On Wed, Feb 20, 2013 at 1:27 AM, Steven Caron car...@gmail.com wrote:
its not subjective... octane has access to more hardware. so what i am
saying is, arnold would preform similarly if it was using a machine with
1500 cores. we would set the sampling really high and be done in 10 mins
and it
Very nice ! Is the intergrated plugin available for download, or did you
Kick someone's Ass to get it ?
- Ronald
On 2/19/2013 19:22, Stephan Woermann wrote:
Maybe a little bit late.
But the scene was good to test my plugin.
~2:05 with a GTX670. Settings are shown in the image...
Stephan
I need to reposition an environmentmap hdri, essentially moving it on the z
axis and create a new env map hdri from that, because space on the hdri
aquirement location did not allow me to put the camera exactly where it
should have been.
Thinking I just need to rendermap out reflections from a
You Can render a new hdri with the spherical cam lens shader oder adjust
the former hdri in nuke
Am 20.02.2013 11:52 schrieb Morten Bartholdy x...@colorshopvfx.dk:
**
I need to reposition an environmentmap hdri, essentially moving it on the
z axis and create a new env map hdri from that,
Your last post looks realy cool after 1hr. My internal version uses nearly
the double of the time as the standalone, Don´t know why...
I believe to remember that there used to be (or still is) an issue where it was
taking considerable
amounts of CPU time to copy the updated internal image from
At least the Assets are available in native xsi format :-)
Nice contest...but
http://area.autodesk.com/contest
Please note that this contest is open to US and Canada residents only (Puerto
Rico and Quebec excluded).
I can't believe they didn't get through all the hoops to get this contest
LoL
I sent an email to Sonja Muller.(the only contact that is on the contest page)
We'll see what she has to say.
Quebec's government doesn't make it easy for companies to hold contests here
but I know it is possible as a lot of other companies do hold them.
It's probably just more paperwork and
tons of contest are not run available to resident of Quebec, I see
this fine print all the time. bit frustrating; I blame the PQ
On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
LoL
I sent an email to Sonja Muller.(the only contact that is on the
here is what about.com says:
Question: Why are So Many Sweepstakes Void in Quebec
http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau luceri...@gmail.com wrote:
tons of contest are not run available to resident of Quebec, I see
this
@Steven:
I can change the samples to max 64k, but haven´t tested it. I think when i
double the sample, in this case to 20k, it should noise free. It depends
from scene to scene.
Indoors with less light sources are always slower. An outdoor render will
be faster...
@Toonafish:
Sorry, not available
With so many stringent rules it is no wonder the contest is void, sad
for us in Quebec though :(
Alok Gandhi
Lead TD
Modusfx
On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
here is what about.com says:
Question: Why are So Many Sweepstakes Void in Quebec
Ya... some really discouraging rules! Hmmm, where did I put my red square...
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
Sent: 20 février 2013 10:20
To: softimage@listproc.autodesk.com
Subject: Re:
Softimage assets are made in 2013 btw.
Eric Thivierge
http://www.ethivierge.com
On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
Ya... some really discouraging rules! Hmmm, where did I put my red
Nice little contest ! Go Softimage !
Anybody knows who did the rigs for Softimage ?
Is that me or the Dave character is extremely slow in shaded mode ?
On 20 February 2013 07:48, Eric Thivierge ethivie...@gmail.com wrote:
Softimage assets are made in 2013 btw.
I did the rigs over a couple of weeks between my full time gigs. The meshes
came from 3ds max I believe and were a mess when I first got them. Too many
pieces, shapes that didn't work in Softimage, scale issues. I pretty much
had to take them down to bare mesh and start from scratch. They have not
Hey Guys
Is it possible to get rid of generation of thumbnail folders? Our
programmers went crazy today, that the game build was unable to compile
due to the excess data thumbnail folders generated...
Cheers
Szabolcs
___
This message contains confidential information and is intended
Hey Adam,
I forwarded the rigs to our animators here. I want them to have a look and
check if there anything we don't have in our rigs that we could add ;-)
The Dave character works fine in Wireframe or HiddenLineRemoval. for me
it's really just the shaded mode that is slow. It comes with a
Well, thats good :-)
The rainbow shader.. must be the vertex map. That should not be there.
