[TOT] Hamburg

2013-10-03 Thread Piotrek Marczak
Hi guys,
I might be moving to Hamburg soon, I was wondering about 3d market there,
Anbody can recommend studios using max/softimage I could send demo to?
cheers
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
unsubscribe and reply to the confirmation email.

Re: Yeti for Softimage

2013-04-19 Thread Piotrek Marczak
Last time I checked they couldn't sell it in USA because of some lame
slide-to-unlock kinda patent.



2013/4/19 olivier jeannel olivier.jean...@noos.fr

 Hi Sebastien, the site doesn't mention the price (if I'm no wrong). Are
 you aware of it ?


 Le 19/04/2013 11:33, Sebastien Sterling a écrit :

  Hello List.

 I just wanted to perform a quick survey of what solutions people are
 using for hair/fur/feathers in softimage these days.

 recently a new tool has become available on the market, its a production
 ready all in one hair/feather solution. it's called Yeti

 http://peregrinelabs.com/yeti/


 The hair module in softimage doesn't seem to have aged well, and i know
 what a lot of you are thinking, ice already gives us a multitude of ways to
 develop hair solutions... However, there doesn't seem to be any universal
 go to hair solution for softimage. this can be a problem for numerous
 reasons. and as good as ice is, it's short comings can't be ignored (ex:
 styling tools?)

 I wrote an email to Peregrine asking if there where any plans for a port
 to XSI, they responded as follows:

 Hi Sebastien,

 Thank you for the great feedback - we have investigated Yeti integration
 for rendering preview which may be available in a later version but at this
 time we're not planning an XSI version of the editing tools.  Adding in
 support for a whole new 3D application is a large task and we haven't had
 enough demand for an XSI version at this stage.  If at some point that
 changes and it looks like a studio may commit to a large number of licenses
 we could afford to do this.

 So yes, i guess I'm asking who would like Yeti to come to softimage, and
 if Not, why?

 good day :)





Re: Softimage 2014

2013-04-09 Thread Piotrek Marczak
Just give us proper SDK and let community do the rest.


Softimage currently does not fully support custom topology operators. The
problem is that any cluster or cluster property will not properly update
when a topology operator adds or removes points that belong to the cluster.
In the worst case Softimage may crash. Hence custom topology operators
should only be used in the more limited scenario of objects that do not
have any clusters. Once the geometry is ready it would be possible to
freeze the object to remove the custom topology operators (but leave the
result of their evaluation), then to add the clusters and other operators.

??


2013/4/8 olivier jeannel olivier.jean...@noos.fr

  They do modo for birds ?

 Le 08/04/2013 20:27, pete...@skynet.be a écrit :

  I’m pretty sure there’s neither gentlemen nor ladies on this list.

 as for Modo vs SI – a little bird tells me there’s more important issues
 at stake than selection.


  *From:* Rob Chapman tekano@gmail.com
 *Sent:* Monday, April 08, 2013 3:35 PM
 *To:* ron...@toonafish.nl ; softimage@listproc.autodesk.com
 *Subject:* Re: Softimage 2014

  now now gentlemen, there are ladies present on the list too!

 lets just say , when it comes to apps and selection methods, leave the
 race courses for the race horses..!

 :)




 On 8 April 2013 15:32, Toonafish ron...@toonafish.nl wrote:

 ...but I prefer brunettes with bigger boobs. If you get the idea J

 That's prolly because bigger boobs aren't obstructed so much, so they are
 much easier to select in shaded mode ;-)

 - Ronald







Re: Softimage 2014

2013-03-26 Thread Piotrek Marczak
I dont see it in SDK, how do actually customize the way primitive is drawn
in viewport (like implicit rings etc)..

2013/3/26 Mirko Jankovic mirkoj.anima...@gmail.com

 It would be good to see that list as well, maybe that would help out easy
 bashing all around. people are pretty much disappointed and if new features
 are only thing that they actually see.. it is understandable that everyone
 is asking what has bin done in the last full year and that this should be
 maybe .5 release instead :)


 On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares softim...@keyvis.at wrote:

  For now, it's only in the beta forum, as it looks.
 216 is the exact count, so the new guys did a mighty good job, no
 matter what new features anybody is still going to miss, and the wheel will
 keep on turning for another while...


 Am 26.03.2013 09:04, schrieb Mirko Jankovic:

 Is there complete release notes with all bug fixes as well?


 On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares softim...@keyvis.at wrote:

  Worth mentioning is also that more than 200 bugs have been fixed.


 Am 26.03.2013 07:55, schrieb Juhani Karlsson:

 This makes interesting contrast with the latest Modo release. : )
 - J

 On 26 March 2013 08:10, Ahmidou Lyazidi ahmidou@gmail.com wrote:

 Also, the HQV demo is kind of a fail, the ambient occlusion is full of
 artifacts, and you can see how slow it is to refresh at the end when
 he move the PPG...


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


  2013/3/26 Raffaele Fragapane raffsxsil...@googlemail.com:
   It's funny, one of the most relevant ones that got quite a few TDs
 excited
  is probably going to fly miles under the radar :)
 
 
  On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com
  wrote:
 
  The custom primitives are missing from the new feature list...
  ---
  Ahmidou Lyazidi
  Director | TD | CG artist
  http://vimeo.com/ahmidou/videos
 
 
  2013/3/26 Luc-Eric Rousseau luceri...@gmail.com:
   http://www.autodesk.com/products/autodesk-softimage/overview
 
 
 
 
  --
  Our users will know fear and cower before our software! Ship it! Ship
 it and
  let them flee like the dogs they are!




 --
   --
 Juhani Karlsson
 3D Artist/TD

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








Re: Softimage 2014

2013-03-26 Thread Piotrek Marczak
Thanks, that's cool :)

2013/3/26 Ahmidou.xsi ahmidou@gmail.com

 It's a c++ plugin in which you draw openGL like the custom tools, but it's
 hosted by an object. You also have a callback to define what to do when
 concerting to real geometry.

 Le 26 mars 2013 à 19:36, Piotrek Marczak piotrek.marc...@gmail.com a
 écrit :

 I dont see it in SDK, how do actually customize the way primitive is drawn
 in viewport (like implicit rings etc)..

 2013/3/26 Mirko Jankovic mirkoj.anima...@gmail.com

 It would be good to see that list as well, maybe that would help out easy
 bashing all around. people are pretty much disappointed and if new features
 are only thing that they actually see.. it is understandable that everyone
 is asking what has bin done in the last full year and that this should be
 maybe .5 release instead :)


 On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares softim...@keyvis.at wrote:

  For now, it's only in the beta forum, as it looks.
 216 is the exact count, so the new guys did a mighty good job, no
 matter what new features anybody is still going to miss, and the wheel will
 keep on turning for another while...


 Am 26.03.2013 09:04, schrieb Mirko Jankovic:

 Is there complete release notes with all bug fixes as well?


 On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares softim...@keyvis.atwrote:

  Worth mentioning is also that more than 200 bugs have been fixed.


 Am 26.03.2013 07:55, schrieb Juhani Karlsson:

 This makes interesting contrast with the latest Modo release. : )
 - J

 On 26 March 2013 08:10, Ahmidou Lyazidi ahmidou@gmail.com wrote:

 Also, the HQV demo is kind of a fail, the ambient occlusion is full of
 artifacts, and you can see how slow it is to refresh at the end when
 he move the PPG...


