RE: Autodesk Masters
Mission complete post image of you wearing the jacket! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale Sent: Tuesday, August 14, 2012 7:35 AM To: softimage@listproc.autodesk.com Subject: Re: Autodesk Masters H...in the fine print is it? Perhaps a statute of limitations based on the wearer outgrowing the jacket? :-) On Mon, Aug 13, 2012 at 8:57 PM, Upinder Dhaliwal udhali...@gmail.com wrote: Voted and best of luck. You should post a photo with that jacket -- Upinder Dhaliwal www.upinderdhaliwal.com On Tue, Aug 14, 2012 at 3:48 AM, Mirko Jankovic mirko.janko...@aeonproduction.com wrote: done, wanna see photo with that jacket ;) good luck :) image001.png
RE: Autodesk Masters
Congrats! Impressive! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, August 14, 2012 1:30 AM To: softimage Subject: Autodesk Masters It seems that Todd Akita and myself are nominated to be Autodesk Softimage Masters this year... If you have an Area account and are feeling like voting... Helge told me they have really nice Autodesk Jacket for the winners :) http://www.the-area.com/masters ;-) Jeremie attachment: winmail.dat
RE: Autodesk Masters
Have voted this side - funny thing is your message about it Jeremie only came through now - I saw all the other mee too votes from everyone and went onto the autodesk site to see what was going on - had to dig quite a bit to find the area to vote! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Chris Chia [chris.c...@autodesk.com] Sent: 14 August 2012 09:33 To: softimage@listproc.autodesk.com Subject: RE: Autodesk Masters Congrats! Impressive! From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, August 14, 2012 1:30 AM To: softimage Subject: Autodesk Masters It seems that Todd Akita and myself are nominated to be Autodesk Softimage Masters this year... If you have an Area account and are feeling like voting... Helge told me they have really nice Autodesk Jacket for the winners :) http://www.the-area.com/masters ;-) Jeremie
Re: Autodesk Masters
Voted!! Congrats to both of you! 2012/8/14 Sandy Sutherland sandy.sutherl...@triggerfish.co.za Have voted this side - funny thing is your message about it Jeremie only came through now - I saw all the other mee too votes from everyone and went onto the autodesk site to see what was going on - had to dig quite a bit to find the area to vote! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Chris Chia [ chris.c...@autodesk.com] *Sent:* 14 August 2012 09:33 *To:* softimage@listproc.autodesk.com *Subject:* RE: Autodesk Masters Congrats! Impressive! *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jeremie Passerin *Sent:* Tuesday, August 14, 2012 1:30 AM *To:* softimage *Subject:* Autodesk Masters It seems that Todd Akita and myself are nominated to be Autodesk Softimage Masters this year... If you have an Area account and are feeling like voting... Helge told me they have really nice Autodesk Jacket for the winners :) http://www.the-area.com/masters ;-) Jeremie -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos
RE: Autodesk aquires Naiad
Autodesk better move fast with NAIAD technology integration in Maya (it's probably already happening) because killing the stand alone Naiad is just going to make people buy Houdini more... -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Monday, August 13, 2012 12:58 PM To: softimage@listproc.autodesk.com Subject: Re: Autodesk aquires Naiad I think it is a good purchase as Autodesk is probably looking at Houdini which has an integrated FLIP solver. -ben On Mon, Aug 13, 2012 at 12:53 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: http://usa.autodesk.com/adsk/servlet/pc/item?id=20307972siteID=123112 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: Excluding objects in lightmap rendering stage
Why can't you break your scene into passes? With the point cloud hidden in the light map pass? Chris On 13 Aug, 2012, at 10:20 PM, Rémi ARQUIER arqu...@gmail.com wrote: Hi list I would like to know if it is possible to exclude objects in the ligtmap rendering stage. Specificaly I would like that some of ICE particle clouds not be seen by object beeing sampled (for reflection rays and shadow rays for example). I have tried combining a mip_rayswitch_stage plus a transparent shader for the lightmapping rays on the particle material. It works, *but*, the presence of the clouds considerably slow down the lightmap rendering stage since the particles are still hit (by shadows and secondary rays and for nothing). A rendering lightmap visibilty flag excluding the cloud for real would be perfect, but doesn't seem to exist. Any idea ? I could write some custom MR shaders and custom plugins if necessary. Thank you for help Rémi attachment: winmail.dat
Re: Autodesk Masters
Done ! On Tue, Aug 14, 2012 at 5:49 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote: Voted!! Congrats to both of you! 2012/8/14 Sandy Sutherland sandy.sutherl...@triggerfish.co.za Have voted this side - funny thing is your message about it Jeremie only came through now - I saw all the other mee too votes from everyone and went onto the autodesk site to see what was going on - had to dig quite a bit to find the area to vote! S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Chris Chia [ chris.c...@autodesk.com] *Sent:* 14 August 2012 09:33 *To:* softimage@listproc.autodesk.com *Subject:* RE: Autodesk Masters Congrats! Impressive! *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jeremie Passerin *Sent:* Tuesday, August 14, 2012 1:30 AM *To:* softimage *Subject:* Autodesk Masters It seems that Todd Akita and myself are nominated to be Autodesk Softimage Masters this year... If you have an Area account and are feeling like voting... Helge told me they have really nice Autodesk Jacket for the winners :) http://www.the-area.com/masters ;-) Jeremie -- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos --
Re: Excluding objects in lightmap rendering stage
My qn is: why does your point cloud need to exist in your 'light map' pass? Do you mean that the point cloud still needs to be rendered but not evaluated for light map? Clear my doubt... Chris On 14 Aug, 2012, at 8:39 PM, Rémi ARQUIER arqu...@gmail.commailto:arqu...@gmail.com wrote: Thank you Chris Breaking the scene into two passes would solve that specific problem but : 1/ Our custom lightmap shader creates custom data (mental ray point clouds, not maps) and keep them into ram. It would be inefficient to save them then reload them using hard disk. 2/ We already use passes in our workflow and it would complicate it to add other ones just for a shader. We need something transparent in the user side. 2012/8/14 Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.com Why can't you break your scene into passes? With the point cloud hidden in the light map pass? Chris On 13 Aug, 2012, at 10:20 PM, Rémi ARQUIER arqu...@gmail.commailto:arqu...@gmail.com wrote: Hi list I would like to know if it is possible to exclude objects in the ligtmap rendering stage. Specificaly I would like that some of ICE particle clouds not be seen by object beeing sampled (for reflection rays and shadow rays for example). I have tried combining a mip_rayswitch_stage plus a transparent shader for the lightmapping rays on the particle material. It works, *but*, the presence of the clouds considerably slow down the lightmap rendering stage since the particles are still hit (by shadows and secondary rays and for nothing). A rendering lightmap visibilty flag excluding the cloud for real would be perfect, but doesn't seem to exist. Any idea ? I could write some custom MR shaders and custom plugins if necessary. Thank you for help Rémi attachment: winmail.dat
