I'm quite the opposite.
I'm rather happy I can still use MR, even if it's rather slow if you
compare to LW renderer (as far as I remember).
MR is tweakable to death, and I can always manage to get my definitive
render to have a decent look at afordable time.
I do start Arnold from time to
Hmm Arnold long way for production?
I'm not sure but from what I saw, having more predictable results with
faster tweaking times with Arnold is way more production ready than
anything with MRay.
Unless you are some king fo MRay genius ofc.
Experience of having to sit through whole rendering
right!
On Tue, Feb 26, 2013 at 10:22 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:
Hmm Arnold long way for production?
I'm not sure but from what I saw, having more predictable results with
faster tweaking times with Arnold is way more production ready than
anything with MRay.
Thanks guys!
While testrendering with unified sampling, I found that
I get fastest turnaround if I take the time to manually
set sampling for glossiness or AO or lightsamples to a
reasonably clean (e.g. not too noisy) result first,
then rely on the unified sampling and pixel filtering filter
to
I'm no way an expert MR !
I'm doing very little jobs, with very small power in computing.
An image rarely exceed 5min to render.
I rarely go the photorealistic route (although sometimes I wish). Its
rather a mix of NPR and other tricks that makes the pic looks acceptable.
The classroom example
There seems to be a new version coming:
http://www.si-community.com/community/viewtopic.php?f=4t=3427
Rob
\/-\/\/
On 26-2-2013 7:40, Leonard Koch wrote:
From my experience of working with Momentum/Implosia on a few jobs and
watching some of the videos by MirVadim
That's pretty far from my typical day with MR, it's definitely production
ready. With that said, I do appreciate that you reach a good result quicker
in Arnold, and the feedback is typically much better, but I'd have to say
that Sitoa crashes Soft more than MR does. MR is very predictable, and
I don't do archviz, so no classroom renders for me either. Typically, I try
to keep frames from going over 10 minutes, usually go for shorter, but
sometimes you just have to spend up to an hour on a frame, in those
scenarios Arnold would probably be more efficient. But then again, we
rarely do
Hey Rob,
thanks for the heads up. The change list includes lots of issues I reported
some months ago,
I'm glad to see version 4 is taking shape since 3 did have some unnecessary
limitations
and oddities which are being addressed now as it seems. It's such a cool piece
of software
with so much
I think also that new tutorials with voice over will be very welcome!
2013/2/26 Emilio Hernandez emi...@e-roja.com
One thing I found is that I shattered a cube with Implosia and then
applied a Momentum DRB. When I start simulating it kind of explodes
instead of just coming down. If I
I suspect the pieces from the shattered object are either interpenetrating
right from start or have a collision offset greater than zero. Or you have
found a bug.
One thing I found is that I shattered a cube with Implosia and then applied
a Momentum DRB. When I start simulating it kind of
Hi Emilio,
What kind of fracturing and collision shapes you did use in both cases ?
By default, MOM RBD has a convex shape applied to each chunk, it works well
with the voronoi fracturing style, and does the explosion on any other
since shapes is not convex.
Mmm. That is a good point. I will give the knife some thickness to
shatter the object to avoid the interpenetration if there is some.
2013/2/26 Stefan Kubicek s...@tidbit-images.com
I suspect the pieces from the shattered object are either interpenetrating
right from start or have a
Hi Oleg. I am using the Iterative mode.
2013/2/26 Emilio Hernandez emi...@e-roja.com
Mmm. That is a good point. I will give the knife some thickness to
shatter the object to avoid the interpenetration if there is some.
2013/2/26 Stefan Kubicek s...@tidbit-images.com
I suspect the
Yup I think it was interpenetration. I added a thickness of 0.001 to the
knife and it is working ok now! Now the wall falls down instead of
exploding.
Thanks a lot guys!
2013/2/26 Emilio Hernandez emi...@e-roja.com
Hi Oleg. I am using the Iterative mode.
2013/2/26 Emilio Hernandez
trying to do water drops sitting on a surface, but it seems that neither
emPolygonizer or the built in blobboes respect particles SCALE (not SIZE)
i have spheres/blobs which are flattened in Y making them NON round
but in render/polygonizing they turn round again...
any
Yep, by default the updated Iterative\Voronoi uses true zero thickness to
avoid any seams on render ( Continuous still has a minimal inset due to
some restrictions of our boolean engine ).
found a work around for now might look at the velocity stuff later
a
_
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney
Sent: 26 February 2013 14:46
To: softimage@listproc.autodesk.com
Subject: Re:
Here's a point I raised on my facebook profile amid posting and re-posting
things to generate awareness that I think is worth thinking about:
So apparently, among others at the Oscars last night, Nicole Kidman was
seen mouthing the words 'poor things' as the VFX crew for Life of Pi were
shuffled
Maybe the problem isnt that they arent specific enough, but rather they are
just obvious, so, as you've asked, why arent they enforced? Just like
legislation that places heavy taxes on companies that outsourcewhy
arent they effectively discouraging the outsourcing?
