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
Can you say which cards you guys are using, Matt? In the process of
building a system to do some GPU stuff alongside some 3D tests at home.
Thanks,
-Lu
On Mon, Aug 20, 2012 at 11:22 AM, Matt Lind ml...@carbinestudios.comwrote:
We are a games development studio making MMORPG games. Most of
.
** **
** **
Matt
** **
** **
** **
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu
*Sent:* Monday, August 20, 2012 11:37 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Graphic card for a workstation again
/uploads/2012/09/Rick.Fuentealba.resume.2012.pdf
http://www.rickfx.com/wp-content/uploads/2012/09/Rick.Fuentealba.reel_2012.720.mp4
https://vimeo.com/49326059
Thanks for looking at my work!
-Rick
P.S. If there are any issues, please forward all complaints to Meng-Yang
Lu :-P
Might be able to send a couple of names.
On Mon, Nov 5, 2012 at 2:53 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
Stereo D?
On Mon, Nov 5, 2012 at 2:46 PM, Andy Moorer andymoo...@gmail.com wrote:
Hi gang...
I was in a minor car accident Friday and injured my back, which killed
travel
And I hate the new gmail reply. Sorry everyone. Ignore. Or don't and
email me if you need a couple of nICE guys.
-Lu
On Mon, Nov 5, 2012 at 2:53 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
Might be able to send a couple of names.
On Mon, Nov 5, 2012 at 2:53 PM, Meng-Yang Lu ntmon
for them to use outside contractors though.
If you have someone in mind send end me names for sure.
And hey wait Lu, why aren't you asking me on contracts for the mill, you
guys hate me or something? :D
On Mon, Nov 5, 2012 at 5:55 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
And I hate the new
I just recently learned that it's AD's shortcomings of properly exposing MR
features.
So the blog you linked to features two Mill employees. Both who I feel
we're very lucky to have and have been instrumental in a re-education of
the MR and AD relationship along with what can be done with
Well, they did do this with ICE deprecating the old particles system. I
still remember reading You know this day was coming. in the XSI docs.
Now look at the huge forward leap that ICE has provided to FX in
Softimage.
I think when you have a huge number of artists willing to dump one system
for
LA has Sony, Disney, DD, and Rhythm being a huge magnet drawing in Houdini
people. And then when things shuffle around they're here for the picking.
I've a feeling the ICE boom is coincidentally after Nissan's Wouldn't it
be cool. commercial. Definitely made some waves in the commercial world
IF I were a freelancer, I'd sort out my I/O first and foremost. Basically
have the ability to take in commonly exported formats like
.bgeo/partio/alembic/.skp plus the occasional 2D formats for camera and
pCloud stuff and have it so that these span a few versions back. I feel
like once this is
What would be fun is if we painted LA chroma green. We're already there
with the green bike lanes.
On Mon, Feb 25, 2013 at 1:38 PM, Eric Thivierge ethivie...@gmail.comwrote:
Stay green until this problem is fixed! Do not relent!
Eric Thivierge
I think we should align our chroma greens a bit better. We don't wanna
look like schlubs protesting if we can't even get the same color values.
-Lu
On Mon, Feb 25, 2013 at 2:07 PM, Eric Thivierge ethivie...@gmail.comwrote:
Don't forget to post information about the issues to raise awareness
You have to look at it a different way. There's actually a ton of
applications we can use CG for. It's just that we like to kiss Hollywood's
glittery ass that gets us in trouble. There's a lot of avenues we can all
pursue. Just like iPhone and iPads opened up new doors for us to leverage
our
and
the such. Applying my software development skills to a successful 10
downloads 0.99$ calendar app, even if I tick all the boxes required to make
one, isn't my idea of a job I'd like :)
On Tue, Feb 26, 2013 at 2:00 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
You have to look
Man, I really enjoyed that. Thanks for posting. I heard the word fun a
few times in there. So rare to hear these days regarding what we do...
-Lu
On Mon, Jun 24, 2013 at 4:22 PM, Stefan Andersson sander...@gmail.comwrote:
… in a galaxy far far away…. softimage was loved and respected :)
Nice one Andy!
