points are weighted.
>>
>> w_i = 1-smooth(0, maxd*1.1, d_i);
>>
>> maxd is the farthest point, and w_i is the weight for a given point at
>> distance (d_i). Points that are closer to the center will be weighted
>> higher with that formula, rather than it being an average.
>>
>>
>> On 26 Apr 2017, at 19:25, Steven Caron <car...@gmail.com> wrote:
>>
>> So pcfilter has weighting built into it?
>>
>> I guess I want to customize this weighting should I not use pcfilter? and
>> use pcfind and loop over the particles?
>>
>>
>> On Wed, Apr 26, 2017 at 11:18 AM, Andy Nicholas <a...@andynicholas.com>
>> wrote:
>>
>>> Yep, I’m afraid I’m a complete VEX convert now. I never used to be!
>>>
>>> Cris, don’t mind me posting stuff like that, I’m just doing it in case
>>> it’s useful to anyone who’s trying to get into VEX. Actually, when I was
>>> learning to do all the point cloud stuff, I found it useful to see the VEX
>>> when I was trying to understand how to hook up the pointcloud VOPs. I
>>> (still) don’t think it’s obvious how to do it, especially when you start
>>> thinking about if it’s necessary to use pcclose() and where that should be
>>> wired.
>>>
>>> It’s one of the reasons I moved to VEX, things like “loops" and “if”
>>> statements are much easier to understand in VEX than VOPs.
>>>
>>>
>>>
>>> On 26 Apr 2017, at 19:07, Steven Caron <car...@gmail.com> wrote:
>>>
>>> Thanks guys! I didn't want to use VEX even though I might need to in the
>>> long run.
>>>
>>> On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas <a...@andynicholas.com>
>>> wrote:
>>>
>>>> Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if
>>>> you want to try that approach:
>>>>
>>>> float radius = 1.0;
>>>> int maxpts = 50;
>>>> int handle = pcopen(0, "P", @P, radius, maxpts);
>>>> @P = pcfilter(handle, "P");
>>>>
>>>>
>>>> On 26 Apr 2017, at 18:37, Cristobal Infante <cgc...@gmail.com> wrote:
>>>>

Re: shameful houdini question

2017-04-26 Thread Steven Caron
OK, great... I can see how to customize it from that snippet.

Just to understand how the power users are using this. Are you using
wrangle nodes with vex snippets 100% of the time or are you using the VOP
sub graph for somethings?

Steven

On Wed, Apr 26, 2017 at 11:38 AM, Andy Nicholas <a...@andynicholas.com>
wrote:

> If you have a look at the docs for pcfilter, it gives you some VEX code
> that’s the equivalent functionality. You can tweak to suit your needs.
>
> Pasted in from the docs:
>
> - - - -
>
> float pcfilter(int handle; string channel)
> {
> floatsum, w, d;
> floatvalue, result = 0;
> while (pciterate(handle))
> {
> pcimport(handle, "point.distance", d);
> pcimport(handle, channel, value);
> w = 1 - smooth(0, radius, d);
> sum += w;
> result += w * value;
> }
> result /= sum;
> return result;
> }
>
> pcfilter takes the points that were opened by the point cloud and produces
> a filtered value. The following equation shows how the individual points
> are weighted.
>
> w_i = 1-smooth(0, maxd*1.1, d_i);
>
> maxd is the farthest point, and w_i is the weight for a given point at
> distance (d_i). Points that are closer to the center will be weighted
> higher with that formula, rather than it being an average.
>
>
> On 26 Apr 2017, at 19:25, Steven Caron <car...@gmail.com> wrote:
>
> So pcfilter has weighting built into it?
>
> I guess I want to customize this weighting should I not use pcfilter? and
> use pcfind and loop over the particles?
>
>
> On Wed, Apr 26, 2017 at 11:18 AM, Andy Nicholas <a...@andynicholas.com>
> wrote:
>
>> Yep, I’m afraid I’m a complete VEX convert now. I never used to be!
>>
>> Cris, don’t mind me posting stuff like that, I’m just doing it in case
>> it’s useful to anyone who’s trying to get into VEX. Actually, when I was
>> learning to do all the point cloud stuff, I found it useful to see the VEX
>> when I was trying to understand how to hook up the pointcloud VOPs. I
>> (still) don’t think it’s obvious how to do it, especially when you start
>> thinking about if it’s necessary to use pcclose() and where that should be
>> wired.
>>
>> It’s one of the reasons I moved to VEX, things like “loops" and “if”
>> statements are much easier to understand in VEX than VOPs.
>>
>>
>>
>> On 26 Apr 2017, at 19:07, Steven Caron <car...@gmail.com> wrote:
>>
>> Thanks guys! I didn't want to use VEX even though I might need to in the
>> long run.
>>
>> On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas <a...@andynicholas.com>
>> wrote:
>>
>>> Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if
>>> you want to try that approach:
>>>
>>> float radius = 1.0;
>>> int maxpts = 50;
>>> int handle = pcopen(0, "P", @P, radius, maxpts);
>>> @P = pcfilter(handle, "P");
>>>
>>>
>>> On 26 Apr 2017, at 18:37, Cristobal Infante <cgc...@gmail.com> wrote:
>>>
>>> pcopen > pcfilter (P) will give you the nearest positions.
>>>
>>>
>>>
>>> On 26 April 2017 at 18:27, Steven Caron <car...@gmail.com> wrote:
>>>
>>>> i hate to do it but i gotta ask this group because of our shared ICE
>>>> knowledge...
>>>>
>>>> what is the proper way to get closest points and average their position
>>>> and update the point position?
>>>>
>>>> pcfind gives me an integer array, but how do i look up those indices
>>>> and get their point position?
>>>>
>>>> pcopen, then pcimport, do work, then pcexport seems like the right
>>>> thing to do, should i just ignore pcfind?
>>>>
>>>> thanks
>>>> steven
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
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Re: shameful houdini question

2017-04-26 Thread Steven Caron
So pcfilter has weighting built into it?

I guess I want to customize this weighting should I not use pcfilter? and
use pcfind and loop over the particles?


On Wed, Apr 26, 2017 at 11:18 AM, Andy Nicholas <a...@andynicholas.com>
wrote:

> Yep, I’m afraid I’m a complete VEX convert now. I never used to be!
>
> Cris, don’t mind me posting stuff like that, I’m just doing it in case
> it’s useful to anyone who’s trying to get into VEX. Actually, when I was
> learning to do all the point cloud stuff, I found it useful to see the VEX
> when I was trying to understand how to hook up the pointcloud VOPs. I
> (still) don’t think it’s obvious how to do it, especially when you start
> thinking about if it’s necessary to use pcclose() and where that should be
> wired.
>
> It’s one of the reasons I moved to VEX, things like “loops" and “if”
> statements are much easier to understand in VEX than VOPs.
>
>
>
> On 26 Apr 2017, at 19:07, Steven Caron <car...@gmail.com> wrote:
>
> Thanks guys! I didn't want to use VEX even though I might need to in the
> long run.
>
> On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas <a...@andynicholas.com>
> wrote:
>
>> Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if
>> you want to try that approach:
>>
>> float radius = 1.0;
>> int maxpts = 50;
>> int handle = pcopen(0, "P", @P, radius, maxpts);
>> @P = pcfilter(handle, "P");
>>
>>
>> On 26 Apr 2017, at 18:37, Cristobal Infante <cgc...@gmail.com> wrote:
>>
>> pcopen > pcfilter (P) will give you the nearest positions.
>>
>>
>>
>> On 26 April 2017 at 18:27, Steven Caron <car...@gmail.com> wrote:
>>
>>> i hate to do it but i gotta ask this group because of our shared ICE
>>> knowledge...
>>>
>>> what is the proper way to get closest points and average their position
>>> and update the point position?
>>>
>>> pcfind gives me an integer array, but how do i look up those indices and
>>> get their point position?
>>>
>>> pcopen, then pcimport, do work, then pcexport seems like the right thing
>>> to do, should i just ignore pcfind?
>>>
>>> thanks
>>> steven
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
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Re: shameful houdini question

2017-04-26 Thread Steven Caron
Thanks guys! I didn't want to use VEX even though I might need to in the
long run.

On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas <a...@andynicholas.com>
wrote:

> Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if
> you want to try that approach:
>
> float radius = 1.0;
> int maxpts = 50;
> int handle = pcopen(0, "P", @P, radius, maxpts);
> @P = pcfilter(handle, "P");
>
>
> On 26 Apr 2017, at 18:37, Cristobal Infante <cgc...@gmail.com> wrote:
>
> pcopen > pcfilter (P) will give you the nearest positions.
>
>
>
> On 26 April 2017 at 18:27, Steven Caron <car...@gmail.com> wrote:
>
>> i hate to do it but i gotta ask this group because of our shared ICE
>> knowledge...
>>
>> what is the proper way to get closest points and average their position
>> and update the point position?
>>
>> pcfind gives me an integer array, but how do i look up those indices and
>> get their point position?
>>
>> pcopen, then pcimport, do work, then pcexport seems like the right thing
>> to do, should i just ignore pcfind?
>>
>> thanks
>> steven
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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>
>
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shameful houdini question

2017-04-26 Thread Steven Caron
i hate to do it but i gotta ask this group because of our shared ICE
knowledge...

what is the proper way to get closest points and average their position and
update the point position?

pcfind gives me an integer array, but how do i look up those indices and
get their point position?

pcopen, then pcimport, do work, then pcexport seems like the right thing to
do, should i just ignore pcfind?

thanks
steven
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Re: maya timeline

2017-03-28 Thread Steven Caron
It's like Will said, the plugin is sampling the scene at different times
for motion blur. Exocortex crate does some weird stuff with the timeline
too.

