Wow Matt,
Thanks for spending time writing the script, I'll test it out together with
the Mapify plugin to see which one could suit my needs
Sorry to ask the same question as before, but based on your Jscript for
Ultimapper I'll just need to replace the function with the Ultimapper
function, add
Well I finally got nice reason to get 4 Titans.. mmm 4way SLI and 3 27 mon
stereo gaming.
Soo nice to have same comp good for both job and gaming.
On Thu, Jan 9, 2014 at 3:49 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Call me immature, but i kind of love the idea of my gaming
Autodesk is doing a lot of development in the area of 3D scan data handling.
If you look into what is going on in the area of topology data aquisition for
architecture, engineering and the military, there is a shift towards 3D
pointcloud
data which imho is compareable to what 2D tracking as a
quick one, can your rendermap with redshift?
On Thu, Jan 9, 2014 at 7:39 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:
Well I finally got nice reason to get 4 Titans.. mmm 4way SLI and 3 27
mon stereo gaming.
Soo nice to have same comp good for both job and gaming.
On Thu, Jan 9,
Afaik it's in development just like hair fur.quick one, can your rendermap with redshift?On Thu, Jan 9, 2014 at 7:39 PM, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
Well I finally got nice reason to get 4 Titans.. mmm 4way SLI and 3 27" mon stereo gaming.Soo nice to have same comp good for
Hey there,
is anybody aware of an ICE compound solving B-Spline/NURBS curves?
You know, like the existing 'Bezier 4' and 'Bezier 5' compounds but for a
curve with an arbitrary number of control points?
Thanks in advance, cheers,
Martin
--
Martin Chatterjee
[ Freelance Technical
there is the 'Piecewise Cubic B Spline' Compound you could use as a
starting point.
Cheers,
Vladimir
On Thu, Jan 9, 2014 at 11:21 AM, Martin Chatterjee
martin.chatterjee.li...@googlemail.com wrote:
Hey there,
is anybody aware of an ICE compound solving B-Spline/NURBS curves?
You know,
Cheers Vladimir, that definitely helps!
Can't believe I actually overlooked this compound in my search... :)
Martin
--
Martin Chatterjee
[ Freelance Technical Director ]
[ http://www.chatterjee.de ]
[ https://vimeo.com/chatterjee ]
On Thu, Jan 9, 2014 at 11:23 AM, Vladimir
Hi guys, we have a bit of a strange situation here, as you can see by the
title...
A couple of referenced models with characters are swapping the animation in
random scenes, the bug seems to appear when the models are referenced but
the moment you localize everything it seems to revert to the
Actually finally I managed to work with displacement. However, displacement is
not as detailed as I'd like, but boosting with a bump map, it looks fine.
Unfortunately, the midpoint seems to be off, I have to somehow tune it. In ZB I
set midpoint to 0.5, because if I set it to 0, It looked as if
It seems to be throwing a delta invalid error and shouting at me that the
emdl file was created in another version, but we are running the same
version of 2013 on every comp
INFO : 4152 - Data loaded from file Z:\\Rusco_Rig.emdl was created
with build number: 11.0.525.0 - compatibility
That's just an information that the emdl was created with version
11.0.525.0 - 2013
On Thu, Jan 9, 2014 at 12:11 PM, Ognjen Vukovic ognj...@gmail.com wrote:
It seems to be throwing a delta invalid error and shouting at me that the
emdl file was created in another version, but we are running
I just added 2 780ti's to my machine use my 680 just to drive my
displays. One of the negatives right now with Redshift (AFAIK) is that
it's not entirely optimized for more than 2 cards. Once you get 3-4 cards
in place you start seeing diminishing returns.
But that might be an nVidia problem,
sorry my bad, still working in autopilot mode. we reverted back to
some old models before the shaders where attached and the problem went awey
so i cant catch the error now but it might seem to be something linked to
the fact that the rigger has the same names for certain geometry in
I have an animated camera where I've also animated the roll on it.
When I export the scene as FBX, the camera imports without the roll.
Is there a way to include it?
Thanks,
Paul
ᐧ
how diminishing are we talking? some enthusiast motherboards support upto 6
cards, also does pci-e slot speed make a difference?
On Thu, Jan 9, 2014 at 10:40 PM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
I just added 2 780ti's to my machine use my 680 just to drive my
Bump...
So nobody has a method ?
Le 08/01/2014 16:32, olivier jeannel a écrit :
Very dumb question, I did it before, I'm sure...
How do I link a light (infinite - sun) rotation to a vector (Sun
direction) in a Physicla sky property page ? (So that my light is a
sun...)