Re: Autodesk aquires Naiad
well... Autodesk will not continue to market and sell Naiad as a standalone product but it is anticipated that certain Naiad technology may find its way into future Autodesk offerings. As of this time, there are no new product or offering announcements pertaining to the Autodesk software portfolio. ...may find its way...? This statement tells me that they are quite far from getting that integration working. We were using Naiad for a test for a feature film. And by the looks of it, we will be going to RealFlow/Houdini right now. I don't understand why they had to kill it, it was a functional product. And we were able to render it with Arnold. *sniff* regards stefan On Tue, Aug 14, 2012 at 2:12 PM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: Autodesk better move fast with NAIAD technology integration in Maya (it's probably already happening) because killing the stand alone Naiad is just going to make people buy Houdini more... -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Monday, August 13, 2012 12:58 PM To: softimage@listproc.autodesk.com Subject: Re: Autodesk aquires Naiad I think it is a good purchase as Autodesk is probably looking at Houdini which has an integrated FLIP solver. -ben On Mon, Aug 13, 2012 at 12:53 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: http://usa.autodesk.com/adsk/servlet/pc/item?id=20307972siteID=123112 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: Excluding objects in lightmap rendering stage
You are right, the ICE Particles cloud are not evaluated for the lightmaps (they don't affect lightmap illuminaton). I would want to compute the lightmaps and the final rendering in just one click on render. Not using two passes. Lets say that mental ray in one click on render button decompose the global rendering into two consecutive stages : Stage 1 - Lightmap computation. The lightmaps, applied on polygon meshes compute some custom user data (whatever) and store them into ram. Stage 2 - Tile Rendering. Other shaders read the custom user data from ram and use it for final illumination of the ICE Particle Clouds. In stage 1, the ICE Particle cloud *must not* be presents for casting ray speed optimization. In stage 2, the ICE Particle cloud *need* to be present since they are visible by all rays. 2012/8/14 Chris Chia chris.c...@autodesk.com My qn is: why does your point cloud need to exist in your 'light map' pass? Do you mean that the point cloud still needs to be rendered but not evaluated for light map? Clear my doubt... Chris On 14 Aug, 2012, at 8:39 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.com wrote: Thank you Chris Breaking the scene into two passes would solve that specific problem but : 1/ Our custom lightmap shader creates custom data (mental ray point clouds, not maps) and keep them into ram. It would be inefficient to save them then reload them using hard disk. 2/ We already use passes in our workflow and it would complicate it to add other ones just for a shader. We need something transparent in the user side. 2012/8/14 Chris Chia chris.c...@autodesk.commailto: chris.c...@autodesk.com Why can't you break your scene into passes? With the point cloud hidden in the light map pass? Chris On 13 Aug, 2012, at 10:20 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.com wrote: Hi list I would like to know if it is possible to exclude objects in the ligtmap rendering stage. Specificaly I would like that some of ICE particle clouds not be seen by object beeing sampled (for reflection rays and shadow rays for example). I have tried combining a mip_rayswitch_stage plus a transparent shader for the lightmapping rays on the particle material. It works, *but*, the presence of the clouds considerably slow down the lightmap rendering stage since the particles are still hit (by shadows and secondary rays and for nothing). A rendering lightmap visibilty flag excluding the cloud for real would be perfect, but doesn't seem to exist. Any idea ? I could write some custom MR shaders and custom plugins if necessary. Thank you for help Rémi
Re: Per primitive data from Softimage to mental ray
While investigating how to pass per primitive data from Softimage to MR, I found in a simple .mi archive those interesting user data associated to leaf box instances, present only when the object is split into several leaf instance boxes : data sphere/Polygon Mesh_TriLinkUD(0) tag 7482834 1600 [ some long hexa data here ] and also : data sphere/Polygon Mesh_PropDescUD(0) tag 7482835 1600 [ some hexa data here ] Regarding the name of thoses user data I suppose they are put by the translator for shaders, maybe they keep a track of the original polygon indexes and the final boxes triangles indexes ? If yes I could use them to map my user data of a simple UserDataBlob to final boxe's triangles. Anyone know how to interpret thoses data ? I didn't find anything in xsi_miuserdata_defs.h about tags 7482834 and 7482835 thanks :) 2012/8/13 Rémi ARQUIER arqu...@gmail.com Hi all, I would like to compute some per primitive data in Softimage and get it back in a mental ray custom shader. I successfully tried the per object data using UserDataBlob and a custom Operator + mi_query + miQ_INST_DATA (I used the well documented ShowEdges example of the SDK documentation). But now I would need *per triangle data*, if possible using the same way as the ShowEdges example, i.e : with a custom OP. The UserDataMap and the mi_query + miQ_PRI_DATA look goods but I didn't find any example. Any ideas / links ? Many thanks Rémi Arquier
Re: Excluding objects in lightmap rendering stage
What I would do is to have your lightmap algorithm look up for an custom attribute in the scene and see what needs to be eliminated from computation?! This would be a hack to solve your unique rendering requirement ;) Chris On 14 Aug, 2012, at 9:55 PM, Rémi ARQUIER arqu...@gmail.commailto:arqu...