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


  2013/3/26 Raffaele Fragapane raffsxsil...@googlemail.com:
   It's funny, one of the most relevant ones that got quite a few TDs
 excited
  is probably going to fly miles under the radar :)
 
 
  On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com
  wrote:
 
  The custom primitives are missing from the new feature list...
  ---
  Ahmidou Lyazidi
  Director | TD | CG artist
  http://vimeo.com/ahmidou/videos
 
 
  2013/3/26 Luc-Eric Rousseau luceri...@gmail.com:
   http://www.autodesk.com/products/autodesk-softimage/overview
 
 
 
 
  --
  Our users will know fear and cower before our software! Ship it!
 Ship it and
  let them flee like the dogs they are!




 --
   --
 Juhani Karlsson
 3D Artist/TD

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









RE: Mental Ray Features, Integration Autodesk's failure

2012-11-07 Thread piotrek . marczak
meanwhile one guy manages to write renderer that is on par with vray (corona 
renderer). Aint mentaldelay abandoware anyways?


Od: Ed Manning
Wysłano: ‎7‎ ‎listopada‎ ‎2012 ‎19‎:‎26
Do: softimage@listproc.autodesk.com
DW: cory.m...@autodesk.com; mschoenna...@gmail.com
Temat: Mental Ray Features, Integration  Autodesk's failure


Hi all --

Not to start another flame war, but after months struggling with what should be 
simple things, I have to ask:

Why is Mental Ray integration so haphazard in AD products in general and 
Softimage in particular?  

For example, MR now supports much-improved IBL, ptex, iRay, and per-object 
sampling settings, as well as a set of new BSDF-based surface shaders.

NONE of these are exposed in Softimage.  Third-party means of exposing some of 
these do work, but not very well.  IBL, for example, seems not to support 
transparent shadows at all. In Maya, they work.  Having only global settings 
for unified sampling is a crapshoot -- for some shaders, it's like super-speed, 
while others actually get noisier and slower.  Ray-depth-based optimizations, 
which should be simple, have to be manually set, per parameter, IF you can even 
get your hands on a third-party shader that provides accurate counts of 
raydepth and type.  Framebuffers only work properly with third-party shaders 
(they slow down renders ridiculously when used with the native x shaders) and 
don't properly account for reflections and refractions that are more than one 
ray-hit deep. The list goes on.

The few features newly-exposed in Softimage, such as Unified Sampling and 
MetaSL, are poorly documented if at all.  The only help for working with these 
tools, which we pay Autodesk for, comes from third parties, NVidia's forums, 
and Maya users. I have to spend time translating tutorials and blog posts from 
Maya-speak to glean the most basic information

The failure on Autodesk's part seems to be universal, if worst in 
Softimage-land -- even though more things seem to work in Maya (or even MAX), 
there's little in the way of documentation or tutorials from AD.  For example, 
because Maya's render settings are so lame and poorly-oriented for Mental Ray, 
there is a 3rd-party plug-in (Mental Core) simply to make it possible for users 
not working at fully-pipelined facilities to set up MR renders and get useful 
framebuffers and passes out.  There is also this:

http://elementalray.wordpress.com/2012/08/10/new-maya-rendering-ui-testing/

Basically, if I understand this, NVidia, not Autodesk, has written a new MR 
render UI for Maya, which has to be installed as a plug-in, and which bears a 
striking resemblance in its organization to the venerable Softimage Render 
Options.  

So AD's devs can't even port a UI that they developed from one 3D package to 
another? NVidia has to do it for them?  

Am I the only one frustrated  disappointed by this?


etm

Re: Chunky EXR highlights

2012-10-26 Thread piotrek marczak

pic is 8 bit, exr are floats
your highlights are overexposed thats why you won’t have good aa on them
its often happening when you have superbright (sub)pixel(s) next to darker 
ones

you can either
-put on glare on those in post (like in real cameras..)
-pre-clamp pixel values (in vray there is an option for that, with subpixel 
aa its working quite good, for mr I think there is some mib shader)

-try not to have reflectance in material close to 1.0 (white)


From: Eric Lampi
Sent: Friday, October 26, 2012 7:11 PM
To: softimage@listproc.autodesk.com
Subject: Chunky EXR highlights

Having some issue with EXRs, specifically pixelated highlights. Initially I 
thought it was an anti-aliasing issue, but the same frame rendered result as 
a Softimage pic doesn't have that problem.


Can someone tell me how to deal with this in either After Effects or the 
FXtree?


Thanks,

Eric

--
Freelance 3D and VFX animator

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



Re: 2013 SP1 Compile Error in VS2010 SP1

2012-10-08 Thread piotrek marczak
Ive had this error (and many others), try uninstalling sp1...

TBH just use cmake or keep fighting with various visual studio errors

-download S.Carons tapemeasure plugin, copy cmake folder and cmakelists.txt to 
your src dir
-edit CMakelists.txt so the SOURCES and HEADERS section contains all the cpp 
and .h files of your project
-run cmake
-point Where is the source code to your plugins source dir
-point Where to build the binaries to some other folder
-click configure
-change CMAKE_INSTALL_PREFIX to where your dlls should go (e.g. 
y:\workgroup\Addons\MyPlugin)
-click generate
-open VS project generated by cmake (in build dir) and in Configuration manager 
turn on INSTALL build (this will copy dll to your install_prefix dir)

I dont know if this is the right (professional) procedure but it works for me
It works also with VS 2012 express which has very cool all-dark theme 

From: Eugen Sares 
Sent: Monday, October 08, 2012 9:22 PM
To: softimage@listproc.autodesk.com 
Subject: Re: 2013 SP1 Compile Error in VS2010 SP1

Alok, thanks, but could you please be more specific?
Softimage generates a .vcxproj and a .cpp file.

Do I open VS via batch file or not?
If not, I cannot open the .vcxproj, because XSISDK_ROOT is not set, and VS 
won't find the makefiles.
So, I have to create a new project from scratch, right?
What kind of project?
Questions, questions, questions...

Could take me through this step by step?
TIA
Eugen


Am 08.10.2012 21:00, schrieb Alok Gandhi:

  As I said earlier, make your own solution in VS2010 and add the Soft 
generated project to it. In the project properties, change the path to the 
include and libs manually. Should work fine.


  On Mon, Oct 8, 2012 at 2:54 PM, Eugen Sares softim...@keyvis.at wrote:

Hi,
trying to compile with VS2010 SP1 for Softimage 2013 SP1.
TRACKER : error TRK0005: Failed to locate: CL.exe.

I commented the call to vcvarsall.bat out in the batch file, as Julian 
suggested, but it's still not working.
Any news on that front?

Besides, Mr. Caron, are you willing to do your second cmake tutorial?

Cheers,
Eugen


Am 13.09.2012 18:52, schrieb Chris Chia: 


  it seems like it does not recognise XSISDK_ROOT?
  We usually execute the command prompt from the workgroup (right click and 
choose command prompt) inside XSI and it will inherit the env_variable, and 
execute 'devenv' for VS...

