Re: Blending displacement using raylength
Excellent!! Will take a look first thing tomorrow and amend the beer order accordingly! Thanks for you help on this, though I think the first time around I was slightly scuppered by a dodgy model. Well that's my excuse On Wednesday, 8 August 2012, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting.
Re: Blending displacement using raylength
Cool, so the only difference in the Advantage_Beer_Pack_SP1 is the addition of the Vector Coordinate Converter which forces the Vector to World Coordinates. I assume. Never used that before, but appears to work great. Thanks a lot!! On 09/08/2012, Chris Marshall chrismarshal...@gmail.com wrote: Excellent!! Will take a look first thing tomorrow and amend the beer order accordingly! Thanks for you help on this, though I think the first time around I was slightly scuppered by a dodgy model. Well that's my excuse On Wednesday, 8 August 2012, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting. -- Chris Marshall Mint Motion Limited 029 2002 5762 07730 533 115 www.mintmotion.co.uk
Re: Particle collision behaves differently after particle count 4000
Hi Eugen, Are you on SI2013SP1? I will check with the other version if needed... Chris On 9 Aug, 2012, at 2:27 PM, Eugen Sares softim...@keyvis.at wrote: Hello Chris, tried a precision value of 1000. Still the spheres overlap. Also, thought that a slower trajectory might give the collision check a better chance, and reduced gravity. Does not help. That burst effect was collision check suddenly working at a certain particle count, but I could not reproduce it any more. - a bug most certainly, don't you think? Thanks! Best regards, Eugen Try tweaking the precision value if you strictly don't want any particles to touch one another. A quick prove: something like 1000 should fix the penetration problem; but of course resulting in an extreme slowdown in performance. And no out burst at frames when running that simulation. Cheers. Chris On 8 Aug, 2012, at 12:38 AM, Eugen Sares softim...@keyvis.at wrote: Am 07.08.2012 17:27, schrieb Jeff McFall: I ran the sim all the way through and it looks correct here. None of the burst effect from the video. Thanks for answering, Jeff! Do the particles penetrate each other? They do here. in your video example it almost looks like the particle count suddenly jumps Nope, the count is continuous. Strangely, after closing and opening the scene, the burst effect at frame 200 does not show up any more, meaning the particles overlap quite often. Weird... Precision is set to 60 in the Simulate node. Am I missing some other parameter relevant for collision? Jeff -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Tuesday, August 07, 2012 9:44 AM To: softimage@listproc.autodesk.com Subject: Particle collision behaves differently after particle count 4000 Hi, I've got a simple setup here with Simulate Bullet Rigid Bodies, where I'm trying to fill a volume with small spherical particles (radius 0,1). Testing 2013SP1. As long as the particle count is below 4000 (for whatever reason), particles tend to penetrate/clump. Suddenly at the frame where the count reaches 4000, all particles push themselves out of their neighbours at once, then simulation continues normally, with no penetrations. A bug? I didn't touch any simulation range settings. Video (possibly not converted yet): https://vimeo.com/47089050 Scene: http://www.sendspace.com/file/c0xke5 Thanks a lot! Eugen attachment: winmail.dat
Re: Particle collision behaves differently after particle count 4000
Am 09.08.2012 10:46, schrieb Chris Chia: Hi Eugen, Are you on SI2013SP1? Yes. I will check with the other version if needed... Chris On 9 Aug, 2012, at 2:27 PM, Eugen Sares softim...@keyvis.at wrote: Hello Chris, tried a precision value of 1000. Still the spheres overlap. Also, thought that a slower trajectory might give the collision check a better chance, and reduced gravity. Does not help. That burst effect was collision check suddenly working at a certain particle count, but I could not reproduce it any more. - a bug most certainly, don't you think? Thanks! Best regards, Eugen Try tweaking the precision value if you strictly don't want any particles to touch one another. A quick prove: something like 1000 should fix the penetration problem; but of course resulting in an extreme slowdown in performance. And no out burst at frames when running that simulation. Cheers. Chris On 8 Aug, 2012, at 12:38 AM, Eugen Sares softim...