*written with my thumbs

On Mar 28, 2017 12:36 AM, "Artur W"  wrote:

It's doing the same thing with arnold.

Artur

2017-03-28 2:39 GMT+02:00 Will Sharkey :

> I believe this has to do with how your Render Engine is handling
> sampling/motion blur. Cant speak for Arnold but this is usually the case
> with Redshift.
>
> On Mon, Mar 27, 2017 at 7:14 PM, Artur W  wrote:
>
>> When I setup renders in Maya, the first thing that struck me was, when
>> you hit render, sometimes, timeline starts to live its own life. It goes
>> fraction of a frame forwards and then backwards or vice versa. The first
>> couple of times i was like, WTF is happening?
>>
>> It's maya.
>>
>> Artur
>>
>> 2017-03-28 0:39 GMT+02:00 Anto Matkovic :
>>
>>> You can write them in userPrefs.mel directly, "workingUnitTime" "pal" or
>>> else, "workingUnitTimeDefault" is able to set default, too. Can't say
>>> anything about possible consequences :)
>>>
>>>
>>> --
>>> *From:* Eugene Flormata 
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list <
>>> softimage@listproc.autodesk.com>
>>> *Sent:* Monday, March 27, 2017 11:37 PM
>>> *Subject:* Re: maya timeline
>>>
>>> ahh I havne't found any settings that changes the fractional numbers
>>> maybe I'll post in the autodesk forums and get a response next week
>>>
>>>
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>>
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Re: Substance designer for Softimage?

2017-03-14 Thread Steven Caron
They have built nodes for outputting to the Arnold standard shader.

On Tue, Mar 14, 2017 at 9:30 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hi. Has anyone tried to tie up substance's glossiness/roughness either for
> arnold or redshift materials?
> I'm looking for a way to setup the shader so that it will feed on the
> substance's maps for a mesh.
>
> Is anyone doing a simmilar approach?
>
> Thanks.
>
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Re: Maya

2017-02-16 Thread Steven Caron
i would kill to be in maya right now, in am in 3dsmax...

On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:

>
> I use Maya and I hate it. On average, everything takes two to three times
> longer than it should. Two thirds of the time are spent on technical
> issues, workarounds, fixes, restarts, clean ups, extracting working parts
> and merging them to new scenes and setting everything up again. This time
> wasting frustrates me because I could use it to do other projects, learn or
> even do my own projects but FUCK NO. It's a loop, never ending loop
>
>
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Re: Executing a Command without undo (Scripting)

2017-01-13 Thread Steven Caron
Could you wrap your code with an OpenUndo/CloseUndo. Then all commands
between will be treated as one distinct command? I use it all the time to
collapse all commands into a single high-level command named "do man
awesome things" ;)

*written with my thumbs

On Jan 13, 2017 10:34 PM, "Martin"  wrote:

I didn't know that difference in calling a command inside a function with
executecommand . It sounds like exactly what I need. I'll try it as soon as
I get to my office. Thanks !

Martin
Sent from my iPhone

On 14 Jan 2017, at 5:18, Matt Lind  wrote:

If you could provide a code snippet, that would help.

Off the top of my head, I think you need to revise how you're calling
GetWeights() inside your plugin.  If you just call it directly as var
aWeights = GetWeights(), then that will be recorded as a discrete call in
the script log and be affected by the undo/redo commands.   If you use
Application.ExecuteCommand( "GetWeights", aArguments );, it will be
considered just another line of code in your plugin.  This is likely what
you're looking for.

There's a 3rd method to invoke a command from inside of a plugin, but I'd
have to exhume a lot of old code to remember what that was.  Just be aware
it exists.


Matt



Date: Fri, 13 Jan 2017 20:55:57 +0900
From: Martin 
Subject: Re: Executing a Command without undo (Scripting)
To: "Official Softimage Users Mailing List.

Thanks for your answer.

I had the misconception that the undo stack was related with the repeat
command. I realized it isn't.

I have a jscript command that gives me the weights array to work it on my
python plugin because getting the array in Python is like 3 times slower.

I use this command to refresh my weights GUI so not being able to undo it
shouldn't give any problems since it isn't changing anything.

So I use another command like paste weights and then my refresh command run
automatically and I can't repeat my paste weights command because the last
command was the Jscript GetWeights.



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Re: mountains

2017-01-13 Thread Steven Caron
Sorry Chris, I was hoping to tease more info out of Jordi. You go with the
'devil you know'... no criticism from me.

On Fri, Jan 13, 2017 at 8:38 AM, Chris Marshall <chrismarshal...@gmail.com>
wrote:

> Cheers.
> My Ice solution is working well enough and I have tight deadlines
>
> On 13 January 2017 at 16:22, Steven Caron <car...@gmail.com> wrote:
>
>> SideFX teased some terrain stuff... last year Siggraph? I have been
>> looking hard for some new info on how its developing. With OpenVDB you
>> could do some cool terrain stuff I am sure.
>>
>> On Thu, Jan 12, 2017 at 8:49 AM, Jordi Bares <jordiba...@gmail.com>
>> wrote:
>>
>>> Stay tuned to Feb 6th… I will leave it there and say no more.
>>>
>>> jb
>>>
>>
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Re: mountains

2017-01-13 Thread Steven Caron
SideFX teased some terrain stuff... last year Siggraph? I have been looking
hard for some new info on how its developing. With OpenVDB you could do
some cool terrain stuff I am sure.

On Thu, Jan 12, 2017 at 8:49 AM, Jordi Bares  wrote:

> Stay tuned to Feb 6th… I will leave it there and say no more.
>
> jb
>
> On 12 Jan 2017, at 12:19, Chris Marshall 
> wrote:
>
> thumbs up
>
>
> On 12 January 2017 at 11:53, Cristobal Infante  wrote:
>
>> get on your bike:
>>
>> https://vimeo.com/116364169
>>
>> On 12 January 2017 at 10:14, Chris Marshall 
>> wrote:
>>
>>> Yes sometimes I feel doing more ice is a waste of time, but as I know it
>>> inside out and have seriously tight deadlines, I have no time to learn
>>> anything else right now.
>>> The mountains builder works way better than I thought it would.
>>>
>>> Cheers
>>>
>>>
>>>
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Re: Alembic sticky memory properties

2016-12-08 Thread Steven Caron
Yes, its useful for animating visibility of an object. But it can confuse
Softimage a bit when switching passes or overrides. Sometimes it just needs
a refresh. ie. toggle the partition visibility. Of course if you don't need
it, delete it.

On Wed, Dec 7, 2016 at 12:59 AM, Morten Bartholdy 
wrote:

> Didn't know there could be alembic visibility ops but that was the culprit
> it seems - thanks!
>
> Cheers
> Morten
>
>
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Re: Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-07 Thread Steven Caron
Ya, it's inevitable. Goodwin's Law but with Autodesk instead.

Let's just avoid it this time?

On Wed, Dec 7, 2016 at 3:16 PM, Graham Bell  wrote:

> I’m advocating not using Soft if it still works for you. I get that.
>
>
>
> But that wasn’t what I meant. It’s the whole Autodesk bashing thing, but
> that’s just me.
>
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Re: Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-07 Thread Steven Caron
Right, and it would struggle to be a proper documentary instead it would be
more like an anti-Autodesk hit piece. We have plenty of anti-corporate
documentaries.

On Wed, Dec 7, 2016 at 8:33 AM, Dan Yargici  wrote:

>
> My post was mostly a reaction to the feeling that this situation is
> somehow deserving of a documentary or the like...
>
>
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Re: Alembic sticky memory properties

2016-12-01 Thread Steven Caron
Are there alembic_visibility operators on the Visibility property?

On Thu, Dec 1, 2016 at 1:07 AM, Morten Bartholdy 
wrote:

> I am setting up some passes with imported alembic geometry and experience
> while overriding visibility and switching passes that if an alembic file
> had a raytype or visibility overridden to off in the previous pass, it
> stays that way in the alembics own visibility property even if the override
> is no longer present.
>
> Have anyone here run into something like this, and is there a particular
> workflow or way to fix this?
>
> Currently I have resorted to adding overrides to ensure visibility is on
> where needed, but it doubles the override workload which kind of sucks.
>
> Thanks.
>
> Morten
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Re: Arnold future support for Softimage

2016-12-01 Thread Steven Caron
The news is that SItoA will work with Arnold 5.0... so it isn't dead.