  Chris

  On 13 Sep, 2012, at 9:08 PM, Julian Johnson jul...@exch.demon.co.uk 
wrote:


XSISDK_ROOT







  -- 



wlEmoticon-smile[1].png

Re: 2013 SP1 Compile Error in VS2010 SP1

2012-10-08 Thread piotrek marczak
Yes, and it works along VS2010
And you can also change Platform toolset to Vs2010 or Win 7.1 SDK (2008)
So you can use new IDE with older (si-compatible?) compiler

From: Eugen Sares 
Sent: Monday, October 08, 2012 9:52 PM
To: softimage@listproc.autodesk.com 
Subject: Re: 2013 SP1 Compile Error in VS2010 SP1

Thanks a lot, guys! I'll try that.

Piotrek, does VS2012 express support 64 bit?


Am 08.10.2012 21:48, schrieb Steven Caron:

  thanks piotrek! exactly what i was hoping would happen.

  softimage 2013 and the service pack 1 install locations might need to be 
updated in the cmake/modules/FindSoftimage.cmake file.




set (SOFTPATHS_11_5
c:/Program Files/Autodesk/Softimage 2013 SP1/XSISDK/include/
c:/Program Files/Autodesk/Softimage_2013_SP1/XSISDK/include/

/usr/Softimage/Softimage_2013_SP1/XSISDK/include/
/usr/local/Softimage/Softimage_2013_SP1/XSISDK/include/

)


  On Mon, Oct 8, 2012 at 12:39 PM, piotrek marczak piotrek.marc...@gmail.com 
wrote:

Ive had this error (and many others), try uninstalling sp1...

TBH just use cmake or keep fighting with various visual studio errors

-download S.Carons tapemeasure plugin, copy cmake folder and cmakelists.txt 
to your src dir
-edit CMakelists.txt so the SOURCES and HEADERS section contains all the 
cpp and .h files of your project
-run cmake
-point Where is the source code to your plugins source dir
-point Where to build the binaries to some other folder
-click configure
-change CMAKE_INSTALL_PREFIX to where your dlls should go (e.g. 
y:\workgroup\Addons\MyPlugin)
-click generate
-open VS project generated by cmake (in build dir) and in Configuration 
manager turn on INSTALL build (this will copy dll to your install_prefix dir)

I dont know if this is the right (professional) procedure but it works for 
me
It works also with VS 2012 express which has very cool all-dark theme 

From: Eugen Sares 
Sent: Monday, October 08, 2012 9:22 PM
To: softimage@listproc.autodesk.com 
Subject: Re: 2013 SP1 Compile Error in VS2010 SP1

Alok, thanks, but could you please be more specific?
Softimage generates a .vcxproj and a .cpp file.

Do I open VS via batch file or not?
If not, I cannot open the .vcxproj, because XSISDK_ROOT is not set, and VS 
won't find the makefiles.
So, I have to create a new project from scratch, right?
What kind of project?
Questions, questions, questions...

Could take me through this step by step?
TIA
Eugen


Am 08.10.2012 21:00, schrieb Alok Gandhi:

  As I said earlier, make your own solution in VS2010 and add the Soft 
generated project to it. In the project properties, change the path to the 
include and libs manually. Should work fine.


  On Mon, Oct 8, 2012 at 2:54 PM, Eugen Sares softim...@keyvis.at wrote:

Hi,
trying to compile with VS2010 SP1 for Softimage 2013 SP1.
TRACKER : error TRK0005: Failed to locate: CL.exe.

I commented the call to vcvarsall.bat out in the batch file, as Julian 
suggested, but it's still not working.
Any news on that front?

Besides, Mr. Caron, are you willing to do your second cmake tutorial?

Cheers,
Eugen


Am 13.09.2012 18:52, schrieb Chris Chia: 


  it seems like it does not recognise XSISDK_ROOT?
  We usually execute the command prompt from the workgroup (right click 
and choose command prompt) inside XSI and it will inherit the env_variable, 
and execute 'devenv' for VS...

  Chris

  On 13 Sep, 2012, at 9:08 PM, Julian Johnson 
jul...@exch.demon.co.uk wrote:


XSISDK_ROOT







  -- 







image/png

Re: Installing AddOns Softimage 2012 SP1

2012-10-05 Thread piotrek marczak
its = 2012 compatible, you may need to install vc 2010 redistrib. 
http://www.microsoft.com/en-us/download/details.aspx?id=14632

From: Szabolcs Matefy 
Sent: Friday, October 05, 2012 3:03 PM
To: softimage@listproc.autodesk.com 
Subject: RE: Installing AddOns Softimage 2012 SP1

I’m afraid, meshpaint is 2013.x exclusive…

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Friday, October 05, 2012 2:58 PM
To: softimage@listproc.autodesk.com
Subject: Installing AddOns Softimage 2012 SP1

 

Using Softimage 2012 SP1 64 on Win 7 64 bit here. I came across a couple of 
really handy xsiaddons but cannot seem to get them going. 

 

The first was Tim Crowson’s multi-importer tool here: 
http://dynamiclens.com/wordpress/?page_id=750

 

The next was meshpaint by Piotrek Marczak here:

 

http://vimeo.com/47094105

 

I have tried to install them via drag and drop to the interface but they don’t 
show up in the menu. I uninstalled, rebooted Soft and then tried 
FileAddonInstall and pointed to the file that way, installing to the User 
Addons directory. I see them installed in there but they still don’t show in 
the menus back in Softimage. 

 

Uninstalled them and tried to install via Plugin Manager  by right clicking the 
User Root and installing xsiaddon that way. Same deal. See them there in : 
C:\Users\Wayne Williams\Autodesk\Softimage_2012_SP1\Addons but still won’t show 
up in the interface. 

 

Anyone have any idea what I might be doing wrong here?? 

 

Wayne Williams
Venerable Geneticist, Human Coercion
Senior Character Artist
wayne.willi...@xaviant.com

Xaviant
 
Cell   770.722.0778

http://www.xaviant.com
  Where all will be made clear

 


Re: Python, Returning the vertex index from a sample cluster

2012-09-12 Thread piotrek marczak
i think you need to go bruteforce...
pretty slow code but i dont know python

from win32com.client import constants as c
app = Application
oGeo = 
app.Selection(0).SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape)
 # arguments needed otherwise crash
indarray = [0] * oGeo.Samples.Count
for point in oGeo.Points:
for ptsample in point.Samples:
indarray[ ptsample.Index ] = point.Index
cmparray = [0] * oGeo.Points.Count
outIndexArray = []
for sample in app.Selection(0).SubComponent.ElementArray:
if not cmparray[ indarray[ sample ] ]:
outIndexArray.append( indarray[ sample ] )
cmparray[ indarray[ sample ] ] = 1

for i in outIndexArray:
Application.LogMessage ( i )

From: Jules Stevenson 
Sent: Wednesday, September 12, 2012 7:58 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Python, Returning the vertex index from a sample cluster

Apologies, hit send a little early there 

for sample in samples.SubComponent.ComponentCollection:
log(uvs.FindIndices([sample.Index]))
log (sample.Index)
log(elements.FindIndex(sample.Index)

The 'elements' clusterElementCollection seems to contain the indices to the 
samples, not the mapping to the geometry, which goes against what is syas in 
the docs:

The ClusterElementCollection returned by Cluster.Elements (and 
Envelope.Elements) provides the mapping between an index of a component in a 
cluster with the index of the component on the Geometry. For example index 10 
on a polygon Cluster might refer to Polygon 45 on the geometry, in which case 
ClusterElementCollection.Item(10) has the value 45. This data is read-only.