I'm in redshift...
I didn't read every posts so maybe my understanding is wrong but based in
last replies from Luc-Eric and Tim Leydecker, it sounds like point cloud
scanning is a rigging feature.
It is not, so lets return to the subject please :).
That illustrate well that it is much more easy to put money on new
There was a discussion on the RS forums about it. I don't recall the
numbers, though. I don't think the speed of the PCIe slot made a huge
difference. It's really all about the speed of the card.
Also, although it doesn't load the entire scene into your card's memory,
the more memory your card
rendereditinit physical sky ?this one constrains the light
direction into the shader for you (mental Ray) maybe you could copy the
expression from here?
On 9 January 2014 11:54, olivier jeannel olivier.jean...@noos.fr wrote:
Bump...
So nobody has a method ?
Le 08/01/2014 16:32,
Hey Guillaume,
go and skin/rig/wheight a raw 3D scan mesh directly to bones.
Look at what comes in terms of animation and skeleton recognition
in the xbox kinect sdk and the xbox one.
Cheers,
tim
On 09.01.2014 13:09, Guillaume Laforge wrote:
I didn't read every posts so maybe my
Plot it before you export? The roll I believe is from a direction
constraint.
On Thu, Jan 9, 2014 at 6:46 AM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
I have an animated camera where I've also animated the roll on it.
When I export the scene as FBX, the camera imports
I've tried both plotted and unplotted.
It seems to be a Fusion issue, not Softimage. For some reason Fusion can't
see animated roll on the camera, even when it's plotted.
-Paul
ᐧ
On Thu, Jan 9, 2014 at 7:34 AM, David Barosin dbaro...@gmail.com wrote:
Plot it before you export? The roll I
N
There is a Render /Edit/Create RedShift SkyShader
I NEVER go through these menus..
Bangging my head on the desk
Pulverized by the shame...
Thank you oh grandmaster of the infinite knowledge !
Le 09/01/2014 13:14, Rob Chapman a écrit :
rendereditinit
Roll is really just rotation. Is any rotation making it over?
To be thorough, constrain a null to the soft camera - plot it and copy the
animation back to the camera.
Export the camera with the interest.
On Thu, Jan 9, 2014 at 7:35 AM, Paul Griswold
pgrisw...@fusiondigitalproductions.com
Why not a node based rigging system ? (not necessarily an ice node system)
but its own thing, you arrange your nulls, you add rig trees to them in a
small interface graph where you have nodes for different behaviours like
ik, fk, hik, twist, strech, you plug the nulls according to the hierarchy
Fusion is completely unable to properly import XSI cameras - I already tried pretty much everything. We ended up exporting to maya via alembic (cause fbx cameras produce a mismatch) and export a .ma file from there -_-
Gesendet:Donnerstag, 09. Januar 2014 um 13:51 Uhr
Von:Paul Griswold
Here is my tip for exporting cameras to other packages and never had any
trouble. Animate your camera and when ready first plot transformations of
the camera itself and then the interest. Then i plot the constrained
transforms from the camera (for the roll) and then delete the interest form
the
Here are some details from testing I did a while ago:
On Thu, Jan 9, 2014 at 1:11 PM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
There was a discussion on the RS forums about it. I don't recall the
numbers, though. I don't think the speed of the PCIe slot made a huge
go and skin/rig/wheight a raw 3D scan mesh directly to bones.
What would be a typical scenario for this? The point count is adjustable
(at the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't
it?
I agree to the rigging paradigm needing some
Thanks Oscar. I used to do that, but Stephen Blair or Luc Eric informed at
one point that it had been fixed from 2012 or 2013 and it was working fine
in 2013 SP1 here in the fall. I will try the kb arrow. At leats Mootz tools
react to 2 x CTRL.
Morten
Den 8. januar 2014 kl. 18:51 skrev Oscar
Daniel,
You mentioned using it in conjunction with Arnoldwhat way would you use
both together...as in render some elements in Arnold and Redshift?
On Thu, Jan 9, 2014 at 8:26 AM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:
Here are some details from testing I did a while ago:
On
Yes please! all mornings i wake up, and the first thing i do is check mails
(bad habit) and find myself with the rumor that soft... and its not very
possitive checking it every single day for the last 20 days.
F.
On Wednesday, January 8, 2014, Rob Wuijster wrote:
Hi chaps,
Now we're moving
I did some experiment in ICE with Cubic B Spline. You can see the result on
si-community, there even some compound you can download and experiment with.
http://www.si-community.com/community/viewtopic.php?f=15t=1802
Hope that help.