On Thu, Dec 1, 2016 at 9:42 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Could you please share the news for anyone who doesn't have an arnold
> account? If possible? We all want that little smile on our own. Hehehe.
>
> On Dec 1, 2016 5:25 AM, "Jens Lindgren" <jens.lindgren@gmail.com>
> wrote:
>
>> I just submitted a ticket for SItoA and saw that Stefano made #1952
>> Update to Arnold 5.0 <https://trac.solidangle.com/sitoa/ticket/1952> a
>> couple of days ago. That gave me a little smile :)
>>
>> /Jens
>>
>> On Wed, Nov 30, 2016 at 6:22 AM, Steven Caron <car...@gmail.com> wrote:
>>
>>> Don't hold you're breath, there is interest but no roadmap.
>>>
>>> *written with my thumbs
>>>
>>> On Nov 29, 2016 7:53 PM, "Pierre Schiller" <
>>> activemotionpictu...@gmail.com> wrote:
>>>
>>>> Thanks ,team. So at one point Arnold will evolve to gpu render
>>>> powerright?
>>>>
>>>> On Nov 29, 2016 5:11 PM, "Stephen Blair" <stephenrbl...@gmail.com>
>>>> wrote:
>>>>
>>>>> And SItoA 3.15 was released on 18 Nov
>>>>>
>>>>> On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>
>>>>>> Hi, I just got news that Arnold 1.4.1 is out for maya:
>>>>>> https://support.solidangle.com/display/AFMUG/1.4.1
>>>>>>
>>>>>> I wondered if Arnold will continue to support softimage?
>>>>>> Thanks.
>>>>>>
>>>>>> --
>>>>>> Portfolio 2013 <http://be.net/3dcinetv>
>>>>>> Cinema & TV production
>>>>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>>>>
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>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>>>>
>>>>>
>>>>>
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
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>>
>>
>>
>> --
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>> 
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>> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>>
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Re: Arnold displacement 3.14.0

2016-10-29 Thread Steven Caron
There is a custom property you add which allows you to control the
subdivision. It also controls zero point and if you want to amp your
displacement if you want. If you have a high bit depth map then you
probably don't want to do that though. This property can be found under
Arnold>Properties menu.

The shading network you plug in the displacement port is used to drive the
effect. Many MR nodes are supported such as the scalar change range. But
they aren't required you just need an image clip and a scalar image node.

*written with my thumbs

On Oct 28, 2016 11:14 PM, "Pierre Schiller" 
wrote:

> you mean Arnold would "automatically" pick up a Mental Ray shading node
> (scalar change range) just like that?
> But I got an Arnold camera, light and standard material, guide says I need
> to activate Arnold properties on the Geo and drive the displacement
> subdivisions from there...
>
> On Fri, Oct 28, 2016 at 5:25 PM, Toonafish  wrote:
>
>> Hi Pierre,
>>
>> This should work:
>>
>> For a greyscale normal displacement map, just connect a "scalar change
>> range" to the displacement input, plug the texture into the input and set
>> the start and end range.
>>
>> For a vector displacement map, use the "sta_vector_displacement" node.
>>
>> Hope this helps..
>>
>> -Ronald
>>
>>
>> On 10/28/2016 23:36, Pierre Schiller wrote:
>>
>> Hello team. I can't seem to make the displacement work on the arnold demo
>> of 3.14.0 for softimage. Could anyone be so kind to record a little video
>> on how to set it up? I read and followed the manual but I'm missing some
>> step along the way (probably mixing MR and Arn concepts on geo displacement
>> and camera)but, please, could anyone help me out with displacing geo
>> correctly on arnold?
>>
>> Thanks
>>
>>
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>>
>>
>>
>> --
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>>
>> This email has been checked for viruses by Avast antivirus software.
>> www.avast.com
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>
>
>
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> Video Reel 
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Re: Some Maya modeling/UV tools questions

2016-10-28 Thread Steven Caron
The modeling tools have made strides and our very own Brent McPherson is on
that team.

Start with the Modeling toolkit, and also use the right click context menus.

*written with my thumbs

On Oct 28, 2016 3:17 AM, "Morten Bartholdy"  wrote:

> Nah, they are not going to do it ;-)
>
> // MB
>
>
> > Den 28. oktober 2016 klokken 12:02 skrev Olivier Jeannel <
> facialdel...@gmail.com>:
> >
> >
> > Autodesk ?
> >
> > On Fri, Oct 28, 2016 at 11:51 AM, Rob Wuijster  wrote:
> >
> > > First of all... Apologies ;-)
> > >
> > > I'm doing some modeling and UV stuff in Maya atm, but the scattered
> tools
> > > for modeling and UV'ing are slowly getting on my nerves here...
> > >
> > > Are there brave people out there, that created tools/menu's/windows
> that
> > > make this whole process more logical and enjoyable?
> > >
> > > Oh.. Maya 2016 btw...
> > >
> > > --
> > >
> > > cheers!
> > >
> > > Rob
> > > \/-\/\/
> > >
> > >
> > > --
> > > Softimage Mailing List.
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> > >
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Re: Houdini 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Steven Caron
as long as the houdini shaders on the the 'shader_searchpath' it should
work fine.

On Mon, Oct 10, 2016 at 9:53 AM, Cristobal Infante  wrote:

> don't see why not, that's the beauty of Arnold after all ;)
>
> On 10 October 2016 at 17:51, Morten Bartholdy  wrote:
>
>> .ass - hmmm. We are just looking into it. Would the .ass sequence work
>> with Arnold shaders from Houdini when rendering in XSI?
>>
>> If so problem would be solved.
>>
>> Best
>> Morten
>>
>>
>> > Den 10. oktober 2016 klokken 18:40 skrev Cristobal Infante <
>> cgc...@gmail.com>:
>> >
>> >
>> > Hi Morten,
>> >
>> > Don't think it should be so complicated from the houdini side at least.
>> > Obviously the R will be worth it depending on the amount of shots you
>> are
>> > doing.
>> >
>> > Dop import is the node in Houdini that imports the data from the dop
>> > network (simulation node).  There is a mode called "Create points to
>> > represent geometry" this will give you a point per piece when using
>> packed
>> > geometry.
>> >
>> > Also have you considered exporting an .ass secuence?
>> >
>> > Best,
>> > Cris
>> >
>> >
>> > On 10 October 2016 at 17:31, Morten Bartholdy 
>> wrote:
>> >
>> > > Hi Christobal,
>> > >
>> > > Arnold in XSI, and it is exactly a licensing issue, plus we would
>> like to
>> > > be able to do this for future purposes too - XSI will live a long time
>> > > here. I get the part about just moving the particle data and using XSI
>> > > instances. I am not sure we have the tech skills to make it work, but
>> will
>> > > look into it. Dop import - do you mean to extract points in Houdini
>> or is
>> > > that an ICE node?
>> > >
>> > > Thanks for the tips so far - doesn't exactly look like a walk in the
>> park
>> > > though :)
>> > >
>> > > Morten
>> > >
>> > >
>> > >
>> > > > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
>> > > cgc...@gmail.com>:
>> > > >
>> > > >
>> > > > Hi Morten,
>> > > >
>> > > > What are you rendering with?
>> > > >
>> > > > Sorry I don't know exactly how to transfer the attributes but it
>> should
>> > > be
>> > > > possible with alembic?
>> > > > I've never went back to xsi to be honest ;).
>> > > >
>> > > > In terms of workflow, ideally you will export only center points
>> from the
>> > > > legos into xsi. You can use a dop import, and choose only to grab
>> center
>> > > > points to retrieve them.
>> > > > Each point would have lego type, lego color attributes and then you
>> would
>> > > > instance in xsi your lego pieces. If you try to export the geo, you
>> will
>> > > > probably clog the pipeline and go crazy.
>> > > >
>> > > > I agree with Jordi, life is so much easier when fx/rendering are
>> done in
>> > > > houdini,  however is good to be adaptable.
>> > > > Even in big studios lighters have to use Maya/others because of
>> licensing
>> > > > issues (not enough houdini licenses) or simply the team .
>> > > >
>> > > > Best,
>> > > > Cris
>> > > >
>> > > >
>> > > >
>> > > >
>> > > >
>> > > > On 10 October 2016 at 16:48, Morten Bartholdy 
>> > > wrote:
>> > > >
>> > > > > We would like to render explosions made in Houdini in XSI. The
>> catch
>> > > is it
>> > > > > is Lego explosions, ie. the volumetric is represented by Lego
>> bricks in
>> > > > > colors derived from the heat data from the Houdini sim. It all
>> works
>> > > and
>> > > > > renders fine in Houdini, but for pipeline issues we would like to
>> move
>> > > the
>> > > > > geometry to XSI and render there. Problem is we have color
>> attributes
>> > > in
>> > > > > Houdini which we need to transfer too.
>> > > > >
>> > > > > We are thinking of using alembic as cache format, but we don't
>> know how
>> > > > > the color attributes should be written in Houdini nor how to read
>> that
>> > > in
>> > > > > XSI.
>> > > > >
>> > > > > Have any of you Houdini peeps done something similar or know which
>> > > route
>> > > > > to take?
>> > > > >
>> > > > > Thanks!
>> > > > >
>> > > > > best
>> > > > > Morten
>> > > > > --
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>> odesk.com
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>> > > > >
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Re: Volume/voxel construction/deconstruction

2016-09-16 Thread Steven Caron
Which renderer? I think Holger had his visbool shader working in MentalRay
and Arnold.

