Re: Redshift3D Render

2014-02-17 Thread Dan Yargici
I've just started to look into Redshift and I can only say wow! It's really quite amazing. DAN On Mon, Feb 17, 2014 at 8:22 AM, Angus Davidson angus.david...@wits.ac.zawrote: I believe the expression is *Vrooom* That is incredibly fast -- *From:*

Re: automatic Random color for ID Material color

2014-02-17 Thread Cristobal Infante
In Arnold there is the utility shader that does out of the box. Another option is to have several multimattes (R,G,B,A) this way it will be easier to matte.. On Monday, 17 February 2014, Siew Yi Liang soni...@gmail.com wrote: It's not really object id here...but it's a similar thing using the

Re: Envelopes, Weights, Deformers and setting them up.

2014-02-17 Thread pedro santos
Hi again. I've updated the compound to have more options per null, like I said. https://vimeo.com/86603483 Cheers On Tue, Jan 21, 2014 at 5:00 PM, Tiago Craft craft@gmail.com wrote: Cool. One interesting solution too would be to use meshes instead of nulls. we used that in production

Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
Hi all, sorry for another silly question, but I've just spent the better part of 3 hours trying to find a solution: is there actually a way in XSI to paint across multiple envelopes at the same time, assuming they have the same deformer influences? I've been searching around for a way to do so

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Mirko Jankovic
Not sure how others deal with it but when having character that will have cltoth weighted and simulated I like to have an mesh with full body, and then 2nd mesh with only visible parts, hands, neck, head etc... Then painting weights on full body mesh only, GATOR-ing everything else and then for

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
OHHH. So just duplicate my mesh objects, merge them all together, use that to paint weights, and then GATOR over to individual pieces is what you're saying? Going to try that now! Hopefully I can workaround the symmetry problem that way as well... (Speaking of which, does XSI have a way to

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Peter Agg
Yep, I do as Mirko does for this stuff, the envelope tools are fairly limited for a lot of this fiddly kind of things. If you're merging existing geo together make sure everything is welded - Polygon Islands are a pain to deal with as well. Ideally you want some kind of single mesh body-glove

Re: Envelopes, Weights, Deformers and setting them up.

2014-02-17 Thread pedro santos
Oi Tiago Há uns tempos fui ao teu site para ver o que andavas a fazer mas estava em baixo. Sempre foste para a Austrália? Eu tou pela Illusive mas cheio de vontade de bazar para algum lado mais interessante. No processo também pensei no que sugeriste de usar geomatria, NURBS, para calcular os

RE: Re[2]: Survey - how would you do this?

2014-02-17 Thread Brent McPherson
On the subject of Windows I have an interesting perspective because prior to 1998 I worked at Alias. At that time Alias believed that Windows would be the dominant platform going forward and there was a lot of talk about using Mainwin (or one of the other Windows emulation frameworks available

Re: OT - high memory usage with Vray

2014-02-17 Thread Jens Lindgren
Very high resolution with high AA and many in-memory Framebuffers could take quite a lot of ram. If that's the case, try to write the framebuffers directly to disk. HDRIs take a lot of memory in V-Ray, make them as small as you can. Look at the log files to see where your memory usage is at. Check

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Mirko Jankovic
You dont even have to merge them, gator will manage just fine for example: paint weigh on full body mesh duplicate body mesh and delete all non seen polys, you dont need them, but you can jstu skip this and just keep full body mesh if you dont mind having not seen polygons, maybe even better if

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Martin Yara
What I do is duplicate the object, and delete the polygons I don't need. This way the envelope is copied and I don't need to use Gator. I automatized this task with a couple of scripts: https://vimeo.com/44115056 You could use gator to keep the transfer attributes alive and keep tweaking the

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Greg Maguire
This is my preferred method too. ILM had a really cool concept I'd like to see in Soft. Instead of painting with the radius of a circle, make the brush three dimensional like a ball. Wings can be tricky, I generally chop the top or bottom part of a wing off and Gator everything. However a 3D ball

Re: OT - high memory usage with Vray

2014-02-17 Thread Simon Reeves
Sorry for this fairly unhelpful reply but I shall go ahead anyway - Has it always been so memory heavy? The other night I was rendering a car scene (cad data that I exported from rhino myself) with a similar poly count that you mention, one minute it was rendering fine, very fast 'scene export'

Re: OT - high memory usage with Vray

2014-02-17 Thread Stefan Kubicek
Try disabling as much as you can (e.g. turn off Light cache and Irradiance map and use brute force instead). If that reduces memory consumption your problem might lie there.Make sure you are writing a new Irradiance map file and that you are not constantly reading from, and adding to an existing

Re: Re[2]: Survey - how would you do this?