Daniel
On Thu, Jan 9, 2014 at 5:38 AM, Martin Chatterjee
What would be a typical scenario for this? The point count is adjustable (at
the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't it?
That is what I meant to suggest when I wrote:
It is at hand that the more complex, raw 3D point cloud data will
Am 1/9/2014 2:45 PM, schrieb Francisco Criado:
Yes please! all mornings i wake up, and the first thing i do is check
mails (bad habit) and find myself with the rumor that soft... and its
not very possitive checking it every single day for the last 20 days.
F.
yep, but the good thing
I would double check that the deltas have the correct model target they
are trying to be applied to in their PPG. There shouldn't be a problem
with meshes named the same in both models. The whole point of the model
is to give things a unique namespace and encapsulate the asset.
Eric T.
On
Sebastian, look at ILM's Block Party 2 rigging system.
On 1/9/2014 7:53 AM, Sebastien Sterling wrote:
Why not a node based rigging system ? (not necessarily an ice node
system) but its own thing, you arrange your nulls, you add rig trees
to them in a small interface graph where you have nodes
yeah, about fine detail and skin shading,
subsurface scattering does tend to cover up fine surface detail – recesses and
wrinkles in the skin in particular.
just think of it: a wrinkle on top of the skin is like a fine ridge. without
scattering, if the light comes from the left, the left of
Maybe we could rename constraints with ICE? Eat it Maya!
On Wed, Jan 8, 2014 at 9:57 PM, Matt Lind ml...@carbinestudios.com wrote:
Butbut.buteverybody said ICE can do oh so much more. Say it
ain't so.
We've been testing 1 Titan vs. 3 and so far, the speed increase of the
triple-Titan box is holding at about 2.45x. In an email exchange (or
maybe it was on the forums, can't recall) it was mentioned that on the
topic parallelization, Pixar had determined that even for them, 4 units
together
Thanks Daniel, I'll have a look.
--
Martin Chatterjee
[ Freelance Technical Director ]
[ http://www.chatterjee.de ]
[ https://vimeo.com/chatterjee ]
On Thu, Jan 9, 2014 at 2:48 PM, Daniel Brassard dbrassar...@gmail.comwrote:
I did some experiment in ICE with Cubic B Spline. You
I've been doing quite a bit of rigging in Modo lately, and I have
been very surprised by its capabilities.
One thing they do support is heat mapping. It's quite nice to use,
but there are several requirement that need to be met for a mesh to
be acceptable for heat
I posted this on the Softimage User Voice but I really really want to
try this Geodesic Voxel Binding:
https://vimeo.com/69268846
On Thursday, January 09, 2014 10:34:36 AM, Sergio Mucino wrote:
I've been doing quite a bit of rigging in Modo lately, and I have been
very surprised by its
Hey Tim
Would you be able to take 2 minutes of your tmie and run this ol python
script for SI with your titan?
I'm getting weird results with an 780 in my home system outperforming titan
a lot... well here is copy paste from forum if you are able to check it out
as well.. thanks!:
itan: ~170 fps
I saw that video a while ago. I would expect to see this show up in
Maya sometime 'soon' (hopefully).'
On 09/01/2014 10:38 AM, Eric Thivierge
wrote:
I
posted this on the Softimage User Voice but I really really want
to try this Geodesic Voxel
This has been pretty much my only "um..." regarding ICE. It seems to
be like a (powerful) local black box that is related to one object.
I know that an ICE graph can actually get and set data to multiple
locations, but in some cases, one needs to jump through hoops (for
Hey Mirko I ran your script and I got 50.7 fps...
But then I remembered I have my displays plugged in to my 470.. hahaha.
Don't ask why, but when using AE with the displays plugged into the Ti, AE
does not like it and disables GPU for calculations...
P.
2014/1/9 Mirko Jankovic
Something that helps a lot is using a normal map. To get the fine details
without pumping up additional geometry.
Get a normal map out of Zbrush the same way you do the displacemnt.
Add a Binormal map to the object in softimage and use it to drive bump.
This will add the extra fine details in
I absolutely hate this behavior in Maya. It's, frankly, ridiculous.
Maya's weighting tools are totally sub-par compared to any other 3d
application I've used (including Max). Why it is this way, I don't
know, but as a user, it's incredibly frustrating to have to focus on
I just get 60.0 fps +
How are you getting it display a value higher than 60? I'm pretty sure
it the actual fps is higher, but the value in the viewport is capped at
60
-Tim
On 1/9/2014 10:12 AM, Leonard Koch wrote:
I get about 28-31 out of my 680. Does anyone have a common explanation
As far as I remember from watching the specs in order to high a better rate
the magic number is the memory speed transfer.