@gmail.com wrote: You are right, the ICE Particles cloud are not evaluated for the lightmaps (they don't affect lightmap illuminaton). I would want to compute the lightmaps and the final rendering in just one click on render. Not using two passes. Lets say that mental ray in one click on render button decompose the global rendering into two consecutive stages : Stage 1 - Lightmap computation. The lightmaps, applied on polygon meshes compute some custom user data (whatever) and store them into ram. Stage 2 - Tile Rendering. Other shaders read the custom user data from ram and use it for final illumination of the ICE Particle Clouds. In stage 1, the ICE Particle cloud *must not* be presents for casting ray speed optimization. In stage 2, the ICE Particle cloud *need* to be present since they are visible by all rays. 2012/8/14 Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.com My qn is: why does your point cloud need to exist in your 'light map' pass? Do you mean that the point cloud still needs to be rendered but not evaluated for light map? Clear my doubt... Chris On 14 Aug, 2012, at 8:39 PM, Rémi ARQUIER arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.com wrote: Thank you Chris Breaking the scene into two passes would solve that specific problem but : 1/ Our custom lightmap shader creates custom data (mental ray point clouds, not maps) and keep them into ram. It would be inefficient to save them then reload them using hard disk. 2/ We already use passes in our workflow and it would complicate it to add other ones just for a shader. We need something transparent in the user side. 2012/8/14 Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.com Why can't you break your scene into passes? With the point cloud hidden in the light map pass? Chris On 13 Aug, 2012, at 10:20 PM, Rémi ARQUIER arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.com wrote: Hi list I would like to know if it is possible to exclude objects in the ligtmap rendering stage. Specificaly I would like that some of ICE particle clouds not be seen by object beeing sampled (for reflection rays and shadow rays for example). I have tried combining a mip_rayswitch_stage plus a transparent shader for the lightmapping rays on the particle material. It works, *but*, the presence of the clouds considerably slow down the lightmap rendering stage since the particles are still hit (by shadows and secondary rays and for nothing). A rendering lightmap visibilty flag excluding the cloud for real would be perfect, but doesn't seem to exist. Any idea ? I could write some custom MR shaders and custom plugins if necessary. Thank you for help Rémi attachment: winmail.dat
Re: Autodesk Masters
Some people better vote for Mr. Akita, and I'm not just saying that because I'm sitting next to him right this second. I'm saying it because he is also highly skilled at martial arts. -B On Tue, Aug 14, 2012 at 10:18 AM, Chris Chia chris.c...@autodesk.comwrote: Hey Tim, It has been reported and fixed! ;) Chris On 14 Aug, 2012, at 5:14 PM, Tim Leydecker bauero...@gmx.de wrote: In the Autodesk Junior Masters Section is a captions copypaste error that seems to have slipped attention in the setup of the site: Stephanie Goehringer Michelle Kwon is a ... [more...] The full info text seems correct. Whom do you contact to get this fixed? How? Hat´s of to Todd and Jeremie, good luck! Cheers, tim On 14.08.2012 09:33, Chris Chia wrote: Congrats! Impressive! From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, August 14, 2012 1:30 AM To: softimage Subject: Autodesk Masters It seems that Todd Akita and myself are nominated to be Autodesk Softimage Masters this year... If you have an Area account and are feeling like voting... Helge told me they have really nice Autodesk Jacket for the winners :) http://www.the-area.com/masters ;-) Jeremie
Re: Autodesk Masters
So is it like highlander then? There can be only one... I voted for both - maybe you can do a timeshare on the jacket ;) On 14 August 2012 16:03, Bradley Gabe witha...@gmail.com wrote: Some people better vote for Mr. Akita, and I'm not just saying that because I'm sitting next to him right this second. I'm saying it because he is also highly skilled at martial arts. -B On Tue, Aug 14, 2012 at 10:18 AM, Chris Chia chris.c...@autodesk.comwrote: Hey Tim, It has been reported and fixed! ;) Chris On 14 Aug, 2012, at 5:14 PM, Tim Leydecker bauero...@gmx.de wrote: In the Autodesk Junior Masters Section is a captions copypaste error that seems to have slipped attention in the setup of the site: Stephanie Goehringer Michelle Kwon is a ... [more...] The full info text seems correct. Whom do you contact to get this fixed? How? Hat´s of to Todd and Jeremie, good luck! Cheers, tim On 14.08.2012 09:33, Chris Chia wrote: Congrats! Impressive! From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, August 14, 2012 1:30 AM To: softimage Subject: Autodesk Masters It seems that Todd Akita and myself are nominated to be Autodesk Softimage Masters this year... If you have an Area account and are feeling like voting... Helge told me they have really nice Autodesk Jacket for the winners :) http://www.the-area.com/masters ;-) Jeremie -- www.matinai.com
Re: Autodesk Masters
Personally I will vote for Kim Aldis as long as he will be the 'number one poster' of this list! On Tue, Aug 14, 2012 at 11:03 AM, Bradley Gabe witha...@gmail.com wrote: Some people better vote for Mr. Akita, and I'm not just saying that because I'm sitting next to him right this second. I'm saying it because he is also highly skilled at martial arts. -B On Tue, Aug 14, 2012 at 10:18 AM, Chris Chia chris.c...@autodesk.comwrote: Hey Tim, It has been reported and fixed! ;) Chris On 14 Aug, 2012, at 5:14 PM, Tim Leydecker bauero...@gmx.de wrote: In the Autodesk Junior Masters Section is a captions copypaste error that seems to have slipped attention in the setup of the site: Stephanie Goehringer Michelle Kwon is a ... [more...] The full info text seems correct. Whom do you contact to get this fixed? How? Hat´s of to Todd and Jeremie, good luck! Cheers, tim On 14.08.2012 09:33, Chris Chia wrote: Congrats! Impressive! From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, August 14, 2012 1:30 AM To: softimage Subject: Autodesk Masters It seems that Todd Akita and myself are nominated to be Autodesk Softimage Masters this year... If you have an Area account and are feeling like voting... Helge told me they have really nice Autodesk Jacket for the winners :) http://www.the-area.com/masters ;-) Jeremie
Re: Excluding objects in lightmap rendering stage
To be sure to be well understood, imagine a scene, composed of a sphere with a ICE Cloud Particle around the sphere. The lightmap shader is only attached to the sphere (not to the ICE Cloud). When the lightmap compute his illumination, it casts shadow rays (and / or secondary rays depending of the sphere material), those rays hit the ICE Cloud Particle, and MR call the ICE Cloud Particle's geoshader / material for each ray. Even if I can put a completely transparent shadow shader on the ICE Cloud, which solve the problem of the color illumination, those calls are time consuming : the lightmap computation is more than 1000 slower when the ICE Particle is present. So yes, maybe if I could put a custom attribute (like the classic visibility flags) on ICE Clouds which tells to MR to simply ignore them when casting ray in lightmap stage (the rays would traverse them as they wouldn't exist), it would be perfect, but I don't know how to do it. But I am not sure, maybe I ask something that the translator or even MR don't allow ? Rémi 2012/8/14 Chris Chia chris.c...