A shot in the dark, but this sounds like an export optimisation thing that was badly implemented (like the exporter saying: "Oh, I already know this texture, I won't export again to speed up the refresh), even if it's not an interactive session.Have you tried disabling "Enable incremental export"
Hi gang,
I'd like to know if it is possible to apply polygon reduction within
Ice, and this driven by a Weightmap or Modulate by null?
Are there any examples lying around somewhere on the web ?
The weigthmap doesn't update if I use the classic PolygonReduction
Thank's a lot !
Does Vray for Si allow you to export to a .vrscene and then you can render that
with standalone vray ? That way you could possibly be able to see if its an
issue with the plugin or the core.
Kind regards
Angus
From: Eugen Sares sof...@mail.sprit.orgmailto:sof...@mail.sprit.org
Reply-To:
Discovered this a while ago. A solution is to render with a frame range of
1, so your scene reloads after every frame. Not a pretty solution but it
gets the job rendered!
Actually, I think I always applied the animated texture in the comp having
rendered a animated texture pass with Mental Ray.
you asked the gang
http://www.tennessean.com/includes/publicus/projects/projects04/paper/photos/BigPhoto_01.jpg
i want to make it !!! i join the crew !!!anyone else?
https://www.youtube.com/watch?feature=player_detailpagev=ky6gSUmP4rs
2014-01-29 olivier jeannel olivier.jean...@noos.fr
Hi
Or use fbx converter.
http://www.autodesk.com/products/fbx/overview
Hope it helps.
Francisco
On Wednesday, January 29, 2014, Min Rui Tan
minrui@autodesk.comjavascript:_e({}, 'cvml',
'minrui@autodesk.com');
wrote:
Softimage does not convert to Z-Up for FBX Export.
Can go through Maya
We must do something for that terrible musical taste you have :D
https://www.youtube.com/watch?v=T178DsQHLDs#t=66
Le 29/01/2014 13:01, Nika Ragua a écrit :
you asked the gang
http://www.tennessean.com/includes/publicus/projects/projects04/paper/photos/BigPhoto_01.jpg
i want to make it !!! i
I may have spoken to soon about a fix, as when the scene is captured, the
viewport solos and there is no way of having the null visible if the
viewport is set to show geo only.
I tried removing some of the optimisations from the solver in the modules
folder, so that it would always calculate
How were things usually modeled? Did they make volumes and use a voxelizer
or something to approximate the brick placements?
On Wed, Jan 29, 2014 at 9:30 AM, Eric Thivierge ethivie...@hybride.comwrote:
You'd be surprised. You know how many bricks are in those renders???
Having to load and
We see a software that was developed solely for this movie. Some kind of Lego
designer for concept artist. I'm curious as to how the concepts were passed to
modelers or assembled for them!
Procedural seems it could play a big role in this movie!
An you gotta love the Legofied effects! LOL!
Hello friends,
I am currently investigating photogrammetry and would love to get your advices,
opinions, experiences with such systems.
What hardware do you use? Which software? Best practices?
Thank you for any info!
MAC
I found an OK solutionjust wrote a script that renders the current
frame, advances to the next frame, renders the current frame...etc. Ugly
as hell and just ran it in the UI but gets the job done!
Kris
On Wed, Jan 29, 2014 at 6:52 AM, Will Sharkey willjshar...@gmail.comwrote:
Discovered
Hi guys (Miquel, please?)
So, I have created an eye using the eye guide. I have the option to pick IK
reference, however when I try to pick the body as reference, rig creation
crashes with an OLE error. It accepts only the local controller apparently. I
also try to connect to the UIHost of the
PhotoScan from agisoft is the one I prefer!
with canon 550D or 5D
2014-01-29 Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com
Hello friends,
I am currently investigating photogrammetry and would love to get your
advices, opinions, experiences with such systems.
What hardware do
I have a guy next to me doing a lot of Agisoft stuff and swears by it although
he points out he needs tons of memory (he has 24Gb!!!) to deal with the kind of
things he does (a bit of architecture and tons of images with a 7D) so… I
am considering to test it properly because I can't see any
Oh yeah I forgot to specify that this is mainly for environment and huge
props... not so much for people or props!