I think when I get a chance, I will have to provide updates to the rigs
based on any feedback I receieve. I can use my blog to do so.
On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin
Hey guys,
With the XSI SDK PointLocator API, I see an EvaluatePositions() but not
EvaluateVertices().
Do I really have to go and find them by value from a list of positions?? :/
Any help appreciated.
Cheers,
-- Alan
he he !
So yeah, I found out. there is a weightmap called tangent with a operator
called TangentOp. When you delete that it's much much faster !
On 20 February 2013 10:18, Adam Sale adamfs...@gmail.com wrote:
Well, thats good :-)
The rainbow shader.. must be the vertex map. That should not
those tangent ops are deadly. There is an option you can turn on in the
shaded view that allows you to keep the tangents, Under display options, in
the shaded mode area, set the vertex color option to 'Never show' ( use
material). I think it better to keep the op as its needed for the normal
map
render time?
On Wed, Feb 20, 2013 at 10:40 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:
I took this last night, so there was no sun... This scene was in some
abandoned place in my computer, and apparently, some 7 million leafs of
grass grew in it.
Now if only I could find an excuse
The Gwen foot rolls aren't working and get script errors when trying to
select the leg up vectors through the synoptic. Also User_Normals are on
all the meshes of her. Remove to speed up the character.
Just an FYI not a rig critique. Thanks for rigging this stuff up Adam.
Really appreciate the
Hmm. they should be working. I did find an issue at a workplace, where they
got disconnected. A mesh error preceded the loss of the foot roll, but I
was not able to track down which mesh was the problem. The foot roll was
just a link with.. so not sure what would have destroyed it.
On Wed, Feb
by the way, crits are never an issue, I'm sure there are issues with the
rig. Thick skin is a boon :-)
On Wed, Feb 20, 2013 at 10:57 AM, Adam Sale adamfs...@gmail.com wrote:
Hmm. they should be working. I did find an issue at a workplace, where
they got disconnected. A mesh error preceded the
these thumbnails will speed up the XSI UI and lower the network
bandwidth. feel free to delete them any time, they will be regenerated
if necessary. you can turn the whole thing off in the
User Preference -Rendering-Images-Image Proxies
On Wed, Feb 20, 2013 at 12:56 PM, Szabolcs Matefy
Ended up going the ICE way instead, but I shouldn't have to build an
icetree just to find out what's the closest null to another null in an
efficient way.
What I was doing was build a linear curve of every position of a set of
nulls in the order of said set, and then use the PointLocator API to
The PointLocator API is designed to be generic and transferrable across
topologies. Some work will be required to get information you seek.
You can get vertex indices using PolygonMesh.GetTriangleVertexIndexArray(). In
some cases you may have to do some additional work with barycentric
This should work :
Application.ActiveProject2 = Application.CreateProject(
"Path\\To\\My\\Project\\")
On 20/02/2013 4:31 PM, Eric Thivierge wrote:
If I remember correctly, there is no way to get
this to work in Python.
Just make sure that the path exists beforehand
Original Message
Subject:
Re: Setting active project in Python
Date:
Wed, 20 Feb 2013
http://xsisupport.com/2010/11/24/setting-the-active-project/
On 20/02/2013 4:52 PM, Eric Thivierge wrote:
Well that's the thing, I want to make an already
existing project the active project.
Been ages, but if I remember that right: You are confusing a string and an
object.
ActiveProject can be set, but to something that IS a project object.
CreateProject can do that for existing paths:
myPath = whatever path here
oProj = Application.CreateProject(myPath)
Application.ActiveProject2 =
I know it sounds counter-intuitive but
this will not create a new project instead it will set the path to
your existing project. May be some bug . . .
So you can safely pass the path to your existing project path and
it will set it as your existing
That is only for 2013, Eric is looking
for 2012
On 20/02/2013 5:00 PM, Steven Caron wrote:
you even get a 3rd version of this property! yaaa.