I was going to buy a 680 but then realized that my 470 has more speed in
the memory transfer.
Don't know why but Nvidia choked the speed in most of the 600 series except
for
Yes Mirko tell the secret. I don't want to break my mind thinking about
memory clocks and bandwiths
2014/1/9 Tim Crowson tim.crow...@magneticdreams.com
I just get 60.0 fps +
How are you getting it display a value higher than 60? I'm pretty sure it
the actual fps is higher, but the
Ah interesting. That begins to explain it.
Thanks Emilio.
On Thu, Jan 9, 2014 at 5:36 PM, Emilio Hernandez emi...@e-roja.com wrote:
Yes Mirko tell the secret. I don't want to break my mind thinking about
memory clocks and bandwiths
2014/1/9 Tim Crowson tim.crow...@magneticdreams.com
For GPU speeds, you always need to consult this list, it is pretty
representative of what to expect from things like Redshift3D:
http://www.videocardbenchmark.net/high_end_gpus.html
-ben
On Thu, Jan 9, 2014 at 11:36 AM, Emilio Hernandez emi...@e-roja.com wrote:
Yes Mirko tell the secret. I
Just a funny fact that I found...
After opening several tabs for looking for the Nvidia specs, I left them
open. I am using FireFox.
I hit play again and the fps dropped by half 24 fps.
Start scratching my head. Closed the addtional tabs of Firefox, restarted
Softimage and the speed was back
Title: Signature
I guess 60fps is the refresh rate of your display, right?
Have you disabled VSync in the driver settings?
I just get "60.0 fps +"
How are you getting it display a value higher than 60? I'm pretty
sure it the actual fps is higher, but the value in the viewport is
So does Chrome btw. I also notice this wehn running my laptop without power supply. The GPU sucks the battery dry in an hour.With Chrome closed it's 4 hrs. GPU acceleration can be turned off in Chrome though, don't know about Firefox.Just a funny fact that I found...After opening several tabs for
Emilio, did you try telling the application (firefox, chrome) to use the
cpu instead of the gpu? that happened to me too and found it usefu,l
through the nvidia control panel.
F.
2014/1/9 Emilio Hernandez emi...@e-roja.com
Just a funny fact that I found...
After opening several tabs for
I am going to try your suggestions right now. That will explain a lot of
things.
2014/1/9 Tim Crowson tim.crow...@magneticdreams.com
I wish it was always that simple. For instance, Redshift will perform
better with more vram, and the Titan comes standard with 6GB, which is not
even an
I wish it was always that simple. For instance, Redshift will perform
better with more vram, and the Titan comes standard with 6GB, which is
not even an option on the 780 or 780Ti. If you can get by with less vram
though, the 780s are pretty sweet. Can't wait to see what they announce
next.
Well switch displays to the Titan and I am getting with the Vsync option
off the same as Tim 63.6fps
Maybe this Rubikjancovik cube has a trick :)
2014/1/9 Emilio Hernandez emi...@e-roja.com
I am going to try your suggestions right now. That will explain a lot of
things.
2014/1/9
just got back , yes 60 is vsync on, turn of vsync in nvida control panel
On Thu, Jan 9, 2014 at 5:52 PM, Stefan Kubicek s...@tidbit-images.com wrote:
I guess 60fps is the refresh rate of your display, right? Have you
disabled VSync in the driver settings?
I just get 60.0 fps +
How are
I already did that and still getting the 65 fps limit with the Titan.
2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com
just got back , yes 60 is vsync on, turn of vsync in nvida control panel
On Thu, Jan 9, 2014 at 5:52 PM, Stefan Kubicek s...@tidbit-images.comwrote:
I guess 60fps is
hmm another gues.. is it set to RT or ALL in play?
On Thu, Jan 9, 2014 at 6:53 PM, Emilio Hernandez emi...@e-roja.com wrote:
I already did that and still getting the 65 fps limit with the Titan.
2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com
just got back , yes 60 is vsync on, turn
It is set to ALL.
2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com
hmm another gues.. is it set to RT or ALL in play?
On Thu, Jan 9, 2014 at 6:53 PM, Emilio Hernandez emi...@e-roja.comwrote:
I already did that and still getting the 65 fps limit with the Titan.
2014/1/9 Mirko
yea I guess that woul dbe the case but just tried.. strange really no
idea.. any chance to run cinebench 15 opengl test then? if that gives too
low result as well then something is not good
On Thu, Jan 9, 2014 at 6:58 PM, Emilio Hernandez emi...@e-roja.com wrote:
It is set to ALL.