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: 29 janvier 2014 10:26
To:
Last time we did a fair bit I think we found that 123d and photoscan
usually gave very similar results, though I have a feeling 123d was more
limited in input image resolution - and that might not be a problem or even
true anymore.
As I say, often similar results, sometimes one was better than the
Its LDD, Lego Digital Designer, its a free bit of software you can
download from Lego and create your own lego buildings.
Its was an awesome project to have worked on :D
On 2014-01-29 05:01 PM, Marc-Andre Carbonneau wrote:
We see a software that was developed solely for this movie. Some kind
Hi everyone,
A good friend of mine is selling an incredible tool for photogrammetry.
Check his website:
http://www.banzai-pipeline.com/gallery/smurfs_2/index.html
I love Agisoft too, but as Jordi says, it requieres a lot of memory,
processing time, preparation, and you have less control over the
Still using imagemodeler over here.
Nuke 8 has some interesting ways of creating pointclouds from a
bunch of images and linking hdri's:
http://youtu.be/dRpLNoSSUlM?t=44m31s
I've had a similar question a while ago about image modeler
I used image modeler several times and it works great, is a really simple but
precise tool. It sucks that it isn't available
for sale anymore...
As for banzai pipeline, the last time I spoke with their support rep this is
what he told me: ...Enwaii
is currently Maya centric. In London
Hey!
Over the last months, I've done some research what's the best way to
store our assets in an library with a version control.
I've tried an self programmed custom python solution, Tactic and
Perforce. Everything works somehow, but it's all not as nice as I wish.
Knows someone of you
Interesting topic here.
Was just testing agisoft photoscan for some non commercial related work,
and it seems to give pretty nice results with minimal user input.
Has anyone tried to compare a kinekt based approach such as skanect (
http://skanect.manctl.com) with a photogrammetrical approach for
You should check out git.
It can work any kind of binary data and gives you control over versioning.
You can ofcourse make a python app with qt as front end and some kind database
as back end - MySql, Mongo etc.
You can also make web based front end woth python using django if you want.
Sent
Git is really bad for large binary files. Repositories tend to become
very slow.
Versioning, local branches and cherry-pick style functionality however
is very
powerful. I recommend to use something like git-annex
(http://git-annex.branchable.com/)
or git-fat. The git-bin implementation can be
Hi,
Does anyone know if any packages accept RAW or HDR images and can create an HDR
for the final texture.
This should help as much as norml HDR environments do when lighting.
Adam.
http://www.linkedin.com/in/adamseeleyuk
https://github.com/csaez/gitforsoftimage
From: Alok Gandhi [alok.gandhi2...@gmail.com]
Sent: 29 January 2014 08:31 PM
To: softimage@listproc.autodesk.com
Subject: Re: asset library + version control
You should check out git.
It can work any kind of binary data
Have you looked at this one?
http://adamsoftware.net/en/what-we-do/business-propositions/enterprise-e-library/
Haven't checked it personally as we have our own solution here but it seems
pretty competent.
MAC
From: softimage-boun...@listproc.autodesk.com
This should help as much as norml HDR environments do when lighting.
What about using projection painting with multiple hdrs using MARI? not sure if
I understood your question..
have you seen this:
this is our experience, a coworker has maxed out one of our 48gb
machines... but he needs 24-30 gb average on a set of 50 images at 5k a
piece.
On Wed, Jan 29, 2014 at 7:25 AM, Jordi Bares jordiba...@gmail.com wrote:
I have a guy next to me doing a lot of Agisoft stuff and swears by it
I have tried Mercurial (hg) on personal projects with some success.
http://tortoisehg.bitbucket.org/
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/
2014-01-29 Angus Davidson angus.david...@wits.ac.za
That is cool but it's regular git and will be pretty slow for large files
as Helge pointed out.
On Wed, Jan 29, 2014 at 1:50 PM, Angus Davidson
angus.david...@wits.ac.zawrote:
https://github.com/csaez/gitforsoftimage
--
*From:* Alok Gandhi
I thought 32gb of ram was standard in the movie industry nowadays? ;)
Thanks all for the pointers. We're already checking out ReCap but I am also
looking at Enwaii now.