And I beat Raff and Stephan by a few minute ;)
Original Message
Subject:
Re: Setting active project in Python
Date:
Wed, 20 Feb 2013
It creates a project object, and will do that by creating the structure (or
part of it) when missing, or wrapping an existing one if the path exists
and is a complete project.
It's counterintuitively named, but wouldn't call it a bug.
CreateOrInitProject would probably be more explicit, but
Title: Signature
Yeah, I'm not a fan of this though, because if you have a custom
directory structure at the target path, in addition to setting the
project as active, Softimage will still create all the default
directories defined in the registry, forcing you to remove
That you did, and you can tell Eric off for not trying what you posted
actually.
He's used to being beaten with a hokey stick, flat for minor mistakes, a
good swing at the knees by the edge for graver ones.
On Thu, Feb 21, 2013 at 9:06 AM, Alok alok.gan...@modusfx.com wrote:
And I beat Raff
To be fair though, I didn't want to use the CreateProject() method as it
will recreate folders if not present which is the bad side to this.
Eric Thivierge
http://www.ethivierge.com
On Wed, Feb 20, 2013 at 5:12 PM, Raffaele Fragapane
Note: This method could return an invalid object in python, use
XSIApplication.ActiveProject3http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/XSIApplication.ActiveProject3.html
instead.
On Wed, Feb 20, 2013 at 2:13 PM, Eric Thivierge ethivie...@gmail.comwrote:
Why
obviously not you.
On Wed, Feb 20, 2013 at 2:19 PM, Eric Thivierge ethivie...@gmail.comwrote:
Pshhh who reads the docs! :P
Title: Signature
Ah right, I see that the original method doesn't create the
directories. That's worthwhile.
-Tim C.
On 2/20/2013 4:09 PM, Eric Thivierge
wrote:
I got Stephen's first. I also dig the deprecated
Application.ActiveProject
I'm surprised nobody noticed the 90 day temp licenses are only offered for
3DSMax and Maya, not Softimage.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Wednesday, February 20, 2013 10:58 AM
To:
no energy left to do so... :(
On Wed, Feb 20, 2013 at 2:38 PM, Matt Lind ml...@carbinestudios.com wrote:
I’m surprised nobody noticed the 90 day temp licenses are only offered for
3DSMax and Maya, not Softimage.
** **
Matt
** **
Why would we expect anything different at this point?
Eric Thivierge
http://www.ethivierge.com
On Wed, Feb 20, 2013 at 5:38 PM, Matt Lind ml...@carbinestudios.com wrote:
I’m surprised nobody noticed the 90 day temp licenses are only offered for
Hey All,
Sometime ago I wrote a plugin for Softimage where on every scene
open I read and supply the info about ref models on UI before
loading them. This way if you have thousand of ref models in your
scene, you can offload them all or set them to low res so your
Title: Signature
That sounds pretty awesome, actually...
-Tim C.
On 2/20/2013 4:42 PM, Alok wrote:
Hey All,
Sometime ago I wrote a plugin for Softimage where on every scene
open I read and supply the info about ref models on UI
I've put the question to their technical marketing division. Hope to hear a
reply soon.
On Wed, Feb 20, 2013 at 2:43 PM, Alok alok.gan...@modusfx.com wrote:
I did !
On 20/02/2013 5:38 PM, Matt Lind wrote:
I’m surprised nobody noticed the 90 day temp licenses are only offered
for 3DSMax
i wrote one for blur, but never re wrote it for my new job. it would be
nice to have one sitting on top of pyqt.
it would also be great to show more examples of pyqt in softimage.
s
On Wed, Feb 20, 2013 at 2:42 PM, Alok alok.gan...@modusfx.com wrote:
Hey All,
Sometime ago I wrote a plugin
+1 to what Steven said.
Eric Thivierge
http://www.ethivierge.com
On Wed, Feb 20, 2013 at 5:51 PM, Steven Caron car...@gmail.com wrote:
i wrote one for blur, but never re wrote it for my new job. it would be
nice to have one sitting on top of pyqt.