@autodesk.com What I would do is to have your lightmap algorithm look up for an custom attribute in the scene and see what needs to be eliminated from computation?! This would be a hack to solve your unique rendering requirement ;) Chris On 14 Aug, 2012, at 9:55 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.com wrote: You are right, the ICE Particles cloud are not evaluated for the lightmaps (they don't affect lightmap illuminaton). I would want to compute the lightmaps and the final rendering in just one click on render. Not using two passes. Lets say that mental ray in one click on render button decompose the global rendering into two consecutive stages : Stage 1 - Lightmap computation. The lightmaps, applied on polygon meshes compute some custom user data (whatever) and store them into ram. Stage 2 - Tile Rendering. Other shaders read the custom user data from ram and use it for final illumination of the ICE Particle Clouds. In stage 1, the ICE Particle cloud *must not* be presents for casting ray speed optimization. In stage 2, the ICE Particle cloud *need* to be present since they are visible by all rays. 2012/8/14 Chris Chia chris.c...@autodesk.commailto: chris.c...@autodesk.com My qn is: why does your point cloud need to exist in your 'light map' pass? Do you mean that the point cloud still needs to be rendered but not evaluated for light map? Clear my doubt... Chris On 14 Aug, 2012, at 8:39 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.com wrote: Thank you Chris Breaking the scene into two passes would solve that specific problem but : 1/ Our custom lightmap shader creates custom data (mental ray point clouds, not maps) and keep them into ram. It would be inefficient to save them then reload them using hard disk. 2/ We already use passes in our workflow and it would complicate it to add other ones just for a shader. We need something transparent in the user side. 2012/8/14 Chris Chia chris.c...@autodesk.commailto: chris.c...@autodesk.commailto:chris.c...@autodesk.commailto: chris.c...@autodesk.com Why can't you break your scene into passes? With the point cloud hidden in the light map pass? Chris On 13 Aug, 2012, at 10:20 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.com wrote: Hi list I would like to know if it is possible to exclude objects in the ligtmap rendering stage. Specificaly I would like that some of ICE particle clouds not be seen by object beeing sampled (for reflection rays and shadow rays for example). I have tried combining a mip_rayswitch_stage plus a transparent shader for the lightmapping rays on the particle material. It works, *but*, the presence of the clouds considerably slow down the lightmap rendering stage since the particles are still hit (by shadows and secondary rays and for nothing). A rendering lightmap visibilty flag excluding the cloud for real would be perfect, but doesn't seem to exist. Any idea ? I could write some custom MR shaders and custom plugins if necessary. Thank you for help Rémi
[BUG] Softimage crashing on workgroup unload containing a custom renderer and at least on .xsirtcompound file
Hi list, hi Support, as many other studios we've been suffering from fairly regular crashes when trying to switch workgroups containing custom renderers in an open softimage UI session. I've made several attempts to work around this issue in the past with mixed results. However this time I've been in a particularly stubborn mood and I think I've finally isolated the bugger! (Repro steps further down in this mail) Cheers, Martin *--- Description ---* *Softimage UI will crash reliably on workgroup unload when this workgroup contains a custom renderer and at least on .xsirtcompound file* *--- Background Details ---* When switching between jobs we are dynamically unloading the old job workgroup and then loading the new job workgroup in an open Softimage session without restarting the software. This has worked reliably for years - until we started to regularly install a custom renderer into these job workgroups (in our case Arnold - but I've verified that this bug is not Arnold related). Right now our workgroup switching leads to a crash in roughly 50% of the cases in a UI session... :-/ BUT: the same workgroup switching code works on our farm absolutely flawlessly. *--- This is what I think happens ---* *A workgroup unload will crash Softimage reliably if...* * * *1.) a custom renderer is installed in this workgroup* *2.) at least one .xsirtcompound file is part of this workgroup (either in /Data/RTCompounds, or as part of another addon)* *3.) the Render Tree window was opened at least once in the UI session BEFORE the workgroup gets unloaded* I think that when the Render Tree window gets displayed it refreshes its list of available shaders and rtcompounds. If this refresh gets executed before the attempted workgroup unload it will crash. You will achieve the same effect if you open the Preset Manager window. Please note that it already is enough to display the Render Tree window in an empty scene - the offending xsirtcompound must not be seen or used for the crash to happen. *--- A few more remarks from my side ---* 1.) I've run unit tests on my side (scripted UI sessions unloading a workgroup, loading a workgroup, rendering a preview frame, ... 50 times in a loop) without a crash. The minute I let the same test script also display the Render Tree window it crashes reliably. Removing the offending xsirtcompound file results in the same 50 loops of testing to finish reliably again. 2.) It is not important what xsirtcompound file it is - as long as it is a legal one. For my tests I just put a standard Mental Ray factory phong node into a compound and exported it into* /Data/RTCompounds*. 3.) We've seen this with many versions of Arnold - but to understand if this is a Softimage or Arnold issue I also tried this with the free version of 3Delight - same behaviour. 4.) I've tested this on Softimage 2012.SAP (x64) and 2013.SP1 (x64) - both on XP and Windows 7. *--- Repro Steps ---* *1.) Create an empty workgroup* *2.) Install a custom renderer addon into this workgroup* (e.g. 3delight) *3.) Place a legal .xsirtcompound file into Workgroup/Data/RTCompounds*. (I just put a standard factory MentalRay phong node into a compound and exported it...) *4.) Start a fresh vanilla Softimage session and connect to this workgroup.* *5.) Disconnect the workgroup again.* -- This works *6.) Connect the workgroup again* *7.) Disconnect the worgkroup again* -- still no problem *8.) Now connect the workgroup once more* *9.) Display a Render Tree Window* *10) Now disconnect the workgroup again* --- crash... *[ Repro'ed with Softimage 2012.SAP and 2013.SP1 (both x64) on both Windows 7 and Win XP64. ]* *[ Repro'ed with multiple versions of Arnold and 3Delight. ]* -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ]
Re: Autodesk aquires Naiad
