Re: SimulatedFrameFraction on polymesh ?

2016-03-23 Thread Olivier Jeannel
If you are into polygon Island ID, this is a must have :

http://julianjohnsonsblog.blogspot.fr/2013/07/faster-polygon-islands.html

Fast as hell !

On Wed, Mar 23, 2016 at 2:43 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Hey Peter ! Thank's a lot !
> You're totally right ! I Will try something like this. I'm doing some fast
> R, moving from one kind of "test" to another (now I'm on something else).
> Playing a lot wit PolygonIslandID. Slow to generate, but super handy !
> I might come back to you again with questions ;)
>
> Thank you again !
>
> On Tue, Mar 22, 2016 at 11:49 PM, <pete...@skynet.be> wrote:
>
>> I may be totally wrong but isn’t ‘SimulatedFrameFaction’ the amount of
>> time for each simulation step – so time divided by steps.
>> I believe I have come across this SimulatedFrameFaction inside one of the
>> factory compounds, but which one?
>> the first ones that come to mind are ‘state’ and ‘simulate particles or
>> rigid bodies’ or perhaps ‘bounce’. or wasn’t there a simulation root with
>> integrated states?
>>
>> as a hack you can just create it
>> I’d go for a scalar value of 1 and save it as self.SimulatedFrameFaction
>> (per cloud not per particle I’d say) and see if this helps?
>>
>>
>> that said – you might not really need a state machine!
>> you can get a lot done by just adding an integer value as per particle
>> data and using conditions based on this data.
>> get data > self.mystate  > if = 1 > execute ... (I hope that’s not too
>> cryptic?)
>>
>> the ‘case’ node is particularly useful for this – plug self.mystate
>> (integer number) into condition and add as many case inputs as states you
>> want – and plug execute nodes in there.
>> think of each execute node as a hub for all you want to do with a
>> particular state – set data (set color to see what’s happening!), add
>> forces, filter,... anything really. changing states is as simple as setting
>> self.mystate to some other number and next step it’s done.
>> The cool thing is that this plays nice with your regular simulation,
>> while the state machine can interfere and change behavior (perhaps
>> precisely because of this simulated frame faction)
>>
>> I imagine you have islands in your mesh that have to switch between paper
>> and cloth based on some condition? that approach should work fine for that.
>> (if the ‘simulate mesh’ can work on a designated part of the mesh – I don’t
>> know if it does)
>>
>> *From:* Olivier Jeannel <facialdel...@gmail.com>
>> *Sent:* Tuesday, March 22, 2016 4:35 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* SimulatedFrameFraction on polymesh ?
>>
>> Hi list,
>>
>> I'm doing some paper/cloth simulation using "Simulate Mesh Using Verlet
>> Integration".
>>
>> I'd like to work with States / State Machine, but this needs a
>> "SimulatedFrameFraction".
>> I don't know how to compute this, or even if I could have it available
>> for polymesh.
>>
>> Does someone know how / where I can grab that data
>> "SimulatedFrameFraction" ?
>>
>> Any help apreciated !
>>
>> --
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>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
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Re: ice move point towards other point cloud

2016-03-19 Thread Olivier Jeannel
Cool :)

On Wed, Mar 16, 2016 at 2:47 PM, Chris Marshall <chrismarshal...@gmail.com>
wrote:

> oh yes. Got it working!
> Thanks Olivier!! Been a while since I've done that kind of thing.
>
> Cheers
>
>
> On 16 March 2016 at 13:44, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> id to location ?
>>
>> On Wed, Mar 16, 2016 at 2:42 PM, Chris Marshall <
>> chrismarshal...@gmail.com> wrote:
>>
>>> OK I'm being dull here.
>>> I need to move points in one point cloud, to the positions of identical
>>> point id's in a second point cloud. But I'm struggling. I keep getting
>>> context issues when trying to get the point positions of the second cloud.
>>> Any thoughts?
>>> Thanks a lot
>>>
>>> Chris
>>>
>>>
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>>>
>>
>>
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>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
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> www.dot3d.com
>
>
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Re: SimulatedFrameFraction on polymesh ?

2016-03-23 Thread Olivier Jeannel
Hey Peter ! Thank's a lot !
You're totally right ! I Will try something like this. I'm doing some fast
R, moving from one kind of "test" to another (now I'm on something else).
Playing a lot wit PolygonIslandID. Slow to generate, but super handy !
I might come back to you again with questions ;)

Thank you again !

On Tue, Mar 22, 2016 at 11:49 PM, <pete...@skynet.be> wrote:

> I may be totally wrong but isn’t ‘SimulatedFrameFaction’ the amount of
> time for each simulation step – so time divided by steps.
> I believe I have come across this SimulatedFrameFaction inside one of the
> factory compounds, but which one?
> the first ones that come to mind are ‘state’ and ‘simulate particles or
> rigid bodies’ or perhaps ‘bounce’. or wasn’t there a simulation root with
> integrated states?
>
> as a hack you can just create it
> I’d go for a scalar value of 1 and save it as self.SimulatedFrameFaction
> (per cloud not per particle I’d say) and see if this helps?
>
>
> that said – you might not really need a state machine!
> you can get a lot done by just adding an integer value as per particle
> data and using conditions based on this data.
> get data > self.mystate  > if = 1 > execute ... (I hope that’s not too
> cryptic?)
>
> the ‘case’ node is particularly useful for this – plug self.mystate
> (integer number) into condition and add as many case inputs as states you
> want – and plug execute nodes in there.
> think of each execute node as a hub for all you want to do with a
> particular state – set data (set color to see what’s happening!), add
> forces, filter,... anything really. changing states is as simple as setting
> self.mystate to some other number and next step it’s done.
> The cool thing is that this plays nice with your regular simulation, while
> the state machine can interfere and change behavior (perhaps precisely
> because of this simulated frame faction)
>
> I imagine you have islands in your mesh that have to switch between paper
> and cloth based on some condition? that approach should work fine for that.
> (if the ‘simulate mesh’ can work on a designated part of the mesh – I don’t
> know if it does)
>
> *From:* Olivier Jeannel <facialdel...@gmail.com>
> *Sent:* Tuesday, March 22, 2016 4:35 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* SimulatedFrameFraction on polymesh ?
>
> Hi list,
>
> I'm doing some paper/cloth simulation using "Simulate Mesh Using Verlet
> Integration".
>
> I'd like to work with States / State Machine, but this needs a
> "SimulatedFrameFraction".
> I don't know how to compute this, or even if I could have it available for
> polymesh.
>
> Does someone know how / where I can grab that data
> "SimulatedFrameFraction" ?
>
> Any help apreciated !
>
> --
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> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Re: Plug : Modular Rigging with Python in Softimage

2016-03-26 Thread Olivier Jeannel
Super Jeremy ! Thank you !

On Sat, Mar 26, 2016 at 4:51 PM, Juhani Karlsson 
wrote:

> Thats very generous of you!
>
> Thanks a lot,
> - J
>
> On 26 March 2016 at 17:30, opoppopopp opoppopopp 
> wrote:
>
>> the concept really apply to any software!  thanks!
>>
>> On Sat, Mar 26, 2016 at 10:58 PM, Jeremie Passerin 
>> wrote:
>>
>>> With Softimage being discontinued, I thought it would be nice to share
>>> my video tutorial for Modular Rigging with Python.
>>> What I'm talking about in these videos applies to other softwares.
>>> Wanna Learn Python or Rigging ?
>>>
>>> https://vimeo.com/groups/366494
>>>
>>> Hope you like it !
>>>
>>> ps : Due to some quotas on Vimeo I wasn't able to upload all the videos
>>> just yet... more coming soon !
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
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>>
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>
>
>
> --
> --
> Juhani Karlsson
> 3D Artist/TD
>
> Talvi Digital Oy
> Tehtaankatu 27a
> 00150 Helsinki
> +358 443443088
> juhani.karls...@talvi.fi
> www.vimeo.com/talvi
>
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Re: Friday Flashback #265

2016-03-07 Thread Olivier Jeannel
" I was already doing 3D animation as a hobby on my Amiga."
...Can't be a bad guy.

Me, I'm still recovering from the end of Commodore :/

On Mon, Mar 7, 2016 at 11:20 AM, Morten Bartholdy 
wrote:

> Agree :)
>
> Morten
>
>
>
> > Den 4. marts 2016 klokken 20:45 skrev Steven Caron :
> >
> >
> > Still is one of the best!
> >
> > *written with my thumbs
> > On Mar 4, 2016 8:51 AM, "Stephen Blair"  wrote:
> >
> > > xsibase 2004 interview with cg supe at Buzz Image
> > > http://wp.me/powV4-3ih
> > >
> > > *What is your favorite XSI feature?*
> > > *The one feature that I love the most is the Passes.*
> > >
> > > --
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> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
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OT XSI UV to Location Tutorial inside Houdini

2016-03-08 Thread Olivier Jeannel
Hello crew,

In case someone is interested, I made a little tutorial (my first) that
rebuild the ice UV to Location within Houdini.
https://vimeo.com/158037926


Cheers
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Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
No, no you're not mis-understanding. Probably me doing it wrong
I will try that too, thank you for making that clear :)
All that "thinking" is because I had this project
https://vimeo.com/155960784

It's a bit complicate to describe in words.

To achieve the rotation per primitive  I had to define an axis and center
for each primitive.
The axis problem is solved.
The center position is half solved. I'd like it to be in the middle of the
edge (at the moment it's happening on the point Position)
I know I need to subtract vector P0 - P1 to find the middle position.
But, when I sort the array of Position (with Sort SOP) in Random mode it
can happen that P1 is no more next to P0, but somewhere far away.Causing
the middle of my edge being somewhere inside the polygon.

In vex I don't know how to tell Houdini pick the second index (index 1) in
"that" sorted array.

So I had that idea to try to rebuild it in VOP, using a similar Ice Build
arrayFromSet + Select in Array.

I have no idea if what I'm saying is clear :/


On Wed, Mar 2, 2016 at 5:13 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Maybe I'm misunderstanding but if you already know which point you want an
> attribute value of, then why would you want to store the values for every
> point in an array? That'd be a lot of processing for nothing. No need to
> iterate with a for loop neither. In VOP there's the `Get Attribute VOP`
> node where you can specify a point/primitive/vertex number and retrieve an
> attribute from it.
>
> Cheers!
>
>
> On 2 March 2016 at 22:12, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Thank you so much for your time, explanations and examples Christopher.
>> I'm taking those picture and will reproduce them :)
>>
>> Well, I wanted an array because I need to see if I could be able to
>> retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
>> guess).
>>
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> Basically, arrays are a convenient structure to pass data around (and to
>>> potentially make your code more readable, which won't apply to VOP). If all
>>> you need is to perform a computation in place and directly use the result
>>> in your VOP graph, then iterating over your points is all it takes—no array
>>> needed.
>>>
>>> I don't know what what you're planning to do with that array of point
>>> positions but I've attached a screenshot with a simple example. It iterates
>>> over all the points, retrieve their position, and outputs the centre of
>>> mass. Note that it's better to run this specific example in “detail” mode
>>> to perform the computation only once, instead of once per point.
>>>
>>>
>>> On 2 March 2016 at 21:32, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> Yes I saw it, sorry, I thought there was another additionnal method
>>>> with For Loop :
>>>> "Instead, you should be able to just loop over each point with a `For
>>>> Loop VOP` and do your computation directly in there"
>>>> Have I misunderstood ? You're doing a for-loop without building an
>>>> array in the end.
>>>>
>>>> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
>>>> christopher.crou...@gmail.com> wrote:
>>>>
>>>>> I did attach a screenshot in my previous email, are you not seeing
>>>>> anything? Or are you asking for the H13 for loop?
>>>>>
>>>>>
>>>>> On 2 March 2016 at 21:20, Olivier Jeannel <facialdel...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Ah THANK YOU !
>>>>>>
>>>>>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>>>>>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>>>>>
>>>>>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
>>>>>> to ask.
>>>>>>
>>>>>> It's a shame there's no tutorial or phylosophycal explanations of
>>>>>> these basic loops ... It's like if everybody was a natural born coder...
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>>>>>> christopher.crou...@gmail.com> wrote:
>>>>>>
>>>>>>> It seems like they've extended the support f

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Olivier Jeannel
Thank you for the detailled hip, that's very kind of you :)
Makes me feel very humble too, as it obviously will take time to understand
all this. I  do very little steps :)
My knowledge of Vex is very new and poor, that's why I splitted in vex +
vop.