Yes that is so useful, I found by accident too. I've wondered why that works
but one can't copy/past other stuff like geo, passes or lights
I am sure there is a good reason for it. Just sayin' it would be nice as well
jeff
From: softimage-boun...@listproc.autodesk.com
It's actually documented:
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_basics_AddingNodestoICETrees.htm,topicNumber=d30e265739
Just don't try it between different version of Soft, even if you're sure that
all the nodes are compatible.
gray
You can also drag and drop color boxes between sessions.
Copy and paste between sessions works with the rendertree too.
On Wed, Feb 20, 2013 at 5:56 PM, Jeff McFall jeff.mcf...@sas.com wrote:
Yes that is so useful, I found by accident too. I’ve wondered why that
works but one can’t
As I said the whole point is to have it
open outside softimage so I don't think I will be pyQt for Soft.
For Softimage I already have a robust UI through PPG. I just
milked it all I can :)
On 20/02/2013 5:51 PM, Steven Caron wrote:
I'd be into checking this out. I'm to the point now that I pretty much
refuse to write plugins (that need a gui) without Qt. The workflow is just
too fast and good.
On Wed, Feb 20, 2013 at 2:53 PM, Eric Thivierge ethivie...@gmail.comwrote:
+1 to what Steven said.
There are some good xml editors that recognize quite a bit during parsing,
and offer custom tokenization filters, so you can see and edit paths, ints,
floats and so on intuitively, and see the tokenized items like some of the
paths for passes and buffers broken down into their tokens.
What would
Have any links to some of those apps Raff?
On Wed, Feb 20, 2013 at 3:03 PM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
There are some good xml editors that recognize quite a bit during parsing,
and offer custom tokenization filters, so you can see and edit paths, ints,
floats and
I wrote a similar XSI plugin while at Mainframe some time ago. Fun stuff.
For sure, it would be a good example of XML processing in Python.
François
2013/2/20 Eric Thivierge ethivie...@gmail.com
+1 to what Steven said.
Eric Thivierge
Hi Raff,
I already have the parser done based on top of the good ol python
xml.dom.minidom. And it works fine. What I did was this:
parse the scntoc, display contents to the user in a pretty format
with some buttons to set res and what not and then
I've given in to comfort and familiarity these days, and just use some
plugins for eclipse, and run the same versions at home and at work both on
linux. Not the best, but there's only that much I can be arsed to do for my
workflow when xml has grown so tiny a part of it in the last few years.
I
well if you are going to edit outside of softimage i dont see the benefit.
your missing the context in which you are editing the file. if it was
external i would just open the scntoc in a text editor and be done. also
the one i wrote at blur would restore the original scntoc after the scene
was
fcurves work... oh and text ;P
On Wed, Feb 20, 2013 at 2:56 PM, Jeff McFall jeff.mcf...@sas.com wrote:
Yes that is so useful, I found by accident too. I’ve wondered why that
works but one can’t copy/past other stuff like geo, passes or lights
I am sure there is a good reason for it.
loving it
On Wed, Feb 20, 2013 at 3:01 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
You can also drag and drop color boxes between sessions.
Copy and paste between sessions works with the rendertree too.
On Wed, Feb 20, 2013 at 5:56 PM, Jeff McFall jeff.mcf...@sas.com wrote:
Yes
Here's one:
http://www.mindfusion.eu/product1.html
On 20/02/2013 6:12 PM, Raffaele Fragapane wrote:
I've given in to comfort and familiarity these days, and just use
some plugins for eclipse, and run the same versions at
Yea I know what you say makes sense.
The one that I wrote also restores the original scntoc.
Opening in a text editor is a pain in the ** if you have thousands
and thousands of models. Even just to offload everything you have
to go to each line and change
Lol! interesting.. It looks like a classroom built directly on campus
lawn and shot with a flash :)
On 20/02/2013 1:40 PM, Gustavo Eggert Boehs wrote:
(apparently this got block the first time, so im further compressing
my jpg)
I took this last night, so there was no sun... This scene was
It actually use to not be possible, while possible for rendertree nodes,
And now it's NOT possible for rendertree nodes while possible for Ice
nodes, go figure :]
On 20/02/2013 6:01 PM, Grahame Fuller wrote:
It's actually documented:
AFAIR it has *never* been possible for Render Tree nodes (which I always
hated), but *always* been possible since the very first incarnation of ICE.