This is not what I get at all, for a start the cluster.Elements.Count returns 
approximatly 80k, which makes no sense as a geometry index since there are only 
about 20k points. Clearly this is an array of the sample indices (4 per vert). 
S, how do I get the point / facet / polygon ID from a sample?

Any help much appreciated, this is driving me nuts.

Cheers,

Jules

Re: Python, Returning the vertex index from a sample cluster

2012-09-12 Thread piotrek marczak
this is 10x times faster but Im not sure its safe getting the data from ice 
attributes?

from win32com.client import constants as c
app = Application
# select samples
sel = app.Selection(0)
oGeo = 
sel.SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape)
 # arguments needed otherwise crash
vton = oGeo.GetICEAttributeFromName(NodeToVertex);
outArray = []
da = vton.DataArray
for sampleInd in sel.SubComponent.ElementArray:
outArray.append( da[ sampleInd ]  )

without duplicates:
from win32com.client import constants as c
app = Application
sel = app.Selection(0)
oGeo = 
sel.SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape)
 # arguments needed otherwise crash
vton = oGeo.GetICEAttributeFromName(NodeToVertex);
da = vton.DataArray

cmparray = [0] * oGeo.Points.Count
outIndexArray = []
for sampleInd in sel.SubComponent.ElementArray:
i = da[ sampleInd ]
if not cmparray[ i ]:
outIndexArray.append( i  )
cmparray[ i ] = 1

From: Jules Stevenson 
Sent: Wednesday, September 12, 2012 10:51 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Python, Returning the vertex index from a sample cluster

Hey Piotrek, 

Played around with your code and it is a lot faster than the script that I was 
digging about with. FWIW you can use a set to speed up the lookup stage:

def vertices_from_samples(samples):
'''Selects the vertices marked by the current selection of UV samples.''' 
geo = samples.SubComponent.Parent3DObject.ActivePrimitive.Geometry
index_array = [0] * geo.Samples.Count

for point in geo.Points:
for ptsample in point.Samples:
index_array[ptsample.Index] = point.Index

outIndexSet = Set()
for sample in samples.SubComponent.ElementArray:
outIndexSet.add(index_array[sample])

You could probably also pickle the index_array so it only needs calculating 
once (since it takes a long time on a big mesh), but that opens a whole can of 
worms in terms of storage and keeping it updated when the mesh changes.

Thanks for re-engaging my brain!

Jules

On Wed, Sep 12, 2012 at 9:35 PM, Jules Stevenson droolz...@googlemail.com 
wrote:

  Hi Piotrek, 

  Thanks a lot for your reply, but this is exactly what I'm trying to avoid - 
I'm actually re-writing a script that does something very similar, as it is 
damn slow. Matt Lind mentioned in a previous thread that it is possible to go 
from sample  vert (are you around Matt ;)), but I'm really struggling to ifnd 
the 'magic' to make this happen.

  Cheers,

  Jules

  On Wed, Sep 12, 2012 at 9:28 PM, piotrek marczak piotrek.marc...@gmail.com 
wrote:

i think you need to go bruteforce...
pretty slow code but i dont know python

from win32com.client import constants as c
app = Application
oGeo = 
app.Selection(0).SubComponent.Parent3DObject.ActivePrimitive.GetGeometry3(0,c.siConstructionModeSecondaryShape)
 # arguments needed otherwise crash
indarray = [0] * oGeo.Samples.Count
for point in oGeo.Points:
for ptsample in point.Samples:
indarray[ ptsample.Index ] = point.Index
cmparray = [0] * oGeo.Points.Count
outIndexArray = []
for sample in app.Selection(0).SubComponent.ElementArray:
if not cmparray[ indarray[ sample ] ]:
outIndexArray.append( indarray[ sample ] )
cmparray[ indarray[ sample ] ] = 1

for i in outIndexArray:
Application.LogMessage ( i )

From: Jules Stevenson 
Sent: Wednesday, September 12, 2012 7:58 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Python, Returning the vertex index from a sample cluster

Apologies, hit send a little early there 

for sample in samples.SubComponent.ComponentCollection:
log(uvs.FindIndices([sample.Index]))
log (sample.Index)
log(elements.FindIndex(sample.Index)

The 'elements' clusterElementCollection seems to contain the indices to the 
samples, not the mapping to the geometry, which goes against what is syas in 
the docs:

The ClusterElementCollection returned by Cluster.Elements (and 
Envelope.Elements) provides the mapping between an index of a component in a 
cluster with the index of the component on the Geometry. For example index 10 
on a polygon Cluster might refer to Polygon 45 on the geometry, in which case 
ClusterElementCollection.Item(10) has the value 45. This data is read-only.

This is not what I get at all, for a start the cluster.Elements.Count 
returns approximatly 80k, which makes no sense as a geometry index since there 
are only about 20k points. Clearly this is an array of the sample indices (4 
per vert). S, how do I get the point / facet / polygon ID from a sample?

Any help much appreciated, this is driving me nuts.

Cheers,

Jules



Re: Some more questions about PyQt in Softimage

2012-09-07 Thread piotrek marczak

SignatureThanks Tim, good learning resource
btw

srcDir = ''
 for plugin in Application.Plugins: # Isn't there an easier way to get this 
path?

 if plugin.Name == 'MultiImporter_Qt':
 srcDir = os.path.dirname(plugin.Filename)

like this:
srcDir = ''
srcDir = os.path.dirname( Application.Plugins( 
'MultiImporter_Qt' ).Filename )


From: Tim Crowson
Sent: Tuesday, August 28, 2012 12:10 AM
To: softimage@listproc.autodesk.com
Subject: Re: Some more questions about PyQt in Softimage

I've also added a page about it on my site:
http://dynamiclens.com/wordpress/?page_id=750

-Tim



On 8/27/2012 5:04 PM, Steven Caron wrote:
great news! sorry to ask this of you again, but could you log another 
separate issue on github? i ask because a) i am super busy and b) i can't 
get to it now and need a nice reminder


s


On Mon, Aug 27, 2012 at 2:32 PM, Tim Crowson 
tim.crow...@magneticdreams.com wrote:


Yes, that seems to do the trick! New version (v1.13) is attached.
Thanks Luc-Eric!

Now, any Qt experts who can tell me about button sizes for standard buttons 
on a QMessageBox?  ;-)



-Tim




On 8/27/2012 3:34 PM, Steven Caron wrote:
oh nice... thanks luc-eric!

@tim, give this a shot?


On Mon, Aug 27, 2012 at 1:28 PM, Luc-Eric Rousseau luceri...@gmail.com 
wrote:


On Mon, Aug 27, 2012 at 4:02 PM, Steven Caron car...@gmail.com wrote:

these are only exposed to the cpp api right? so i need to expose this to
scripting in the QtSoftimage plugin...


it's there in scripting

desktop = Application.Desktop
desktop.SuspendWin32ControlsHook()
desktop.RestoreWin32ControlsHook()




--





--



Re: nulls2mesh

2012-09-07 Thread piotrek marczak
This image reminds me that ice needs dot node

From: Rob Chapman 
Sent: Friday, September 07, 2012 5:56 PM
To: softimage@listproc.autodesk.com 
Subject: Re: nulls2mesh

Hi Alan 

Apologies for that- I thought if I could see it ok

anyways here it is reattached. impressive spaghetti but no information can be 
ascertained as its too small detail

but its from this original thread

https://groups.google.com/forum/?fromgroups=#!searchin/xsi_list/convex$20hull/xsi_list/HcwOCOr2b_c/azmTxe3zlK8J
 

hope that works

Best

Rob






On 7 September 2012 16:47, Alan Fregtman alan.fregt...@gmail.com wrote:

  Hey Rob, 

  You're linking to a private url for your Gmail pointing to an attachment. 
Can't do that. It's unusable for everyone else.