If I'm no wrong, the super clever line might be this one :
int pt1 = min(neighbours(input, pt0));
Min neighbor is what ? the closest neighbour to pt0 ? The neighbor with the
smallest index ?

At a moment,  I was thinking using the Normal (@axis ) to find the P1.
Assuming that @axis position is on P0 and is pointing toward P1. But I'm
unable to translate this.
P0+@axis =P1

The conversion Local to Space is loosing me a bit. Is this an invert matrix
thing (like in ice ) ?



I realise I've been wrong route with the arrays. Yes I end up with array
per points which makes it very confusing.

Thank you a lot for providing this, it's a hell of an effort to understand,
but the exercice in itself is very educative even if I only get portions of
it :)



On Thu, Mar 3, 2016 at 4:40 AM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> You can think of each geometry attribute as an array which length equals
> the number of points (if dealing with points). VOPs simply iterate over
> these points and process the graph for each of them. Since each attribute
> is an array, at any time you can pick the value of any element with `Get
> Attribute` provided you know the point number. This is so straightforward
> that you can even do this outside of VOP/VEX, with the `point` expression
> for example.
>
> Sometimes it can be useful to define attributes that can themselves hold
> arrays, for example a list of neighbours, to then pass these down to other
> nodes for further processing. That's why they added that feature in H14,
> but otherwise there's no real need to directly create arrays yourself.
> Shamefully, I haven't used Fabric Engine yet but from what you're saying
> maybe they're just presenting the data differently by providing you with
> the whole points data as an array instead of letting you directly work on a
> per-point context? In any case, there's plently of good reasons to use
> Fabric Engine but this definitely isn't one of them—just wrap your head
> around how Houdini works instead, everything will eventually start to make
> sense :)
>
> Olivier, assuming that two poins are neighbour based on their point number
> is quite a risky bet. Instead, there is a `Neighbour VOP` node for that so
> you can pick P1 as being the first neighbour of P0. But then, to reflect
> the sorting order of your points, it'd be better to retrieve the array of
> all the neighbours and retrieve only the neighbour with the smallest point
> number.
>
> I've made an example scene for you—everything is happening in the node
> named `rotate_each_prim`, where you'll find an `angle` parameter to play
> with. I tried to keep the code as simple as possible and documented every
> line to help you understanding it.
>
> An issue is that the `Sort SOP` node fails when for example sorting the
> points of the grid along the X axis since many points in that grid share
> the same position in X, leaving no hint for the `Sort SOP` node to
> prioritize one point over the other. In fact, sorting points by an axis
> might be troublesome even on more organic geometries, so basing this effect
> on the `Sort SOP` alone won't be enough to have predictible results, and
> you'll end up with primitives rotating in a different direction than their
> neighbours.
>
>
> On 3 March 2016 at 05:43, Anto Matkovic <a...@matkovic.com> wrote:
>
>> Nope. I think the only way to create an array directly in VOP, is pcfind
>> (pcopen that returns array), or array version of point neighbors. Or, to
>> stack the 'append' node several times :). There are examples how to loop
>> over arrays of indices, later in network, here:
>>
>> https://www.sidefx.com/index.php?option=com_content=view=3148=412
>> By the way, had to do some pretty interesting networks :) for Kristinka
>> Hair for H - while everything worked at the end of day, anyway.
>>
>> If you're around arrays and nodes, Fabric is waiting for You
>>
>>
>> --
>> *From:* Olivier Jeannel <facialdel...@gmail.com>
>> *To:* "softimage@listproc.autodesk.com" <softimage@listproc.autodesk.com>
>>
>> *Sent:* Wednesday, March 2, 2016 1:29 PM
>> *Subject:* OT Houdini build Array VOP question (and a bit of rant)
>>
>> Hello serious list :)
>>
>> I'm a bit confused with houdini vop array.
>> While I managed to do it in vex, I would like to make a build array (like
>> build array from set) of the pointposition (P) in VOP.
>>
>> I 

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Olivier Jeannel
You seem very dispointed by Houdini Anto, are you ?

On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic <a...@matkovic.com> wrote:

> Thank you kindly Christopher,
> Yes as far as I know, FE presents the whole points data as an array.
> Beside that, at this moment I just feel FE as much better solution for me
> (and for Olivier of course :) ), instead of H. Can't really say more for
> now. Also really need to say, while I'm not programmer, unfortunately or
> not I have to communicate with them every day, even in private life, so
> maybe I become a bit resistant. I think we all know how is going with this
> kind of people -  one has this or that opinion, another has completely
> opposite, all long stories full of smart words. No need to waste your time
> on me, let's say in short :)  Of course I've read everything you said here.
> thanks again...
>
> --
> *From:* Christopher Crouzet <christopher.crou...@gmail.com>
> *To:* Softimage Mailing List <softimage@listproc.autodesk.com>
> *Sent:* Thursday, March 3, 2016 4:40 AM
> *Subject:* Re: OT Houdini build Array VOP question (and a bit of rant)
>
> You can think of each geometry attribute as an array which length equals
> the number of points (if dealing with points). VOPs simply iterate over
> these points and process the graph for each of them. Since each attribute
> is an array, at any time you can pick the value of any element with `Get
> Attribute` provided you know the point number. This is so straightforward
> that you can even do this outside of VOP/VEX, with the `point` expression
> for example.
>
> Sometimes it can be useful to define attributes that can themselves hold
> arrays, for example a list of neighbours, to then pass these down to other
> nodes for further processing. That's why they added that feature in H14,
> but otherwise there's no real need to directly create arrays yourself.
> Shamefully, I haven't used Fabric Engine yet but from what you're saying
> maybe they're just presenting the data differently by providing you with
> the whole points data as an array instead of letting you directly work on a
> per-point context? In any case, there's plently of good reasons to use
> Fabric Engine but this definitely isn't one of them—just wrap your head
> around how Houdini works instead, everything will eventually start to make
> sense :)
>
> On 3 March 2016 at 05:43, Anto Matkovic <a...@matkovic.com> wrote:
>
> Nope. I think the only way to create an array directly in VOP, is pcfind
> (pcopen that returns array), or array version of point neighbors. Or, to
> stack the 'append' node several times :). There are examples how to loop
> over arrays of indices, later in network, here:
>
> https://www.sidefx.com/index.php?option=com_content=view=3148=412
> By the way, had to do some pretty interesting networks :) for Kristinka
> Hair for H - while everything worked at the end of day, anyway.
>
> If you're around arrays and nodes, Fabric is waiting for You
>
>
> --
> *From:* Olivier Jeannel <facialdel...@gmail.com>
> *To:* "softimage@listproc.autodesk.com" <softimage@listproc.autodesk.com>
> *Sent:* Wednesday, March 2, 2016 1:29 PM
> *Subject:* OT Houdini build Array VOP question (and a bit of rant)
>
> Hello serious list :)
>
> I'm a bit confused with houdini vop array.
> While I managed to do it in vex, I would like to make a build array (like
> build array from set) of the pointposition (P) in VOP.
>
> I understand you need to for-loop on each Ptnum and probably append the P
> values and this will buid an array of P.
> But you know what ? Well I can't manage to make it work.
>
> I found no example on the net (sideFX, odforce).
> The doc is just words, no schemes, no graphics.
> The examples hips are bizarre, not so simple, and use the old loop node.
>
> So I'm wondering if someone from here could provide a screen shot of how
> that should be connected ?
>
> Thank you :)
>
>
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>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* <http://christophercrouzet.com/>
>
>
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Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Thank you so much for your time, explanations and examples Christopher.
I'm taking those picture and will reproduce them :)

Well, I wanted an array because I need to see if I could be able to
retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
guess).




On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Basically, arrays are a convenient structure to pass data around (and to
> potentially make your code more readable, which won't apply to VOP). If all
> you need is to perform a computation in place and directly use the result
> in your VOP graph, then iterating over your points is all it takes—no array
> needed.
>
> I don't know what what you're planning to do with that array of point
> positions but I've attached a screenshot with a simple example. It iterates
> over all the points, retrieve their position, and outputs the centre of
> mass. Note that it's better to run this specific example in “detail” mode
> to perform the computation only once, instead of once per point.
>
>
> On 2 March 2016 at 21:32, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Yes I saw it, sorry, I thought there was another additionnal method with
>> For Loop :
>> "Instead, you should be able to just loop over each point with a `For
>> Loop VOP` and do your computation directly in there"
>> Have I misunderstood ? You're doing a for-loop without building an array
>> in the end.
>>
>> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> I did attach a screenshot in my previous email, are you not seeing
>>> anything? Or are you asking for the H13 for loop?
>>>
>>>
>>> On 2 March 2016 at 21:20, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> Ah THANK YOU !
>>>>
>>>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>>>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>>>
>>>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
>>>> to ask.
>>>>
>>>> It's a shame there's no tutorial or phylosophycal explanations of these
>>>> basic loops ... It's like if everybody was a natural born coder...
>>>>
>>>>
>>>>
>>>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>>>> christopher.crou...@gmail.com> wrote:
>>>>
>>>>> It seems like they've extended the support for arrays in H14, which
>>>>> makes it now possible to use them as geometry attributes. In the previous
>>>>> versions I guess that there was no real point (but convenience) in 
>>>>> creating
>>>>> arrays in VOP since you couldn't pass them downstream with the geometry
>>>>> data.
>>>>>
>>>>> So if you're on H14+, it seems like you were on the right path? I've
>>>>> attached a working screenshot that stores every point position in a
>>>>> “output” vector array attribute.
>>>>>
>>>>> If like me you're stuck with H13, you probably don't need to store
>>>>> your point positions in an array at all. Instead, you should be able to
>>>>> just loop over each point with a `For Loop VOP` and do your computation
>>>>> directly in there. Now I've never used VOPs since I prefer writing 
>>>>> directly
>>>>> in VEX so I might be wrong :)
>>>>>
>>>>> Also don't forget to use point clouds if you're after distance-related
>>>>> queries.
>>>>>
>>>>>
>>>>> On 2 March 2016 at 19:29, Olivier Jeannel <facialdel...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hello serious list :)
>>>>>>
>>>>>> I'm a bit confused with houdini vop array.
>>>>>> While I managed to do it in vex, I would like to make a build array
>>>>>> (like build array from set) of the pointposition (P) in VOP.
>>>>>>
>>>>>> I understand you need to for-loop on each Ptnum and probably append
>>>>>> the P values and this will buid an array of P.
>>>>>> But you know what ? Well I can't manage to make it work.
>>>>>>
>>>>>> I found no example on the net (sideFX, odforce).
>>>>>> The doc is just words, no schemes, no graphics.
>>>>>> The examples 

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Olivier Jeannel
Hahaha, yeah vops are rough compared to ice.
Specialy when it swap or disconnect / reconnect nodes while you move the
mouse without you notice.
Second favorite is when a  vop turns itself in red "error mode" and doesn't
want to come "back" until you rebuild the geometry_vop_global :/
uh well, 3d life

On Thu, Mar 3, 2016 at 5:54 PM, Dan Yargici <danyarg...@gmail.com> wrote:

> Love Houdini, but coming from ICE, VOPs are an absolute horror to use
> IMO.  They need to drag it out of the 90's and introduce some more modern
> interaction workflows...
>
> DAN
>
> On Thu, Mar 3, 2016 at 4:45 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> VOP graphs are being converted to VEX code, which means that for each VOP
>> node you'll find a corresponding VEX function, and most likely vice versa
>> too. If you want to see the generated code, just right click on the VOP
>> node, and select “View VEX Code...”. It can be informative to check it out
>> sometimes to help with debugging, but it's overly cluttered in comparison
>> to hand-written VEX code and thus can be hard to read.
>>
>> Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's picking
>> the neighbour with the smallest point number. The reason is simple—the
>> `Sort SOP` node reorder the points so for example the lowest point numbers
>> for a sort by X become the ones having the lowest X value. And hence, you
>> want the neighbour of `pt0` with the lowest point number to have `pt0` and
>> `pt1` representing the edge that matches the best to what's expected from
>> the sorting. If instead you'd simply do `int pt1 = neighbours(input,
>> pt0)[0];`, then you'd sometimes get what you'd hope, sometimes not.
>>
>> Also yeah, there's never a single way to do things. If you compute a sort
>> of normal as you say for each point, that you can make in a predictable way
>> accross the entire mesh, then you'd probably avoid the problem that I
>> mentionned in my previous email. Maybe the `PolyFrame SOP` could be used
>> for that, but I don't know how it internally works and thus I don't know
>> how predictable it is. Worth a try! I only provided the scene this way to
>> give the idea that the essential of it can be done easily enough in
>> VOP/VEX. But it's always the remaining 10% that takes 90% of the time! :)
>>
>>
>> On 3 March 2016 at 21:28, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>
>>> You seem very dispointed by Houdini Anto, are you ?
>>>
>>> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic <a...@matkovic.com> wrote:
>>>
>>>> Thank you kindly Christopher,
>>>> Yes as far as I know, FE presents the whole points data as an array.
>>>> Beside that, at this moment I just feel FE as much better solution for me
>>>> (and for Olivier of course :) ), instead of H. Can't really say more for
>>>> now. Also really need to say, while I'm not programmer, unfortunately or
>>>> not I have to communicate with them every day, even in private life, so
>>>> maybe I become a bit resistant. I think we all know how is going with this
>>>> kind of people -  one has this or that opinion, another has completely
>>>> opposite, all long stories full of smart words. No need to waste your time
>>>> on me, let's say in short :)  Of course I've read everything you said here.
>>>> thanks again...
>>>>
>>>> --
>>>> *From:* Christopher Crouzet <christopher.crou...@gmail.com>
>>>> *To:* Softimage Mailing List <softimage@listproc.autodesk.com>
>>>> *Sent:* Thursday, March 3, 2016 4:40 AM
>>>> *Subject:* Re: OT Houdini build Array VOP question (and a bit of rant)
>>>>
>>>> You can think of each geometry attribute as an array which length
>>>> equals the number of points (if dealing with points). VOPs simply iterate
>>>> over these points and process the graph for each of them. Since each
>>>> attribute is an array, at any time you can pick the value of any element
>>>> with `Get Attribute` provided you know the point number. This is so
>>>> straightforward that you can even do this outside of VOP/VEX, with the
>>>> `point` expression for example.
>>>>
>>>> Sometimes it can be useful to define attributes that can themselves
>>>> hold arrays, for example a list of neighbours, to then pass these down to
>>>> other nodes for further processing. That's why they added that feature in
>>>> H14, but othe

OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Hello serious list :)

I'm a bit confused with houdini vop array.
While I managed to do it in vex, I would like to make a build array (like
build array from set) of the pointposition (P) in VOP.

I understand you need to for-loop on each Ptnum and probably append the P
values and this will buid an array of P.
But you know what ? Well I can't manage to make it work.

I found no example on the net (sideFX, odforce).
The doc is just words, no schemes, no graphics.
The examples hips are bizarre, not so simple, and use the old loop node.

So I'm wondering if someone from here could provide a screen shot of how
that should be connected ?

Thank you :)
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Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Ah THANK YOU !

I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
I also use the PrimUV a bit and XYZ+PrimUV for location things.

I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
ask.

It's a shame there's no tutorial or phylosophycal explanations of these
basic loops ... It's like if everybody was a natural born coder...



On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> It seems like they've extended the support for arrays in H14, which makes
> it now possible to use them as geometry attributes. In the previous
> versions I guess that there was no real point (but convenience) in creating
> arrays in VOP since you couldn't pass them downstream with the geometry
> data.
>
> So if you're on H14+, it seems like you were on the right path? I've
> attached a working screenshot that stores every point position in a
> “output” vector array attribute.
>
> If like me you're stuck with H13, you probably don't need to store your
> point positions in an array at all. Instead, you should be able to just
> loop over each point with a `For Loop VOP` and do your computation directly
> in there. Now I've never used VOPs since I prefer writing directly in VEX
> so I might be wrong :)
>
> Also don't forget to use point clouds if you're after distance-related
> queries.
>
>
> On 2 March 2016 at 19:29, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Hello serious list :)
>>
>> I'm a bit confused with houdini vop array.
>> While I managed to do it in vex, I would like to make a build array (like
>> build array from set) of the pointposition (P) in VOP.
>>
>> I understand you need to for-loop on each Ptnum and probably append the P
>> values and this will buid an array of P.
>> But you know what ? Well I can't manage to make it work.
>>
>> I found no example on the net (sideFX, odforce).
>> The doc is just words, no schemes, no graphics.
>> The examples hips are bizarre, not so simple, and use the old loop node.
>>
>> So I'm wondering if someone from here could provide a screen shot of how
>> that should be connected ?
>>
>> Thank you :)
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* <http://christophercrouzet.com>
>
>
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Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Yes I saw it, sorry, I thought there was another additionnal method with
For Loop :
"Instead, you should be able to just loop over each point with a `For Loop
VOP` and do your computation directly in there"
Have I misunderstood ? You're doing a for-loop without building an array in
the end.

On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> I did attach a screenshot in my previous email, are you not seeing
> anything? Or are you asking for the H13 for loop?
>
>
> On 2 March 2016 at 21:20, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Ah THANK YOU !
>>
>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>
>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
>> ask.
>>
>> It's a shame there's no tutorial or phylosophycal explanations of these
>> basic loops ... It's like if everybody was a natural born coder...
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> It seems like they've extended the support for arrays in H14, which
>>> makes it now possible to use them as geometry attributes. In the previous
>>> versions I guess that there was no real point (but convenience) in creating
>>> arrays in VOP since you couldn't pass them downstream with the geometry
>>> data.
>>>
>>> So if you're on H14+, it seems like you were on the right path? I've
>>> attached a working screenshot that stores every point position in a
>>> “output” vector array attribute.
>>>
>>> If like me you're stuck with H13, you probably don't need to store your
>>> point positions in an array at all. Instead, you should be able to just
>>> loop over each point with a `For Loop VOP` and do your computation directly
>>> in there. Now I've never used VOPs since I prefer writing directly in VEX
>>> so I might be wrong :)
>>>
>>> Also don't forget to use point clouds if you're after distance-related
>>> queries.
>>>
>>>
>>> On 2 March 2016 at 19:29, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> Hello serious list :)
>>>>
>>>> I'm a bit confused with houdini vop array.
>>>> While I managed to do it in vex, I would like to make a build array
>>>> (like build array from set) of the pointposition (P) in VOP.
>>>>
>>>> I understand you need to for-loop on each Ptnum and probably append the
>>>> P values and this will buid an array of P.
>>>> But you know what ? Well I can't manage to make it work.
>>>>
>>>> I found no example on the net (sideFX, odforce).
>>>> The doc is just words, no schemes, no graphics.
>>>> The examples hips are bizarre, not so simple, and use the old loop node.
>>>>
>>>> So I'm wondering if someone from here could provide a screen shot of
>>>> how that should be connected ?
>>>>
>>>> Thank you :)
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>>
>>> --
>>> Christopher Crouzet
>>> *http://christophercrouzet.com* <http://christophercrouzet.com>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
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> *http://christophercrouzet.com* <http://christophercrouzet.com>
>
>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-13 Thread Olivier Jeannel
Hey Pedro,
Not sure I understand what you are after, but to bounce on Cesar (^^)
there's a fit bezier node in ice, and also Bradley - master -Gabe explain
how to build your own.

https://vimeo.com/11016782
https://vimeo.com/11079196


On Wed, Apr 13, 2016 at 2:52 PM, Cesar Saez  wrote:

> Hi,
>
> I think you are mixing up the U coordinate, also known as the "time" of
> the cubic equation (or whatever you choose to go with) used under the hood,
> with a linearly distributed points on a curve (basically a post process
> done after the initial interpolation, length based instead of "time" based).
>
> So, if you want to get "percentages" based on the length you will have to
> calculate it yourself on top of the existing interpolation given by
> softimage curves, You basically take the full length, divide it in discrete
> segments generating samples (corresponding to a known percentage) and remap
> U values linear interpolating to the closest sample point, the more samples
> the more precise the results will be (this is common practice, even
> softimage uses internally an approximated approach to get the length of
> curves by adding discrete segments).
>
> I think there's a linearly interpolated bezier compound in the examples
> that can be used as inspiration of how to go about it (or was in rray.de?).
> Although depending on the use case a custom node might provide a more
> performant solution.
>
> Cheers!
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-24 Thread Olivier Jeannel
Impressive, love your results !

On Sat, Apr 23, 2016 at 3:30 AM, pedro santos  wrote:

>  "if you're extremely smart and educated :D" =  "if you're *NOT*
> extremely smart and educated :D"
> lol
> Cheers
>
> On Sat, Apr 23, 2016 at 12:15 AM, pedro santos  wrote:
>
>> Matt
>> I'm guessing what triggered your response was the word "slow". Notice
>> that I was mentioning me as an instruction creator being slower with code
>> to get to what I wanted not execution performance wise as nodes give me
>> that super power: Do more mistakes faster which is helpful to path-find an
>> algorithm if you're extremely smart and educated :D. It also didn't help
>> the briefing was not crystal clear to me from the start so I invested time
>> on several fronts, that was quite rich experience even though time was
>> wasted. But next time I need them, I'll rename that to "investment" :)
>>
>> But at the moment the goals are clear and I nailed them with all the
>> inputs I received here too, so I'm thankful.
>> https://gfycat.com/FearfulRemorsefulAnaconda
>>
>> Like I said, I got that C++ course and will dive into it, but at the
>> moment I would not have produced anything meaningful for the task.
>>
>> Thanks again!
>>
>> Pedro
>>
>>
>>
>>
>>
>>
>>
>>
>> On Fri, Apr 22, 2016 at 11:29 PM, Matt Lind  wrote:
>>
>>> UmI don't think your assessment is correct.
>>>
>>> The SDK is single threaded, but in this context ICE is too.  Past tests
>>> have
>>> shown that ICE performs ~30% slower than the SDK in single threaded tasks
>>> because of the additional overhead with nodes/tree evaluation.  If you
>>> can
>>> parallelize the task, then the game changes, but with all the issues
>>> you've
>>> run into, that's not likely to happen.
>>>
>>> You don't have to write the operator in C++.  Scripted operator will also
>>> work and be less hassle.  In fact, you could've been done with it
>>> already.
>>> If you have to deliver, the amount of time it takes to find the ICE
>>> workaround (and a reliable one) will exceed the amount of time it
>>> would've
>>> taken to write the operator using the standard SDK.
>>>
>>> do what you want.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>> Date: Fri, 22 Apr 2016 13:48:13 +0100
>>> From: pedro santos 
>>> Subject: Re: Distribute between knots? Know the percentage position of
>>> a knot?
>>> To: Softimage Mailing List 
>>>
>>> Will do Matt, one day. Got that C++ plus course I referenced. Seems
>>> great.
>>> But now I have to deliver something x) I apologize if this is cringy for
>>> you!! Yes the bits you talk about are the most annoying for me, building
>>> the algorithms in straight up code is already a bit slower but the SDK
>>> part
>>> is going beyong solving the problem at hand many times, and these are
>>> usually handled for you with node. Hail nodes! :D I'll meet that C++
>>> bipolar madame soon :)
>>>
>>> Was able to re-purpose "Curve Distance to Curve U" from Dual Curve Deform
>>> by Antton Tapani, to make my dual curve conform along curve length.
>>>
>>> Thanks everyone (!) for the inputs, they were helpful as what was
>>> requested
>>> of me kept updating! Here's the result so far:
>>> https://app.box.com/s/tcvzwph4b0j2jf48yqcuscg08lt17gtq
>>>
>>> Cheers
>>> Pedro
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
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Re: The best news all week. H indie supports redshift3d.

2016-04-22 Thread Olivier Jeannel
Hell yeah !
Le 22 avr. 2016 21:39, "Ognjen Vukovic"  a écrit :

> One more.
>
> https://www.sidefx.com/index.php?option=com_content=view=3206=66
>
> On Fri, Apr 22, 2016 at 9:38 PM, Ognjen Vukovic  wrote:
>
>> Woops, wrong article :)
>>
>> http://forums.cgsociety.org/showthread.php?f=59=1358289
>>
>> On Fri, Apr 22, 2016 at 9:37 PM, Ognjen Vukovic 
>> wrote:
>>
>>> http://forums.cgsociety.org/showthread.php?p=8174979#post8174979
>>>
>>
>>
>
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Re: Friday Flashback #265

2016-05-21 Thread Olivier Jeannel
That Softimage demo on indigo would be super classy !
I worked on an indigo2 and an O2 with SI 3.7 and 3.8 installed then we
switched on that dual 300Mhz Pc monster !

