All said and done, Redshift is crazy-good though... Just saying.
...and how often are we rendering 100mio polys in commercials? In those
instances I'll split my scenes into layers and render them 50x faster (not
a joke) thank you very much.
DAN
On Wed, May 21, 2014 at 2:41 AM, Raffaele
hi,
i readed once that someone made svn support for softimage.
Where can i find it?
And does anyone here have any experience with svn with softimage?
I would like to know the experience was with multiple people working on the
same thing.
I assume it requires all people to have the same version of
Weren't you supposed to be on holiday break instead of doing cool stuff in
ICE at home? :)
On Wed, May 21, 2014 at 2:26 AM, pedro santos probi...@gmail.com wrote:
https://vimeo.com/95920562
Here are some compounds I created while working a character. I really like
the ease of ICE when it
Hi List
I was wondering if anyone had a way of getting ice UV's out from ice and
onto geometry, I basically have some strands that are deforming. I have a
empty poly that has strands extrusion applied, I can access the uv that it
generates in the render tree but I need to export this geo out of
You might want to have a look at perforce. They have a 20 user server to test
on and have integrations up to and including Softimage 2014 .
From: Doeke Wartena doeke.wart...@gmail.commailto:doeke.wart...@gmail.com
Reply-To:
I can't recall any specific tool/plugin/addon of the sort (but that's
not saying much).
But the process outlined in this older Mailing List thread
https://groups.google.com/forum/#!topic/xsi_list/uVitUSo5jcU
seems rather painless...
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
What format are you trying to export to?
I don't know of any tool or exporter that would translate ICE UVs to standard
UVs (worst case though I'm pretty sure that could be scripted), but that
doesn't mean it doesn't exist.
Have you looked at Alembic or emTopolizer? I believe to have read that
I think you can generate a new(real) UVset and write the ICE-UVs to it.
Something like: getData(ICE-UVs)-setData(newUVs)
I don't have SI open right now, but that should work somehow hopefully
Stefan Kubicek s...@tidbit-images.com hat am 21. Mai 2014 um 13:51
geschrieben:
What format are
I should have read your post to the end, since this was exactly what you were
doing... so no news then from my end. Except for a very helpful: Normally it
shouldn't crash that way
Thomas Volkmann li...@thomasvolkmann.com hat am 21. Mai 2014 um 14:17
geschrieben:
I think you can generate a
Thanks guys, I seem to have this working now following the process Thomas
mentioned. thanks for the help
On 21 May 2014 13:21, Thomas Volkmann li...@thomasvolkmann.com wrote:
I should have read your post to the end, since this was exactly what
you were doing... so no news then from my end.
Did and used them prior to the holidays. Just had to polish them for
release and be bothered about doing a video :)
And you know ICE can be fun. Well maybe not holidays-fun, but still fun,
ehehe.
Cheers
On Wed, May 21, 2014 at 11:29 AM, Nuno Conceicao
nunoalexconcei...@gmail.com wrote:
Redshift can handle that just fine. I know the term 'out-of-core' has
been tossed around a lot, but it bears repeating. When Redshift either
1) reaches its maximum geocache amount (which is currently capped at 4GB
for various reasons), or 2) reaches the ram limits of the card, it sends
data
Mantra aint too shabby...
On Wed, May 21, 2014 at 3:08 AM, Sylvain Lebeau s...@shedmtl.com wrote:
My God Jordi
I am playing around with Houdini for the render sides of things with
Arnold these days We already use it for VFX in a somehow encapsulated
way.
And I just finished
Mantra is really nice!
On Wed, May 21, 2014 at 7:35 PM, Ciaran Moloney moloney.cia...@gmail.comwrote:
Mantra aint too shabby...
On Wed, May 21, 2014 at 3:08 AM, Sylvain Lebeau s...@shedmtl.com wrote:
My God Jordi
I am playing around with Houdini for the render sides of things with
Once you mix it with VEX it is pretty formidable what you can do with it...
Jordi Bares
jordiba...@gmail.com
On 21 May 2014, at 18:35, Ciaran Moloney moloney.cia...@gmail.com wrote:
Mantra aint too shabby...
On Wed, May 21, 2014 at 3:08 AM, Sylvain Lebeau s...@shedmtl.com wrote:
My God
On 21.05.2014, at 19:35, Ciaran Moloney moloney.cia...@gmail.com wrote:
Mantra aint too shabby...
I'm running a test scene and surprisingly Mantra keeps pace with Arnold
speed/quality wise (brute force). I really like all the options that Mantra
brings along. There's is an unmatched
So...
What are houdini weaknesses? What is missing in Houdini compared to
Softimage? Would you run a company only using Houdini as 3D app? Why not?
Learning Curve
Wysłane z iPhone'a
Dnia 21 maj 2014 o godz. 20:42 Francois Lord flordli...@gmail.com napisał(a):
So...
What are houdini weaknesses? What is missing in Houdini compared to
Softimage? Would you run a company only using Houdini as 3D app? Why not?
well... there's no organic modeling ?
On 21 May 2014 19:42, Francois Lord flordli...@gmail.com wrote:
So...
What are houdini weaknesses? What is missing in Houdini compared to
Softimage? Would you run a company only using Houdini as 3D app? Why not?
For NYC anyway, the main weakness is the small base of trained artists.