  Can you get the image and attach it to your email or put it on 
http://imgur.com or some other image upload site for us to see?

  Cheeers,

 -- Alan



  On Wed, Sep 5, 2012 at 7:09 AM, Rob Chapman tekano@gmail.com wrote:

ah yeah - there you go, well remembered Ciaran 'convex hull' was the search 
term, from the same thread Grahame fuller did that in ICE only - won't take you 
long to rebuild from the image description  Lawrence ;) 


https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2ik=3bf826a559view=attth=12f698c5d63caa9dattid=0.1.0disp=inlinesafe=1zwsaduie=AG9B_P-vyaBOEqzPxsaMIRCb2anDsadet=1346842977331sads=6GL42IzMUakN2KC52Ld4_NbnUKMsadssc=1
 

as you can see the gift wrapping algorithm is not so easy !




On 5 September 2012 11:55, Ciaran Moloney moloney.cia...@gmail.com wrote:

  Sounds like you want a convex hull of the null's points. Pretty sure 
there was a compound once, if not you might try Mr. LaForge's Convex Hull ICE 
node. 




  On Wed, Sep 5, 2012 at 11:13 AM, Rob Chapman tekano@gmail.com wrote:

yeah I dont think there was ever a nulls2mesh - nulls2points easy and 
vertex2nulls yes :) 

for a clean topo the point position array is easy as you have that, its 
just the description of each polygon, or the order of each vertex in every 
polygon - how is this to be made?



if the desired mesh is pretty simple shape you could try starting with 
a simple surrounding geometry and in ICE moving points to the nearest null  



On 5 September 2012 10:56, Lawrence Pankhurst lp3ds...@gmail.com 
wrote:

  Nice clean mesh would be good, it's a one off so I might just do it 
by hand, just thought it would be a useful tool to have and it would exist 
already (sure there used to be a script)!!  Polygoniser takes the nulls but 
gives blobs rather then a single mesh!

  Thanks for looking though!


  Cheers

  Lawrence

  On Wed, Sep 5, 2012 at 9:42 AM, Rob Chapman tekano@gmail.com 
wrote:

oh! ICE topo should be able to do this,  :)  but not sure how you 
are to build the polygon description from a set of random positions!?  not so 
easy 

what kind of mesh are you after? if its not just a regular clean 
topology then you could simply put all nulls into a group and use the 
global.kini.pointpositions to feed into a polygoniser mesh.

hth 





On 5 September 2012 09:17, Lawrence Pankhurst lp3ds...@gmail.com 
wrote:

  Hi guys,

  I thought I remembered a nulls2mesh script knocking about, can't 
find it anywhere!
  I've got a set of nulls and want to turn them into a mesh, ie 
position of each null becomes a vertex in said mesh!

  So anyone now where the script is or is there an ICE tool?  Had a 
look on http://rray.de/xsi/ but couldn't see what I was after!

  Any help appreciated.


  Cheers

  Lawrence







  -- 
  - Ciaran





Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread piotrek marczak

last nail to softimage coffin?
anyway I agree, maya is the worst nightmare :p

From: Eric Thivierge
Sent: Thursday, September 06, 2012 5:04 AM
To: softimage@listproc.autodesk.com
Subject: ICE in Maya is an engineer's worst nightmare

This was posted on the 3dPro list from Chris Vienneau of AD:

Hi everyone,

Amino has been showing up in a technology preview we have called Skyline
which is a games animation authoring system. You can find plenty of videos
online. We are still working on the technology preview with a small number
of customers. Nothing ready for prime time yet. Games animation is hard
for the record. ICE in Maya is an engineer's worst nightmare as ICE was
years of work and hooking into Softimage was a big chunk of that work.
What I can say is that anyone interested in FX in Maya and what is
happening with Naiad (anyone? :) ) should contact me or Kamal Mistry and
we can discuss.

At least on the surface they admit it isn't as easy to just port ICE to Maya 
and years of work as well. Anything regarding MayaFX in my eyes is just a 
continuation / extension of dev on their FX tools.



Eric Thivierge
http://www.ethivierge.com 



Re: Some more questions about PyQt in Softimage (addon v1.14:fixesbutton size and adds command to Soft menu)

2012-08-30 Thread piotrek marczak
Thanks guys, im just installing it 
One more question if you don’t mind,
all Qt applications look the same, 
maya, nuke, mari, sometimes is hard to tell which one you’re seeing in 
screenshot
does that mean you cannot ‘skin’ Qt window? Give it abit of SI look for example 
is not possible?

From: Simon Anderson 
Sent: Thursday, August 30, 2012 1:46 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Some more questions about PyQt in Softimage (addon 
v1.14:fixesbutton size and adds command to Soft menu)

+1


On Thu, Aug 30, 2012 at 9:44 AM, Eric Thivierge ethivie...@gmail.com wrote:

  Also to note, if you're in a mixed pipeline but need the same tool (asset 
loader for example) creating the UI in Qt will keep it consistant across apps. 
Recently I ported my renamer tool to PyQt and it looks exactly the same in Maya 
as it does in Softimage. Small tweaks to the code obviously for the actual 
renaming.

  PyQt is a pythonic way of creating UIs as well so if you're familiar with 
python programming, creating UIs will feel more natural than the Softimage PPG 
widgets. As Tim said above, it's infuriatingly hard to create nicely spaced UIs 
in Softimage out of the box.

  Also if any of the devs are reading, please can we get a built in PyQt 
implementation? Pretty please? If I had a choice as to where my subscription 
money went, I'd put it all towards that. :D

  
  Eric Thivierge
  http://www.ethivierge.com 




  On Thu, Aug 30, 2012 at 9:30 AM, Simon Anderson 
simonbenandersonl...@gmail.com wrote:

As Tim wrote, what ever you can imagen you can achieve with Qt, and usualy 
extremly rappidly due to the structure of the API. In the past I have writen 
entire project tracking systems, and some really fun and interactive tools.

The only down side to QT is that at the moment if you do develop a plugin 
and a user wasnt to run it they have to install a bunch of 3rd party plugins to 
get the software to run, but if your willing to do that then you can have some 
really great tools. 




On Thu, Aug 30, 2012 at 8:07 AM, Tim Crowson 
tim.crow...@magneticdreams.com wrote:

  That's not a stupid question. I'll answer as best I can. More experienced 
people can correct me and add their own voices. The PPG options in Softimage 
are substantially more limited than what Qt offers. And by 'substantially,' I 
mean not even in the same category. I can't possibly cover all the differences, 
but I can hit some practical highlights:

  Under-the-hood stuff:
  - A great variety of signals for defining more specific callbacks (not 
limited to on_clicked() or on_changed())
  - Model view programming, to efficiently store and share data across your 
UI! This is big!
  - The full power of the Qt library, which contains over 400 classes.
  - UI files created in QtDesigner can be loaded into any app that runs a 
Python Qt library (as far as I know). So it's good for more than just Softimage 
stuff.