That was the first thought after I read the news... Would be pretty, wouldn't it. What's Helge doing? =} Am 14.08.2012 16:09, schrieb Alan Fregtman: Naiad ICE nodes, anyone? We can dream, right? :) On Tue, Aug 14, 2012 at 9:25 AM, Stefan Andersson sander...@gmail.com mailto:sander...@gmail.com wrote: well... Autodesk will not continue to market and sell Naiad as a standalone product but it is anticipated that certain Naiad technology may find its way into future Autodesk offerings. As of this time, there are no new product or offering announcements pertaining to the Autodesk software portfolio. ...may find its way...? This statement tells me that they are quite far from getting that integration working. We were using Naiad for a test for a feature film. And by the looks of it, we will be going to RealFlow/Houdini right now. I don't understand why they had to kill it, it was a functional product. And we were able to render it with Arnold. *sniff* regards stefan On Tue, Aug 14, 2012 at 2:12 PM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com mailto:marc-andre.carbonn...@ubisoft.com wrote: Autodesk better move fast with NAIAD technology integration in Maya (it's probably already happening) because killing the stand alone Naiad is just going to make people buy Houdini more... -Original Message- From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Monday, August 13, 2012 12:58 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: Autodesk aquires Naiad I think it is a good purchase as Autodesk is probably looking at Houdini which has an integrated FLIP solver. -ben On Mon, Aug 13, 2012 at 12:53 PM, adrian wyer adrian.w...@fluid-pictures.com mailto:adrian.w...@fluid-pictures.com wrote: http://usa.autodesk.com/adsk/servlet/pc/item?id=20307972siteID=123112 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.com mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com http://www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Best regards, Ben Houston Voice: 613-762-4113 tel:613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: InstanceShape not cached correctly with 2013 Sp1
This is a common issue that has existed in ICE since the very beginning, and it has easy workarounds, so you are in luck. 1) Create an ICE Tree above your ICE cache read operator on the cloud in the new scene. 2) Copy the branch that built your Shape Instances from the original tree you cached out from. 3) Paste the branch into the ICE Tree on the cache reader. To ensure the same exact instances are selected per particle on the cache reader cloud, you should store the Shape Instance Index into a custom attribute that is written to the cache. -B On Tue, Aug 14, 2012 at 12:15 PM, Dominik d...@shedmtl.com wrote: Hey list, I really need help with this one! In Softimage 2013 sp1, Did someone encounter problems with cached instance shapes? It seems that If I use a simple setup like this one: -emit from geometry, set instance shape (select a cube), simulate particles -Cache using the cache manager (or cache on file node), put all the attributes in the cache. When I reload the cache file in another scene, the shape doesn't seem to be applied (even if the Master instances are present in the scene, in the right place). If I use the automatic type in the display, I can see the bounding box grow, If I set it to anything else, I can see the point position. Looks like the position, size, velocity... everything else seem to be saved but the instance shape. I even tried to force it with an Ice Tree on top of the cache but no such luck... Is this a bug in 2013 ? Any help will be welcomed ! * **Dominik Kirouac // SHED ** *3D Artist / FX - SIMULATION 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
Re: Autodesk aquires Naiad
If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :)
Re: Autodesk aquires Naiad
maya is a great 'platform' with an already massive installed user base. i dont expect an autodesk executive to back softimage, lets just hang in there and continue to use our secret weapon. s On Tue, Aug 14, 2012 at 9:50 AM, Eugen Sares softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :)
Re: Autodesk aquires Naiad
Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.at mailto:softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :)
Re: Autodesk aquires Naiad
yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :)
Re: Autodesk aquires Naiad
Point, infinite, area, or spot light? On Tue, Aug 14, 2012 at 1:44 PM, Rob Chapman tekano@gmail.com wrote: yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :)
Re: Autodesk aquires Naiad
come on guys softimage is still going, lets not have another one of these doom and gloom prediction threads. again, this is our secret weapon... On Tue, Aug 14, 2012 at 10:44 AM, Rob Chapman tekano@gmail.com wrote: yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :)
Re: Autodesk aquires Naiad
I agree with Steven so just stop speculate that anything bad is going to happen and stick to what we know from Marks blog: I can promise you there will be some pretty impressive, BIG features in 2014 so hang in there. Just a little bit of possitive speculation from my side, this BIG thing might just be Naiad in Softimage :) /Jens On Tue, Aug 14, 2012 at 7:47 PM, Steven Caron car...@gmail.com wrote: come on guys softimage is still going, lets not have another one of these doom and gloom prediction threads. again, this is our secret weapon... On Tue, Aug 14, 2012 at 10:44 AM, Rob Chapman tekano@gmail.comwrote: yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :) -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Autodesk aquires Naiad
There was some smoke and fire abilities in Naiad, but it wasn't widely used for that. I don't know why it wasn't widely used... https://vimeo.com/19193045 -ben On Tue, Aug 14, 2012 at 1:57 PM, Matt Lind ml...@carbinestudios.com wrote: Can Naiad do big spectacular explosions? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren Sent: Tuesday, August 14, 2012 10:56 AM To: softimage@listproc.autodesk.com Subject: Re: Autodesk aquires Naiad I agree with Steven so just stop speculate that anything bad is going to happen and stick to what we know from Marks blog: I can promise you there will be some pretty impressive, BIG features in 2014 so hang in there. Just a little bit of possitive speculation from my side, this BIG thing might just be Naiad in Softimage :) /Jens On Tue, Aug 14, 2012 at 7:47 PM, Steven Caron car...@gmail.com wrote: come on guys softimage is still going, lets not have another one of these doom and gloom prediction threads. again, this is our secret weapon... On Tue, Aug 14, 2012 at 10:44 AM, Rob Chapman tekano@gmail.com wrote: yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :) -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: Autodesk aquires Naiad
All things with bomb in their name and then goes kaboom should be counted as a success right :) On Tue, Aug 14, 2012 at 7:57 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: As I recall, the nude bomb worked fine. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 14, 2012 01:53 PM To: softimage@listproc.autodesk.com Subject: RE: Autodesk aquires Naiad Secret weapons tend to fail spectacularly: Death star - kaboom! Nude bomb - kaboom! Weather machine - kaboom! Death Star v2.0 - kaboom! Moonraker - kaboom! Anything attempted by Largo - kaboom! NOC list heist - helicopter crash resulting in a kaboom! - in a train tunnel with a light at the end of it no less Matt From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Tuesday, August 14, 2012 10:47 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Autodesk aquires Naiad come on guys softimage is still going, lets not have another one of these doom and gloom prediction threads. again, this is our secret weapon... On Tue, Aug 14, 2012 at 10:44 AM, Rob Chapman tekano@gmail.com mailto:tekano@gmail.com wrote: yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.frmailto: olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.atmailto: softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :) -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
