RE: Autodesk Masters

2012-08-14 Thread Szabolcs Matefy
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

2012-08-14 Thread Chris Chia
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

2012-08-14 Thread Sandy Sutherland
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

2012-08-14 Thread Ahmidou Lyazidi
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

2012-08-14 Thread Marc-Andre Carbonneau
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

2012-08-14 Thread Chris Chia
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

2012-08-14 Thread Alok Gandhi
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

2012-08-14 Thread Chris Chia
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

2012-08-14 Thread Stefan Andersson
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

2012-08-14 Thread Rémi ARQUIER
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

2012-08-14 Thread Rémi ARQUIER
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

2012-08-14 Thread Chris Chia
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

2012-08-14 Thread Bradley Gabe
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

2012-08-14 Thread Matt Morris
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

2012-08-14 Thread Guillaume Laforge
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

2012-08-14 Thread Rémi Arquier
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

2012-08-14 Thread Martin Chatterjee
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

2012-08-14 Thread Eugen Sares

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

2012-08-14 Thread Bradley Gabe
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

2012-08-14 Thread Eugen Sares
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

2012-08-14 Thread Steven Caron
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

2012-08-14 Thread olivier jeannel

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

2012-08-14 Thread Rob Chapman
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

2012-08-14 Thread Bradley Gabe
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

2012-08-14 Thread Steven Caron
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

2012-08-14 Thread Jens Lindgren
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

2012-08-14 Thread Ben Houston
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

2012-08-14 Thread Jens Lindgren
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

2012-08-14 Thread Matt Lind
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

2012-08-14 Thread Ben Houston
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

2012-08-14 Thread Vladimir Jankijevic
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

2012-08-14 Thread Meng-Yang Lu
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

2012-08-14 Thread Dominik
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

2012-08-14 Thread Rob Chapman
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

2012-08-14 Thread Daniel Brassard
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

2012-08-14 Thread Dominik

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

2012-08-14 Thread Simon Anderson
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

2012-08-14 Thread Sam Cuttriss
Finish Him!


A few Softimage Questions

2012-08-14 Thread Daniel Dye

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