On Sat, May 21, 2016 at 10:13 AM, Matt Lind  wrote:

> If you want my stuff, you'll have to come to my Siggraph dinner to get it.
> Remember - it's the last one.  Make it count ;-)
>
> A few of my college friends had Indigos and in all cases the lithium
> battery
> on the motherboard eventually died.  Can't run the computer without that.
> In those cases, the battery was the old style soldered to the motherboard,
> not the clip-in type you get today or in your wristwatch.  Good luck
> finding
> a replacement if (when) that happens to you.
>
> Matt
>
>
>
> Date: Fri, 20 May 2016 23:21:27 +0200
> From: "Sven Constable" 
> Subject: RE: Friday Flashback #265
>
> Well, I think it's ok if only used by one person. : )
> Btw. if you're gonna sell this stuff one day I would be interested. The
> Soft|3D printed manuals for example. They were great.
> I still have two SGI Indigo workstations and at least one of them still has
> Soft|3D installed... maybe I should do a demo video firing up Soft|3D on
> that ancient beast, doing some stuff in a minute that needs ten times more
> in an actual maya version. Maybe hard to achive but not impossible. Would
> be
> fun and a real kicking friday flashback, haha.
>
> sven
>
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
In houdini it is viewed as one sop (dop import). They have some piece -
name - class attributes, but these are point attributes.


On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com> wrote:

> Is it possible to combine the objects into one mesh before exporting?
>
> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Hi guys,
>>
>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>> boucing around.
>> I export in .abc and import with Crate (if I import with the "legacy"
>> alambic import, xsi crashe)
>>
>> The thing is, it is super-super slow.
>> I end up with 1500 objects and XSI doesn't like this much.
>>
>> What are the proven solutions to import an rbd sim and decently work ?
>>
>> Thank you :)
>>
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>>
>
>
>
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Alembic advices

2016-05-11 Thread Olivier Jeannel
Hi guys,

I'm importing some RBD simulation from Houdini, around 1500 pieces boucing
around.
I export in .abc and import with Crate (if I import with the "legacy"
alambic import, xsi crashe)

The thing is, it is super-super slow.
I end up with 1500 objects and XSI doesn't like this much.

What are the proven solutions to import an rbd sim and decently work ?

Thank you :)
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
Ah, this won't do for me in the end.
I'm manipulating the intrinsic transform in Dop (Sop Solver) and it seems
the Transform Pieces doesn't read those intrinsic transform :/

On Wed, May 11, 2016 at 12:57 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Super sweet trick, just tested !
>
>
> On Wed, May 11, 2016 at 12:51 PM, Cristobal Infante <cgc...@gmail.com>
> wrote:
>
>> Like this you only cache 1 point per object, and a single frame of
>> geometry..
>>
>> it's beautiful :)
>>
>>
>>
>>
>> On 11 May 2016 at 11:19, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>
>>> So :
>>> Rop Output 1 frame 1 bgeo Rop
>>>
>>> then
>>>
>>> Transform piece of that Bgeo with the packed (point) of the Dopimport
>>> sim ?
>>>
>>> Makes sense, will try.
>>>
>>>
>>>
>>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <cgc...@gmail.com>
>>> wrote:
>>>
>>>> one good trick in houdini is to only cache the points of the geometry
>>>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>>>> you can then "move" your single geometry with the points. This makes like
>>>> SO much easier, faster to iterate and no heavy geos ;)
>>>>
>>>> I would try a similar setup in xsi, as long as the points have a
>>>> "matching attribute" you should be ok?
>>>>
>>>>
>>>>
>>>> On 11 May 2016 at 10:53, Olivier Jeannel <facialdel...@gmail.com>
>>>> wrote:
>>>>
>>>>> In houdini it is viewed as one sop (dop import). They have some
>>>>> piece - name - class attributes, but these are point attributes.
>>>>>
>>>>>
>>>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Is it possible to combine the objects into one mesh before exporting?
>>>>>>
>>>>>> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hi guys,
>>>>>>>
>>>>>>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>>>>>>> boucing around.
>>>>>>> I export in .abc and import with Crate (if I import with the
>>>>>>> "legacy" alambic import, xsi crashe)
>>>>>>>
>>>>>>> The thing is, it is super-super slow.
>>>>>>> I end up with 1500 objects and XSI doesn't like this much.
>>>>>>>
>>>>>>> What are the proven solutions to import an rbd sim and decently work
>>>>>>> ?
>>>>>>>
>>>>>>> Thank you :)
>>>>>>>
>>>>>>> --
>>>>>>> Softimage Mailing List.
>>>>>>> To unsubscribe, send a mail to
>>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>>> subject, and reply to confirm.
>>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> www.matinai.com
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to
>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>> subject, and reply to confirm.
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
Super sweet trick, just tested !


On Wed, May 11, 2016 at 12:51 PM, Cristobal Infante <cgc...@gmail.com>
wrote:

> Like this you only cache 1 point per object, and a single frame of
> geometry..
>
> it's beautiful :)
>
>
>
>
> On 11 May 2016 at 11:19, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> So :
>> Rop Output 1 frame 1 bgeo Rop
>>
>> then
>>
>> Transform piece of that Bgeo with the packed (point) of the Dopimport sim
>> ?
>>
>> Makes sense, will try.
>>
>>
>>
>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <cgc...@gmail.com>
>> wrote:
>>
>>> one good trick in houdini is to only cache the points of the geometry
>>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>>> you can then "move" your single geometry with the points. This makes like
>>> SO much easier, faster to iterate and no heavy geos ;)
>>>
>>> I would try a similar setup in xsi, as long as the points have a
>>> "matching attribute" you should be ok?
>>>
>>>
>>>
>>> On 11 May 2016 at 10:53, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>>
>>>> In houdini it is viewed as one sop (dop import). They have some piece -
>>>> name - class attributes, but these are point attributes.
>>>>
>>>>
>>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com>
>>>> wrote:
>>>>
>>>>> Is it possible to combine the objects into one mesh before exporting?
>>>>>
>>>>> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hi guys,
>>>>>>
>>>>>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>>>>>> boucing around.
>>>>>> I export in .abc and import with Crate (if I import with the "legacy"
>>>>>> alambic import, xsi crashe)
>>>>>>
>>>>>> The thing is, it is super-super slow.
>>>>>> I end up with 1500 objects and XSI doesn't like this much.
>>>>>>
>>>>>> What are the proven solutions to import an rbd sim and decently work ?
>>>>>>
>>>>>> Thank you :)
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to
>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>> subject, and reply to confirm.
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> www.matinai.com
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
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>>>
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
So :
Rop Output 1 frame 1 bgeo Rop

then

Transform piece of that Bgeo with the packed (point) of the Dopimport sim ?

Makes sense, will try.



On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <cgc...@gmail.com>
wrote:

> one good trick in houdini is to only cache the points of the geometry from
> a RBD, and a single frame of the geo. Using "transform pieces" node you can
> then "move" your single geometry with the points. This makes like SO much
> easier, faster to iterate and no heavy geos ;)
>
> I would try a similar setup in xsi, as long as the points have a "matching
> attribute" you should be ok?
>
>
>
> On 11 May 2016 at 10:53, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> In houdini it is viewed as one sop (dop import). They have some piece -
>> name - class attributes, but these are point attributes.
>>
>>
>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com> wrote:
>>
>>> Is it possible to combine the objects into one mesh before exporting?
>>>
>>> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>>
>>>> Hi guys,
>>>>
>>>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>>>> boucing around.
>>>> I export in .abc and import with Crate (if I import with the "legacy"
>>>> alambic import, xsi crashe)
>>>>
>>>> The thing is, it is super-super slow.
>>>> I end up with 1500 objects and XSI doesn't like this much.
>>>>
>>>> What are the proven solutions to import an rbd sim and decently work ?
>>>>
>>>> Thank you :)
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>>
>>> --
>>> www.matinai.com
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>>
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Re: Is there a well know workflow to have deformers drive/blend nicely with Syflex?

2016-05-09 Thread Olivier Jeannel
A blend between positions ?
I think instead of using the exe out port of Syflex, you can dive inside
and output the point position.
Then blend (linear interpolate) between your "shape" point position with a
weightmap.
Not always ideal, because you usualy feels the "over the top" deformation.
I sometimes used Mimic, but I had to fight with the stiff result.

On Mon, May 9, 2016 at 8:53 AM, pedro santos  wrote:

> I like to build setups that are immediate, so I usually avoid simulation
> venues as they bring a processing overhead and visualization restriction
> (you have to build up from frame 0/1), but this time I couldn't escape and
> I'm struggling to have to artistic direction with Syflex.
> So you have a reference of what I have in hands and accomplished so far:
> https://gfycat.com/WearyHappygoluckyAnole
>
> Issues:
> - I need to something like silk under water. I'm struggling to get the
> right mesh density/parameters/setup/forces for this and it seems whenever I
> change Syflex to something it's closer to it I bring it to a halt.
> - It's not clear to me the best way to blend between deformers and cloth
> so everything before the Syflex ICE operator can drive the sim but also be
> changed by it:
> a) I tried Mimic to another mesh, but although I could even animate the
> weight map to have a transition the interpretation of the weight map values
> is too abrupt: I can only get some transition effect between around .01 and
> down, otherwise it will Mimic completely.
> b) I went with Pin instead but the weight map in this one doesn't even
> work. So it's just the cluster which is also quit abrupt but I like more
> the simulation in this one of the unaffected parts. If there's no
> simulation stack can use the object it"self" to as Pin input. Simulated ICE
> tree also seems quite slower.
>
> I've read some threads but nothing conclusive, especially because it's a
> subject that requires lootttss of testing. So thank you for any insight.
>
> Cheers
> Pedro
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
Shape plot ?

On Wed, May 11, 2016 at 4:12 PM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> I had this a while back when importing a bunch of motion graphics animated
> tiles from C4D - dogslow when scrubbing the timeline in XSI with abc files.
>
> We received the alembic files from elsewhere so we did not have the luxury
> of changing what or how it was exported, so I had to make do. I found that
> after loading it once, I could merge all the tiles and then shapeplot them,
> and then get rid of the alembic operators. After that setting up renders
> was a breeze.
>
> Hope this helps.
>
> //Morten
>
>
>
>
> > Den 11. maj 2016 klokken 13:37 skrev Olivier Jeannel <
> facialdel...@gmail.com>:
> >
> >
> > Ah, this won't do for me in the end.
> > I'm manipulating the intrinsic transform in Dop (Sop Solver) and it seems
> > the Transform Pieces doesn't read those intrinsic transform :/
> >
> > On Wed, May 11, 2016 at 12:57 PM, Olivier Jeannel <
> facialdel...@gmail.com>
> > wrote:
> >
> > > Super sweet trick, just tested !
> > >
> > >
> > > On Wed, May 11, 2016 at 12:51 PM, Cristobal Infante <cgc...@gmail.com>
> > > wrote:
> > >
> > >> Like this you only cache 1 point per object, and a single frame of
> > >> geometry..
> > >>
> > >> it's beautiful :)
> > >>
> > >>
> > >>
> > >>
> > >> On 11 May 2016 at 11:19, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
> > >>
> > >>> So :
> > >>> Rop Output 1 frame 1 bgeo Rop
> > >>>
> > >>> then
> > >>>
> > >>> Transform piece of that Bgeo with the packed (point) of the Dopimport
> > >>> sim ?
> > >>>
> > >>> Makes sense, will try.
> > >>>
> > >>>
> > >>>
> > >>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <
> cgc...@gmail.com>
> > >>> wrote:
> > >>>
> > >>>> one good trick in houdini is to only cache the points of the
> geometry
> > >>>> from a RBD, and a single frame of the geo. Using "transform pieces"
> node
> > >>>> you can then "move" your single geometry with the points. This
> makes like
> > >>>> SO much easier, faster to iterate and no heavy geos ;)
> > >>>>
> > >>>> I would try a similar setup in xsi, as long as the points have a
> > >>>> "matching attribute" you should be ok?
> > >>>>
> > >>>>
> > >>>>
> > >>>> On 11 May 2016 at 10:53, Olivier Jeannel <facialdel...@gmail.com>
> > >>>> wrote:
> > >>>>
> > >>>>> In houdini it is viewed as one sop (dop import). They have some
> > >>>>> piece - name - class attributes, but these are point attributes.
> > >>>>>
> > >>>>>
> > >>>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com>
> > >>>>> wrote:
> > >>>>>
> > >>>>>> Is it possible to combine the objects into one mesh before
> exporting?
> > >>>>>>
> > >>>>>> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com>
> > >>>>>> wrote:
> > >>>>>>
> > >>>>>>> Hi guys,
> > >>>>>>>
> > >>>>>>> I'm importing some RBD simulation from Houdini, around 1500
> pieces
> > >>>>>>> boucing around.
> > >>>>>>> I export in .abc and import with Crate (if I import with the
> > >>>>>>> "legacy" alambic import, xsi crashe)
> > >>>>>>>
> > >>>>>>> The thing is, it is super-super slow.
> > >>>>>>> I end up with 1500 objects and XSI doesn't like this much.
> > >>>>>>>
> > >>>>>>> What are the proven solutions to import an rbd sim and decently
> work
> > >>>>>>> ?
> > >>>>>>>
> > >>>>>>> Thank you :)
> > >>>>>>>
> > >>>>>>> --
> > >>>>>>> Softimage Mailing List.
> > >>>

Re: Change object visibility with another object?