Yes specailly if you are getting more than the double speed.
I ran the test and I got 75.78 fps
Thx
2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com
yea I guess that woul dbe the case but just tried.. strange really no
idea.. any chance to run cinebench 15 opengl test then? if that gives
For future reference, to connect an existing sun's light direction with an
existing sky shader in Redshift or Mental Ray, you use the command
ApplySunDirectionOp (undocumented I believe).
E.g. (in python):
Application.ApplySunDirectionOp( sun.kine.global,
getting around 95 score in cinebench with titan, and again 780 in home comp
getting 140 score in cinebench...
wondering how can 780 crash titan so much in opengl.
titan system beside 4 titans have i7 3930K, asus p9x79-e ws MBO
and home comp i7 4770k on asus maximus VI hero
Will test some
Now I am starting to scratch my head to figure out the maze of Nvidia...
At least my benchmark said the Titatn beated up a Quadro 4000K ha ha
2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com
getting around 95 score in cinebench with titan, and again 780 in home
comp getting 140 score
cinebench you mean? so what is score? :)
On Thu, Jan 9, 2014 at 7:47 PM, Emilio Hernandez emi...@e-roja.com wrote:
Now I am starting to scratch my head to figure out the maze of Nvidia...
At least my benchmark said the Titatn beated up a Quadro 4000K ha ha
2014/1/9 Mirko Jankovic
Dumb question here. Where do I see the score? I only get a fps result for
OpenGl and a 759cb in the CPU results in Cinebench.
and I get 75.78fps at the OpenGl test.
2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com
cinebench you mean? so what is score? :)
On Thu, Jan 9, 2014 at 7:47 PM,
yes fps is score. hmm maybe if I got some time I could get one of titans
and test it out on maximus MBO to see if that is the diference...
On Thu, Jan 9, 2014 at 8:09 PM, Emilio Hernandez emi...@e-roja.com wrote:
Dumb question here. Where do I see the score? I only get a fps result for
Maya's component editor really sucks because of that lock thing. It really slow
my workflow so I usually deal with the export / import to SI and work there my
weighting.
But when I can, I skin my model in Maya before sending it to SI, because it has
a much better default weighting than SI and
You'll have to modify all references to rendermap to find/call ultimapper
instead. That includes the parameters which are adjusted dynamically such as
the output filename. You can get that information by setting your scene
explorer to show all parameters ('all nodes' filter), use script
if you do a lot of bipeds, and you have a base set of deformers with a good
naming convention. you can skin a generic biped mesh and use gator to
transfer the weights... never use default weighting again.
On Thu, Jan 9, 2014 at 11:32 AM, Martin furik...@gmail.com wrote:
Maya's component editor
I used the default weighting before a lot, but never again, neither Maya
nor Softimage. It is much faster to have a proper weighting using the
inside out method on both apps.
Wich in my case it is faster and more controlable in Softimage than in
Maya. Specially by using the weight editor in
looks interesting eric, but i can only find one page, kind of what i had in
mind but a little more abstract, i suppose it all depends how much of this
system is basically reusing elements in maya, and how much is its own
thing, e.g does it still use maya bones or does it have its own custom
We worked out the default weighting for Justin using the lowpoly 'slices'
of the mesh (we needed them anyway) and a bit of smoothing.
Simple stuff, but with 2 clicks (a simple script) we were able to get a
quite decent base to work on.
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU
2014/1/10 Cesar Saez cesa...@gmail.com
We worked out the default weighting for Justin using the lowpoly 'slices'
of
there are many free rigs for maya and there are little free rigs for xi.
justice must prevail!
2014/1/10 Max Evgrafov summ...@gmail.com
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
Lovely stuff Max !
On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU
2014/1/10 Cesar Saez
Looks like you really brought him through ! Is it identical to the maya
version ? at any rate i salute you sir !
On 10 January 2014 04:57, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:
Lovely stuff Max !
On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:
Hi guys. Now
Great! I love Norman.
On 1/9/2014 8:29 PM, Max Evgrafov wrote:
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU
2014/1/10 Cesar Saez cesa...@gmail.com
In games we have different name conventions, bones count and structure,
model and unit size, character proportions, etc. so a base mesh is not very
useful outside that project. But of course I do use Gator and Maya's copy
weights to accelerate my character mass production when it is possible.
I
just played a bit with overclocking...
now I pushed PCI GEN in bios back to auto instead of GEN 3 so it is now PCI
2.0 x16 instead of 3..
That alone gave me slightly higher score on cinebench.. and after
overclocking CPU to 4.5 now new result in cinebench for titan is 100, and
script in softimage
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