I really do feel Soft's strengths are these type of jobs requiring creative
ways to build various objects. Just wanted to point out the mark of a
great supe is one who graciously credits the team for their hard work.
Again, pretty stellar work considering the time and the budget.
Something like this or were you wanting a camera distance thing as well?
http://www.amaanakram.com/?page_id=131
JUST getting back into Softimage so I don't know what I'm doing anyway.
-Lu
On Thu, Aug 22, 2013 at 2:23 PM, Adam Seeley adam_see...@yahoo.com wrote:
Hi,
For those that remember
Houdini Sneak Peeks are as bad as Autodesk's Marketing from Softimage...
Boom.
-Lu
On Wed, Oct 30, 2013 at 2:58 PM, Ben Rogall
xsi_l...@shaders.moederogall.com wrote:
Those mandibles don't seem to be bouncing quite the way real mandibles
bounce.
On 10/30/2013 4:45 PM, Mc Nistor wrote:
pack
;)
Eric
Freelance 3D and VFX animator
http://vimeopro.com/user7979713/3d-work
On Wed, Oct 30, 2013 at 6:25 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
Houdini Sneak Peeks are as bad as Autodesk's Marketing from Softimage...
Boom.
-Lu
On Wed, Oct 30, 2013 at 2:58 PM, Ben Rogall
Really nice. Love the fact you shared stats and memory allocation.
-Lu
On Fri, Nov 22, 2013 at 10:34 AM, Steven Caron car...@gmail.com wrote:
thanks for the kind words everyone! i will pass along the praises...
some extra info for those interested...
-we used arnold 3.x to render this
Regardless if it's true or not, the take-away should be what we value. A
strong platform for development, a strong community who are passionate
about pursuing technology and art, and a workflow that keeps our working
hours short and beer glasses full.
If we embrace these ideas whole-heartedly,
1983 - http://en.wikipedia.org/wiki/Lite-Brite
Did I win? :P
On Fri, Dec 20, 2013 at 2:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
I can say I miss the cheese and monkeys humor and do wonder what Porl is
up to these days.
But as for old…. Maybe we should
And now you're back in! :D
-Lu
On Thu, Jan 2, 2014 at 10:07 AM, Steven Caron car...@gmail.com wrote:
thanks stephen!
i am out of the top 5... wooohoo!
On Thu, Jan 2, 2014 at 8:02 AM, Stephen Blair stephenrbl...@gmail.comwrote:
http://wp.me/powV4-2WA
A few top-10-type lists for the
WOW! I guess I must've read 3 posts and said case closed. I think I
learned more about what a baseball does at .9c than force vs. velocity
though. :D
-Lu
On Thu, Jan 2, 2014 at 12:01 PM, Eric Turman i.anima...@gmail.com wrote:
I just got out a bag of popcorn and went over that force
Over the years I've stopped looking at rigging as just a collection of
joints, iks, and constraints. There's an overarching support toolset that
needs to be in place to manage rigs and animation data that needs to be
part of the equation too. From the maya side, I miss stuff like the Mixer
and
What does XSI users use for skin simulation these days? All custom stuff
in ICE? We've been leveraging nCloth quite a bit lately and arguably, it's
the only piece of tech that 3D peeps here regardless of app preference can
unanimously agree that it is indeed pretty good. Maybe not significant
It's called the Component Editor. Does the same thing. However, XSI lets
you slide the weights around until it feels right. Beats typing it in.
I just remembered a pretty silly conversation involving a rigging supe and
an XSI developer regarding locking weights. It was like the only crutch to
Yup, and that slider that was mentioned earlier is a booby trap that does
just that. Throws your weights around willy nilly. That's why there's a
ancient workflow of adding influence only and never subtracting.
-Lu
On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling
I think a small fleet if TDs is inevitable either way.
If you break it all down, 3D at it core is data and the relationships
between those data points. What this list is upset about is losing the
ability to manipulate that data in a fluid and efficient way. I feel ya
brothers and sisters. I
So what's the deal? Do we still owe him beers or are we absolved? :P
Good to see you Halfy!
-Lu
On Wed, Mar 5, 2014 at 2:07 PM, Halfdan Ingvarsson half...@sidefx.comwrote:
Hello there
It's been a while.