For a renderer agnostic route you are going to need to do some sort of
booleans, obviously those can be tricky and crash a lot. There is VDB tools
from Oleg which doe CSG operations on levelsets and of course Houdini's VDB
tools if you have access to it. Shading is going to be tricky if you need
to transfer UVs to the VDB. Oleg's tools don't have that functionality but
Houdini does.

Steven

On Fri, Sep 16, 2016 at 8:57 AM, Adam Seeley  wrote:

> Hi all,
>
> Just thought I'd tap into the collective thought process to see if anyone
> had seen techniques to do this before.
>
> I'm looking at creating an effect where an object dissolves away but
> cleanly, so I need to show a cutaway section of the object (e.g. tomato),
> but one that moves through the object.
>
> A bit like a ct scan, but in full colour, so we see the various internal
> construction of the parts of teh object like the fibres within the flesh of
> the object.
>
>
>
>
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Re: Wiki EOL soon

2016-08-25 Thread Steven Caron
I thought Matt offered?

BTW, I can pitch in on hosting cost.

On Thu, Aug 25, 2016 at 11:46 AM, Maurice Patel 
wrote:

> Hi everyone,
> Is  there anyone who would be willing to host the wikki?
> Maurice
>
>
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Re: What does this mean for Arnold ?

2016-07-30 Thread Steven Caron
https://mobile.twitter.com/arnoldrenderer/status/758753755911159809

*written with my thumbs

On Jul 30, 2016 3:27 PM, "Sebastien Sterling" <sebastien.sterl...@gmail.com>
wrote:

> Cool thx for clearing that up Steven.
>
> Do you know if Solid Angle are looking at GPU rendering ?
>
> On 31 July 2016 at 00:22, Steven Caron <car...@gmail.com> wrote:
>
>> The plugin is maintained by Nvidia and sold by them...
>>
>> "And because mental ray is now coming directly from NVIDIA, users will
>> gain access to new features and updates without waiting for Maya updates."
>>
>> Nothing changed for Arnold...
>>
>> *written with my thumbs
>>
>> On Jul 30, 2016 3:12 PM, "Sebastien Sterling" <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Anyone seen this ?
>>>
>>> https://blogs.nvidia.com/blog/2016/07/25/mental-ray-maya/
>>>
>>> I thought this year Arnold was replacing maya's native renderer.
>>>
>>> What will this mean for Arnold ?
>>>
>>> (legit ask no pessimism).
>>>
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Re: What does this mean for Arnold ?

2016-07-30 Thread Steven Caron
The plugin is maintained by Nvidia and sold by them...

"And because mental ray is now coming directly from NVIDIA, users will gain
access to new features and updates without waiting for Maya updates."

Nothing changed for Arnold...

*written with my thumbs

On Jul 30, 2016 3:12 PM, "Sebastien Sterling" 
wrote:

> Anyone seen this ?
>
> https://blogs.nvidia.com/blog/2016/07/25/mental-ray-maya/
>
> I thought this year Arnold was replacing maya's native renderer.
>
> What will this mean for Arnold ?
>
> (legit ask no pessimism).
>
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Re: Cryptomatte | AOV where is it?

2016-07-21 Thread Steven Caron
Also, if you have the newer nuke gizmo it has a layer selection field, what
does it say when you plug it in?

*written with my thumbs

On Jul 21, 2016 10:55 AM, "Steven Caron" <car...@gmail.com> wrote:

> Are you looking at the crypto_asset, crypto_material or crypto_object aov?
>
> Asset and material sounds like they would be the same in your scenario.
>
> *written with my thumbs
>
> On Jul 21, 2016 9:24 AM, "Greg Punchatz" <g...@janimation.com> wrote:
>
>> Well I manually added the AOV s like this image (
>> http://softimage.ru/forums/lofiversion/index.php/t9933.html )  but no
>> matter which or all Crypto matte AOV I add to my list in soft all I get is
>> a yellow matte for every object in my scene in nuke with no ability to pick
>> objects. I am using Al_Surface material as an override on all the objects
>> in this scene to test with. Anybody have any ideas why this is happening?
>>
>> Greg
>>
>> On Thu, Jul 21, 2016 at 9:44 AM, Greg Punchatz <g...@janimation.com>
>> wrote:
>>
>>> I found my answer...in russian
>>>
>>> On Wed, Jul 20, 2016 at 5:59 PM, Greg Punchatz <g...@janimation.com>
>>> wrote:
>>>
>>>> I am finally getting around to trying crypto matte out. We Installed
>>>> the latest Al_shaders and I don't see the crypto matte in my drop down menu
>>>> of AOVs in soft, any ideas how to get  to populate the AOV list?
>>>>
>>>> Thanks!
>>>> Greg
>>>>
>>>
>>>
>>
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Re: Cryptomatte | AOV where is it?

2016-07-21 Thread Steven Caron
Are you looking at the crypto_asset, crypto_material or crypto_object aov?

Asset and material sounds like they would be the same in your scenario.

*written with my thumbs

On Jul 21, 2016 9:24 AM, "Greg Punchatz"  wrote:

> Well I manually added the AOV s like this image (
> http://softimage.ru/forums/lofiversion/index.php/t9933.html )  but no
> matter which or all Crypto matte AOV I add to my list in soft all I get is
> a yellow matte for every object in my scene in nuke with no ability to pick
> objects. I am using Al_Surface material as an override on all the objects
> in this scene to test with. Anybody have any ideas why this is happening?
>
> Greg
>
> On Thu, Jul 21, 2016 at 9:44 AM, Greg Punchatz 
> wrote:
>
>> I found my answer...in russian
>>
>> On Wed, Jul 20, 2016 at 5:59 PM, Greg Punchatz 
>> wrote:
>>
>>> I am finally getting around to trying crypto matte out. We Installed the
>>> latest Al_shaders and I don't see the crypto matte in my drop down menu of
>>> AOVs in soft, any ideas how to get  to populate the AOV list?
>>>
>>> Thanks!
>>> Greg
>>>
>>
>>
>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-07-01 Thread Steven Caron
Arigato Takayoshi! I will look at what you have found and your proposed
fixes. I am really saddened to think I need to ship a custom build of
PySide. Changing the python or the Softimage command for returning the
anchor I can live with. I still need to get access to a Windows 10 machine
to really be of any help yet.

Steven

On Fri, Jul 1, 2016 at 1:44 AM, Takayoshi Matsumoto 
wrote:

> Here are the links,
>
>
> https://www.dropbox.com/s/9x9k3u27v2oslmr/PyQtForSoftimage_win10_returnedvalue.xsiaddon?dl=0
>
> https://www.dropbox.com/s/y1mfleopvx5cr2w/PySide-1.2.4-cp27-cp27m-win_amd64.whl?dl=0
>
> Note:
> getQtSoftimageAnchor does not return "long" value anymore, but return
> as unicode (or str) value in python. so where invoking this command
> in, you have to change your python code to removing explicit cast
> like,
>
> ```python.diff
> -sianchor = Application.getQtSoftimageAnchor()
> -sianchor = Qt.wrapinstance(long(sianchor), QWidget)
>
> +sianchor = Application.getQtSoftimageAnchor()
> +sianchor = Qt.wrapinstance(sianchor, QWidget)
> ```
>
> Full diff of PyQtForSoftimage is here:
>
> https://github.com/yamahigashi/PyQtForSoftimage/commit/e87f74f21d5f11080ea74c96ba525a3c43511c6a
>
> and PySide is:
> https://gist.github.com/yamahigashi/f2374c3b6f29f11852c2e7d55cf89f6f
>
> best, Takayoshi
>
> 2016-07-01 15:49 GMT+09:00 Takayoshi Matsumoto :
> > Hi all,
> >
> > OK, we've done ;) It works on Windows10(64bit) + Softimage2015(SP1) +
> > external Python(2.7.11) + PyQtForSoftimage(samples) and Kraken!!
> >
> > I've tryed to build PyQtForSoftimage for avoiding limitation of return
> > value's size, returning as CString value and then parse it into
> > long(ptr, 16) later on python. This seems ok.
> > But... unfortunately I encountered a another problem
> >
> http://tech-artists.org/forum/showthread.php?3949-pyside-and-wrapInstance
> > , https://bugreports.qt.io/browse/PYSIDE-103
> > So I built PySide modified "unsigned long" into "size_t". This also
> > seems ok. And after short modfied on py scripts invoking
> > "Qt.wrapInstance(ptr, base)", all samples work! and Kraken launch
> > again!
> > I will redistribute PyQtForSoftimage( or pull request) and PySide later.
> >
> > # summary Win10 + Soft2015:
> >
> > ## external python does not work
> >
> >   solutions:
> > * set environment variable "PYTHONHOME"
> > * (pywin ?)
> >
> >
> > ## crash or got error "Out of present range. (0x-7ffdfff6)" when
> > calling getQtSoftimageAnchor
> >
> >   problem:
> > The limitation of size of returned value on Command
> >
> >   solution:
> > custom build
> >
> >
> > ## PySide's strange behaviour (dialog disappear shortly, crash)
> >
> >   problem:
> > Official PySide's shiboken.wrapInstance has overflow bug
> >
> > https://bugreports.qt.io/browse/PYSIDE-103
> >
> http://tech-artists.org/forum/showthread.php?3949-pyside-and-wrapInstance
> >
> >   solution:
> > custom build
> >
> >   offtopic:
> >  I think other dcc applications that include PySide are avoiding
> this issue.
> >
> http://www.autodesk.com/company/legal-notices-trademarks/open-source-distribution
> >
> >
> > cheers,
> >
> > Takayoshi
> >
>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-07-01 Thread Steven Caron
Thanks Martin, I think I will get a Windows 10 machine running and work
with Takayoshi to sort this out.