@keyvis.at wrote: Am 07.08.2012 17:27, schrieb Jeff McFall: I ran the sim all the way through and it looks correct here. None of the burst effect from the video. Thanks for answering, Jeff! Do the particles penetrate each other? They do here. in your video example it almost looks like the particle count suddenly jumps Nope, the count is continuous. Strangely, after closing and opening the scene, the burst effect at frame 200 does not show up any more, meaning the particles overlap quite often. Weird... Precision is set to 60 in the Simulate node. Am I missing some other parameter relevant for collision? Jeff -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Tuesday, August 07, 2012 9:44 AM To: softimage@listproc.autodesk.com Subject: Particle collision behaves differently after particle count 4000 Hi, I've got a simple setup here with Simulate Bullet Rigid Bodies, where I'm trying to fill a volume with small spherical particles (radius 0,1). Testing 2013SP1. As long as the particle count is below 4000 (for whatever reason), particles tend to penetrate/clump. Suddenly at the frame where the count reaches 4000, all particles push themselves out of their neighbours at once, then simulation continues normally, with no penetrations. A bug? I didn't touch any simulation range settings. Video (possibly not converted yet): https://vimeo.com/47089050 Scene: http://www.sendspace.com/file/c0xke5 Thanks a lot! Eugen
Re: Blending displacement using raylength
Hi Tim, Service Beer Packs are only for bugs fixing. So I won't be able to add any feature. However, if you can send me a pack of this producthttp://www.mentalfloss.com/blogs/archives/130875, maybe I will do an exception ;). On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Guillaume, could you I ask you to add a Service beer pack 2 with controls to mask only the area visble in camera? E.g. everything else outside the camera愀 view isn愒 displaced. I惴 not sure how much of an optimization this is as it depends solely on how displacement is implemented in general in the renderer. Would setting adaptive displacement allow for reduced geometry tesselation? If the object is tesselated even in areas that have 0 height displacement the mesh愀 displacement geometry would still be huge and only the displacemengt height would be affected by the your network? It would be nice to know if it愀 possible/worth to mix between two shaders, one with displacement, one without... Intended uses: *large terrain *large ocean *close detail Cheers, tim On 08.08.2012 19:09, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/**5533643/** BlendingDisplacementUsingRayLe**ngth_Advantage_Beer_Pack_SP1.**scnhttp://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshall3d@gmail.**comchrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting.
Re: Blending displacement using raylength
I just knew Tim's feature request would come at a high price! On 09/08/2012, Guillaume Laforge guillaume.laforge...@gmail.com wrote: Hi Tim, Service Beer Packs are only for bugs fixing. So I won't be able to add any feature. However, if you can send me a pack of this producthttp://www.mentalfloss.com/blogs/archives/130875, maybe I will do an exception ;). On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Guillaume, could you I ask you to add a Service beer pack 2 with controls to mask only the area visble in camera? E.g. everything else outside the camera愀 view isn愒 displaced. I惴 not sure how much of an optimization this is as it depends solely on how displacement is implemented in general in the renderer. Would setting adaptive displacement allow for reduced geometry tesselation? If the object is tesselated even in areas that have 0 height displacement the mesh愀 displacement geometry would still be huge and only the displacemengt height would be affected by the your network? It would be nice to know if it愀 possible/worth to mix between two shaders, one with displacement, one without... Intended uses: *large terrain *large ocean *close detail Cheers, tim On 08.08.2012 19:09, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/**5533643/** BlendingDisplacementUsingRayLe**ngth_Advantage_Beer_Pack_SP1.**scnhttp://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshall3d@gmail.**comchrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting.