RE: Autodesk aquires Naiad
You saw the version edited for international audiences. The domestic versions failed spectacularly. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Tuesday, August 14, 2012 10:58 AM To: softimage@listproc.autodesk.com Subject: RE: Autodesk aquires Naiad As I recall, the nude bomb worked fine. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, August 14, 2012 01:53 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Autodesk aquires Naiad Secret weapons tend to fail spectacularly: Death star - kaboom! Nude bomb - kaboom! Weather machine - kaboom! Death Star v2.0 - kaboom! Moonraker - kaboom! Anything attempted by Largo - kaboom! NOC list heist - helicopter crash resulting in a kaboom! - in a train tunnel with a light at the end of it no less Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Tuesday, August 14, 2012 10:47 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Autodesk aquires Naiad come on guys softimage is still going, lets not have another one of these doom and gloom prediction threads. again, this is our secret weapon... On Tue, Aug 14, 2012 at 10:44 AM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.atmailto:softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :)
Re: Autodesk aquires Naiad
Here is some of the most recent tests from Naiad: https://vimeo.com/channels/naiad/47483305 -ben On Tue, Aug 14, 2012 at 1:59 PM, Ben Houston b...@exocortex.com wrote: There was some smoke and fire abilities in Naiad, but it wasn't widely used for that. I don't know why it wasn't widely used... https://vimeo.com/19193045 -ben On Tue, Aug 14, 2012 at 1:57 PM, Matt Lind ml...@carbinestudios.com wrote: Can Naiad do big spectacular explosions? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren Sent: Tuesday, August 14, 2012 10:56 AM To: softimage@listproc.autodesk.com Subject: Re: Autodesk aquires Naiad I agree with Steven so just stop speculate that anything bad is going to happen and stick to what we know from Marks blog: I can promise you there will be some pretty impressive, BIG features in 2014 so hang in there. Just a little bit of possitive speculation from my side, this BIG thing might just be Naiad in Softimage :) /Jens On Tue, Aug 14, 2012 at 7:47 PM, Steven Caron car...@gmail.com wrote: come on guys softimage is still going, lets not have another one of these doom and gloom prediction threads. again, this is our secret weapon... On Tue, Aug 14, 2012 at 10:44 AM, Rob Chapman tekano@gmail.com wrote: yeah I know right! sadly we live in depressing times, if only there was some light at the end of the tunnel... On 14 August 2012 18:18, olivier jeannel olivier.jean...@noos.fr wrote: Guys I love you, but sometimes it's depressing to read you... 1Le 14/08/2012 18:59, Rob Chapman a écrit : why else move all of the Softimage devs to a new Maya FX team? lameness has been happening to SI ever since the acquisition for the sake of the Maya's larger user base. On 14 August 2012 17:50, Eugen Sares softim...@keyvis.at wrote: If that's what AD is going to do - suppress Softimage in favor of Maya, even if SI is the superior host platform - that would be a good example of some pretty lame product politics. Anyway... we'll see. Am 14.08.2012 18:26, schrieb Rob Chapman: Exotic Matter *were* going to support XSI themselves but after the Autodesk acquisition does anyone actually believe they will allow this to happen now for Softimage? :( https://exoticmatter.zendesk.com/entries/20700107-naiad-buddy-for-softimage We can dream, right? :) -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: Excluding objects in lightmap rendering stage
why don't you precache the whole scene or animation with the pointcloud hidden and then read back in the lightmaps on the final rendering? On Tue, Aug 14, 2012 at 11:43 AM, Rémi Arquier arqu...@gmail.com wrote: To be sure to be well understood, imagine a scene, composed of a sphere with a ICE Cloud Particle around the sphere. The lightmap shader is only attached to the sphere (not to the ICE Cloud). When the lightmap compute his illumination, it casts shadow rays (and / or secondary rays depending of the sphere material), those rays hit the ICE Cloud Particle, and MR call the ICE Cloud Particle's geoshader / material for each ray. Even if I can put a completely transparent shadow shader on the ICE Cloud, which solve the problem of the color illumination, those calls are time consuming : the lightmap computation is more than 1000 slower when the ICE Particle is present. So yes, maybe if I could put a custom attribute (like the classic visibility flags) on ICE Clouds which tells to MR to simply ignore them when casting ray in lightmap stage (the rays would traverse them as they wouldn't exist), it would be perfect, but I don't know how to do it. But I am not sure, maybe I ask something that the translator or even MR don't allow ? Rémi 2012/8/14 Chris Chia chris.c...@autodesk.com What I would do is to have your lightmap algorithm look up for an custom attribute in the scene and see what needs to be eliminated from computation?! This would be a hack to solve your unique rendering requirement ;) Chris On 14 Aug, 2012, at 9:55 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.com wrote: You are right, the ICE Particles cloud are not evaluated for the lightmaps (they don't affect lightmap illuminaton). I would want to compute the lightmaps and the final rendering in just one click on render. Not using two passes. Lets say that mental ray in one click on render button decompose the global rendering into two consecutive stages : Stage 1 - Lightmap computation. The lightmaps, applied on polygon meshes compute some custom user data (whatever) and store them into ram. Stage 2 - Tile Rendering. Other shaders read the custom user data from ram and use it for final illumination of the ICE Particle Clouds. In stage 1, the ICE Particle cloud *must not* be presents for casting ray speed optimization. In stage 2, the ICE Particle cloud *need* to be present since they are visible by all rays. 2012/8/14 Chris Chia chris.c...@autodesk.commailto: chris.c...@autodesk.com My qn is: why does your point cloud need to exist in your 'light map' pass? Do you mean that the point cloud still needs to be rendered but not evaluated for light map? Clear my doubt... Chris On 14 Aug, 2012, at 8:39 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.com wrote: Thank you Chris Breaking the scene into two passes would solve that specific problem but : 1/ Our custom lightmap shader creates custom data (mental ray point clouds, not maps) and keep them into ram. It would be inefficient to save them then reload them using hard disk. 2/ We already use passes in our workflow and it would complicate it to add other ones just for a shader. We need something transparent in the user side. 2012/8/14 Chris Chia chris.c...@autodesk.commailto: chris.c...@autodesk.commailto:chris.c...@autodesk.commailto: chris.c...@autodesk.com Why can't you break your scene into passes? With the point cloud hidden in the light map pass? Chris On 13 Aug, 2012, at 10:20 PM, Rémi ARQUIER arqu...@gmail.commailto: arqu...@gmail.commailto:arqu...@gmail.commailto:arqu...@gmail.com wrote: Hi list I would like to know if it is possible to exclude objects in the ligtmap rendering stage. Specificaly I would like that some of ICE particle clouds not be seen by object beeing sampled (for reflection rays and shadow rays for example). I have tried combining a mip_rayswitch_stage plus a transparent shader for the lightmapping rays on the particle material. It works, *but*, the presence of the clouds considerably slow down the lightmap rendering stage since the particles are still hit (by shadows and secondary rays and for nothing). A rendering lightmap visibilty flag excluding the cloud for real would be perfect, but doesn't seem to exist. Any idea ? I could write some custom MR shaders and custom plugins if necessary. Thank you for help Rémi -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch ---