2013/2/21 Jason S jasonsta...@gmail.com
It actually use to not be possible, while possible for rendertree nodes,
And now it's NOT possible for
It was possible in the rendertree at one point, and it's been possible with
colour widgets for quite a while.
I can't verify which is which right now because on Linux copy'n'paste is
flakey as old paint in the sun, by the sea, during a sandstorm.
On Thu, Feb 21, 2013 at 10:43 AM, Steffen Dünner
hum.. I'm more in RenderTrees now, and use to be more in Ice trees
guess that's why I confused them, they look so alike :]
On 20/02/2013 6:43 PM, Steffen Dünner wrote:
AFAIR it has /never/ been possible for Render Tree nodes (which I
always hated), but /always/ been possible since the very
It's probably because it was made in Quebec at some point, and there are
stringent rules about giving or loaning away Quebecan software for free,
enough and strict enough that many companies decide to forego the practice
entirely lest they get sued in some ancient French sounding language they
It would be a pain in the ass to deal with Lotto Quebec, because they would
need to get a percentage out of it, or something alike. Apple are going
through the same issue, as everybody who'd like to have Quebec citizen
participating.
Stupid law (PQ/PLQ are the same crap anyway on the long run
* Just mentioning Apple because it's another big player who don't really do
anything about it. Sucks to be us.
On Thu, Feb 21, 2013 at 12:40 PM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:
It would be a pain in the ass to deal with Lotto Quebec, because they
would need to get a percentage
Hello, List
I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel Script
with Python. not CopyPaste command.
any idea?
Thanks
Kang
--
*Byungchul Kang* | MBC CG TEAM [http://imbc.com]
http://cgndev.com
Using the object model I dont think theres a method. You could use
Application.Duplicate
On Thu, Feb 21, 2013 at 1:37 PM, Byungchul Kang k...@cgndev.com wrote:
Hello, List
I want to copy a object(Polymsh, pointcloud .. ) through ObjectModel
Script with Python. not CopyPaste command.
any
There is only the xsi.Duplicate() command I believe. Unless you want to
create an empty polymesh and set the topo via ICE.
Eric Thivierge
http://www.ethivierge.com
On Wed, Feb 20, 2013 at 9:37 PM, Byungchul Kang k...@cgndev.com wrote:
Hello, List
Duplicate() or SIDuplicate() if you want a command.
If you want to rebuild the whole ball of wax yourself, look into the
Geometry.Get() and Geometry.Set() methods for the respective geometry types
you’re working with. Example: if copying a polygon mesh, then use
PolygonMesh.Get() to acquire
hm only Native Command?
Okay, Thanks for you all.
2013/2/21 Eric Thivierge ethivie...@gmail.com
There is only the xsi.Duplicate() command I believe. Unless you want to
create an empty polymesh and set the topo via ICE.
Eric Thivierge
Doh – should read:
X3DObject.AddPolygonMesh(), not X3DObject.AddGeometry()
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, February 20, 2013 6:47 PM
To: softimage@listproc.autodesk.com
Subject: RE:
It's a command because only the application can run the full extent of
operations required to duplicate an object within the scene entirely.
People have grown a dysfunctional notion of object model VS command as if
they are just mutually exclusive alternatives. The real difference is
between
Thanks for sharing!!!
2013/2/21 Eric Thivierge ethivie...@gmail.com
Hey all,
I just posted my new ET_ProjectTools to the git repo / dropbox. This
contains a new tool which is a custom built Project Manager tool. It uses
an sqlite database to store the projects and locations.
It doesn't
Very nice, looks like it was shot with a flash light !
And maybe all this grass caused some wetness through the walls that's
why there should have some cough displacement cough to see the
mortage ;)
Le 20/02/2013 19:40, Gustavo Eggert Boehs a écrit :
(apparently this got block the first
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