Re: Blending displacement using raylength
You learned your business 101 quickly, Guillaume... Supply and demand. I´ll put a few stamp on the bottles and give the postal service folks a try:-) Don´t hold your breath, thought. That´s a fragile chance. I may have to make an upgrade to Canada myself first before I can pay you back with a sixpack or two. Vancouver maybe. There, see. Selfless. I´d even immigrate to pay you back :-) Cheers, tim On 09.08.2012 14:11, Guillaume Laforge wrote: Hi Tim, Service Beer Packs are only for bugs fixing. So I won't be able to add any feature. However, if you can send me a pack of this product http://www.mentalfloss.com/blogs/archives/130875, maybe I will do an exception ;). On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de wrote: Hi Guillaume, could you I ask you to add a Service beer pack 2 with controls to mask only the area visble in camera? E.g. everything else outside the camera愀 view isn愒 displaced. I惴 not sure how much of an optimization this is as it depends solely on how displacement is implemented in general in the renderer. Would setting adaptive displacement allow for reduced geometry tesselation? If the object is tesselated even in areas that have 0 height displacement the mesh愀 displacement geometry would still be huge and only the displacemengt height would be affected by the your network? It would be nice to know if it愀 possible/worth to mix between two shaders, one with displacement, one without... Intended uses: *large terrain *large ocean *close detail Cheers, tim On 08.08.2012 19:09, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/__5533643/__BlendingDisplacementUsingRayLe__ngth_Advantage_Beer_Pack_SP1.__scn http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com mailto:chrismarshall3d@gmail.__com mailto:chrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting.
Re: Blending displacement using raylength
Maya turned you into an alchoolic... Le 09/08/2012 14:11, Guillaume Laforge a écrit : Hi Tim, Service Beer Packs are only for bugs fixing. So I won't be able to add any feature. However, if you can send me a pack of this product http://www.mentalfloss.com/blogs/archives/130875, maybe I will do an exception ;). On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de wrote: Hi Guillaume, could you I ask you to add a Service beer pack 2 with controls to mask only the area visble in camera? E.g. everything else outside the camera愀 view isn愒 displaced. I惴 not sure how much of an optimization this is as it depends solely on how displacement is implemented in general in the renderer. Would setting adaptive displacement allow for reduced geometry tesselation? If the object is tesselated even in areas that have 0 height displacement the mesh愀 displacement geometry would still be huge and only the displacemengt height would be affected by the your network? It would be nice to know if it愀 possible/worth to mix between two shaders, one with displacement, one without... Intended uses: *large terrain *large ocean *close detail Cheers, tim On 08.08.2012 19:09, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting.
Re: ICE modelling - polygon area
must be getting close - keep getting this now ' ERROR : 2429 - Access to a custom ICE node index set failed. This can occur when accessing an index set from the BeginEvaluate or EndEvaluate callback. all im trying to do is repeat in an array each selected polygons changes at the point level. ie I want to uniformly scale the polygon around its centre by a radius. whilst it is simple on a single Polygon, http://xsisupport.com/2012/02/09/making-circles-on-the-surface-of-a-mesh/ this is not so easy to get correct context when dealing with an array of polygons where each one is to have an individual radius value. and If I see another Context Mismatch: Input context supported: Per Object or Polygon output context supported: per Point well I guess I will just sigh yet again - this is sooo frustrating!
RE: ICE modelling - polygon area
I don’t know if this helps, but here’s something similar I was messing around with http://xsisupport.com/2012/08/07/resizing-polygons-with-ice/ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman Sent: August-09-12 11:12 AM To: softimage@listproc.autodesk.com Subject: Re: ICE modelling - polygon area must be getting close - keep getting this now ' ERROR : 2429 - Access to a custom ICE node index set failed. This can occur when accessing an index set from the BeginEvaluate or EndEvaluate callback. all im trying to do is repeat in an array each selected polygons changes at the point level. ie I want to uniformly scale the polygon around its centre by a radius. whilst it is simple on a single Polygon, http://xsisupport.com/2012/02/09/making-circles-on-the-surface-of-a-mesh/ this is not so easy to get correct context when dealing with an array of polygons where each one is to have an individual radius value. and If I see another Context Mismatch: Input context supported: Per Object or Polygon output context supported: per Point well I guess I will just sigh yet again - this is sooo frustrating! attachment: winmail.dat
Re: Blending displacement using raylength
Fortunately I didn't wait for Maya to be an alcoholic! But having working in production before definitely turned me as one :D. On Thu, Aug 9, 2012 at 11:01 AM, olivier jeannel olivier.jean...@noos.frwrote: Maya turned you into an alchoolic... Le 09/08/2012 14:11, Guillaume Laforge a écrit : Hi Tim, Service Beer Packs are only for bugs fixing. So I won't be able to add any feature. However, if you can send me a pack of this producthttp://www.mentalfloss.com/blogs/archives/130875, maybe I will do an exception ;). On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Guillaume, could you I ask you to add a Service beer pack 2 with controls to mask only the area visble in camera? E.g. everything else outside the camera愀 view isn愒 displaced. I惴 not sure how much of an optimization this is as it depends solely on how displacement is implemented in general in the renderer. Would setting adaptive displacement allow for reduced geometry tesselation? If the object is tesselated even in areas that have 0 height displacement the mesh愀 displacement geometry would still be huge and only the displacemengt height would be affected by the your network? It would be nice to know if it愀 possible/worth to mix between two shaders, one with displacement, one without... Intended uses: *large terrain *large ocean *close detail Cheers, tim On 08.08.2012 19:09, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting.