2014-02-17 Thread Angus Davidson
Hi Brent Very well explained thank you. I do agree that because of the overall crappiness of Windows COM has got a bad rep. Unfortunately its very hard for most people to know where one begins and the other ends and in the end the overall perception is the one that sticks. On a slightly

Re: OT - high memory usage with Vray

2014-02-17 Thread Morten Bartholdy
Thanks guys - much appreciated! This will give us something to try out. Makes me all warm and fuzzy using Arnold ;) BSP settings - shudder! Morten Den 17. februar 2014 kl. 12:48 skrev Stefan Kubicek s...@tidbit-images.com: Try disabling as much as you can (e.g. turn off Light cache and

Scripted Ghosting on off button

2014-02-17 Thread Mladen Kevic
Hello everyone, I need help creating a toolbar button witch will turn ghosting of selected object on/off and switch it onto trail mode. i would be really thankful to anyone who help :) thanks, Mladen

Re: Survey - how would you do this?

2014-02-17 Thread Luc-Eric Rousseau
that's based on WINE for OSX. you can go ahead and try it yourself. On Monday, February 17, 2014, Angus Davidson angus.david...@wits.ac.za wrote: Hi Brent Very well explained thank you. I do agree that because of the overall crappiness of Windows COM has got a bad rep. Unfortunately its

RE: Scripted Ghosting on off button

2014-02-17 Thread gareth bell
Quick and dirty From: mladen.ke...@gmail.com Date: Mon, 17 Feb 2014 13:38:34 +0100 Subject: Scripted Ghosting on off button To: softimage@listproc.autodesk.com Hello everyone, I need help creating a toolbar button witch will turn ghosting of selected object on/off and switch it onto trail

Re: Scripted Ghosting on off button

2014-02-17 Thread Martin Yara
So, what is the problem? To switch ghost you have to change the camera animghostenable property in camera display and the object property ghosting and ghosttype I wrote something like that a long time ago, it was something like this: //JS SetValue(*.*.*.camdisp.animghostenable, true, null); for

Re: Scripted Ghosting on off button

2014-02-17 Thread Mladen Kevic
nice and clean :) thank you very much On Mon, Feb 17, 2014 at 2:32 PM, gareth bell garethb...@outlook.com wrote: Quick and dirty -- From: mladen.ke...@gmail.com Date: Mon, 17 Feb 2014 13:38:34 +0100 Subject: Scripted Ghosting on off button To:

RE: Re[2]: Survey - how would you do this?

2014-02-17 Thread Brent McPherson
In general most games draw all their own custom UI on top of the graphics library so the platform-specific code footprint would be much less than in an application like Softimage which is built on top of the native UI toolkit. e.g. games are typically implemented in a single OpenGL/DirectX

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
Lofted strands aren't quite there yet, but are around the corner. All in all, Redshift really is rocking our little corner of the business. For us, it's been a game-changer. -Tim On 2/16/2014 6:33 PM, Emilio Hernandez wrote: This is just XSI hair, but now it supports also strands.

Re: 3d printing

2014-02-17 Thread Ed Manning
I've been very happy with Shapeways. Be very careful designing for minimal volume! You can save or waste a LOT that way. On Sun, Feb 16, 2014 at 5:21 AM, Tim Leydecker bauero...@gmx.de wrote: At least for a good reference, I can recommend shapeways. If you take the time to create an

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
The problem is...my mesh is already split up into pieces when i was starting to weight them. The full body mesh doesn't exist anymore, the hidden faces are already gone. :X Also I tried duplicating all the geometry and merging it together while trying to preserve the existing weighting so I