On Fri, Jul 1, 2016 at 12:28 AM, Martin Chatterjee <
martin.chatterjee.li...@googlemail.com> wrote:

> Hey Steven,
>
>
>> *Are you setup to compile the C++ part of the plugin on Windows 10? If
>> you could do that and replace the one in the workgroup and see what happens
>> that would be great.*
>>
>
> I gave it a quick try yesterday night. I built the plugin with VS 2012
> against Soft 2015 R2-SP2 and QT 4.8.5, and it errors out as well.
>
> I guess I'll bow out of this now as Takayoshi seems to have sorted it out
> already. :)
>
> Cheers, Martin
>
> --
>Martin Chatterjee
>
> [ Freelance Technical Director ]
> [   http://www.chatterjee.de   ]
> [ https://vimeo.com/chatterjee ]
>
>
>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-30 Thread Steven Caron
Hey Martin

Thanks for your detailed response!

This PYTHONHOME thing is definitely new, I wonder if this is unique to
Softimage 2015 R2-SP2, er whatever Autodesk left us with, or if it has to
do with Windows 10 and Python?

This 'Out of present range' is sounding more like what Takayoshi was
pointing out... The size of the return value.

Are you setup to compile the C++ part of the plugin on Windows 10? If you
could do that and replace the one in the workgroup and see what happens
that would be great.

Steven

On Thu, Jun 30, 2016 at 6:15 AM, Martin Chatterjee <
martin.chatterjee.li...@googlemail.com> wrote:

> Hi Leendert, hi Steven,
>
>
> * Did you try creating and setting the environment variable "PYTHONHOME"
>> to the path of your "external" Python?*
>>
>
>
> Oh, is that supposed to be necessary? Having to set that sort of defies
> the usefulness of the Soft preferences checkbox, doesn't it?
>
> *Anyway, I gave it a try:*
>
> a.) With PYTHONHOME set to my external Python and 'use external Python' *off
> *I don't have Python support at all anymore inside Soft.
>
> b.) But with PYTHONHOME set to my external Python and 'use external
> Python' *on  *I can sucessfully use my external Python inside Soft.
>  ( verified by calling *import os; LogMessage(os.__file__) *
>   )
>
> 
>
>
> *Now that I have that part up and running I did:*
>
> a.) install *PySide 1.2.2 *into my external Python (verified by running   
> *from
> PySide.QtCore import **   in a standalone Python shell)
>
> b.) verify that Pyside can be imported inside Softimage (again verified by
> running   *from PySide.QtCore import **   in the Script Editor)
>
> c.) installed* PyQtForSoftimage_beta6.xsiaddon* into a fresh workgroup,
> and restarted Soft.
>
> d.) After startup verified that there are no errors on load, checked the
> Plugin Manager to make sure that all plugins got loaded without errors
>
> e.) Called *Application.ExampleDialog().*
>
>
> *This fails with this error on my side as well:  *
>
> *# ERROR : Traceback (most recent call last):*
> *#   File 

Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
Thanks for this break down Takayoshi.

I know Softimage 2015 works on Windows 7 since that is what I am running.
I also know Softimage 2015 SP1 is working with Windows 7 from feedback have
gotten from other users.

your findings about the return value for the anchor command are interesting.

On Wed, Jun 29, 2016 at 9:45 PM, Takayoshi Matsumoto 
wrote:

> I have problem to work PyQtForSoftimage with,
>
> ・ not work:  Softimage 2015 SP1 / Windows 10 64bit / external Python
> 2.7.11 / PySide 1.2.1 / PyWin 217 / PyQtForSoftimage beta6 addon,
> ・ works fine: Softimage 2013 SP1 / Windows 10 64bit / external Python
> 2.7.11 / PySide 1.2.1 / PyWin 217 / PyQtForSoftimage beta6 addon,
>
> I found that this is not python related thing but Softimage itself.
> Softimage could not return 64bit int value (unsigned long long value
> )for command's "ReturnValue"  where using inside
> QtSoftimage::getQtSoftimageArchor. With Softimage2015 AND Windows10,
> the QWidget *sianchor address may exist in 64bit space, in contrast,
> with softimage 2013 + windows10 it always exists in 32bit space ( I
> don't know why...).
> i will investigate more.
>
>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
Thanks for your feedback... still investigating.

On Wed, Jun 29, 2016 at 12:53 PM, Oscar Juarez <tridi.animei...@gmail.com>
wrote:

> I had an external artist using Windows 10, and I couldnt make
> PyQtForSoftimage work on it, if I remember right it was this out of range
> error. I had to leave it due to time constrain things, and that we don't
> use windows 10 ourselves. But the PySide implementation that comes with
> Shotgun toolkit worked alright, probably that doesn't help you at all but
> just to let you know that I also found that problem with win 10.
>
> external Python 2.7.3 / PySide 1.1.3 / PyWin 218, the same config works
> fine in windows 7
>
> On Wed, Jun 29, 2016 at 8:51 PM, Steven Caron <car...@gmail.com> wrote:
>
>> To anyone else listening... has anyone gotten PyQtForSoftimage working on
>> Windows 10? If so what is your configuration... Softimage version, python
>> version, pyqt or PySide version, etc.
>>
>> *written with my thumbs
>>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
To anyone else listening... has anyone gotten PyQtForSoftimage working on
Windows 10? If so what is your configuration... Softimage version, python
version, pyqt or PySide version, etc.

*written with my thumbs
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
Well if you change your mind, follow the instructions we gave about
checking your installs are working before moving on to PySide or
PyQtForSoftimage plugin.

It's either some versioning conflicts, failed installation steps, or some
system configuration you have that is messing with Python and PySide.

*written with my thumbs
On Jun 29, 2016 11:19 AM, "Leendert A. Hartog" <hirazib...@live.nl> wrote:

> I opened the Fabric thread out of desperation,
> but you will have seen we didn't come any closer to a solution there
> either.
> After one failed attempt with "external" Python and one last attempt with
> "internal" Python and PySide 1.2.4, I am still getting  either "Out of
> present range" errors or "Failed to save scene..." hard crash errors.
> I would like to say it was a fun experience, but it wasn't... No Kraken
> for me, then...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 19:30:17, Leendert A. Hartog <hirazib...@live.nl> wrote:
> Sorry for the confusion... I have been working on this problem for hours
> and it shows!!!
>
> I was trying to get it to work using the "internal" Python, but now I am
> thinking I've tried everything with the "internal" Python, so next up would
> be completely reinstalling "external" Python and giving that another go...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 18:52:41, Steven Caron <car...@gmail.com> wrote:
>
> Well I don't know where you are anymore... do you want to use system
> installed python or the python shipped with Softimage?
>
> *written with my thumbs
> On Jun 29, 2016 9:29 AM, "Leendert A. Hartog" <hirazib...@live.nl> wrote:
>
> No, it seemed to work yesterday, but when I tried to revert to "internal"
> I had to reinstall Softimage to fix the ensuing errors...
>
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 16:58:52, Leendert A. Hartog <hirazib...@live.nl> wrote:
> And as the icing on the cake, the next restart brought back the "Out of
> present range" errors. Something is terribly wrong and I haven't got a
> clue, what I can do to fix this...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 16:42:05, Leendert A. Hartog <hirazib...@live.nl> wrote:
>
>
>
>
>
>
> Sorry for polluting this thread with error messages, but it seems as if
> every time I restart Softimage or reinstall the plugin a different set of
> errors are thrown. I really do not understand what is going on. Now the
> Qtevents.py still offers the same error message as in my previous post, but
> now the examples again behave like before:
>
> *Application.ExampleDialog()* does create a window on screen, but kills
> it before I can see what it is.
>
>  *Application.ExampleMenu()* works!!!
>
>  *Application.ExampleSignalSlot()* throws the following error:
>
>  *# ERROR : Traceback (most recent call last):*
>
> *#   File "

Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
I see your thread on fabric engine forums too, let's stay focused... either
on this mailing list or on their forums?

I prefer external python because I can use PyQt/PySide for standalone
applications which have nothing to do with Softimage.

Did you follow my earlier steps? Remove everything and start from scratch?