  Look-and-feel stuff:
  - Tab Widgets anywhere you want. You're not limited to placing them at 
the top
  - Buttons defined to look any way you like
  - Intelligent 'Layouts' that resize their contents elegantly (including 
Slider layouts which can be collapsed)
  - Dockable widgets
  - Tree views!
  - Menu bars!
  - Status bar!
  - Toolbars!
  - Extremely detailed control over the design via CSS.

  I could go on, but perhaps we need some people to post more examples to 
really demonstrate how useful it is. 


  Tim Crowson
  Lead CG Artist

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





  On 8/29/2012 3:17 PM, piotrek marczak wrote:

Sorry for stupid question, but what’s advantage of using qt over PPG?

From: Tim Crowson 
Sent: Wednesday, August 29, 2012 4:12 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Some more questions about PyQt in Softimage (addon v1.14: 
fixesbutton size and adds command to Soft menu)

As a matter of fact, Simon, that's the exact setup I use! I especially 
like Eclipse's interactive debugging, for lack of a better term, where it 
instantly highlights syntax errors, unused variables, undefinied variables, 
etc. Really speeds things up! So many other things to like about Eclipse too. 
So far, my workflow is to create a new addon directory from Soft, then set that 
as a PyDev project in Eclipse. I still use Sublime Text 2 every now and then 
for one-offs, but Eclipse my main environment.


Tim Crowson
Lead CG Artist

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




On 8

Re: Some more questions about PyQt in Softimage (addon v1.14: fixesbutton size and adds command to Soft menu)

2012-08-29 Thread piotrek marczak
SignatureSorry for stupid question, but what’s advantage of using qt over PPG?

From: Tim Crowson 
Sent: Wednesday, August 29, 2012 4:12 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Some more questions about PyQt in Softimage (addon v1.14: 
fixesbutton size and adds command to Soft menu)

As a matter of fact, Simon, that's the exact setup I use! I especially like 
Eclipse's interactive debugging, for lack of a better term, where it 
instantly highlights syntax errors, unused variables, undefinied variables, 
etc. Really speeds things up! So many other things to like about Eclipse too. 
So far, my workflow is to create a new addon directory from Soft, then set that 
as a PyDev project in Eclipse. I still use Sublime Text 2 every now and then 
for one-offs, but Eclipse my main environment.


Tim Crowson
Lead CG Artist

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




On 8/28/2012 6:25 PM, Simon Anderson wrote:

  Im not sure what Dev Environment you are using, but if you use eclipse and 
install pyDev for it, when you develop for Qt you get auto completion, wich can 
be very helpful.


  On Wed, Aug 29, 2012 at 1:11 AM, Ana Gomez agomezalca...@gmail.com wrote:

Life with stylesheet becomes easier when you find this:

http://qt-project.org/doc/qt-4.8/stylesheet-reference.html 
http://qt-project.org/doc/qt-4.8/stylesheet-examples.html 







  -- 
  ---
  Simon Ben Anderson
  blog: http://vinyldevelopment.wordpress.com/




-- 








Re: Graphic card for a workstation again

2012-08-17 Thread piotrek marczak
Ati 7870 with lastest beta driver+ 30”hp + 27”dell, no problems so far

I replaced gtx285 with this radeon
the ‘cube test’ runs at 150+ fps, wireframe on heavy models seems to run much 
faster than nvidia

My Zbrush head test (8 million tris) runs at 290+fps vs 25 fps on 285.

but with scenes with 500+ objects I see no difference between this radeon and 
285.

if you have any specific glitchbug to test let me know, Ill check if its 
present.

From: Sven Constable 
Sent: Friday, August 17, 2012 10:06 PM
To: softimage@listproc.autodesk.com 
Subject: RE: Graphic card for a workstation again

Hi Mirko,

 

do you have any redraw problems / display glitches in the animation editor when 
running multi monitors? (openGL  on a second monitor was a problem I had with 
earlier ATI cards…)

And may I ask which version of soft do you use? 

 

Sven 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Friday, August 17, 2012 21:47
To: softimage@listproc.autodesk.com
Subject: Re: Graphic card for a workstation again

 

No issues here. I was one of radeon 7970 testers and can confirm all the best 
about it. 

I replaced gtx 580 where I had with an script (rotating cube 831x800x800 
subdivs in full screen shaded) approx 17fps and after like 30 esec of rotation 
goin gup to 80fps, 

and right after I replaced it with radeon 7970 fps jumped to 170fps, no lag at 
all. Huge improovement over nvidia, plus support for 4 monitors does come handy 
as well (running all 4 of them without problems)

I can only highly recommend ati over any nvidia card now.

gtx cards seems crippled completely gfor SI, and quadros are waaay more 
expensive and still I got better results then some quadro cards when we run 
some tests here on list couple months ago. 

 

good luck :)


Re: Graphic card for a workstation again

2012-08-17 Thread piotrek marczak

and ati7870...
lux gpu only

Room: 767
Sala: 1333
Luxball HDR: 10917
Luxball: 1505
Luxball Sky: 4829


From: Mirko Jankovic
Sent: Friday, August 17, 2012 10:27 PM
To: softimage@listproc.autodesk.com
Subject: Re: Graphic card for a workstation again

Also if you are interested here are some OpenCL results between gtx680 and 
ati 7970:




Originally Posted by Raycat
I ran the Luxmark 2.0 Open CL benchmark. These are the results on my AsUs 
GTX 680 2 GB (NOT OC'ed):

Room: 275
Sala: 605
Luxball HDR: 3925
Luxball: 689
Luxball Sky: 2358

Luxmark 2.0 Open CL benchmark on Radeon HD7970:

Room: 585
Sala: 1016
Luxball HDR: 9076
Luxball: 1143
Luxball Sky: 4221


copy paste from this forum on cgtalk:
http://forums.cgsociety.org/showthread.php?f=23t=1048529page=2pp=15 



Re: SDK : using vertex arrays in a custom tool?

2012-08-02 Thread piotrek marczak
In the cube VA example change GLubyte to GLuint and GL_UNSIGNED_BYTE to 
GL_UNSIGNED_INT, no more crashes (don’t ask me why)
VBOs and vertexarrays are working, tested on stanford models within custom 
tool...
check attachment

From: Steven Caron 
Sent: Thursday, August 02, 2012 6:59 PM
To: softimage@listproc.autodesk.com 
Subject: SDK : using vertex arrays in a custom tool?

hey brent! 

i was reading about vertex arrays... 
http://www.songho.ca/opengl/gl_vertexarray.html

i tried to implement this and got crashes, before i investigate further are 
these even usable? or is custom tools restricted to immediate mode?

how about VBOs and display lists? any restrictions with these open gl features?

thanks!
steven#ifndef OGL_PRIMITIVES_H_INCLUDED
#define OGL_PRIMITIVES_H_INCLUDED

#ifndef linux
#define WIN32_LEAN_AND_MEAN
#include windows.h // Needed for OpenGL on windows
#endif

#include xsi_longarray.h
#include xsi_doublearray.h
#include xsi_math.h
#include xsi_floatarray.h
#include xsi_polygonmesh.h
#include xsi_primitive.h
#include xsi_geometry.h
#include xsi_geometryaccessor.h
#include ppl.h
#include concurrent_vector.h

using namespace XSI;
using namespace XSI::MATH;

void ogl_getXSIpolymeshArrays(X3DObject in_obj,LONG out_indiciesCount, 
CLongArray out_indices, CDoubleArray out_positions, CFloatArray out_normals);