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Matt Morris
You know you can gator from multiple sources right? So if you already have your merged mesh, with the geo frozen (worth deleting any rogue clusters as well) you can then select gator and pick all the enveloped meshes that make up your character. Transfer the envelope weighting, then 'freeze

RE: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Matt Lind
I solved the problem for our pipeline by writing a tool which is similar to GATOR but runs as a command instead of an operator. The advantage is the tool can operate on selected subcomponents instead of the entire mesh. A further embellishment I exposed was different methods for searching the

Re: MAYA to Soft, imageplanes

2014-02-17 Thread andialias
HI Adam, thanks a lot that helped - I am still amazed by the fact that there is nobody who wrote an proper import. Cheers for your time! Andi 2014-02-16 10:54 GMT+13:00 Adam Seeley adam_see...@yahoo.com: Hi, I still like to use ye olde La Maison's Projection Plane generator which will

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Eric Thivierge
In regards to the Symmetry Map not working, if you are using the implicit bones as you've said previously it won't work because they haven't fixed this script to compensate for using this object type which was only introduced with ICE Kinematics. It's been requested quite a few times but I

Re: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
out of curiosity, has anyone tried a heavy production scene in redshift? somewhere around 100-500m triangles with a bunch of 2k/4k textures? I'm seeing lots of single objects and simple scenes done with it, rendering really fast, but what happens when you throw something heavier at it? -Andreas

Re: Redshift3D Render

2014-02-17 Thread Mirko Jankovic
I would gladly test to push it as much as possible on 4 titan system but don't really have any complex scene to test on :) On Mon, Feb 17, 2014 at 8:48 PM, Andreas Bystrom andreas.byst...@gmail.comwrote: out of curiosity, has anyone tried a heavy production scene in redshift? somewhere around

Re: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Unfortunatley I don't have such a scene to test. I will gladly push it as far with such a kind of scene. 2014-02-17 13:53 GMT-06:00 Mirko Jankovic mirkoj.anima...@gmail.com: I would gladly test to push it as much as possible on 4 titan system but don't really have any complex scene to

Re: Redshift3D Render

2014-02-17 Thread Octavian Ureche
Hey Andreas, https://www.dropbox.com/s/1rhnxa9cvge0ddc/redshift_forest_dof_unifiedsampling.jpg I only have this as an example, was done during the alpha, and has a couple million polys in it (can't remember the exact number as i don't have the scene in front of me), sss for the leaves, brute

Re: Redshift3D Render

2014-02-17 Thread Eric Lampi
We did some tests, on a scene with about 20,000 instanced objects on particles with refraction and reflection to match a Vray shader we were using. The rendertimes were something like 4 minutes compared to 30+ minutes with Vray. Freelance 3D and VFX animator

Attaching curves

2014-02-17 Thread Sergio Mucino
Here's a simple question for something we have not found how to do in Softimage. I have two curve objects... a closed square, and a closed circle. I want to join them into a single object without stitching them together or changing their shapes. I just want to have an

Re[2]: Redshift3D Render

2014-02-17 Thread Eugen Sares
Don't have such heavy scenes, but did some architectural interiors, 1-2 mio polys, 240 light sources with soft shadows... according to Panos Zobolas, whom I sent the scene for testing, there was an extremely high shadow ray count, which brought it to a crawl (6h for 1920x1920px, GeForce 760).

Re: Attaching curves

2014-02-17 Thread Alan Fregtman
Eugen Sares wrote some nice curve tools that does that and more: http://www.keyvis.at/cg-tools/tools-for-softimage/curve-tools/ Haven't used them in a while but I assume they still work. On Mon, Feb 17, 2014 at 3:09 PM, Sergio Mucino sergio.muc...@modusfx.comwrote: Here's a simple question

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Siew Yi Liang
@Matt Morris: I didn't know that actually, that is fantastic! Going to try it ASAP~ @Matt Lind: I know, I should pick up more scripting knowledge... I only just started recently working with the XSI API (and python in general), so gimme a chance to catch up to you guys :D @Eric: That

Re: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
it's a nice example Octavian, but would be fun to try on something really heavy, if it's only a couple of million polys it's still a pretty light scene. if I have time I might prepare something, it wouldn't have to be nice looking, just dump a bunch of high-poly object in the scene and render,