2016-05-12 Thread Olivier Jeannel
if you want to manipulate islands, I made a set of ice nodes, a bit like
the POLY ones, but for islands.
It is using Julian Johnson JJ_Islands.
It's a dozen time faster than the Create Instances for Islands.

On Thu, May 12, 2016 at 5:12 PM, Jason S  wrote:

> Hi sorry if double-posting but I didnt see it show up, (also more links at
> the end)
>
> from Em-Tools Compound Descriptions
>  ;
> (any of these may be useful, but check especially the marked link.)
> Vertex Islands Initialize Island Data
>
> Initializes the vertex island data.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands 
>
>
> Create Particles from Island Centers
>
> Creates one particle for each island center.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands  
>
>
> *<--- Check this link,  also @ 5;50  builds a simple tree from scratch *
> Transform Islands
>
> Transforms the vertex islands.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands
>
> 
> Getters
>
> A bunch of compounds to get diverse island related data.
> The compounds are self-explanatory.
>
>
>
>
> Also perhaps even yet easier, from MotionTools Doc
> 
> Controling Polygons and Polygon Islands
>
> There are some special cases, in Motion Tools, that deviate from the basic
> setup. We stumble upon such cases when you want to, for example, control
> polygon islands from a fracture object, or text object. Also, when we
> want to dice a object into many polygons and control
> those disconnected elements.
>
> For both this situations you can use the menu “ICE  >  Create  >  Motion
> Tools  >  Create Instances from Islands” and then choose the option that
> fits you best, either, “Use Exisiting Polygon Islands”, or, “Dice
> Polygons into Polygon Islands”.
>
>
> 
>
> Both situations will yeld a similiar setup that we can describe this way.
> Firstly the object in which the Polygon Islands exist (or in which the
> polygons will be sliced into Polygon Islands) receives a ICETree that looks
> like this:
>
>
> 
>
>1. The ICETree is created at the uppermost position of the Modeling
>Stack
>2. In it you will find only one node that geathers info about the
>geometry
>3. This node works in two ways, it either stores info on your current
>Polygon Islands, or it makes every polygon a Polygon Island and then stores
>the information.
>
> The information created by this node then feeds another ICETree that lives
> in a Pointcloud and resembles a basic Motion Tools setup, with minor
> differences, as follows:
>
>
> 
>
>1. Points are created solely based on the information provided by the
>geometry with the “Create Points from Polygon Islands” node
>2. Constraint PolyIslands to Pointcloud will feed the information from
>your Motion Tools ICETree back to your geomtry, keeping both in sinc. In
>case you are using simulations, this node should be place in the
>Post-Simulation area.
>
>
>
> MT Clip specific to islands; https://vimeo.com/44039628
>
> General MT use clip;  https://vimeo.com/46425839
>
>
> MT Islands can also super-easily be simed  (uses RBD with easy
> trigger-object setup).
>
> Hope that could help, & keep us posted!
>
>
>
> On 05/12/16 8:34, Morten Bartholdy wrote:
>
> That's a thought. Not too familiar with ICE and poly island stuff though.
>
> //MB
>
>
>
>
> Den 12. maj 2016 klokken 14:22 skrev Jason S  
> :
>
>
> I think you could merge everything and have a particle per island, or a
> similar method to braking apart/fracturing objects.
>
> Will fetch a few links later-on, but you can check out some of the
> em-tools for that purpose.
>
>
> On 05/12/16 7:54, Morten Bartholdy wrote:
>
> Quick question: The idea is to build a house from the individual parts, 
> inside and out, much like a timelapse shot, but you don't see stuff moving in 
> to place, it just appears where it is supposed to be.
>
> This will probably be many hundred if not thousands of parts, many of which 
> can not be positioned with particles (which would be easy to reveal) so is 
> there perhaps a way to take the content of a group and use as input for an 
> ICE tree like this, so I don't have to set up an ICE tree for each part?
>
> //Morten
>
>
>
>
> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez  
> :
>
>
> You could try something 

Re: Ice particles' direction and local animation space

2016-05-17 Thread Olivier Jeannel
Beware, there's a bug in one of the 2015 xsi version with the reinterprete
location.

I believe Paul Smith - Bustykelp uses it in this tutorial
https://vimeo.com/66237847
But I can't check, vimeo doesn't work well here

On Tue, May 17, 2016 at 3:41 PM, David Saber  wrote:

> Hi Rob
> Thanks a lot for the tip, that seem like the right thing to do, however
> I'm not sure how to use this node and on the web there are so few
> resources... Enclosed is what I've tried so far. Suggestions?
> Thanks
> David
>
>
> On 2016-05-17 14:18, Rob Chapman wrote:
>
> Do the particle logic  animation on top of a stationary character and use
> 'reinterpret location' to put it back on top of the moving version.
> On 17 May 2016 12:16, "Mirko Jankovic"  wrote:
>
> I'm not much into particles and things but couldn't there be some way to
> actually emit only from the end of arm band fake part form elbow till that
> real emitter?
>
> On Tue, May 17, 2016 at 12:36 PM, David Saber < 
> davidsa...@sfr.fr> wrote:
>
>> Hello!!
>>
>> I have a problem that I can't sort out. I have an emitter on an animated
>> character. The emitter is in the elbow area and points towards the hand.
>> The particles must run along the forearm and when they reach the hand,
>> they are released and must head for different direction. I'm using
>> states for that...
>>
>> But as the arm is animated, the problem I have with the State 0, is that
>> the particles fly everywhere and don't stay stuck to the forearm. To fix
>> that, I tried "slide on surface" (the surface being the character's
>> body), "flow around surface" and "stick on surface", but nothing gives
>> me satisfactory results.
>>
>> The ideal setup would be to prevent the particles from following the
>> arm's animation until they reach the hand... But is there a way to do
>> that?
>>
>> Thanks!!
>>
>> David
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to 
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
> Mirko Jankovic
> *
> http://www.cgfolio.com/mirko-jankovic
> *
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
>
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Re: Ice particles' direction and local animation space

2016-05-17 Thread Olivier Jeannel
I meant that tutorial :)
https://vimeo.com/65974266

On Tue, May 17, 2016 at 4:18 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Beware, there's a bug in one of the 2015 xsi version with the reinterprete
> location.
>
> I believe Paul Smith - Bustykelp uses it in this tutorial
> https://vimeo.com/66237847
> But I can't check, vimeo doesn't work well here
>
> On Tue, May 17, 2016 at 3:41 PM, David Saber <davidsa...@sfr.fr> wrote:
>
>> Hi Rob
>> Thanks a lot for the tip, that seem like the right thing to do, however
>> I'm not sure how to use this node and on the web there are so few
>> resources... Enclosed is what I've tried so far. Suggestions?
>> Thanks
>> David
>>
>>
>> On 2016-05-17 14:18, Rob Chapman wrote:
>>
>> Do the particle logic  animation on top of a stationary character and use
>> 'reinterpret location' to put it back on top of the moving version.
>> On 17 May 2016 12:16, "Mirko Jankovic" <mirkoj.anima...@gmail.com> wrote:
>>
>> I'm not much into particles and things but couldn't there be some way to
>> actually emit only from the end of arm band fake part form elbow till that
>> real emitter?
>>
>> On Tue, May 17, 2016 at 12:36 PM, David Saber < <davidsa...@sfr.fr>
>> davidsa...@sfr.fr> wrote:
>>
>>> Hello!!
>>>
>>> I have a problem that I can't sort out. I have an emitter on an animated
>>> character. The emitter is in the elbow area and points towards the hand.
>>> The particles must run along the forearm and when they reach the hand,
>>> they are released and must head for different direction. I'm using
>>> states for that...
>>>
>>> But as the arm is animated, the problem I have with the State 0, is that
>>> the particles fly everywhere and don't stay stuck to the forearm. To fix
>>> that, I tried "slide on surface" (the surface being the character's
>>> body), "flow around surface" and "stick on surface", but nothing gives
>>> me satisfactory results.
>>>
>>> The ideal setup would be to prevent the particles from following the
>>> arm's animation until they reach the hand... But is there a way to do
>>> that?
>>>
>>> Thanks!!
>>>
>>> David
>>> --
>>> Softimage Mailing List.
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>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Mirko Jankovic
>> *
>> <http://www.cgfolio.com/mirko-jankovic>http://www.cgfolio.com/mirko-jankovic
>> <http://www.cgfolio.com/mirko-jankovic>*
>>
>> Need to find freelancers fast?
>> <http://www.cgfolio.com>www.cgfolio.com
>>
>> Need some help with rendering an Redshift project?
>> <http://www.gpuoven.com/>http://www.gpuoven.com/
>>
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Re: Is there a well know workflow to have deformers drive/blendnicely with Syflex?

2016-05-12 Thread Olivier Jeannel
this was ...simple in the end ?


On Thu, May 12, 2016 at 12:46 PM, pedro santos <probi...@gmail.com> wrote:

> Just to conclude for any late readers. Constrains need some value in
> distance so the weight map does. Until this clicked it was a bit annoying.
> Going through the old operator documentation helped :)
>
> [image: Inline image 1]
>
> Cheers
>
> On Mon, May 9, 2016 at 3:17 PM, pedro santos <probi...@gmail.com> wrote:
>
>> @Olivier The interpolation I was looking for was more in terms of
>> "influence" as a force and not of the point positions as I do that with the
>> Delta Mush, but I'll give it another try on that front. Thanks.
>>
>> @Paul Will give that a stab as ICE one is stabbing me.
>>
>> Cheers
>>
>>
>> On Mon, May 9, 2016 at 9:53 AM, <p...@bustykelp.com> wrote:
>>
>>> One thing I’d say about Syflex is that the original non ICE version,
>>> produces far better results in general than the ICE one, especially when
>>> using things like Pinning. Its a totally different and more complex /
>>> interesting result.
>>> Worth trying to see the difference anyway.
>>>
>>> *From:* Olivier Jeannel <facialdel...@gmail.com>
>>> *Sent:* Monday, May 09, 2016 8:51 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Is there a well know workflow to have deformers
>>> drive/blendnicely with Syflex?
>>>
>>> A blend between positions ?
>>> I think instead of using the exe out port of Syflex, you can dive inside
>>> and output the point position.
>>> Then blend (linear interpolate) between your "shape" point position with
>>> a weightmap.
>>> Not always ideal, because you usualy feels the "over the top"
>>> deformation.
>>> I sometimes used Mimic, but I had to fight with the stiff result.
>>>
>>> On Mon, May 9, 2016 at 8:53 AM, pedro santos <probi...@gmail.com> wrote:
>>>
>>>> I like to build setups that are immediate, so I usually avoid
>>>> simulation venues as they bring a processing overhead and visualization
>>>> restriction (you have to build up from frame 0/1), but this time I couldn't
>>>> escape and I'm struggling to have to artistic direction with Syflex.
>>>> So you have a reference of what I have in hands and accomplished so
>>>> far: https://gfycat.com/WearyHappygoluckyAnole
>>>>
>>>> Issues:
>>>> - I need to something like silk under water. I'm struggling to get the
>>>> right mesh density/parameters/setup/forces for this and it seems whenever I
>>>> change Syflex to something it's closer to it I bring it to a halt.
>>>> - It's not clear to me the best way to blend between deformers and
>>>> cloth so everything before the Syflex ICE operator can drive the sim but
>>>> also be changed by it:
>>>> a) I tried Mimic to another mesh, but although I could even animate the
>>>> weight map to have a transition the interpretation of the weight map values
>>>> is too abrupt: I can only get some transition effect between around .01 and
>>>> down, otherwise it will Mimic completely.
>>>> b) I went with Pin instead but the weight map in this one doesn't even
>>>> work. So it's just the cluster which is also quit abrupt but I like more
>>>> the simulation in this one of the unaffected parts. If there's no
>>>> simulation stack can use the object it"self" to as Pin input. Simulated ICE
>>>> tree also seems quite slower.
>>>>
>>>> I've read some threads but nothing conclusive, especially because it's
>>>> a subject that requires lootttss of testing. So thank you for any insight.
>>>>
>>>> Cheers
>>>> Pedro
>>>>
>>>>
>>>> --
>>>>
>>>>
>>>>
>>>> * -- [image:
>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>>>> <http://probiner.x10.mx/> *
>>>>
>>>> --
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>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
>>> --
>>> Softim

Re: Using ICE to drive text, how?