Then there's the fact that most of them are fairly senior TD-types who
charge justifiably high rates, and are either overqualified for most
artist-level assignments, or just not character animators since most of the
Houdini
My personal experience it's that it's not an artist-friendly tool. It's
incredibly powerful, but it requires quite a bit of technical knowledge and the
learning curve is steep. I know many artists (modelers, animators, environment
artists) that the moment you bring up a graph, they start
About the Arnold Support, there is indeed arnold support.
https://vimeo.com/81443048
On Wed, May 21, 2014 at 9:01 PM, Ed Manning etmth...@gmail.com wrote:
For NYC anyway, the main weakness is the small base of trained artists.
Then there's the fact that most of them are fairly senior
houdini is pretty much where it was 6yrs ago, utterly fantastic
procedural workflow. abysmal for anything else,
normal modelling tasks are painful. forget uv/topo work. the tools just
aren't there and the selection model gets in the way.
rigging is light years ahead of anything i've ever
From my experience, it's still relatively slow. A lot of stuff is still single
threaded although they've done a lot of work to improve that recently. Be ready
to eat up a lot of disk space too, as you'll be caching stuff out all the time
to make up for the lack of speed.
Despite what many say
And how would it fare as a lighting/shading/rendering hub?
I'm very hesitant to move to Maya just for it's lack of a true a pass
system. But then, there's only Houdini and Katana. We could add to the
list Modo and Clarisse (which I'm surprised nobody talked about here
yet) but we need Arnold.
I really like the idea of Houdini as the hub for lighting. Considering
most FX are now done in Houdini anyway, it sort of houses two rather
complex aspects of CG really nicely.
ROPs isn't really a pass system but think of it more like separable render
globals for all outputs. Probably one of
can't mtoa bypass maya's shitty pass system ?
On 21 May 2014 21:25, Francois Lord flordli...@gmail.com wrote:
And how would it fare as a lighting/shading/rendering hub?
I'm very hesitant to move to Maya just for it's lack of a true a pass
system. But then, there's only Houdini and Katana. We
Is there any way to render out .rpf files from XSI?
Thanks
John
--
www.johnrichardsanchez.com
Sure. There's certainly a lot of potential there. It's just that the openness
means that the workflow is very open to interpretation. Houdini's a bit like
coding, everyone has their own style so you can get in a mess. It's very easy to
add in quick little fixes which other people might look on as
Houdini, like Maya, Softimage, Modo, Cinema4D, Max, etc… is not perfect and has
some flaws.
In my opinion after doing the transition I still miss a few things but these
are the key ones
- Procedural modelling is useful but the whole non-procedural workflow is in
this age very bad, for this
It is the same with any package the only thing is that Houdini artists tend to
be more of a peculiar type… you just have to make sure they stick to the
conventions like all Softimage users do (for example on how we setup passes)
Jordi Bares
jordiba...@gmail.com
On 21 May 2014, at 22:12, Andy
I am experiencing the same. Amazed by it actually.
And all the sexy things one can do in a ROP Network..
Never would thought of XSI pass system being too rigid.
Am 21.05.2014 um 20:33 schrieb Andy Goehler lists.andy.goeh...@gmail.com:
On 21.05.2014, at 19:35, Ciaran Moloney
Sure, conventions are always necessary, but more so with Houdini. Some people
use Takes as passes, others use ROPs with object masks into subnets as passes.
Or you could use a mix of the two approaches.
At least in Soft, passes are passes!
A
On 21 May 2014 at 22:16 Jordi Bares
I do miss XSI passes a bit… The thing as you know is that there is no the
concept of passes, you can mimic it although not 100% so people just find their
approach and become very proud of it not knowing XSI has the very finest system
since day 1.
I never use takes for passes but for overrides
BTW, it's worth saying that despite all the faults I've mentioned, I still love
using Houdini. Especially now that it's my main route of escape from the
wonderful world of Maya ;) And for those who are looking for a tool to support
complex effects, I'd totally recommend getting into it.
If you
Hehe! There you go, another variation ;) I've not tried that one, but that
sounds like a better way of going about it than my previous attempts with
instancing into subnets.
On 21 May 2014 at 22:57 Jordi Bares jordiba...@gmail.com wrote:
I do miss XSI passes a bit… The thing as you know
Yeah, the only reason I have not yet dived into Houdini yet is because
of lack of time. As soon as I can, I will be reading those pdfs.
But I do have to choose my next move not too late, for me and for the
company I work for. Over here, we are 18 cg artists working in
Softimage. No one is
Seems like Houdini is heavy on nodes and expressions to create your work.
How much custom plugin development do you have to do with Houdini compared to
Softimage, Maya, etc...? Let's define a plugin as something you'd write as a
script or C++ lib that gets included in the software as a
Yes. It's nodes and expression heavy. And for that same reason it
drastically reduces plugin development cause you're essentially programming
every time you're in the package. And just like you'd copy and paste
snippet of code, you'd do the same but with nodes of a tree.
Whenever I feel like I
That makes sense for an FX workflow as every project is essentially unique, but
in a production where you churn out a lot of carbon copies or variations of the
same content, how well does Houdini’s framework/workflows cater to that? For
example, are there mechanisms or abilities to enforce
This is actually where Houdini shines. Taking something that exists and
manipulating the DATA to create something new.
Say you've got characters that have like belts of ammo as an accessory.
You can create a dependency saying something like... if you choose type
bullet, it also drives the
How much custom plugin development do you have to do with Houdini compared
to Softimage, Maya, etc...? Let's define a plugin as something you'd write
as a script or C++ lib that gets included in the software as a reusable
tool, perhaps providing it's own GUI front end (if applicable) and is
A very wise person advised me quite a while ago when I was at a crossroads and
Soft was still very much alive. I sent an email to Andy Nicholas asking his
opinion as I knew The Mill were using Soft and Houdini. Andy described Houdini
to me as not so much a 3d application as an operating
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