Re[2]: Attaching curves

2014-02-17 Thread Eugen Sares
They do. Nothing has changed in the SDK since then... sadly. It's called 'Attach Curves', a topology operator under Modify Curve. All selected curves get attached to the first in the selection collection. Guillaume Laforge did such a thing, too, in C++ (got my inspiration from it) -

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Alan Fregtman
When gatoring between identical point placements, don't forget to change your mode to Closest Vertex to get the most accurate transfer. On Mon, Feb 17, 2014 at 3:16 PM, Siew Yi Liang soni...@gmail.com wrote: @Matt Morris: I didn't know that actually, that is fantastic! Going to try it ASAP~

Re: Paint weights across multiple envelopes? And symmetry mapping errors....

2014-02-17 Thread Eric Thivierge
If you're using the implicit bones with success and don't need any of the benefits of the Softimage bone chains just use Nulls. It's typically what Im using. Eric T. On Monday, February 17, 2014 3:16:29 PM, Siew Yi Liang wrote: @Matt Morris: I didn't know that actually, that is fantastic!

Re: Re[2]: Attaching curves

2014-02-17 Thread pedro santos
Those curve tools are essential for task where you have to manipulate and construct with them. *raises glass to Stefan Kubicek* Cheers On Mon, Feb 17, 2014 at 8:23 PM, Eugen Sares sof...@mail.sprit.org wrote: They do. Nothing has changed in the SDK since then... sadly. It's called 'Attach

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
Andreas, I'm working on a project now (can't post any renders though...) that involves a pretty large outdoor environment (not as big as the WT's Athens demo... maybe 1/4th of that). I'm instancing grass clumps /everywhere/, and I have 11-12 Tree prototypes being scattered as proxies, each

Re[2]: Redshift3D Render

2014-02-17 Thread Eugen Sares
To be clear, when Redshift goes out-of-core, it goes into your system ram. So in the end, you still need plenty of system ram for large scenes. But I've only got 20GB in my workstation and I'm getting very complex renders out of it without coming even close to that. More in the 6-8GB range so

Re: Redshift3D Render

2014-02-17 Thread Steven Caron
just so you know... athens was a fraction of what we rendered for elysium. so... i think you guys should be aiming high... i mean REALLY high. if i don't see a billion somewhere (instancing is fine) then i am still not convinced the gpu renderer has overcome the memory limitations. but it sounds

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
yep, looks nice. I'm also wondering if redshift can use the combined vram when using several cards in sli mode, if you have 3 titans, can you use 3x6gb or just 6gb for your scene? a tree scene like that, at that rez would probably take a few hours in arnold or vray, so even at 30m in redshift

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Well there are some guys that are using Redshift with Royal Render without any issues. Just started playing with Melena and Redshift. 60,000 strands with 150 subdivisions in 99 seconds from sending the scene to redshift to final. After sending the scene the frame went down to 57 seconds. The

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Well Steven, for $100 bucks for the Beta maybe you can try it. Will be awsome to have some feedback on such scene as Elysium. 2014-02-17 16:28 GMT-06:00 Emilio Hernandez emi...@e-roja.com: Well there are some guys that are using Redshift with Royal Render without any issues. Just started

Re[2]: Redshift3D Render

2014-02-17 Thread Eugen Sares
just so you know... athens was a fraction of what we rendered for elysium. so... i think you guys should be aiming high... i mean REALLY high. if i don't see a billion somewhere (instancing is fine) then i am still not convinced the gpu renderer has overcome the memory limitations. but it

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
@ Eugen... I think I lit that with a dome light... honestly I can't remember though @ Steve... yep I hear I ya. Rest assured, we're not doing anything close to elysium, and as I said not even as big as Athens. And it's cartoony, so although it has a lot of detail, the shading is

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Steven Caron
solid angle isn't some massive company either... On Mon, Feb 17, 2014 at 2:38 PM, Eugen Sares sof...@mail.sprit.org wrote: If they really managed to render a scene like this... that would be something I'd say... A 3 guys company, in such a short time, and they blow everybody out of the