I thought I'd post here and let you know, since there's been a lot of
interest in
And implemented poorly. Largely because of the lack of an operator stack.
If you apply transfer attributes further down the line, you're gonna have
a bad time freezing it to improve performance.
Stack reordering is fine. Again, the ability to edit that stack is what's
missing.
-Lu
On Fri,
The new node editor facilitates this in a similar fashion. You don't have
to use the Hypershade.
On Fri, Mar 7, 2014 at 11:07 AM, Chris Covelli
ch...@polygonpusherinc.comwrote:
I would be very happy to see Maya make their hypershade more like the XSI
rendertree. The hypershade feels like
Perhaps this is one of the features we should have AD take a look at.
Though I think clusters is the foundation that allows shapes in Soft to be
so powerful. Are we still decapitating heads in 2014?
-Lu
On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
GUYS!!! GUYS!!
Listen. I know you guys are angry. Upset. Heartbroken. Me too!!
In the upcoming years, you're gonna have to make some hard decisions
regarding your livelihood. Either continue using Soft in zombie form, jump
to another software, or get forced to use Maya.
The wisest thing to
into requiring recompilation. This is par for
the course in Maya, compiled anything will NOT work on any major version
other than the one it was compiled for.
On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu ntmon...@gmail.com wrote:
I've always felt Maya's core performance has been relatively good
Hi Chris,
With all due respect, you have to start demonstrating your understanding of
our problems by fixing them to show you're listening. This applies not
only to Softimage users, but should extend to all the products you intend
to support.
Clearly you have planned for this for awhile now.
Wow. Can't say we're not a passionate bunch! Maybe it's better to get it
out here than take it out on some poor unsuspecting monitor.
Seriously though, this is clearly an issue of trust. Saying you won't do
something and not upholding it can go against you promising something, and
not
There really isn't anything like it on the market right now. Houdini is a
tool designed to manage the ever-growing complexity of CG. It's a very
different way of working. Jordi's pdfs explains it well and as an added
bonus, arranges the UI to simulate Softimage, something I didn't even
bother
Buddy of mine did a screencast of it for me over Skype. It looks and feels
like a modern app. And it is incredibly fast. I know it's strengths are
fast assembly similar to XSI. Thinking Particles for fx. It looks like a
great look-dev environment honestly.
My take on it is that C4D is used
Words were said. Boom!
-Lu
On Thu, Mar 13, 2014 at 5:30 PM, Eric Thivierge ethivie...@gmail.comwrote:
Yeah, what he said.
Eric Thivierge
http://www.ethivierge.com
On Thu, Mar 13, 2014 at 8:23 PM, Raffaele Fragapane
STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
http://WWW.SHEDMTL.COM http://www.shedmtl.com/
VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.com
On Mar 13, 2014, at 8:57 PM, Meng-Yang Lu ntmon...@gmail.com wrote
Hi Alistair,
Hit me up offlist. I think I can help you quite a bit in this regard.
-Lu
On Fri, Mar 14, 2014 at 7:41 AM, Alastair Hearsum
hear...@glassworks.co.ukwrote:
Thanks
The questions I wanted to pose were more along the lines of :
Are there Maya users here with direct experience
Hi Jason,
Right now, many people need to make measured decisions on how to conduct
their business effectively in the short term, with plans to transition in
the long term. I'm extremely upset that the weapon of choice that my
friends used to make 98% Human is going to go away. And I know people
I think Houdini at the core is a very powerful tool when it comes to
lighting. But like anything that's powerful, you're gonna spend some time
working out your shaders. It is definitely not simple, but that's not to
say you couldn't make it simple for future use.
Personally, I love it because
The point is that we all still have a couple years to figure this stuff
out. I personally recommend you take your time and study all your options
before you jump ship. There might be a few surprises along the way.
Something might even come out of left field and completely revolutionize
the way we
That guy that won the Oscar probably didn't have to do the work... :P
You know better than that Brad!!
-Lu
On Sat, Mar 15, 2014 at 2:30 PM, Bradley Gabe witha...@gmail.com wrote:
There is somewhat of a bright side folks, let's be realistic. Just about
every single hard core XSI user I'd
Heh, it'd be less work just undo-ing the EOL decision instead of
reinventing the round wheel to a square one.