2016-05-05 Thread Olivier Jeannel
Would love a more in depth explanation

On Thu, May 5, 2016 at 12:48 PM, Andy Nicholas 
wrote:

> I've used "text.text" before as an output port in scripted operators to
> drive the text. So it stood to reason you could do it using ICE too. It's
> just a normal parameter, albeit well hidden!
>
> On 05/05/2016 11:25, p...@bustykelp.com wrote:
>
> How did you discover that? I had no idea ICE could be used to ‘write’
> text. It makes me wonder what other abilities are concealed within ICE.
>
> *From:* Andy Nicholas 
> *Sent:* Wednesday, May 04, 2016 6:36 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Using ICE to drive text, how?
>
> To set the text for geometry, just create an ICE tree on the text object
> and make a Set Data with it pointing at "self.text.text".
> For conversions for integers and scalars to string, you can either use Dan
> Yargici's "DanyTools" on http://www.rray.de/xsi,
> or create expressions in parameters and pull those into ICE.
>
> Cheers,
> Andy
>
> On 04/05/2016 18:27, Andres Stephens wrote:
>
>
> I was delighted to see that I can use strings with ICE, even arrays.
>
> I started working with animation nodes in Blender but quickly hit a snag
> as my large node trees drove the software to a grind. I could not scale my
> data sets. I know ICE is better optimized.
>
> One thing I liked about Animation Nodes in Blender is the fact I can use
> any value, integers to strings, on a text object. Great for motion
> graphics.
>
> How do I do this in ICE? I hope it's obvious...
>
>
> -Draise
>
>
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Re: OT: Don´t you just Aghh-moment now, when they see something we *had* been using on SI?

2016-05-05 Thread Olivier Jeannel
Well sorry, I was a little harsh in my previous message.
I do struggle with arrays, but I like it.
Ice just opened my eyes in terms of what 3d  , geometry, math behave
together.
It just kills me that people who choose to use "this" or "that" software
have an opinion without knowing nothing.
And the hardest is that in the end, I'm the one beeing wrong because xsi
just doesn't exit anymore.
What's the point of beeing right if you're alone ? Better be an idiot.
Le 5 mai 2016 21:09, "Martin"  a écrit :

> Modelers that don't have an idea of what a variable or an array is,
> animators who can't rig or script, that's what I call an average user.
>
> Generalists with technical knowledge (including ICE) isn't your average
> user in any package. Most of the designers I know are specialists who don't
> use or even need ICE.
>
> I consider that you can't use Maya comfortably and to its potential if you
> don't have a minimum knowledge of Mel or Python, but the reality is that
> most Maya users can't script.
>
> I'd say that besides technical people, riggers or VFX specialists, only
> generalists that are usually involved in vfx or rigging have a decent
> knowledge of ICE.
>
> I don't have numbers but I'm pretty sure most SI users don't use ICE
> directly. Personally I rarely use it at all.
>
> Most of the projects (games) I've been involved in, have been done with SI
> 2011 and previous versions so ICE wasn't very useful for modeling until
> recently when I finally get to use SI 2013 and 2014 and that's because I
> also view some technical parts of our projects and use ICE in some of our
> tools.
>
> And that's how it is in the game industry here in Japan. Sadly, it is very
> probably that SI 2015 won't be used at all. And most SI users won't learn
> ICE before learning basic Maya, or Max, or Modo, or any other tool that
> isn't EOL.
>
> Martin
> Sent from my iPhone
>
>
> On 2016/05/05, at 13:59, Pierre Schiller 
> wrote:
>
> By average you mean "with more than 5+ years" on softimage, or UNDER -5
> years? Because ICE was long due before that time.
> :)
>
> On Wed, May 4, 2016 at 11:45 PM, Martin  wrote:
>
>> But honestly, the Modo feature looks cool. I'd like to have that in Maya.
>>
>> And to be fair, your average SI user doesn't know what an array is, just
>> like the average Maya, Modo, Max, etc. user.
>>
>> Martin
>> Sent from my iPhone
>>
>> On 2016/05/05, at 1:18, Pierre Schiller 
>> wrote:
>>
>> Good day. I came across this:
>> https://vimeo.com/162972719
>>
>> That´s a
>> "Wait-a-minute-we-had-that-feature-for-years-before-in-softimage" moment.
>>
>> Had Softimage been exposed in such way in the past, will those features
>> still be jaw opening to this generation users? Don´t think so.
>>
>> This is how much AD kept SI word silent, so now other packages will show
>> "future".
>>
>> All SI users know procedural modeling has been going on for years on ICE.
>>
>> Dang. Another stab on the heartIMHO.
>>
>> Cheers?
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
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>
>
>
> --
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> Cinema & TV production
> Video Reel 
>
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Re: OT: Don´t you just Aghh-moment now, when they see something we *had* been using on SI?

2016-05-04 Thread Olivier Jeannel
I don't want to click on that link, sorry.
I can't stand morrons anymore that work on maya or max with that "i know
all" face, looking at you with round eyes when when you say "I do all in
xsi ice".
They just skip away when you work on a big fat ice tree.
They are thousands thinking that maya and max are 3d software, while
softimage and houdini are something else (they sure have an opinion on it).
Frankly now I laugh when I see some vimeo of someone demoing a script in
max...
-"Nope dude, nope you can't be fast dealing with one thousand of islands if
you do a repeat. Gotta work with arrays, too bad they are not exposed in
your super software."
-"Sorry, you don't know what arrays are for ? Well you use them everyday,
you just don't know what you're doing.
But hey, every body is using "your" software, so there must be a reason,
and my experience is wrong..."
-"what's a normal ?"
-"yup, a blue arrow..."
Le 4 mai 2016 19:33, "Tim Crowson"  a écrit :

> I was on the early alpha team for Modo's procedural stuff. I can't think
> of anyone then, or now, who thought of this as something new from "the
> future." There was a constant echo back to ICE, Houdini, Max, C4D even.
>
> I'd rather have the functionality than not have it, but it still is far
> from what ICE can do.
>
> That's a separate issue from AD's killing off brilliant tech, though.
> There is a lot more than ICE in Soft that runs circles around others.
>
> Tim
>
> On Wed, May 4, 2016 at 9:57 AM, Tenshi .  wrote:
>
>> I have to agree. That's just only one example. AD lie all the time and
>> hide SI to the point people THINK it was very basic app. I hate when people
>> tell me "you can do that in Softimage?? I can do that in Maya very easy"
>> and i'm like "wtf dude.. are you nuts? Just shut the f... up! Your blind.
>> SI can do this since Methuselah".
>>
>> pissed me off all the time...
>>
>> On Wed, May 4, 2016 at 11:18 AM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Good day. I came across this:
>>> https://vimeo.com/162972719
>>>
>>> That´s a
>>> "Wait-a-minute-we-had-that-feature-for-years-before-in-softimage" moment.
>>>
>>> Had Softimage been exposed in such way in the past, will those features
>>> still be jaw opening to this generation users? Don´t think so.
>>>
>>> This is how much AD kept SI word silent, so now other packages will show
>>> "future".
>>>
>>> All SI users know procedural modeling has been going on for years on ICE.
>>>
>>> Dang. Another stab on the heartIMHO.
>>>
>>> Cheers?
>>>
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>> --
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>>>
>>
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Re: Distribute between knots? Know the percentage position of a knot?

2016-04-18 Thread Olivier Jeannel
Wh !

On Mon, Apr 18, 2016 at 4:45 PM, pedro santos  wrote:

> Thanks, Nuno.
>
> On Mon, Apr 18, 2016 at 2:37 PM, Nuno Conceicao <
> nunoalexconcei...@gmail.com> wrote:
>
>> This looks really nice!
>>
>>
>> On Mon, Apr 18, 2016 at 2:08 PM, pedro santos  wrote:
>>
>>>
>>>
>>>
>>> *Hey Matt.Thanks for the extended explanation and insight! I'll tinker
>>> with your expression and see what I develop with it. My C++ skills though
>>> at the moment are none. So I'll have to invest in that in the future. This
>>> seems like a good place to start *
>>> https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
>>> * :) *
>>>
>>> I had completely forgotten about UV to location, thanks for the heads-up
>>> about its issues!
>>>
>>>
>>>
>>> I do have to admit a mistake here. I was only playing with Constrain to
>>> Curve (Path) not (Param). The latter does not have the constrained object
>>> sliding around the relative length, so I can work with it!
>>> One issue with Curve constrain is the Up-Vector is not great. So I went
>>> with two parallel lofted curves and Constrain to Surface which give me a
>>> good sense of orientation: http://i.imgur.com/QukQbIC.png even though
>>> the tangent is not as good as the curve constrain. Only used ICE to get the
>>> Scale from the CPS to the deformers.
>>>
>>>
>>>
>>>
>>> This chain will have multiple purposes for me from tail to tentacle
>>> Though the only thing I'm missing is an IK/FK switch solution that
>>> allows me to pose in IK and switch/bake keys into FK. I guess I'll just go
>>> with FK for now.
>>>
>>> Thanks!
>>> Pedro
>>>
>>>
>>>
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>>
>>
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>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
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Re: Autodesk acquires Solid Angle

2016-04-18 Thread Olivier Jeannel
This is not a problem of "who" says "what" today in an article.
The passion is gone, clearly. Sold.
Too bad, and sad.


On Mon, Apr 18, 2016 at 4:48 PM, Adam Seeley  wrote:

> Pack yer bags...
>
> "Our commitment
> We are committed to expanding Arnold’s support for third party
> applications such as Houdini, Katana and Cinema 4D. Autodesk will also
> continue to support other renderers with products like 3ds Max and Maya."
>
> Obviously 3rd party Soft support will dwindle but I'm sure AD aren't too
> fussed about giving it a helping nudge over the edge.
>
> Adam
>
>
>
>
> On 18 April 2016 at 15:29, Eric Thivierge  wrote:
>
>> Uh... the one in the first post of this thread?
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Mon, Apr 18, 2016 at 10:14 AM, Ognjen Vukovic 
>> wrote:
>>
>>> Eric i just saw that now.  Do you know which press release the article
>>> was referring to, i would love to see that.
>>>
>>> On Mon, Apr 18, 2016 at 4:04 PM, Eric Thivierge 
>>> wrote:
>>>
 @Ognjen, have you even read the FXGuide article??

 
 Eric Thivierge
 http://www.ethivierge.com

 On Mon, Apr 18, 2016 at 9:57 AM, Ognjen Vukovic 
 wrote:

> Is it safe to assume that there being no talk of Max getting arnold
> that its next on the chopping board?
>
> On Mon, Apr 18, 2016 at 3:52 PM, Nuno Conceicao <
> nunoalexconcei...@gmail.com> wrote:
>
>> SideFx is next, then WORLD DOMINATION!!
>>
>> On Mon, Apr 18, 2016 at 2:15 PM, Javier Vega > > wrote:
>>
>>> Resist, SideFX!
>>>
>>> *Javier Vega*
>>>
>>> www.zao3d.com
>>>
>>> Visita mi blog: http://blog.zao3d.com
>>>
>>> móvil: *616 64 73 57*
>>> 08922-Santa Coloma de Gramenet
>>> (Barcelona)
>>>
>>> 2016-04-18 15:10 GMT+02:00 Perry Harovas :
>>>
 I can't have any good feelings about this.
 That same horrible feeling in my gut that I had when Autodesk
 bought Softimage is back.

 Remember what we are all told?

 Trust your gut.



 Sent from my iPhone

 On Apr 18, 2016, at 9:06 AM, Ed Schiffer 
 wrote:

 they'll surely continue Arnold, but not on the same pace I'd say.

 and probably end up StoA.

 what a horrible news.