Re: Autodesk aquires Naiad
It's really still anyone's game. I was JUST getting into Naiad when this stuff happened and now I don't feel so bad because I was also using Realflow and Houdini. If anything, it just a clear reminder that anything can and will happen. Now the field is open for some clever peeps to take advantage of the void left behind. -Lu On Tue, Aug 14, 2012 at 10:55 AM, Jens Lindgren jens.lindgren@gmail.com wrote: I agree with Steven so just stop speculate that anything bad is going to happen and stick to what we know from Marks blog: I can promise you there will be some pretty impressive, BIG features in 2014 so hang in there. Just a little bit of possitive speculation from my side, this BIG thing might just be Naiad in Softimage :) /Jens
Re: InstanceShape not cached correctly with 2013 Sp1
Thanks Peter and Bradley for the help. It looks like forcing the instance shape after the load cache op work in mental ray but not in Arnold. At least for my scene and in 2013. On 8/14/2012 12:25 PM, Peter Agg wrote: iirc Instance shapes are stored using the ObjectID, something which doesn't stay consistent across scenes. You'll have to come up with a way of storing the shape using other data. What I've done in the past is to store the index number you used to pick from a group, cache that and use it to reapply the same shape in the cache. That or I've given each instance object and ID number of my own using a custom parameter. Either way, basically you can't trust XSI to reconnect things. On 14 August 2012 17:15, Dominik d...@shedmtl.com mailto:d...@shedmtl.com wrote: Hey list, I really need help with this one! In Softimage 2013 sp1, Did someone encounter problems with cached instance shapes? It seems that If I use a simple setup like this one: -emit from geometry, set instance shape (select a cube), simulate particles -Cache using the cache manager (or cache on file node), put all the attributes in the cache. When I reload the cache file in another scene, the shape doesn't seem to be applied (even if the Master instances are present in the scene, in the right place). If I use the automatic type in the display, I can see the bounding box grow, If I set it to anything else, I can see the point position. Looks like the position, size, velocity... everything else seem to be saved but the instance shape. I even tried to force it with an Ice Tree on top of the cache but no such luck... Is this a bug in 2013 ? Any help will be welcomed ! * **Dominik Kirouac // SHED ** *3D Artist / FX - SIMULATION 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 tel:514%20849-1555 F 514 849-5025 tel:514%20849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
Re: InstanceShape not cached correctly with 2013 Sp1
ah Arnold, I see because fixing the instance shape after the cache applied has always happened for me when transferring to a new scene, its simple to fix and has always worked. normally Its just a pointer to which object to pick in a group. Think we have had some luck in the past with exporting a model with the instance shapes pointcloud inside, exported/cached in a certain way it does keep a link between scenes but can't remember the exact details as it was hit or miss when we found what works. someone might have a better memory than me... Cristobel! there does seem to be an invisible pointer or link that gets lost when loading caches into new scenes. its odd that specifying the instances after the cache applied should not work in Arrnold though as I'm fairly certain that you can do this. may be something else? On 14 August 2012 19:37, Dominik d...@shedmtl.com wrote: Thanks Peter and Bradley for the help. It looks like forcing the instance shape after the load cache op work in mental ray but not in Arnold. At least for my scene and in 2013. On 8/14/2012 12:25 PM, Peter Agg wrote: iirc Instance shapes are stored using the ObjectID, something which doesn't stay consistent across scenes. You'll have to come up with a way of storing the shape using other data. What I've done in the past is to store the index number you used to pick from a group, cache that and use it to reapply the same shape in the cache. That or I've given each instance object and ID number of my own using a custom parameter. Either way, basically you can't trust XSI to reconnect things. On 14 August 2012 17:15, Dominik d...@shedmtl.com wrote: Hey list, I really need help with this one! In Softimage 2013 sp1, Did someone encounter problems with cached instance shapes? It seems that If I use a simple setup like this one: -emit from geometry, set instance shape (select a cube), simulate particles -Cache using the cache manager (or cache on file node), put all the attributes in the cache. When I reload the cache file in another scene, the shape doesn't seem to be applied (even if the Master instances are present in the scene, in the right place). If I use the automatic type in the display, I can see the bounding box grow, If I set it to anything else, I can see the point position. Looks like the position, size, velocity... everything else seem to be saved but the instance shape. I even tried to force it with an Ice Tree on top of the cache but no such luck... Is this a bug in 2013 ? Any help will be welcomed ! * **Dominik Kirouac // SHED ** *3D Artist / FX - SIMULATION 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
Re: Per primitive data from Softimage to mental ray