-Lu
Maybe bad form considering the host of this list...but I agree.
Maya cannot do all the things you've asked. Even with the promises to
bring it up to speed, what governing factor (now that we've aired all the
dirty laundry about ME percentages) will hold them to their promise?
Money? Nope.
Matt,
Considering your previous emails about retaining legacy, I got the notion
you didn't know until the last minute since you were still writing emails
about date integrity.
What are you guys planning to do?
-Lu
On Mon, Mar 17, 2014 at 4:11 PM, Matt Lind ml...@carbinestudios.com wrote:
In
...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu
*Sent:* Monday, March 17, 2014 4:20 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Autodesk response
Matt,
Considering your previous emails about retaining legacy, I got the notion
you didn't know until the last minute since you were
Hi Jason,
I've seen that link spread around a couple of times. And I've kind kept
quiet about it since it is indeed educational. Just a heads up though,
Houdini particles have recently been rewritten and unified into the
Dynamics Operators context. So where the evaluation comparison between an
forfeiting.
At least he seems to be working on something that's not qualified as a
crime against humanity these days.
On Thu, Mar 6, 2014 at 10:50 AM, Meng-Yang Lu ntmon...@gmail.com wrote:
So what's the deal? Do we still owe him beers or are we absolved? :P
Good to see you Halfy
Once upon a time, there used to be these Maya guys that never knew what
they were missing out because they never stepped out of their comfort zone.
Don't repeat their mistake from your perspective. I would say keep
Softimage in your arsenal, but also give Sesi and Houdini a fair shake.
You
Can we split this thread regarding animation? I'm really interested in
doing characters in Houdini as we've yet to touch that aside from a few
CHOPs-driven doves. But upon evaluation, we believe that it is not that
abysmal platform that everyone makes it out to be.
Thanks Jordi for all the
Yeah, not nearly as safe or robust.
Something that MIGHT help thought. If you are in a render layer that you
created, and go into the Attribute Spreadsheet to mass change a value on an
attribute, Maya will create an attribute override for that attribute
automatically for that render layer.
I really like the idea of Houdini as the hub for lighting. Considering
most FX are now done in Houdini anyway, it sort of houses two rather
complex aspects of CG really nicely.
ROPs isn't really a pass system but think of it more like separable render
globals for all outputs. Probably one of
Yes. It's nodes and expression heavy. And for that same reason it
drastically reduces plugin development cause you're essentially programming
every time you're in the package. And just like you'd copy and paste
snippet of code, you'd do the same but with nodes of a tree.
Whenever I feel like I
building blocks, but the rest has to be developed/configured by the user.
Matt
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu
*Sent:* Wednesday, May 21, 2014 3:37 PM
*To:* softimage@listproc.autodesk.com
I think the only failure of the node architecture was that it wasn't meant
to be used by artists. Had they had that in consideration, we would've had
something like ICE or close to it ages ago. There are still some cool
thing you can do in the Hypershade today, but it's unwieldy compared to
qualoth has been discontinued. yes next person to offer a
feature rich cloth solution will be a rich man/woman, may the Fabric enginz
be with him.
On 22 May 2014 18:18, Halim Negadi hneg...@gmail.com wrote:
+6 Lu
On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
I
assets in this fashion to ensure
data integrity year over year in a fluid pipeline?
Matt
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu
*Sent:* Wednesday, May 21, 2014 4:18 PM
*To:* softimage
Hey Matt,
Spent the afternoon digging a bit. It's really nicely explained in the HDK
with examples.
I would start here as SOPs are the beginnings of all things Houdini.
http://www.sidefx.com/docs/hdk13.0/_h_d_k__op_basics__sop.html
Followed by Houdini Geometry to show the data structure.
Just finished watching it. So much fun. Great work and great message too.
-Lu
On Mon, Jun 9, 2014 at 2:01 PM, Jordi Bares jordiba...@gmail.com wrote:
Really great project, love the environment work and the character design.
Love to see Softimage project coming out at such incredible
Can we get the VFX supe on this show to reply? That would be hilarious.