Re: Blending displacement using raylength
Yes, but before you were hidding... ;) Le 09/08/2012 17:31, Guillaume Laforge a écrit : Fortunately I didn't wait for Maya to be an alcoholic! But having working in production before definitely turned me as one :D. On Thu, Aug 9, 2012 at 11:01 AM, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: Maya turned you into an alchoolic... Le 09/08/2012 14:11, Guillaume Laforge a écrit : Hi Tim, Service Beer Packs are only for bugs fixing. So I won't be able to add any feature. However, if you can send me a pack of this product http://www.mentalfloss.com/blogs/archives/130875, maybe I will do an exception ;). On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de wrote: Hi Guillaume, could you I ask you to add a Service beer pack 2 with controls to mask only the area visble in camera? E.g. everything else outside the camera愀 view isn愒 displaced. I惴 not sure how much of an optimization this is as it depends solely on how displacement is implemented in general in the renderer. Would setting adaptive displacement allow for reduced geometry tesselation? If the object is tesselated even in areas that have 0 height displacement the mesh愀 displacement geometry would still be huge and only the displacemengt height would be affected by the your network? It would be nice to know if it愀 possible/worth to mix between two shaders, one with displacement, one without... Intended uses: *large terrain *large ocean *close detail Cheers, tim On 08.08.2012 19:09, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting.
[JOBS] -- short deadline SOFTIMAGE project ramping up
Hi everybody - We have a beautiful but somewhat rushed project in-house at Spontaneous, and are having trouble finding a couple of key people. We need a really kick-ass modeler to create one principal human female character, a texture artist (emphasis on artist, as this is a painterly, NPR-look project), and a great rigger for the same character. A Mari expert would be more than welcome too! While I'm at it, any senior-level Softimage generalists, particularly those with ICE and/or lighting expertise, would be good to hear from. Interested people should contact Mariel Synan, our associate producer: mar...@spon.com thanks!
Re: Cad models resource..
Hi Adam, Whats the best way of getting them into xsi? On 9 August 2012 17:55, Adam Seeley adam_see...@yahoo.com wrote: Hi Peeps, You may have seen it already but... http://grabcad.com/ It's a mixed bunch, but lot's of nicely detailed cad/engineering type bits for use. Great for test renders etc. Adam.
Re: Cad models resource..
Nice! Thanks for posting! On 8/9/2012 10:55 AM, Adam Seeley wrote: Hi Peeps, You may have seen it already but... http://grabcad.com/ It's a mixed bunch, but lot's of nicely detailed cad/engineering type bits for use. Great for test renders etc. Adam. -- _ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
Re: Cad models resource..