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Steven Caron
doesn't work like that... i have to convince someone to buy it for the studio, then the graphics cards you guys talk about... 3 titans!? we don't have those types of investments. we have an existing farm with cpus and lots of ram. if i want to render a sequence with redshift... i have to render it

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
It works well, but as I said earlier, going out-of-core means you go into system ram. So you still need system ram, but you needed that anyway You don't /need /Titans. The reason we mention those is because we've decided to invest in a few heftier cards. We also have some 770s and

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Matt Morris
Yeah it would involve quite an adjustment for a trad farm - rackmounts would be a little useless. I also don't think RS is quite gunning for the arnold market, its aiming for the smaller shops who don't have massive render farms. I rendered 10 million hairs on a character today, ended up using

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Steven Caron
i don't think they care what market, as long as people buy it ;) On Mon, Feb 17, 2014 at 3:13 PM, Matt Morris matt...@gmail.com wrote: Yeah it would involve quite an adjustment for a trad farm - rackmounts would be a little useless. I also don't think RS is quite gunning for the arnold

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Emilio Hernandez
Hey Matt cool scene! 2014-02-17 17:16 GMT-06:00 Steven Caron car...@gmail.com: i don't think they care what market, as long as people buy it ;) On Mon, Feb 17, 2014 at 3:13 PM, Matt Morris matt...@gmail.com wrote: Yeah it would involve quite an adjustment for a trad farm - rackmounts

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
To echo Matt, it definitely involes some adjustments to the farm! That may even be a stumbling block for some, or at least a weird surprise. There's a temptation to think that all you have to do is put a GPU in your render node and you're golden. Well... that may or may not be true... depends

Re: Re[2]: Redshift3D Render

2014-02-17 Thread Matt Morris
True dat. On 17 February 2014 23:16, Steven Caron car...@gmail.com wrote: i don't think they care what market, as long as people buy it ;) On Mon, Feb 17, 2014 at 3:13 PM, Matt Morris matt...@gmail.com wrote: Yeah it would involve quite an adjustment for a trad farm - rackmounts would be

Re: Redshift3D Render

2014-02-17 Thread Orlando Esponda
Does Redshift have something like .map or .tx for textures? and what about standins/procedurals? I think those are essentials for big productions, not even thinking on massive productions, just bigger than simple scenes... If it has (or plan to implement) something like that, I would say it's a

Re: Redshift3D Render

2014-02-17 Thread Tim Crowson
I believer Redshift converts textures at render time to a mip-mapped format, and quite rapidly. I don't know off the top of my head what it does with .map or .tx files. Proxies were a main feature from the start, and although their options are a bit limited at the moment, the core

how to obtain full script editor history

2014-02-17 Thread Matt Lind
I need to write a simple command to dump the script editor history log (or 'n' lines at the tail end of the log) to a text file so artists may attach the file to an issue in our bug tracking system. From what I've seen in the SDK docs, View.GetAttributeValue() only returns the last line, or

Re: how to obtain full script editor history

2014-02-17 Thread Siew Yi Liang
Um, maybe I'm misunderstanding, but doesn't the script editor have the option in prefs to write to a text file? Scripting Log to File You could run a simple python script to trim 'n' lines in the document and write it to a seperate file... Yours sincerely, Siew Yi Liang On 2/17/2014 8:11

RE: how to obtain full script editor history

2014-02-17 Thread Matt Lind
Softimage does have a preference for logging to a text file, but that text file is not accessible while Softimage is running. The only way to get access to the log contents is to exit softimage and wait for the log to be released. One problem is the text file is reused between sessions of

Re: how to obtain full script editor history

2014-02-17 Thread Cesar Saez
Just toggle the option to dump the log to a specified file. On Tue, Feb 18, 2014 at 1:54 AM, Matt Lind ml...@carbinestudios.com wrote: Softimage does have a preference for logging to a text file, but that text file is not accessible while Softimage is running. The only way to get access to

Re: Redshift3D Render

2014-02-17 Thread Mirko Jankovic
Just recently started a small team here, only 8 of us here, 8 workstations. Nothing fancy for now just i7 machines with 770 cards, and one big 4 titan system for now. For setup like this Redshift is great option. Adding 2nd card on all those workstations will practically double the power of our