-Lu
On Fri, Jun 27, 2014 at 10:43 AM, pete...@skynet.be wrote:
The person might as well just put No pay, will look good on your website
/ demo and help you get future work.
would certainly generate more goodwill than
Could depend on the renderer. Some shaders work better with thickness when
it comes to SS or translucency.
On Tue, Jul 1, 2014 at 2:52 PM, Matt Lind ml...@carbinestudios.com wrote:
If the surface is thin, why do you need a backside at all? Can't you just
use two-sided shading?
Matt
Are we at a place where we can 3D print beer? Jordi, thanks so much for
your efforts and going above and beyond any expectation of Houdini learning
materials.
-Lu
On Tue, Aug 12, 2014 at 2:53 AM, Jordi Bares jordiba...@gmail.com wrote:
:-)
Thanks.
My intention is more about an eBook with
He was always the highlight at every Siggraph I went to. What a gracious
and funny entry into a new community. Can't wait to see him demo stuff in
Unity.
-Lu
On Wed, Aug 27, 2014 at 1:44 AM, Alok Gandhi alok.gandhi2...@gmail.com
wrote:
http://youtu.be/RxP3pfl9QYg
Sent from my iPhone
I heard Kings Arms is good. There's 2. I'll let you figure out which one
is the good one. ;)
On Wed, Nov 26, 2014 at 12:21 PM, Alan Fregtman alan.fregt...@gmail.com
wrote:
Hey guys,
I'm gonna be in London (UK) between the 6th and 11th of January.
I know quite a few friendly names in this
Welp, they had Halfdan helping out on the render i/o. Now softies on the
anim part.
Softdini here we come!
(Don't hire me for marketing plz.)
-Lu
On Thu, Dec 4, 2014 at 6:10 PM, Perry Harovas perryharo...@gmail.com
wrote:
In the forums at CGTalk one of the Side Effects guys, Robert Magee,
Which app do I use to become the expensive high-class hooker. Asking for a
friend...
On Wed, Jan 21, 2015 at 11:01 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
To be fair, it's not like half of us aren't doing the DCC app equivalent
of turning tricks on a street corner these
What a beautiful post and watching out for your fellow artists.
On Tue, Mar 17, 2015 at 3:11 AM, Gerbrand Nel nagv...@gmail.com wrote:
I'm not getting anything out of posting this, except knowing I might save
the life of a fellow artist.
So I spent the last year learning Maya, and got to a
Really beautiful work! Loving the mixing of older SI spots using artfully
directed low poly figures with modern ICE techniques. Kudos to you and
your team.
-Lu
On Thu, Mar 26, 2015 at 7:56 AM, Olivier Colchen wolr...@gmail.com wrote:
Hey,
Just sharing our latest and probably last big
Chinny is the correct answer! 1000 XSI points to you sir!
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LOL! I remember someone increased the brightness on the hoody guy. 1000
XSI points if someone can name who it was as a joke. :)
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The copy and paste is pretty bad. Haven't done it in years because of the
PTSD, but I remembered it would put "__pasted__" on the names of the
objects that were pasted over, assuming you wanted to do that in the first
place.
It's not a finely-tuned generalist tool like Softimage is out of the
Hi Brad!
Good to see you pop up on the list. Not a dino. Still lurk hoping to
learn something new.
-Lu
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https://urldefense.proofpoint.com/v2/url?u=http-3A__jamesowen.co_=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=M0nD7HRq7nw2AYE7oY_cyEfjkPSwAawUb6Vak2_7HUw=kbm4xoz8Qz2xSQiXrpelhl8TxCxcW_12t3uPa_xIqG0=
Maybe like this? It's more motion graphics
I just sent a test.
Let's see.
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Yeah, it feels dead-ish. Almost an hour. I didn't see anything.
Time to switch to Blender everyone.
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In the maya file node, the first drop box defaults to quadratic but it has
other filters too. Then check prefilter and adjust the radius. Is that
what you mean?
On Thu, Jul 12, 2018 at 1:04 PM, F Sanchez wrote:
> One of the many things I love about XSI was the Image Filtering in the
> Image
That comment regarding all around app needs to be revisited more and more
often now. You can literally design your own workflow more and more these
days in Houdini, giving you workflows that you're familiar with while also
boosting it procedurally in other aspects.
By default, no, Houdini will
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