*written with my thumbs
On Jun 29, 2016 10:29 AM, "Leendert A. Hartog" <hirazib...@live.nl> wrote:

> Sorry for the confusion... I have been working on this problem for hours
> and it shows!!!
>
> I was trying to get it to work using the "internal" Python, but now I am
> thinking I've tried everything with the "internal" Python, so next up would
> be completely reinstalling "external" Python and giving that another go...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 18:52:41, Steven Caron <car...@gmail.com> wrote:
>
> Well I don't know where you are anymore... do you want to use system
> installed python or the python shipped with Softimage?
>
> *written with my thumbs
> On Jun 29, 2016 9:29 AM, "Leendert A. Hartog" <hirazib...@live.nl> wrote:
>
> No, it seemed to work yesterday, but when I tried to revert to "internal"
> I had to reinstall Softimage to fix the ensuing errors...
>
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 16:58:52, Leendert A. Hartog <hirazib...@live.nl> wrote:
> And as the icing on the cake, the next restart brought back the "Out of
> present range" errors. Something is terribly wrong and I haven't got a
> clue, what I can do to fix this...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 16:42:05, Leendert A. Hartog <hirazib...@live.nl> wrote:
>
>
>
>
>
>
> Sorry for polluting this thread with error messages, but it seems as if
> every time I restart Softimage or reinstall the plugin a different set of
> errors are thrown. I really do not understand what is going on. Now the
> Qtevents.py still offers the same error message as in my previous post, but
> now the examples again behave like before:
>
> *Application.ExampleDialog()* does create a window on screen, but kills
> it before I can see what it is.
>
>  *Application.ExampleMenu()* works!!!
>
>  *Application.ExampleSignalSlot()* throws the following error:
>
>  *# ERROR : Traceback (most recent call last):*
>
> *#   File "

Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
Well I don't know where you are anymore... do you want to use system
installed python or the python shipped with Softimage?

*written with my thumbs
On Jun 29, 2016 9:29 AM, "Leendert A. Hartog"  wrote:

No, it seemed to work yesterday, but when I tried to revert to "internal" I
had to reinstall Softimage to fix the ensuing errors...


Greetz
Leendert
AKA Hirazi Blue
Softimage hobbyist, admin at si-community.com & xsiforum.de


On 29/06/2016 16:58:52, Leendert A. Hartog  wrote:
And as the icing on the cake, the next restart brought back the "Out of
present range" errors. Something is terribly wrong and I haven't got a
clue, what I can do to fix this...

Greetz
Leendert
AKA Hirazi Blue
Softimage hobbyist, admin at si-community.com & xsiforum.de


On 29/06/2016 16:42:05, Leendert A. Hartog  wrote:






Sorry for polluting this thread with error messages, but it seems as if
every time I restart Softimage or reinstall the plugin a different set of
errors are thrown. I really do not understand what is going on. Now the
Qtevents.py still offers the same error message as in my previous post, but
now the examples again behave like before:

*Application.ExampleDialog()* does create a window on screen, but kills it
before I can see what it is.

 *Application.ExampleMenu()* works!!!

 *Application.ExampleSignalSlot()* throws the following error:

 *# ERROR : Traceback (most recent call last):*

*#   File 

Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
What about external python, are you able to use it? No PySide... just
Softimage and python 2.7, and pywin32 217

*written with my thumbs
On Jun 29, 2016 8:36 AM, "Leendert A. Hartog" <hirazib...@live.nl> wrote:

> I meant PySide 1.2.1.
> I reinstalled Softimage, installed PySide 1.2.1 and all the weirdness
> reported in this thread started to happen...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 29/06/2016 17:32:23, Steven Caron <car...@gmail.com> wrote:
>
> You listed PySide 2.2... did you mean 1.2.2? Did you follow the  steps I
> listed?
>
> *written with my thumbs
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Steven Caron
You listed PySide 2.2... did you mean 1.2.2? Did you follow the  steps I
listed?

*written with my thumbs
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-28 Thread Steven Caron
I had a feeling from the get go you had some weird install or something not
finishing during install.

I would remove, python from your machine, remove pyside, and remove pyqt.
Make sure softimage internal python is working again. until that is the
case, don't move forward. Remove them using proper uninstallers if you can.
Undo anything you did to the PATH, PYTHONPATH, or PYTHONHOME.

Install python, I have 2.7.3 at home and 2.7.6 at work. you can try 2.7.11
I don't see why it wouldn't work.
Install pywin32 217
Turn off internal python in Softimage, test to make sure this works. If it
doesn't work... I am lost.
Otherwise...
Install ONLY PySide, I think 1.2.1 is what I have at home but 1.2.4 should
work too.
In softimage, try to use PySide...
"from PySide import QtCore"
If this works, install the PyQtForSoftimage plugin, beta6 support PySide.
Now run the examples.

On Tue, Jun 28, 2016 at 2:29 PM, Leendert A. Hartog 
wrote:

> I have reverted back to "internal" Python and now Softimage crashes hard
> when invoking the examples...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-27 Thread Steven Caron
i don't have windows 10.. hoping i can reproduce on windows 7

On Sat, Jun 25, 2016 at 10:50 PM, Leendert A. Hartog <hirazib...@live.nl>
wrote:

> Oh... and 64 bit, obviously...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 26/06/2016 07:44:14, Leendert A. Hartog <hirazib...@live.nl> wrote:
> Windows 10
> Softimage 2015 R2-SP2
> "internal" Python 2.7.3
> Pyside 1.2.2
> PyQtForSoftimage_beta6.xsiaddon
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> On 26/06/2016 04:57:07, Steven Caron <car...@gmail.com> wrote:
> Ok, I have windows 7 and everything is working as expected. Let's debug
> this?
>
> Win 7 64bit, check...
> Softimage version?
> Python version?
> PyQt or PySide? which version exactly...
> Version of PyQtForSoftimage plugin?
>
>
> On Sat, Jun 25, 2016 at 7:50 PM, Martin <furik...@gmail.com> wrote:
>
>>  I'm on Windows 7 Ultimate.
>>
>> Martin
>> Sent from my iPhone
>>
>> On 2016/06/26, at 11:36, Steven Caron <car...@gmail.com> wrote:
>>
>> which operating system are you guys on?
>>
>> On Sat, Jun 25, 2016 at 7:11 PM, Martin <furik...@gmail.com> wrote:
>>
>>> Yeah that's the same problem I had a few months ago.
>>>
>>> My "solution" was to use the internal Python and load pyside modules in
>>> a workgroup. I can send you that workgroup folder if you want.
>>>
>>> Martin
>>> Sent from my iPhone
>>>
>>> On 2016/06/26, at 1:30, Leendert A. Hartog <hirazib...@live.nl> wrote:
>>>
>>> I have tried installing the PyQtForSoftimage addon today, after having
>>> successfully installed PyQt and PySide, but the PyQt_EXamples all return a
>>> "COM Error: Out of present range. (0x-7ffdfff6) (...) # ERROR : OLE error
>>> 0x80020101"-error... I haven't got a clue what is going on...
>>>
>>> Greetz
>>> Leendert
>>> AKA Hirazi Blue
>>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>> --
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-25 Thread Steven Caron
Ok, I have windows 7 and everything is working as expected. Let's debug
this?

Win 7 64bit, check...
Softimage version?
Python version?
PyQt or PySide? which version exactly...
Version of PyQtForSoftimage plugin?


On Sat, Jun 25, 2016 at 7:50 PM, Martin <furik...@gmail.com> wrote:

>  I'm on Windows 7 Ultimate.
>
> Martin
> Sent from my iPhone
>
> On 2016/06/26, at 11:36, Steven Caron <car...@gmail.com> wrote:
>
> which operating system are you guys on?
>
> On Sat, Jun 25, 2016 at 7:11 PM, Martin <furik...@gmail.com> wrote:
>
>> Yeah that's the same problem I had a few months ago.
>>
>> My "solution" was to use the internal Python and load pyside modules in a
>> workgroup. I can send you that workgroup folder if you want.
>>
>> Martin
>> Sent from my iPhone
>>
>> On 2016/06/26, at 1:30, Leendert A. Hartog <hirazib...@live.nl> wrote:
>>
>> I have tried installing the PyQtForSoftimage addon today, after having
>> successfully installed PyQt and PySide, but the PyQt_EXamples all return a
>> "COM Error: Out of present range. (0x-7ffdfff6) (...) # ERROR : OLE error
>> 0x80020101"-error... I haven't got a clue what is going on...
>>
>> Greetz
>> Leendert
>> AKA Hirazi Blue
>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-25 Thread Steven Caron
which operating system are you guys on?

On Sat, Jun 25, 2016 at 7:11 PM, Martin  wrote:

> Yeah that's the same problem I had a few months ago.
>
> My "solution" was to use the internal Python and load pyside modules in a
> workgroup. I can send you that workgroup folder if you want.
>
> Martin
> Sent from my iPhone
>
> On 2016/06/26, at 1:30, Leendert A. Hartog  wrote:
>
> I have tried installing the PyQtForSoftimage addon today, after having
> successfully installed PyQt and PySide, but the PyQt_EXamples all return a
> "COM Error: Out of present range. (0x-7ffdfff6) (...) # ERROR : OLE error
> 0x80020101"-error... I haven't got a clue what is going on...
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com & xsiforum.de
>
>
> --
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Steven Caron
Basically the UI is being made in Python and some new functionality to
control the creation of Canvas with Python scripts (think Softimage's
scripting to create ICE graphs)

But it is more nuanced than that... Fabric's core has had python bindings
for a while now. The UI widgets for the Canvas application was made in C++
using Qt Framework but those widgets are now exposed so you can use them in
your own Python Qt app. Those individual widgets haven't been entirely
rewritten in Python.

On Wed, May 11, 2016 at 2:29 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

>
>
> Does this mean Canvas is no longer powered by KL ?
>
>
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Re: The best news all week. H indie supports redshift3d.

2016-04-22 Thread Steven Caron
doh! how did I miss that?