 On 18 April 2016 at 14:00, Javier Vega 
 wrote:

>  I hope that will be something good this time, but I can't avoid
> to feel an old feeling that I don't like, but we'll try to have hope.
> Autodesk will not try to kill Arnold.
>
> *Javier Vega*
>
> www.zao3d.com
>
> Visita mi blog: http://blog.zao3d.com
>
> móvil: *616 64 73 57 <616%2064%2073%2057>*
> 08922-Santa Coloma de Gramenet
> (Barcelona)
>
> 2016-04-18 14:58 GMT+02:00 Matt Morris :
>
>> I can't see autodesk killing off arnold as they have no competing
>> products. Maybe the push towards cloud rendering will put off some
>> customers though.
>>
>> On 18 April 2016 at 13:56, Leo Quensel  wrote:
>>
>>> God I am glad I left this industry two years after Autodesk
>>> acquired Softimage. They make everything worse and are now off to 
>>> kill
>>> another product (and don't tell me that won't happen...).
>>>
>>> *Gesendet:* Montag, 18. April 2016 um 14:51 Uhr
>>> *Von:* "Artur W" 
>>> *An:* "softimage@listproc.autodesk.com" <
>>> softimage@listproc.autodesk.com>
>>> *Betreff:* Re: Autodesk acquires Solid Angle
>>> Frederic, I am sure you mean well, but I actually try learning
>>> from the history, which is: Autodesk doesn't care.
>>>
>>> 2016-04-18 14:46 GMT+02:00 Frederic Servant <
>>> frederic.serv...@gmail.com>:

 Hi Arthur,

 Since I'm the developer of HtoA, that was my first question
 when we got briefed by Marc Stevens of Autodesk when we got 
 disclosed, and
 his answer was a clear yes. They want more people to use Arnold, 
 on any
 platform.

 Thus the development for the non-Autodesk products will
 continue as well (Houdini, C4D, Katana).
 --
 Fred

 On Mon, Apr 18, 2016 at 1:36 PM, Artur W 
 wrote:
>

Re: Autodesk acquires Solid Angle

2016-04-20 Thread Olivier Jeannel
Well, if you remember it was the same profile for Ice.
They had that supa-crew of ice developpers that gave us 2 or 3 generations
of true big ice improvements (crowd, ice modeling, Build array from set,
etc..)
Then there was that moment when they fired a big part of the crew, saying
that "everything will be the same", "you don't have to worry" shit, and
then turned off the light 2 years later.

But that's just me beeing negative...

On Wed, Apr 20, 2016 at 10:49 AM, Graham Bell  wrote:

> We use Shotgun here and the general perception is that the development
> pace has appeared to slow since the acquisition. There has been updates and
> some nice stuff, but at the same time larger chunks that seem to be still
> pending.
>
> From a brand view AD might keep SA/Arnold separate in the same way Shotgun
> is, but behind the scenes it might be different.
>
> Personally, I'm surprised it took them this long to get it announced. ;-)
>
> On Tue, Apr 19, 2016 at 11:15 PM Jason S  wrote:
>
>>
>>
>> Indeed shotgun is one (of quite few out of -many-) packages that wasn't
>> seriously compromised post acquisition, which is probably why shotgun is
>> pasted all over Arnold press release, and I too wouldnt be surprised if it
>> was one of those few, yet many would argue that shotgun barely
>> (significantly) changed since it was purchased, and moslty relies on the
>> fact that it's quite complete as it is (perhaps not unlike SI).
>>
>> But there remains a good chance (if not a probability) that efforts on
>> Arnold would be mostly be around what the parent company is after, or what
>> the buzzword of the day may be at a given time, in this case "cloud", and
>> for the rest to be slowly moved to the back simply by not touching it, and
>> thus becoming like the next MentalRay.
>>
>> In either case it could then be considered as "just" another casualty.
>>
>>
>> On 04/18/16 18:55, Steven Caron wrote:
>>
>> I tried to touch on this with the last sentence in my reply. Their
>> decision axe Softimage seemed irrational to us because we are emotional but
>> if you reduce it to numbers, it made sense. It is a truth I don't like to
>> admit but it is a fact that Maya and Max user numbers are just higher, so
>> of course you axe Softimage and consolidate the dev teams.
>>
>> Others have touched on it, here and on the Arnold mailing lists... This
>> case is different because they don't have 3 competing renderers now, they
>> have at most two (ART in Max). Softimage wasn't a plugin for 7 different
>> softwares, it wasn't 'agnostic' in the same way Arnold is. Since the
>> Softimage purchase and axing, AD has bought Shotgun. This is an example of
>> AD staying out of way and more value being brought to the product
>> (additional access to RV). These are reasons why I think this case is going
>> to be different.
>>
>> I am cautiously optimistic though, in 2 years or so we will see for
>> certain.
>>
>> On Mon, Apr 18, 2016 at 3:29 PM, Artur W  wrote:
>>
>>> Many AD corporate decisions seem irrational and strange to us.
>>> Why should this case be any different?
>>>
>>> I truly wish everything would go as we wanted. Constant progress and
>>> development of Arnold.
>>>
>>>
>>>
>>
>> --
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>> "unsubscribe" in the subject, and reply to confirm.
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Re: Autodesk acquires Solid Angle

2016-04-19 Thread Olivier Jeannel
As seen on FB
Le 19 avr. 2016 02:06, "Sebastien Sterling" 
a écrit :

> AD wants to get the equation as close as they can to people feeding them a
> steady stream of income for minimal updates and maintenance. They are not
> driven by any passion or creative fervour.
>
> On 19 April 2016 at 00:55, Steven Caron  wrote:
>
>> I tried to touch on this with the last sentence in my reply. Their
>> decision axe Softimage seemed irrational to us because we are emotional but
>> if you reduce it to numbers, it made sense. It is a truth I don't like to
>> admit but it is a fact that Maya and Max user numbers are just higher, so
>> of course you axe Softimage and consolidate the dev teams.
>>
>> Others have touched on it, here and on the Arnold mailing lists... This
>> case is different because they don't have 3 competing renderers now, they
>> have at most two (ART in Max). Softimage wasn't a plugin for 7 different
>> softwares, it wasn't 'agnostic' in the same way Arnold is. Since the
>> Softimage purchase and axing, AD has bought Shotgun. This is an example of
>> AD staying out of way and more value being brought to the product
>> (additional access to RV). These are reasons why I think this case is going
>> to be different.
>>
>> I am cautiously optimistic though, in 2 years or so we will see for
>> certain.
>>
>> On Mon, Apr 18, 2016 at 3:29 PM, Artur W  wrote:
>>
>>> Many AD corporate decisions seem irrational and strange to us.
>>> Why should this case be any different?
>>>
>>> I truly wish everything would go as we wanted. Constant progress and
>>> development of Arnold.
>>>
>>>
>>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: aaOcean - SI 2014 - How to set it up on a scene?

2016-08-10 Thread Olivier Jeannel
As far as I remember it's a sort of surface tension (crease value), it send
some data in a weightmap and some particles are emitted from there.

Le 10 août 2016 19:43, "Pierre Schiller"  a
écrit :

The foam on that vimeo video sim look pretty cool. (I know byfost has
params for that)
I also read an attribute boolean on AA_Ocean node for "activate foam".
Amaan, how possible is it
build foam from the back of the ship like in the video with aaOcean ICE?

Thanks for your reply, man. And thanks for taking your time with us. :D

https://vimeo.com/176209179

On Mon, Aug 8, 2016 at 4:02 AM, Amaan Akram  wrote:

> If you don't rotate your ocean plane which you are planning to render,
> then just ignore the transform. In other words, don't rotate the ocean
> plane.
>
> aaocean vector displacement is in world-space. the transform helps with
> getting it into object space. I should do this in the shader but for now
> it's manual.
>
> On 8 August 2016 at 07:30, Tenshi .  wrote:
>
>> Thanks for asking this Pierre, it's a subject i always wanted to ask. :)
>>
>> On Mon, Aug 8, 2016 at 12:09 AM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> BTW, how do I correctly connect those cyan outputs? Shader shows
>>> disconnections.
>>>
>>>
>>> On Sun, Aug 7, 2016 at 5:14 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 Thank you! It´s been 3 times over 3 years, I´ve asked the same
 question. LOL.
 But realized I have to make a default workgroup directory folders in
 order for it to be recognized.
 Now it works!
 I also had a conflicting *.dll somewhere.
 Thanks

 On Sun, Aug 7, 2016 at 4:50 PM, Amaan Akram 
 wrote:

>
> I don't have access to softimage so can't help more, but the following
> should help.
>
> https://bitbucket.org/amaanakram/aaocean/wiki/Softimage%20Installation
>
> If not, please see Stephen Blair's post
>
> https://xsisupport.com/2014/12/04/installing-aaocean/
>
> Also, the Plugin Manager should help in showing if the
> shaders/deformers are visible to softimage
>
> On 7 August 2016 at 21:44, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Ok. Opened AA_Ocean_DemoScenes\aaOcean_MentalRay.scn but error shows:
>> ERROR : PHEN 0.1724 MB error  051011: shader "aaOceanDataShader"
>> not found
>>
>>
>> My workgroup looks like this:
>> C:\XSI_Workgroups\aaOcean\Application\Plugins\
>> *aaOceanDataShader.dll
>> *aaOceanDeformer.dll
>> *aaOceanShaderDefinition.dll
>>
>> What other thing do I need to make to have the shader found with MR?
>> Thanks @Aamaan
>>
>>
>> On Sun, Aug 7, 2016 at 2:55 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Ok, I´m going for AAOcean Rev255  Stable Win.zip
>>> Let´s see how it goes. Thanks for the heads up.
>>>
>>> On Sun, Aug 7, 2016 at 10:12 AM, Amaan Akram <
>>> xsil...@warpedspace.org> wrote:
>>>
 The demo scenes are included in the zip file from the bitbucket
 download


 https://bitbucket.org/amaanakram/aaocean/downloads

 On 7 August 2016 at 14:14, Pierre Schiller <
 activemotionpictu...@gmail.com> wrote:

> Yes. But on SI 2013 only. And that was some time ago.
>
> How can I plug the yellow port to an ice execute port on ice?
>
> (I don't have demo scenes anymore)
> Thanks for the reply.
>
> On Aug 7, 2016 4:20 AM, "Amaan Akram" 
> wrote:
>
>> Hi,
>>
>> have you tried the sample scenes?
>>
>> amaan
>>
>> On 7 August 2016 at 04:45, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>>
>>> ​
>>> Hello guys, when I installed my AAOcean Workgroup, I only see
>>> this compound. And it´s output it´s on yellow. Previous AAOCean had 
>>> a grey
>>> output so it could be plugged directly into Executes on ICE tree 
>>> node.
>>>
>>> Question: What is the correct way to setup aaOcean on ICE?
>>> Cheers.
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>> odesk.com with "unsubscribe" in the subject, and reply to
>>> confirm.
>>>
>>
>>
>>
>> --
>> 3D Artist/TD @ The Mill, London
>> http://www.amaanakram.com
>>
>> 

RE: Bad scenes or geometry crashing

2016-08-03 Thread Olivier Jeannel
I usualy do "extract polygon delete"  to clean up re-order the polymesh.
But maybe not on a 28 millions poly at once.

Guillaume Laforge, way back in the days, released a compound that checked
for double edge also.
I think I might have it somewhere (not 100% sure). Tell me if you want me
to check.

Le 3 août 2016 19:28, "Matt Lind"  a écrit :

I had to deal with this issue quite a bit while working on WildStar.



To help diagnose the issue based on symptoms – one simple check is to see
if the geometry looks ok in a viewport with wireframe shading but corrupted
when openGL shaded (as in, using Realtime shaders > OpenGL shading mode,
not ‘shaded’ mode).  This test is more useful if the object has texture UVs
or user normals.



Most of the time the mesh corruption can be traced to clusters being out of
sync with the topology.  The solution is to delete the clusters,
freeze/cleanse the mesh (such as duplicate without history – which is
preferred over freezing construction history in place), then rebuild the
clusters.  Most often you’re looking at material (polygon) clusters as the
source of the problem.  Triangulating the mesh often remedies the issue
when polygon clusters are the issue (but not always).  If you’re loading
data from external applications via .dotXSI, then you should definitely
activate triangulation of the mesh in the .dotXSI importer’s options.