Chris Covelli
Well Chris you brought up a good one... I am in Mexico and here the movies
industry is just a tiny fraction of what Hollywood is. Not many chances to
do VFX Hollywood style. Most of the VFX are done for TV commercials and I
can say VFX guys here are as underrated as Hollywood. Most producers,
On Tue, Feb 26, 2013 at 10:33 AM, Chris Covelli
ch...@polygonpusherinc.comwrote:
Maybe the problem isnt that they arent specific enough, but rather they
are just obvious, so, as you've asked, why arent they enforced?
We take them for granted and feel as if we have no power? We need to start
Unfortunately the same happens to Game Develoeprs, and Outsource
companies as well. We have to bid lower than Chinese and Indian
companies, and when the price is below the minimum income needed, we try
to get the money with overwork and shorter deadlines. And then the
downfall begins, more work
2013 SP1 has this key:
HKEY_LOCAL_MACHINE\SOFTWARE\Softimage\SOFTIMAGE Application\C:|Program
Files|Autodesk|Softimage 2013 SP1|Application|bin\Default Directory
Structure
On 26/02/2013 11:47 AM, Simon Reeves wrote:
Hi there,
I'm trying to fit Softimage into our pipeline nicely and I think
Can you send me a repro scene ?
And if you have further any questions, please join
https://groups.google.com/group/implosiafx_users :-)
regards,
Oleg
I have been working with crowds and am excited about some of the results I am
getting but have one nagging problem that I have not been able to overcome.
That problem has to do with rendering and the fact that texture projections
seem to become broken/disconnected from the material when the job
Hi Jeff.. This is a known issue for sure.
I work around the issue by doing the following,
I generally just get in and edit the texture projection in the render tree
per image node on each actor copy. You have to point each image to the
TextureProjection UV available to each ActorCopy.)
On the
Ah whoops my fault, I saw the Autodesk folder and assumed it had moved
there as there was some Softimage stuff inside! Cheers Stephen!
Simon Reeves
Freelance 3D VFX Artist
London, UK
*email: si...@simonreeves.com*
*website: http://www.simonreeves.com*
*
*
On 26 February 2013 16:55, Stephen
If you have the means, the skills, the connections, and the chutzpah to
demand the rates for your work, then awesome. Continue living the dream.
I just sympathize with those that for whatever reasons have had their
options marginalized. I think once you secured your finances and the bills
are
Thanks Adam, I appreciate your response
Yeah, I have done that a gazillion times and they still seem to disconnect when
rendering. Though I have been jiggling with the materials quite a bit...
However I'll try again as my experience seems to indicate that things magically
begin to work *after*
I do what Adam said...but before I make sure the ice projection is
calculated correclty (not bypassed by those evil ice optimizations) by
using the attached compound at the very end of in the first icetree on each
actor_copies mesh. It's really simple, it ensures the attribute is set by
using it
It would be great if Europe got its own feature film industry, at the
moment i'm working at a feature film company in belgium tailoring its
product for an American audience (setting humour narrative structure), they
don't get it, you don't sell America to America, i understand why they want
to do
I agree that the key word is distribution. That's ultimately where the money
is coming from and it's a tough market out there. Unless the front cover of your
film packaging looks like Die Hard 7 then you're gonna have a tough time of
selling it. It's literally as shallow as that. You don't think
One thing that I've learned over the years is that you want to work for a
company that sees themselves as the artist, not the artisan.
Lucas, Disney, Pixar, Dreamworks, Blizzard, NCSoft, EA, all own their I.P. and
market to the consumer. If the consumer likes their product, they stay around
Except Disney has opened and shut down CG studios numerous times and
displaced hundreds of people, and Dreamworks recently had their own huge
round of layoffs.
IP situation is different and may be better than service only, but it isn't
the answer.
On Tue, Feb 26, 2013 at 1:48 PM, Matt Lind
But as a company they survived because they own their own IP. Others without
IP in the same boat disappeared completely.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, February 26, 2013 2:04 PM
To:
ya, and now with the star wars IP they are sitting on some serious equity.
On Tue, Feb 26, 2013 at 2:10 PM, Matt Lind ml...@carbinestudios.com wrote:
But as a company they survived because they own their own IP.
I think we can look at the music industry as an example of what could happen.
Whether we want that or not is debatable.
The games market is heading in a similar direction as Valve, NCSoft, Blizzard,
and other studios are developing their own distribution systems to publish
their games and get
9 years? Ouch. Don't envy you that. But that's a good point to consider.
Actually, it's one of the reasons I wanted to get into commercials was because
of the fast turnover of projects; it suits my artistic attention span. My
technical attention span on the other hand gets a bit frustrated at
If u guys are considering the SI 2014...
On 27 Feb, 2013, at 9:15 AM, Stephen Davidson
magic...@bellsouth.netmailto:magic...@bellsouth.net wrote:
I have also had luck with deleting the new texture projection that is
automatically added,
that is causing the problem. This can be a little easier
Thanks Sebastien :)
Unfortunately, Charlie Mckenna's website doesn't have any download-ables
for the spine compoundmost of the other compounds, but not the
quaternion spine or law of sines. I'll drop him an email (by the way of a
bcc ;) ) and ask him if he would be kind enough to share them.
As I said, I can also think of plenty cases when your advice applies and is
good advice. Just that I hear it a lot, and often proposed as a fit-all
solution.
I was merely pointing out that for some of us it isn't one. Enough of my
happyness depends on me finding a good work and out of work
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