On Fri, Apr 22, 2016 at 1:34 PM, Srecko Micic 
wrote:

> There is note that it will not be possible to output scene files.
>
> 'Rendering in Houdini Indie will go directly to the renderer without
> saving out render description files.'
>
>
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Re: Autodesk acquires Solid Angle

2016-04-22 Thread Steven Caron
San Francisco still struggles with fiber... why didn't 'Google Fiber' come
here first? :) Many thousands of dollars per month... if you are using it
or not. If they did metering like power bills maybe that cost wouldn't be
so scary.

We have played a little bit with Zync and talked directly with some Google
product managers about using it. Internet speed and connectivity is still a
hurdle but it is also something we are considering if we need to scale.

Good point about the AC bill, one reason why GPU rendering can actually be
expensive. Those things can get hawwt and really suck some juice.

On Fri, Apr 22, 2016 at 1:32 PM, Simon van de Lagemaat <
si...@theembassyvfx.com> wrote:

> Fiber should be pretty cheap in most major cities by now, if not it will
> be soon.  I think the most difficult part of cloud rendering is that unless
> you're on a service like Zync you really need a couple of pipeline/IT guys
> to work out your imaging, mounting and data transfer tech and strategies.
> There's also a whole host of other issues like your distance to the nearest
> data center and whether or not you have a PoP to them. This can all affect
> whether you mount those cloud machines or treat as offsite and off network
> entities etc etc. It's all about latency.
>
> That said Google does provide some pretty decent instructional media to
> guide you, they are really trying hard to make cloud rendering a reality
> for most people.  I think it's going to be up to AD to decide how they want
> to deal with burst licensing.  Right now with Arnold it's pretty much rent
> and serve your own but I suspect that will change.
>
> We're not planning on rendering everything in the cloud to start but will
> instead leave it for OMG moments or to avoid compromising on quality in
> order to deliver on time etc. If the cost–benefit analysis works I could
> see letting our farm slowly age out and just focus on local storage and
> possibly replace the rack space with workstations using pcoip.  I'm sure
> we'll probably keep some local compute boxes however.
>
> Lots of options!  Less air conditioning!
>
>
>
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Re: Autodesk acquires Solid Angle

2016-04-22 Thread Steven Caron
We have needed to do just this, ship hard drives to and from our clients
and it still sucks. 3 TB of data doesn't just come online instantly once it
is in the building.

But yea... scaling past your capacity is one of the major points for us
too. It still has a cost that needs to be evaluated per site and to Jordi's
point it still isn't so clear what was the right choice. If the internet
connectivity issue for our region was a non issue, I would be jumping for
joy :)

On Fri, Apr 22, 2016 at 1:29 PM, Eric Thivierge 
wrote:
>
>
> I've heard of places / services that will get those images onto a hard
> drive and ship them to you. Great if they have a local branch nearby. :)
>
> I think there is a need for cloud rendering as even studios who dump a ton
> of money into their local farm, they just run out of space and bandwidth
> with multiple shows running. They need cloud when they're maxed out and
> still need to scale out.
>
>
>
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Re: The best news all week. H indie supports redshift3d.

2016-04-22 Thread Steven Caron
should be interesting how they limit output resolution... i guess if you
use houdini to launch the render they can do that but if you can export the
scene to .ass/.rib then they can't block what resolution. i guess i am
saying... remove the limit?

On Fri, Apr 22, 2016 at 12:39 PM, Ognjen Vukovic  wrote:

> One more.
>
> https://www.sidefx.com/index.php?option=com_content=view=3206=66
>
>
>
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Re: Autodesk acquires Solid Angle

2016-04-22 Thread Steven Caron
and I agree with you on cloud, I am actually not crazy about it either, but
a lot of people see it as the right way to scale. The cost becomes cheaper
for some but could be more expensive for others. When someone makes the
case to use it they *tend* to leave out what I think is the biggest
issue... access to affordable, reliable, and fast internet connectivity! I
don't know about other places in the world but for a business class
connection in the states it can be thousands of dollars a month. Then some
forget it isn't so much the upload of your assets, you can make an
extremely efficient scene to upload but downloading those 2k (now 4k) exr
sequences with many AOVs (don't forget about deep) can take much longer.

BUT some would argue, you do all your work in the cloud... that is a whole
other beast

On Fri, Apr 22, 2016 at 12:39 PM, Jordi Bares  wrote:

> Fair point about the patents of course, it is a no brainer.
>
> I mentioned cloud because it is a subject it keeps popping out, specially
> since the Solid Angle acquisition and from where I stand can only make
> sense if there is a degree of certainty on costs and a clear advantage on
> scalability, both not easy at all to fulfil. If anything I believe it is
> going on the other direction altogether.
>
> my 2 cents
>
>
>
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Re: Autodesk acquires Solid Angle

2016-04-22 Thread Steven Caron
I didn't see where Luc-Eric is claiming cloud rendering to be our
saviors... he just points out how rendering on the cloud makes logical
sense.

The take away is those purchases don't have much to do with patents.

On Fri, Apr 22, 2016 at 10:50 AM, Jordi Bares  wrote:

> Mmmm… I am not convinced at all Cloud is what is going to save the day, I
> think you got it wrong.
>
>
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Re: Autodesk acquires Solid Angle

2016-04-22 Thread Steven Caron
Agreed! I don't believe that narrative of consuming patents as a reason for
purchasing Softimage.

On Fri, Apr 22, 2016 at 10:41 AM, Luc-Eric Rousseau 
wrote:
>
>
> I think all of this makes more sense than a story built around
> mythical patent folios.
>
>
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Re: Autodesk acquires Solid Angle

2016-04-21 Thread Steven Caron
Pushing the topic back to the Solid Angle purchase...

https://twitter.com/arnoldrenderer/status/723139036517261313

For me, when or if Marcos and his team stop publishing to SIGGRAPH and
releasing papers without patenting first I will know Autodesk cares more
about "patents" than the talent and product they bought.


On Thu, Apr 21, 2016 at 4:22 PM, Guy Rabiller 
wrote:

>
> You do not need to be in the business of licensing patents to benefit from
> acquiring some. First they don't get in your way anymore, second they get
> in the way of your concurrents, third they don't quit if they don't like
> what they see. Companies like Autodesk are quite sensitive about legal
> issues. At least the patents are still in their hands.
>
> On another hand, where is that $35 millions dollars team now ?  Tell me.
> No offense here but it seems the most valuable (tech speaking) members of
> the XSI dev team have left the boat by now. What a wise move from Autodesk
> if she really was after that team ! And where is that working business now
> ? No comment.
>
> All those millions for.. what for btw, fairy tails aside ?
> --
>
> guy rabiller | radfac founder | linkedin.com/in/guyrabiller
>
>
> On 21/04/16 14:39, Luc-Eric Rousseau wrote:
>
> Oh my god, parents again?  Patents are worth nothing if you are not in
> the
> business of licensing patents, which Autodesk isn't in.  Where these
> millions dollar
> patents exactly, and how is that worth 35 miliions?  Hiring dozens of
> people in one
> shot plus a working business is worth millions, not some useless region
> dumb ass
> patent they never used.   Softimage`s I.P. was worth exactly zero.
>
>
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Re: Autodesk acquires Solid Angle

2016-04-19 Thread Steven Caron
It certainly could happen. Again, I am cautiously optimistic that it won't.
You can choose not to be so optimistic and stop using Arnold ASAP, so no
decision Autodesk makes in the future will impact you.

But just so it is clear... I was addressing the idea that Autodesk's first
order of business would be to some how damage Arnold for C4D or Houdini
users. Then doing so force them to switch to Maya or Max?

I am not trying to convince anyone to 'trust' Autodesk to do what is right
for you, I was just trying to convince people of the possibility that
Autodesk's best interest (in regard to the future of Arnold) is actually to
play nicely with others.

On Tue, Apr 19, 2016 at 12:30 PM, Phil Harbath 
wrote:

> I am definitely not sure what their motivation was but instead of
> investing in it they gave up on it.
>
>
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Re: Autodesk acquires Solid Angle

2016-04-19 Thread Steven Caron
Not sure I follow... AD bought Mudbox to lure Softimage users over to Maya
or Max?

On Tue, Apr 19, 2016 at 12:12 PM, Phil Harbath <phil.harb...@jamination.com>
wrote:

> Well, they kind of did that with mudbox,  sure you could use it with any
> program, however they made it more convenient with max and Maya.
> --
> From: Steven Caron <car...@gmail.com>
> Sent: ‎4/‎19/‎2016 3:07 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Autodesk acquires Solid Angle
>
> I see what you are pointing out but again this is apples and oranges and
> that quote misses context :)
>
> Softimage != Arnold, full animation package with an API vs a rendering
> engine that IS an API... In Softimage's case AD is/was trying to convince
> us to switch to a competing product, in this case they are trying to sell a
> C4D user Maya through restricting their access to a rendering engine?
>
>
>
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Re: Autodesk acquires Solid Angle

2016-04-19 Thread Steven Caron
I see what you are pointing out but again this is apples and oranges and
that quote misses context :)

Softimage != Arnold, full animation package with an API vs a rendering
engine that IS an API... In Softimage's case AD is/was trying to convince
us to switch to a competing product, in this case they are trying to sell a
C4D user Maya through restricting their access to a rendering engine?