I've found that MoI (http://moi3d.com/) works great if you can get it as an IGES file. Once you get it into MoI, it's meshing tools are top notch. Export to SI is easy from there. On 8/9/2012 11:12 AM, Cristobal Infante wrote: Hi Adam, Whats the best way of getting them into xsi? On 9 August 2012 17:55, Adam Seeley adam_see...@yahoo.com mailto:adam_see...@yahoo.com wrote: Hi Peeps, You may have seen it already but... http://grabcad.com/ It's a mixed bunch, but lot's of nicely detailed cad/engineering type bits for use. Great for test renders etc. Adam. -- _ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
viewport navigation performance
It seems like every model I work on lately has ~10Million Triangles. I've always thought XSI handled large poly counts well and have'nt put much thought to it. That all changed yesterday after exporting one of our large models over to Maya. The Maya viewport interaction is buttery smooth with a very tactile response to viewport navigation. It feels connected like a Lotus Elise on the bends in Big Sur. I can't believe it. For years XSI had the upper hand with polycounts but it seems the tables have turned. I had not realized just how slow it was. It's so bad ( and Maya is so good) I suspect something must be wrong with my machine or it's not tuned for XSI but alas I can't find a problem. I've tried a few drivers and fiddled with the settings but nothing seems to help. Anybody have any tips to improve XSI viewport performance? Or are we just behind the performance curve. Votch Levi
Re: script backup file?
good to know where to look, thanks. im not seeing anything currently which is odd, but hopefully it comes in handy when i need it. _sam
getting object global transform from emit location?
a little thing that crops up all the time. im trying to get the global transform matrix of an object via the emit location of the particles? i can get it by pluging it in obviously, but if i have a group or something it would be nice to access what i guess would be termed location object.referenceframe I dont seem to be able to get the objects position like this either: location kine.global.pos location polymsh.kine.global.pos any ideas would be great. _sam
RE: getting object global transform from emit location?
Not completely automated, but... Use an ICE tree to store the global transform matrix as a custom ICE tree on each object. Use a script to add the tree to each object in the group, and rerun the script if you add objects to the group. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sam Cuttriss Sent: Thursday, August 09, 2012 02:45 PM To: softimage Subject: getting object global transform from emit location? a little thing that crops up all the time. im trying to get the global transform matrix of an object via the emit location of the particles? i can get it by pluging it in obviously, but if i have a group or something it would be nice to access what i guess would be termed location object.referenceframe I dont seem to be able to get the objects position like this either: location kine.global.pos location polymsh.kine.global.pos any ideas would be great. _sam attachment: winmail.dat
Re: Siggraph - Softimage?
Thanks! regards stefan On Thu, Aug 9, 2012 at 10:03 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: Mark's blog and comments cover that http://area.autodesk.com/blogs/marks/siggraph-2012---calling-all-crowds On Thu, Aug 9, 2012 at 3:53 PM, Stefan Andersson sander...@gmail.com wrote: I saw that they released extensions for Maya and 3dsmax, but haven't heard anything about Softimage. Anyone knows if there is any news at all from the Softimage side? regards stefan -- stefan andersson - digital janitor - http://sanders3d.wordpress.com -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: Siggraph - Softimage?
good info: no sap this time, next major release(s across the board) to be expected in april 2014. some well deserved kudos to chris and the new singapore team. cheers, tim P.S: Personally, I´m no fan of sap benefits, it´s a marketing tool to enforce subscription imho. Both Maya and Mudbox are a pita when it comes to working with random 2012 versions across different people´s/freelancer/shop machines. And last but not least, if there´s bugs they should be fixed for everyone who bought the pack... On 10.08.2012 00:36, Stefan Andersson wrote: Thanks! regards stefan On Thu, Aug 9, 2012 at 10:03 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: Mark's blog and comments cover that http://area.autodesk.com/blogs/marks/siggraph-2012---calling-all-crowds On Thu, Aug 9, 2012 at 3:53 PM, Stefan Andersson sander...@gmail.com wrote: I saw that they released extensions for Maya and 3dsmax, but haven't heard anything about Softimage. Anyone knows if there is any news at all from the Softimage side? regards stefan -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: Siggraph - Softimage?