Hi Rémi, Look here for some details on user data, specifically the literal data types: http://www.lamrug.org/resources/userdatatips.html The two tag numbers are the magic numbers mentioned in the ShowEdges examples, they are unique ID numbers used between SI UserDataBlob and MR User Data to assign the correct data block from SI to the shader of Mental Ray. Daniel On Tue, Aug 14, 2012 at 9:58 AM, Rémi ARQUIER arqu...@gmail.com wrote: While investigating how to pass per primitive data from Softimage to MR, I found in a simple .mi archive those interesting user data associated to leaf box instances, present only when the object is split into several leaf instance boxes : data sphere/Polygon Mesh_TriLinkUD(0) tag 7482834 1600 [ some long hexa data here ] and also : data sphere/Polygon Mesh_PropDescUD(0) tag 7482835 1600 [ some hexa data here ] Regarding the name of thoses user data I suppose they are put by the translator for shaders, maybe they keep a track of the original polygon indexes and the final boxes triangles indexes ? If yes I could use them to map my user data of a simple UserDataBlob to final boxe's triangles. Anyone know how to interpret thoses data ? I didn't find anything in xsi_miuserdata_defs.h about tags 7482834 and 7482835 thanks :) 2012/8/13 Rémi ARQUIER arqu...@gmail.com Hi all, I would like to compute some per primitive data in Softimage and get it back in a mental ray custom shader. I successfully tried the per object data using UserDataBlob and a custom Operator + mi_query + miQ_INST_DATA (I used the well documented ShowEdges example of the SDK documentation). But now I would need *per triangle data*, if possible using the same way as the ShowEdges example, i.e : with a custom OP. The UserDataMap and the mi_query + miQ_PRI_DATA look goods but I didn't find any example. Any ideas / links ? Many thanks Rémi Arquier
Re: InstanceShape not cached correctly with 2013 Sp1
Thx Rob for the reply, We finally switched to alembic until the next wall :). I keep the idea in my bag for when I'll have to face the next project with Icecache ;). Cheer! *Dominik Kirouac // SHED ** *3D Artist / FX - SIMULATION 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 tel:514%20849-1555 F 514 849-5025 tel:514%20849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ On 8/14/2012 3:20 PM, Rob Chapman wrote: also.. are you positive your attributes you say you wanted cached and need for the correct ID transfer *are* actually being cached? could be a little 'force attribute cache' may be needed to coerce ICE into doing what you ask. http://www.andynicholas.com/?p=360 its pretty easy to check if your cache has cached ID and Shape or not with get set data and show values. On 14 August 2012 20:12, Rob Chapman tekano@gmail.com mailto:tekano@gmail.com wrote: ah Arnold, I see because fixing the instance shape after the cache applied has always happened for me when transferring to a new scene, its simple to fix and has always worked. normally Its just a pointer to which object to pick in a group. Think we have had some luck in the past with exporting a model with the instance shapes pointcloud inside, exported/cached in a certain way it does keep a link between scenes but can't remember the exact details as it was hit or miss when we found what works. someone might have a better memory than me... Cristobel! there does seem to be an invisible pointer or link that gets lost when loading caches into new scenes. its odd that specifying the instances after the cache applied should not work in Arrnold though as I'm fairly certain that you can do this. may be something else? On 14 August 2012 19:37, Dominik d...@shedmtl.com mailto:d...@shedmtl.com wrote: Thanks Peter and Bradley for the help. It looks like forcing the instance shape after the load cache op work in mental ray but not in Arnold. At least for my scene and in 2013. On 8/14/2012 12:25 PM, Peter Agg wrote: iirc Instance shapes are stored using the ObjectID, something which doesn't stay consistent across scenes. You'll have to come up with a way of storing the shape using other data. What I've done in the past is to store the index number you used to pick from a group, cache that and use it to reapply the same shape in the cache. That or I've given each instance object and ID number of my own using a custom parameter. Either way, basically you can't trust XSI to reconnect things. On 14 August 2012 17:15, Dominik d...@shedmtl.com mailto:d...@shedmtl.com wrote: Hey list, I really need help with this one! In Softimage 2013 sp1, Did someone encounter problems with cached instance shapes? It seems that If I use a simple setup like this one: -emit from geometry, set instance shape (select a cube), simulate particles -Cache using the cache manager (or cache on file node), put all the attributes in the cache. When I reload the cache file in another scene, the shape doesn't seem to be applied (even if the Master instances are present in the scene, in the right place). If I use the automatic type in the display, I can see the bounding box grow, If I set it to anything else, I can see the point position. Looks like the position, size, velocity... everything else seem to be saved but the instance shape. I even tried to force it with an Ice Tree on top of the cache but no such luck... Is this a bug in 2013 ? Any help will be welcomed ! * **Dominik Kirouac // SHED ** *3D Artist / FX - SIMULATION 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 tel:514%20849-1555 F 514 849-5025 tel:514%20849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
Re: Frezze ICE-UVs to TextureEditor
looks like something out of Mortal Combat.. - Get Empty Mesh - Apply ICETree (Create Topo-Part) - Freeze - Planar TextureProjection - Freeze - Apply ICETree (Create UV-Part) - Freeze - Freeze - Freeze - [..] - Open TextureEditor - Crash !!Fatality!! On Wed, Aug 15, 2012 at 9:22 AM, Vincent Ullmann vincent.ullm...@googlemail.com wrote: Lets talk about ICE-UVs again. :) Becouse i was quite happy, but still a tiny bit dissapointed by the fact that Oleg's Script needs a second Mesh, i did some further Testing. Now i found another aproch, i want to share. *!!! Not sure how stable this is !!!* * * - Get Empty PolyMesh (or so) - Apply ICE-Tree and create your Topology (and set) - Create a ICE-Property containing your UV-Set - Apply a TextureProjection (do not freeze!) - Apply another ICE-Tree and Override your TextureProjection with the ICE-Attribute Becouse of the Order, the operations are done, it seems like a quite simple and good way to do it. Now i got s single Mesh with live UpDating UVs. To be secure i put my second ICE-Tree in the Shape-Stack, but a few seconds ago i got it working with both of them in ModelingStack. -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Frezze ICE-UVs to TextureEditor
Finish Him!
A few Softimage Questions
Hi all, First time posting on this mailing list. I'm a student who will be diving into my first animated short and I am trying to establish my pipeline. I'm primarily a VFX guy and as such this will be relatively new ground for me. I primarily use a combination of 3ds Max and Houdini for my VFX work. I have been looking towards Softimage for the animation side of my project. The inclusion of FaceRobot is very appealing, and something I would love to put into practice. I will be using iPiSoft for body motion capture and I'm tossing up between Zigntrack or Syntheyes (already own) for facial motion capture. The facial motion capture is where I feel FaceRobot would excel. I'm curious about the general rigging, animation layering and mocap retargeting avaliable in Softimage for body animation. Because I want to utilize FaceRobot, I assume it would be an easier workflow to also animate the body in Softimage. The animation will then be brought back to 3ds Max and combined with assests from Houdini for final rendering with Vray. I understand being the Softimage Mailing List, opinions may be biased :P Just curious if anyone knows of any pros/cons or issues I may run into? Thank you in advanced for any help, Cheers, Daniel Dye. -- Youtube: http://www.youtube.com/coldsidedigital Email: dan...@inthefleshart.com