#define NFACE 6
#define NVERT 8

static void ogl_drawRoundedRectangle(int x,int y,int w,int h,int radius)
{
glBegin(GL_POLYGON);
glVertex2i(x+radius,y);
glVertex2i(x+w-radius,y);
for(float i=(float)PI*1.5f;iPI*2;i+=0.1f)

glVertex2f(x+w-radius+cos(i)*radius,y+radius+sin(i)*radius);
glVertex2i(x+w,y+radius);
glVertex2i(x+w,y+h-radius);
for(float i=0;i(float)PI*0.5f;i+=0.1f)

glVertex2f(x+w-radius+cos(i)*radius,y+h-radius+sin(i)*radius);
glVertex2i(x+w-radius,y+h);
glVertex2i(x+radius,y+h);
for(float i=(float)PI*0.5f;iPI;i+=0.1f)

glVertex2f(x+radius+cos(i)*radius,y+h-radius+sin(i)*radius);
glVertex2i(x,y+h-radius);
glVertex2i(x,y+radius);
for(float i=(float)PI;iPI*1.5f;i+=0.1f)

glVertex2f(x+radius+cos(i)*radius,y+radius+sin(i)*radius);
glEnd();
}

static void ogl_drawLinedRoundedRectangle(int x,int y,int w,int h,int 
radius,double line_width) 
{  

glLineWidth((GLfloat)line_width);
glBegin(GL_LINE_STRIP);
for(float i=(float)PI;i=1.5f*PI;i+=0.1f)

glVertex2f(radius*cos(i)+x+radius,radius*sin(i)+y+radius);
for(float i=1.5f*(float)PI;i=2*PI; i+=0.1f)

glVertex2f(radius*cos(i)+x+w-radius,radius*sin(i)+y+radius);
for(float i=0;i=0.5f*PI; i+=0.1f)

glVertex2f(radius*cos(i)+x+w-radius,radius*sin(i)+y+h-radius);
for(float i=0.5f*(float)PI;i=PI;i+=0.1f) 

glVertex2f(radius*cos(i)+x+radius,radius*sin(i)+y+h-radius);
glVertex2i(x,y+radius);
glEnd();
}

static void ogl_drawCube(GLfloat size)
{

typedef GLfloat point3[3];
int numCubeVerts = 8;

const point3 vertices [] = {
 {-size, -size, size},
 {size, -size, size},
 {size, size, size},
 {-size, size, size},
 {size, -size, -size},
 {-size, -size, -size},
 {-size, size, -size},
 {size, size, -size},
 };


const GLuint indices [][3] = {
 {0, 1, 2},
 {0, 2, 3},
 {4, 5, 6},
 {4, 6, 7},
 {5, 0, 3},
 {5, 3, 6},
 {1, 4, 7},
 {1, 7, 2},
 {5, 4, 1},
 {5, 1, 0},
 {3, 2, 7},
 {3, 7, 6},
};

const point3 normals [] = {
 {-0.408248290463863, -0.408248290463863, 0.816496580927726},
 {0.667, -0.667, 0.333},
 {0.408248290463863, 0.408248290463863, 0.816496580927726},
 {-0.667, 0.667, 0.333},
 {0.408248290463863, -0.408248290463863, -0.816496580927726},
 {-0.667, -0.667, -0.333},
 {-0.408248290463863, 0.408248290463863, -0.816496580927726},
 {0.667, 0.667, -0.333},
};

glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer (3, GL_FLOAT, 0, vertices); 
glNormalPointer(GL_FLOAT, 0, normals);
glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_INT, indices); 
  

Re: caching the tool context pick buffer

2012-08-01 Thread piotrek marczak
There are raycast methods in xsisdk

http://www.si-community.com/community/viewtopic.php?f=16t=2595p=20942#p20942

From: Steven Caron 
Sent: Tuesday, July 31, 2012 10:38 PM
To: softimage@listproc.autodesk.com 
Subject: Re: SDK : caching the tool context pick buffer

thanks, i am going to use the fps counter for now ... 

i made some progress last night... i am caching the pickbuffer properly now and 
can reuse it, its a single view only now and just compares a CTransformation i 
get off the view camera. removing snap reduced the lag a fair bit. the reason 
to use the snap was to get the hit position on the surface. while not complete 
i changed to use the polygon's vertices average position and their average 
normals to setup a CPlane which i then intersect the world ray with. i am not 
checking to see if i am inside the triangle yet but even this saves me 
considerable time and effort in making my own intersection routines. i haven't 
got my brush orientation perfect yet but i think that's just a matter of 
wrangling my oglRotate calls.

fun stuff!
steven


On Tue, Jul 31, 2012 at 1:21 PM, Brent McPherson brent.mcpher...@autodesk.com 
wrote:

  The longer a tool takes to process an input event the less events that gets 
generated by the window system so you would have a bigger distances between 
mouse move events. (which could lead to gaps in brush spacing in a paint tool 
etc)

  I guess you really want to measure mps - mouse events per second. ;-) The fps 
counter should work because when interacting the tool generates a redraw after 
each mouse event but you would need to try it to be sure.

  --
  Brent

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

  Sent: 31 July 2012 20:59

  To: softimage@listproc.autodesk.com
  Subject: Re: SDK : caching the tool context pick buffer


  @brent, can i use softimage's fps counter to do speed testing? does that 
counter represent the entire ogl rendering pipeline?

  no biggie if not, i just didn't want to have to make my own profiling/fps 
counter.

  s

  On Mon, Jul 30, 2012 at 3:09 PM, Steven Caron 
car...@gmail.commailto:car...@gmail.com wrote:
  well the CGeometryAccessor is a dump of everything too, but its just 
float/long data arrays instead of full fledged classes. at least i could cache 
this data easily without loops...

  should be a fun exercise, which is available here for anyone who is 
interested...

  https://github.com/caron/SimpleBrush


  On Mon, Jul 30, 2012 at 2:58 PM, Brent McPherson 
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
  I would say use the GeometryAccessor but I have probably used the SDK less 
than most of you guys. ;-).

  One thing that always bugged me about GetPolygons and related geometry calls 
is that they return an array of *all* the polygons in the object so it is a 
really inefficient way to access a single polygon when you know its index.

  l_polymesh.GetPolygons().GetItem(l_compIdx);

  GeometryAccessor seems designed to address this shortcoming.





Re: caching the tool context pick buffer

2012-08-01 Thread piotrek marczak
Maybe this will help, im using it in softtransform plugin:

http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast
 MinimumStorage RayTriangle Intersection.pdf

From: Steven Caron 
Sent: Wednesday, August 01, 2012 8:50 AM
To: softimage@listproc.autodesk.com 
Subject: Re: caching the tool context pick buffer

hey piotrek 

i was avoiding setting up point locators thinking they would be slower but i 
will be attempting to implement a few different methods and compare performance.

s


On Tue, Jul 31, 2012 at 11:41 PM, piotrek marczak piotrek.marc...@gmail.com 
wrote:

  There are raycast methods in xsisdk

  http://www.si-community.com/community/viewtopic.php?f=16t=2595p=20942#p20942


Re: Ping???

2012-05-23 Thread piotrek marczak
Its okay here gmail/web 
http://www.mail-archive.com/softimage@listproc.autodesk.com/maillist.html


From: Dana Smith
Sent: Wednesday, May 23, 2012 8:16 PM
To: softimage@listproc.autodesk.com
Subject: Ping???