If you have anything else please keep the thread going!
Thank you
MAC
From: softimage-boun...@listproc.autodesk.com
This is probably not that hard to do, but I haven't really worked
with arrays in ICE, so I'm kinda stuck here.
I have a bunch of nulls near a poly surface. This surface has a
weight map painted on it. I'm trying to get the weight map's value
for the closest point to each
Pretty sure it would be fairly easy to set up for mecurial as it should just
be the command line syntax that would change a little.
From: Alan Fregtman [alan.fregt...@gmail.com]
Sent: 29 January 2014 10:45 PM
To: XSI Mailing List
Subject: Re: asset library +
First of all, you probably wanna use a Get Closest Location instead of
Get Closest Points; that way you can get locations between points (say
inside a polygon) and expect a useful interpolated result instead of the
closest vertex specifically.
ICE locations are based on barycentric coordinates
Stop motion is typically shot on 1's, cel animation on 2's.
Haven't seen the Lego movie, but what usually gives stop motion that jerky
quality is the lack of motion blur, and the depth of field not quite mimicking
the real world.
Matt
-Original Message-
From:
Thanks a lot Alan!
Seems to be working, but I don't seem to be getting the right
values. As a test, I created a grid object and painted a brush
stroke on a weight map on it.
I then created 3 nulls and positioned them in space floating over
the grid. I know which ones
Hi
Show the locations as points.
Maybe you are mixing up
global/local positions?
On 29/01/2014 5:59 PM, Sergio Mucino wrote:
Thanks a lot Alan!
Seems to be working, but I don't seem to be getting the right
True, they guys at Banzai pipeline are doing something really interesting… if
only they had a Softimage or Houdini plugin I would be really happy but there
you go…
Jordi Bares
jordiba...@gmail.com
On 29 Jan 2014, at 15:54, Laurent Makowski makomoul...@gmail.com wrote:
Hi everyone,
A good
Thanks Min Rui,
I will set up an example scene and send it your way.
best,
Enrique
On Tue, Jan 28, 2014 at 2:21 PM, Min Rui Tan minrui@autodesk.comwrote:
Hi Enrique,
If you have a consistent repro case, you can forward it to me and we'll
investigate if something is broken from 2013.
We're using 2013 SP1 (32 bit) and not experiencing any deathly slow imports.
We have environments with 5,000+ referenced models, and while they do take a
while to open because of their size, nothing along the lines of what you're
reporting.
I would check a few things that have caused us grief
Hi Octavian, i used a couple of times skanect for people or indoor sets and
must say its a time saver. If you can, give it a try!
Francisco.
On Wednesday, January 29, 2014, Octavian Ureche okt...@gmail.com wrote:
Interesting topic here.
Was just testing agisoft photoscan for some non
Matt your awesome,
Thanks for all of the information, I am checking everything on the list
now.
I've just discovered that if i load a model in using the import menu, or
via scripting it takes 7 seconds, but if i drag and drop it in, it takes 46
seconds for some reason.
Not a big deal that one
If switching resolutions is the issue, consider if there is FCurve animation
data being loaded onto parameters in the model.
There is a known issue in 2013 with generation of FCurve data taking
ridiculously long (5000% longer - no exaggeration). I had to write a C++
command to work around the
... this sounds very likely.
i will test now.
great stuff, thank you
On Thu, Jan 30, 2014 at 12:14 PM, Matt Lind ml...@carbinestudios.comwrote:
If switching resolutions is the issue, consider if there is FCurve
animation data being loaded onto parameters in the model.
There is a known
The litmus test would be to compare FCurves being loaded directly on the
parameters vs. those applied from a source such as a mixer source. If the raw
FCurve parameters take a long time while the mixer source loads instantly, then
you have a smoking gun. Otherwise, it's not that.
Matt
I found the problem.
While going through the process of going through the list you supplied, I
found the major source of the problem.
For some reason the eyelid geometry was slowing down things when I would
switch rig resolutions.
I set up a test scene with 2 identical rigs in each resolution
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