When he wrote 2014, I assumed he meant Softimage 2014, not year 2014. On 8/9/2012 6:51 PM, Tim Leydecker wrote: good info: no sap this time, next major release(s across the board) to be expected in april 2014. some well deserved kudos to chris and the new singapore team. cheers, tim P.S: Personally, I´m no fan of sap benefits, it´s a marketing tool to enforce subscription imho. Both Maya and Mudbox are a pita when it comes to working with random 2012 versions across different people´s/freelancer/shop machines. And last but not least, if there´s bugs they should be fixed for everyone who bought the pack... On 10.08.2012 00:36, Stefan Andersson wrote: Thanks! regards stefan On Thu, Aug 9, 2012 at 10:03 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: Mark's blog and comments cover that http://area.autodesk.com/blogs/marks/siggraph-2012---calling-all-crowds On Thu, Aug 9, 2012 at 3:53 PM, Stefan Andersson sander...@gmail.com wrote: I saw that they released extensions for Maya and 3dsmax, but haven't heard anything about Softimage. Anyone knows if there is any news at all from the Softimage side? regards stefan -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: Siggraph - Softimage?
This is stuff that goes in cycles. If you don't need crowds, a viewport API, various additions to ICE, the fCurve editing additions and so on of course the last couple upgrades won't be very convenient for you. Personally, I have very little use for the VP2 stuff (beside the fact it stuffed royally and irreparably quite a few things for some people over in TVC), but I had been begging and crying for a viewport API for probably close to 8 years now. At some point Maya will go through a cycle of stuff you have no use for, while in the other camp the things Soft had been lagging behind on will be added, and the grass will yet again be greener on the other side. IE: if you need a decently rendered fire without plugins, currently Maya is more or less your only option, but if you need crowds OOTB then Soft is. By all means, diversify if there's any point in another app for you, or get a suite, but I wouldn't write off 2012 and 2013 in general (we planned or did moves to both over here in example, and we don't up versions overnight for no good reason in film). Calling ICE situational though usually means you haven't bothered rather than not having found it useful. If there is ONE thing that improves my day to day work every single time it gets extended that's ICE. If you think it's something just for the occasional dust puff you're sorely mistaken. I'm writing this with a graph in front of me that over a few days went from a prototype to representing a sizable chunk of a rig that featurePerDay is cheaper than anything I've done before, and an order of magnitude faster than the equivalent expression-y/constrain-y alternative, and I'm coming out of a two year span on a project where every single deformation on very large and complex creatures would have been literally impossible or prohibitively expensive without ICE, which was used as a deformation tool, as a seamless bridge to our propietary system, and as a pipeline crutch for reference geometry injection. Be mindful of kneejerking yourself into something that will most likely require months to years to barely be able to be back to the par your work and cost sits at now. On Fri, Aug 10, 2012 at 1:35 PM, Sam Bowling sbowl...@cox.net wrote: CrowdFX I'm finding it harder and harder to find a reason to upgrade this software. I love the program, but there's just nothing new being added other ice stuff and that is really situational in use. I really can't think of anything added in 2013 that I needed for day to day use. I thought maybe there would be a few useful goodies added in the SAP, but that's out for this year. I guess it's time I start looking in to Max or Maya since they still seem to be getting some useful development.
Re: Usergroup meeting?
I'm here till sunday. H. On Thu, Aug 9, 2012 at 9:49 AM, Bill Hinkson bill.hink...@gmail.com wrote: /Wave Trader Vic's was fun! Maybe I'll make it out to Siggraph next year. On Tue, Jul 31, 2012 at 8:14 PM, Matt Lind ml...@carbinestudios.comwrote: Most of the people who replied to my initial survey and requested Sunday have not RSVP'd. Meanwhile I have a handful of people who want to attend but cannot make Sunday. Would another night be better? If so, which? Matt PS - Dave, Trader Vic's is where we went for after-dinner drinks a number of years ago if you remember. Same restaurant chain, different location. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher Sent: Tuesday, July 31, 2012 6:51 AM To: softimage@listproc.autodesk.com Subject: Usergroup meeting? Any Softimage usergroup meeting at Siggraph happening? I can't make the Sunday one with Matt Lind. Dave G -- bill hinkson animator designer http://billhinksondesign.com