Ping??



I haven’t seen any traffic in 2 days. Is the list down?



Dana L. Smith

Technical Infrastructure Management

SAS

(919) 531-4116

dana.sm...@sas.com

http://www.sas.com





Re: Lagoa demoscenes

2012-05-05 Thread piotrek marczak
if anyone interested, i shared some time ago scenes from this video 
https://vimeo.com/19565537  
http://dl.dropbox.com/u/8079325/lagoa.rar

From: Fabricio Chamon 
Sent: Saturday, May 05, 2012 6:20 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Lagoa demoscenes

oh, nice prank setting the simulation scene playback to real time, just to 
crash my softimage... =) 

other than that, yeah thanks a lot for the files Guillaume! 

Re: CRefArray doesn't respect C++ copy semantics

2012-04-30 Thread piotrek marczak
Maybe a2.Set(a1) or a2+=a1 would work?

newbie question
isn’t “const” keyword a hint that we won’t change input array?
From: Alok Gandhi 
Sent: Tuesday, May 01, 2012 1:31 AM
To: softimage@listproc.autodesk.com 
Subject: Re: CRefArray doesn't respect C++ copy semantics

The docs say that:

  CRefArray operator= ( const CRefArray   in_refArray ) 
 

Assigns a CRefArray object to this one.

  Parameters: 
in_refArray A constant CRefArray object. 

  Returns: 
  A new reference object. 
So what I think is happening is that the copy constructor is doing exactly what 
it is supposed to do and returns the new CRefArray object which still points to 
a1, 'assigns' is the operative word here. To keep them separate I would rather 
do:


CRefArray a1;
a1.Add(CRef());
a1.Add(CRef());
CRefArray a2;

for(int i=0; ia1.GetCount(); i++)
{
a2.Add(a1[i]);
}

a2.Add(CRef());

//a2.Add(CRef());
LONG n1 = a1.GetCount();  // expected n1 == 2
LONG n2 = a2.GetCount();  // expected n2 == 3


which gives me correctly:


# VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 2
# VERBOSE : Count a2: 3






On 4/30/2012 7:13 PM, Nicolas Burtnyk wrote: 
  Yeah, exactly as I unfortunately discovered :(


  On Mon, Apr 30, 2012 at 3:49 PM, Alok Gandhi alok.gan...@modusfx.com wrote:

A quick test gives me following result:

# VERBOSE : cRefArrayTest_Execute called
# VERBOSE : Count a1: 3
# VERBOSE : Count a2: 3




On 4/30/2012 6:24 PM, Nicolas Burtnyk wrote: 
  I ran into this today while trying to figure out why my code was broken. 
  Thought I'd pass this along and hopefully save someone some wasted time 
in the future...

  CRefArray a1;
  a1.Add(CRef());
  a1.Add(CRef());
  CRefArray a2(a1);
  a2.Add(CRef());
  LONG n1 = a1.GetCount();  // expected n1 == 2
  LONG n2 = a2.GetCount();  // expected n2 == 3

  I expected a2 to be a copy of a1 before the last add and so I assumed a1 
would have 2 elements.
  Instead, I was surprised to find that n1 == n2 == 3!


  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11
  Internal Virus Database is out of date.



  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.1831 / Virus Database: 2090/4557 - Release Date: 10/17/11
  Internal Virus Database is out of date.
Alok_Signature_email_.gif

Re: can't load cusrom preference

2012-04-21 Thread piotrek marczak

Sorry you're right, I thought it was about workgroup numbering.

Anyway I got lots of errors, dunno if it's workgroup issue, they are all 
related to .preset file in plugin's data/preferences dir (Ive seen even 
factory ICEOperators raising this error)

like:
// ERROR : 2356 - This plug-in is not installed: rcCustomFilterSettings
// ERROR : 2356 - This plug-in is not installed: jhBatchieOptions
// ERROR : 2356 - This plug-in is not installed: 
CM_DefaultPrimtives_Preferences

etc
these plugins still work so It's only 'cosmetic' error (?) ( I think Log 
Verbose messages should be turned on to get this error)


As for double value in custom preferences it is
1) resetted to 0 after xsi restart
2) always read as 0 in c++ plugin
3) I see correct value (not 0) in default.xsipref file

-Oryginalna wiadomość- 
From: Stephen Blair

Sent: Saturday, April 21, 2012 7:23 PM
To: softimage@listproc.autodesk.com
Subject: RE: can't load cusrom preference

Hi

Can you describe how to reproduce these problems?

For example, I do not repro the “plugin is not installed” error if a custom 
preference is not in the first workgroup.


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

Sent: April-21-12 1:08 PM
To: softimage@listproc.autodesk.com
Subject: Re: can't load cusrom preference

Please devs do something with dealing with custom preferences.
I spent 16 hours figuring out why double value is resetted to 0 everytime I 
exit softimage??
and there is ‘red’ error (“this plugin is not installed”) if .preset file is 
not located in first workgroup?


From: Eric Thiviergemailto:ethivie...@gmail.com
Sent: Saturday, April 21, 2012 12:39 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: can't load cusrom preference

I stay away from the built in preferences myself because they get a bit 
hairy trying to delete them eventually.


What you could do instead is have a text file holding your pref data which 
is stored as a Python dictionary (as a string) and then creating a plugin 
for the user that reads that string evals it back to a dictionary and builds 
the UI dynamically and allows the users to set the proper prefs. You could 
either store the prefs in the workgroup / addon directory or in the users 
xsi folder. I've found this to be cleaner.


- 2 cents


Eric Thivierge
http://www.ethivierge.com

On Sat, Apr 21, 2012 at 7:34 AM, Tim Crowson 
tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com 
wrote:

The warning in my first email is all I get.
-Tim


On 4/20/2012 4:26 PM, Stephen Blair wrote:

Works for me.

Do you have the actual error message?





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson


Sent: April-20-12 4:36 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: can't load cusrom preference



Gents,



I created a custom property in Python to house a single string and want to 
install it in our workgroup as a custom preference. I have placed it in the 
workgroup in \Addons\myTool\Data\Preferences\myCustomPref.Preset But when I 
run Application.RefreshCustomPreferences() I get the following warning:




# WARNING : 3000 - Not able to load a custom preference: 
Path\to\my\customPref.Preset




Any of you Jedis have insight into what might be wrong? I'm using 2012 SAP 
on Windows, FWIW.


--







Tim Crowson

Lead CG Artist





[cid:image001.gif@01CD1F1A.C10D56A0]





Magnetic Dreams Animation Studio, Inc.

2525 Lebanon Pike, Building C. Nashville, TN 37214

Ph  615.885.6801tel:615.885.6801 | Fax  615.889.4768tel:615.889.4768 | 
www.magneticdreams.comhttp://www.magneticdreams.comhttp://www.magneticdreams.comhttp://www.magneticdreams.com


tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com



--



Tim Crowson
Lead CG Artist


[cid:image001.gif@01CD1FC1.9A809680]

Magnetic Dreams Animation Studio, Inc.
2525 Lebanon Pike, Building C. Nashville, TN 37214
Ph  615.885.6801tel:615.885.6801 | Fax  615.889.4768tel:615.889.4768 | 
www.magneticdreams.comhttp://www.magneticdreams.com

tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com