On Mon, Apr 18, 2016 at 5:50 PM, Ed Harriss  wrote:

> “If we reduce AD's behaviors to 'corporate greed' like this forum tends to
> do, then alienating thousands of users is illogical.”
>
>
>
> Didn’t they do that already? ;)
>
> This is the Softimage list, isn’t it?
>
>
>
>
>
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Re: Autodesk acquires Solid Angle

2016-04-19 Thread Steven Caron
I tried to touch on this with the last sentence in my reply. Their decision
axe Softimage seemed irrational to us because we are emotional but if you
reduce it to numbers, it made sense. It is a truth I don't like to admit
but it is a fact that Maya and Max user numbers are just higher, so of
course you axe Softimage and consolidate the dev teams.

Others have touched on it, here and on the Arnold mailing lists... This
case is different because they don't have 3 competing renderers now, they
have at most two (ART in Max). Softimage wasn't a plugin for 7 different
softwares, it wasn't 'agnostic' in the same way Arnold is. Since the
Softimage purchase and axing, AD has bought Shotgun. This is an example of
AD staying out of way and more value being brought to the product
(additional access to RV). These are reasons why I think this case is going
to be different.

I am cautiously optimistic though, in 2 years or so we will see for certain.

On Mon, Apr 18, 2016 at 3:29 PM, Artur W  wrote:

> Many AD corporate decisions seem irrational and strange to us.
> Why should this case be any different?
>
> I truly wish everything would go as we wanted. Constant progress and
> development of Arnold.
>
>
>
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Re: Autodesk acquires Solid Angle

2016-04-19 Thread Steven Caron
I am not excited on this acquisition either but it is easy to see that this
isn't the same deal as the Softimage one. So don't confuse my statements
for full support but rather a level headed look at what is really happening.

I don't see how having Arnold stop working in C4D and Houdini means those
houses are forced to switch to AD products?

On Mon, Apr 18, 2016 at 3:19 PM, Sven Constable 
wrote:

> Well, a softimage costumer who didn't pay AD had to pay AD after the
> aquisition. Doesn’t stop them from killing it and they got basically ALL
> the former softimage costumers. Remember, not all C4D/Houdini companies are
> using arnold.  So AD could sell a few arnold lics to a maybe 50% of the
> C4D/Houdini houses or force ALL of them to switch to Max and Maya in the
> long run. Especially since max/maya are somehow comparable to C4D/H in the
> mind of AD.
>
>
>
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Re: New render layers in maya

2016-04-18 Thread Steven Caron
I thought so too

On Mon, Apr 18, 2016 at 3:34 PM, Greg Punchatz  wrote:

> The robot voice talking about rendering a robot does not help in
> humanizing Maya;)
>
>
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Re: Autodesk acquires Solid Angle

2016-04-18 Thread Steven Caron
Yes, some aren't excited about paying AD money but that is what I am
saying... AD will need to keep these people happy or they will ditch
Arnold. Breaking Arnold in C4D or Houdini is a lose lose scenario. They
don't sell a Maya license and they don't sell an Arnold license. If we
reduce AD's behaviors to 'corporate greed' like this forum tends to do,
then alienating thousands of users is illogical.

On Mon, Apr 18, 2016 at 3:00 PM, Artur W  wrote:

> Yes, but as we know a lot of people pay them not very willingly. Matter of
> choice.
> So, conspiracy theory, all they need to do after they plant arnold within
> Maya and/or Max is to just mess SDK a bit. Not as if they haven't already
> on purpose or by accident.
> Vray suddenly having glitches and bugs, the promises of fixes prolong.
>
> Just imagining things, but who knows.
>
>
>
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Re: New render layers in maya

2016-04-18 Thread Steven Caron
Don't feed them Luc-Eric!

On Mon, Apr 18, 2016 at 2:47 PM, Luc-Eric Rousseau 
wrote:

> Maybe it's because I know how this stuff works, but I think that video
> seems to make it looks more complicated than it is.
>
> XSI's render setup system has passes, groups, background/forground
> partitions, creating an override prop, drag and dropping from ppg divot or
> explorer to some dead spot on that override ppg. I think it would look
> complicated if you speed through an explanation of that, it takes some soak
> time to figure how all of that works.
>
> This maya system is one to build a procedural recipe that will be applied
> at render time.  Overrides are procedural in XSI (i.e. string-based) but in
> this everything else is expression-based and late-bound, which means it can
> deal with references and changing scenes.  The render setup can be exported
> and manipulated in json.
>
>
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Re: Autodesk acquires Solid Angle

2016-04-18 Thread Steven Caron
I doubt this, they want people paying them. A SolidAngle customer who
didn't pay AD before (C4D or Houdini users) now has to pay AD!

On Mon, Apr 18, 2016 at 2:44 PM, Jim Yeh  wrote:

> The first thing that AD will do is to make Arnold stop working with
> competing app...
>
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Re: polygonizer and small particles

2016-04-08 Thread Steven Caron
For particles below some threshold just render them as spheres?

*written with my thumbs
On Apr 8, 2016 1:00 PM, "Kris Rivel"  wrote:

> So I have some small particles I want to polygonize. Using the built in
> version. I can't seem to get the mesh really tight/close to the particles.
> I can get there a bit with some insane settings but its too slow and not
> close enough. Is it sensitive to particle size in relation to SI units? Do
> they need to be larger?
>
> Kris
>
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Re: Plug : Modular Rigging with Python in Softimage

2016-03-28 Thread Steven Caron
Cool, thanks for sharing Jeremie.

On Sat, Mar 26, 2016 at 7:58 AM, Jeremie Passerin 
wrote:

> With Softimage being discontinued, I thought it would be nice to share my
> video tutorial for Modular Rigging with Python.
> What I'm talking about in these videos applies to other softwares.
> Wanna Learn Python or Rigging ?
>
> https://vimeo.com/groups/366494
>
> Hope you like it !
>
>
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Re: disappearing ICE compounds in menu?

2016-03-09 Thread Steven Caron
I find this when exporting compounds, the preset tree gets refreshed but
maybe it fails to finish and stops adding nodes to the view. I just use the
'refresh' next to the search field and it typically comes back.

Steven

On Wed, Mar 9, 2016 at 1:26 PM, Ed Manning  wrote:

> Here's a weird one.
>
> Every so often, with no outward signal, the ICE tree editor seems to lose
> the pointer to the factory ICE compounds. They disappear from the menu,
> they won't appear in the search box. The workgroup and User compounds are
> unaffected -- I can still see them. I can navigate to the location and
> import the factory compounds, I can navigate a browser to the location and
> drag and drop from there to the ICE editor, I can copy and paste them from
> existing instances in ICE trees -- I just can't get them in the menu and
> search box.
>
> The only way I've found to restore them to the ICE menu is to restart
> Softimage.
>
> Any ideas what might be causing this?
>
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Re: Friday Flashback #265

2016-03-04 Thread Steven Caron
Still is one of the best!

*written with my thumbs
On Mar 4, 2016 8:51 AM, "Stephen Blair"  wrote:

> xsibase 2004 interview with cg supe at Buzz Image
> http://wp.me/powV4-3ih
>
> *What is your favorite XSI feature?*
> *The one feature that I love the most is the Passes.*
>
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Re: City generator?

2016-03-01 Thread Steven Caron
they can do it now in xgen... but the tech is really about the asset
management, which we have already working in maya.

On Tue, Mar 1, 2016 at 10:33 AM, adrian wyer  wrote:

> that Athens tech demo is still the shit!!
>
>
>
> genius piece of pipelining try doing that in maya!
>
>
>
> a
>
>
>
>
>
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Re: Curve Flow question

2016-02-26 Thread Steven Caron
Polynoid is no longer in business?

On Fri, Feb 26, 2016 at 3:25 AM, Olivier Jeannel 
wrote:

> Polynoid did this when we were alive:
>
>
>
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Re: C++ XSI plugins and Fabric Engine

2016-01-30 Thread Steven Caron
these two repositories are public for you to look at...

https://github.com/fabric-engine/SpliceSoftimage
https://github.com/fabric-engine/SpliceAPI

On Sat, Jan 30, 2016 at 10:13 AM, Andruha Prostrelov 
wrote:

> https://vimeo.com/groups/1792/videos/50290984
> this video is close enough but all links to src or blog post are broken.
> maybe someone have examples shown in it ?
>
> 2016-01-30 19:15 GMT+03:00 Andruha Prostrelov :
>
>> I'm noticed that there is no examples on "how to implement Fabric Engine
>> into XSI C++ Plugins"
>> Is that possible ? Can someone provide link or some code to understand.
>> The only one example from Fabric SDK is "Hello World" C++ script.
>> So far i know that Fabric 2.0 adds dfoSoftimageOp to object modelling
>> stack
>> so i didn't sure that i can somehow use Fabric inside XSI Operators.
>> Maybe i should change native XSI Operator with Fabric Operator, but still
>> i cant find information on how to do it from XSI cpp plugins.
>>
>> I wrte modelling tool and it should interact with user without PPG
>> windows etc.
>> And i'm not sure that FabricEngine have all events and callbaks that
>> provides XSI C++ API.
>>
>> Any help would be gladly accepted.
>>
>
>


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