If the object looks OK in wireframe shade mode, but messed up in OpenGL
shade mode (such as viewed when the Texture editor is open and forces the
camera viewport to go into texture decal mode), then it’s likely one or
more sample clusters (your texture UVs, vertex colors, and/or user normals)
being out of sync with the topology.  For sample clusters, you usually have
to rebuild the clusters by hand because GATOR and other handy tools will
likely receive corrupted copies of data they’re given to do their work.
The tools will do the job, but the results will be undesired because
they’ll transfer the corruption you see in the OpenGL shaded views, not the
nice organized version of the model you see in the wireframe views.  This
implies Softimage retains 2 copies of the mesh in memory, and one of them
is corrupt.  Repairing one of these meshes will definitely require freezing
construction history before deleting clusters or else you risk crashing.
Even after freezing, you still have high risk of a crash.  Therefore, save
scene after each meaningful edit towards recovery.  Do not rely on the
autosave or autorecovery as those copies will likely be even more corrupted
than what you’re repairing.





In more intricate cases, one (or more) of the operators in the object’s
construction history is at fault – usually in the modeling portion of the
stack that modifies topology (eg; adds/removes components) – and these
operators likely use a corrupted cluster for input data (sometimes this
cluster is hidden.  Use scripting to dig it out to inspect).  To verify if
this is the problem, go into your preferences under scene debugging and
disable operators….in fact, disable everything by checking all the boxes.
Then load the scene.  Your scene will likely look quite a bit different,
but what you’re looking for is to see if the geometry still comes in all
messed up.  If not, then one or more operators were at fault.  If, however,
the geometry is still messed up, then it’s likely the cluster issue, or
something in the data description.  If coming from another software, then
the latter is a distinct possibility.  In any event, while operators are
disabled is the time to delete the offending operators, save scene,
re-activate operators, then reload the scene.  You may have to redo some
work, but at least you’ll have a scene and won’t have to start over from
scratch.



Matt












Date: Wed, 3 Aug 2016 09:52:55 +0200 (CEST)
From: Morten Bartholdy 
Subject: Bad scenes or geometry crashing
To: "Userlist, Softimage" 


I have run into the odd situation with a scene which crashes xsi when
saving after making a number of changes, ie. materials, groups, passes and
partitions, all run of the mill stuff.

The geometry (which is relatively complex - 1939 objects 28+ million polys)
comes from Maya but is likely generated from CAD software, judging by the
poor tesselation and joins between surfaces in the modeling.

In Maya the model looks fine shaded upon initial inspection, but when
selected displays corrupt geometry on a number, but not all, of the
individual pieces in Viewport 2. Switching to legacy viewport removes the
visual glitches... but hardly the problem. The problem is like having an
extreme randomize node on some of the parts, pointy polygons sticking in
all directions, changing as the model is orbited. I hoped to be able to
clean it up somehow and exported it as fbx into xsi, where, initially, it
looked fine and saved and loaded fine, until I started working with the
scene.

So my 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Olivier Jeannel
Super ! Please keep us posted, very inspirating !

On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com> wrote:

> Hi guys,
>
> I just want to share one of the projects I'm developing using the GearVR
> and a mocap suit.
>
> In short I'm walking inside a VR environment using the mocap suit to walk
> around and interact with the environment
>
> GearVR Test Demo 
>
> I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron Suit,
> and all the data is sent to the smartphone via Wifi...a bit laggy, but
> considenring the setup I'm quite satisfied by the results.
>
> I've shared the entire project on the UE4 forum
> 
> if someone want to test the scene
>
> The video shows just a very simple environment, but future updates will
> include more content and features.
>
> I'm not planning to focus on games using this setup, but I guess that this
> is a good way to show everyone what I'm doing.
>
> Best Regards
>
> Nicolas Esposito
>
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Re: Motion Tracking

2016-07-20 Thread Olivier Jeannel
I've seen some nice thing coming out of nuke tracking (I don't use Nuke
..yet)
Other than that PF track.

On Tue, Jul 19, 2016 at 11:48 PM, Adam Sale  wrote:

> PF Track all the way in my opinion. Node based interface for combining all
> kinds of matchmove , object tracks, stabilization, undistortion,
> redistortion etc.
> Its cheaper by a long shot than 3dEq, though I can't speak for the rental
> aspect costs.
>
> On Tue, Jul 19, 2016 at 10:30 AM, Francois Lord 
> wrote:
>
>> Syntheyes for low price, precision of 2D tracking and speed of 2D
>> tracking.
>> PFTrack for overall speed and versatility.
>> 3DEqualizer for difficult shots and precision of 3D track.
>> NukeX for simple shots if you already have a license.
>>
>> If you need to choose just one, I would pick PFTrack. The node based
>> workflow is awesome, but the rest of the UI is awful. A good combination is
>> to 2D track in Syntheyes and 3D solve in PFTrack.
>>
>> On 2016-07-19 10:46, Rob Wuijster wrote:
>>
>> There's PFTrack, and SynthEyes is used a lot as well. SynthEyes has
>> decent pricing too.
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 19-7-2016 16:18, Cristobal Infante wrote:
>>
>> I would recommend 3DEqualizer, it's probably the best one out there. You
>> can now rent it.
>> FXPHD have some good intro courses I believe.
>>
>> On 19 July 2016 at 10:47, Chris Marshall 
>> wrote:
>>
>>> Hi All,
>>> What are people using for motion tracking / match moving these days? I
>>> haven't needed to do it for a while.
>>>
>>> Cheers
>>>
>>> Chris
>>>
>>>
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>>
>>
>>
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Re: Reminiscing

2016-08-05 Thread Olivier Jeannel
Houdini is amazing, harder, but bigger.


On Fri, Aug 5, 2016 at 10:39 PM, Bradley Gabe  wrote:

> Hi list! We haven't chatted in ages, and I wanted to see who I could dig
> up out of the caves with a little reminiscence about the good old days.
>
> I found this thread
>  from the
> Friday Flashback archives and it reminded me of a time when an XSI TD had
> amazing power for creative problem solving at his fingertips. Even the
> drudge work of shot tech support had, for a time, become fun again, when
> you could cook up something clever through sheer experimentation (and a
> spoonful of stubbornness).
>
> Having been out of the loop long enough now, just curious where everyone
> has gone to find that same kind of satisfaction? What goodies has the
> industry offered to empower the user?
>
>
>
> -B
>
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Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
The Attribute Transfer is nice to prototype an idea, but it's rather slow
(unless they rebuild it since I used it) compared to the execution speed of
a Vop Sop.
In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute Transfer at
God speed :)

While we're speaking of the xyz+PrimUV, I found it has a weird behaviour
compared to the ClosestLocation of ice.
Here's a screen shot of what I have :
https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc

Basicaly a Grid emit some particles with a Pop solver, I build a PopVop to
create a Velocity(v) that make the particles going from their position
toward the closest UV location on the Sphere.
If you look at the screenshot you can see that the location has some
preferences for the points and edges rather than the polygons area.

Have I missed something ?




On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <a...@andynicholas.com>
wrote:

> Take a look at the "primuv" and "xyzdist" VEX functions. They allow you to
> get near identical behaviour to closest point look ups. It's not too much
> work to wrap them up into reusable HDAs. (In fact, I'd recommend doing it
> as a good way to start getting your head around HDA creation as a process.)
>
>
>
> On 07/08/2016 21:55, Andy Chlupka wrote:
>
>
> On Aug 06, 2016, at 11:17, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
> In Houdini they tend to transform every thing in VDB or fill volumes with
> nuts number of points just to transfer datas...
>
>
> Strange thing you describe here. I’ve found that most advice comes in the
> from of using the Attribute Transfer SOP.
>
>
>
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>
>
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Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
Makes sense ! That's what the "smoothed surface" button compensate for in
XSI ?

On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas <a...@andynicholas.com> wrote:

> Hmm, I think that's to be expected. The edges and points are generally
> closer to the grid than the faces. Think of it as you've started with a
> perfect sphere made of wood, and you just sanded it down to get those flat
> triangles. The edges and points represent the places that haven't been
> sanded down, so therefore, generally, they're closer to the grid than the
> flat surfaces.
>
>
>
> On 09/08/2016 11:31, Olivier Jeannel wrote:
>
> The Attribute Transfer is nice to prototype an idea, but it's rather slow
> (unless they rebuild it since I used it) compared to the execution speed of
> a Vop Sop.
> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute Transfer
> at God speed :)
>
> While we're speaking of the xyz+PrimUV, I found it has a weird behaviour
> compared to the ClosestLocation of ice.
> Here's a screen shot of what I have :
> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>
> Basicaly a Grid emit some particles with a Pop solver, I build a PopVop to
> create a Velocity(v) that make the particles going from their position
> toward the closest UV location on the Sphere.
> If you look at the screenshot you can see that the location has some
> preferences for the points and edges rather than the polygons area.
>
> Have I missed something ?
>
>
>
>
> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <a...@andynicholas.com>
> wrote:
>
>> Take a look at the "primuv" and "xyzdist" VEX functions. They allow you
>> to get near identical behaviour to closest point look ups. It's not too
>> much work to wrap them up into reusable HDAs. (In fact, I'd recommend doing
>> it as a good way to start getting your head around HDA creation as a
>> process.)
>>
>>
>>
>> On 07/08/2016 21:55, Andy Chlupka wrote:
>>
>>
>> On Aug 06, 2016, at 11:17, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>> In Houdini they tend to transform every thing in VDB or fill volumes with
>> nuts number of points just to transfer datas...
>>
>>
>> Strange thing you describe here. I’ve found that most advice comes in the
>> from of using the Attribute Transfer SOP.
>>
>>
>>
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>> "unsubscribe" in the subject, and reply to confirm.
>>
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Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
Deritave and inverse ray casting, in fact it's a super complex problem, at
least for me :/

On Tue, Aug 9, 2016 at 5:01 PM, Ahmidou Lyazidi <ahmidou@gmail.com>
wrote:

> Haha thanks, I should have been a detective instead :P
> Le 9 août 2016 10:52 AM, "Andy Nicholas" <a...@andynicholas.com> a écrit :
>
>> Impressive Google-fu skills ;)
>>
>> On 09/08/2016 15:48, Ahmidou Lyazidi wrote:
>>
>> Hi Andy,
>> I knew that Jérôme worked on the closest location and Ray cast system (as
>> he did in Fabric Engine) , I just search for his name in the Google patent
>> search.
>> Le 9 août 2016 10:38 AM, "Andy Nicholas" <a...@andynicholas.com> a
>> écrit :
>>
>>> Interesting! (although, personally I can't stand things like this get
>>> patented)
>>>
>>> Ahmidou, how did you find that or become aware that that even existed in
>>> the patent database?
>>>
>>>
>>> On 09/08/2016 15:15, Ahmidou Lyazidi wrote:
>>>
>>> A bit more than that,  here's the patent:
>>> https://www.google.ch/patents/US20070024632?dq=ininventor:"J
>>> erome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh
>>> 4KHZgwDLQQ6AEINzAE
>>>
>>> It's in 'patent' language but the concept is there :)
>>> Le 9 août 2016 10:01 AM, "Olivier Jeannel" <facialdel...@gmail.com> a
>>> écrit :
>>>
>>>> Hey Ahmidou !
>>>> Getting some neighbors and averaging ?
>>>>
>>>> On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi <ahmidou@gmail.com>
>>>> wrote:
>>>>
>>>>> Yes exactly,  but it's patented by AD,  so you'll need to roll you own
>>>>> Le 9 août 2016 9:12 AM, "Olivier Jeannel" <facialdel...@gmail.com> a
>>>>> écrit :
>>>>>
>>>>>> Makes sense ! That's what the "smoothed surface" button compensate
>>>>>> for in XSI ?
>>>>>>
>>>>>> On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas <a...@andynicholas.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hmm, I think that's to be expected. The edges and points are
>>>>>>> generally closer to the grid than the faces. Think of it as you've 
>>>>>>> started
>>>>>>> with a perfect sphere made of wood, and you just sanded it down to get
>>>>>>> those flat triangles. The edges and points represent the places that
>>>>>>> haven't been sanded down, so therefore, generally, they're closer to the
>>>>>>> grid than the flat surfaces.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On 09/08/2016 11:31, Olivier Jeannel wrote:
>>>>>>>
>>>>>>> The Attribute Transfer is nice to prototype an idea, but it's rather
>>>>>>> slow (unless they rebuild it since I used it) compared to the execution
>>>>>>> speed of a Vop Sop.
>>>>>>> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute
>>>>>>> Transfer at God speed :)
>>>>>>>
>>>>>>> While we're speaking of the xyz+PrimUV, I found it has a weird
>>>>>>> behaviour compared to the ClosestLocation of ice.
>>>>>>> Here's a screen shot of what I have :
>>>>>>> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>>>>>>>
>>>>>>> Basicaly a Grid emit some particles with a Pop solver, I build a
>>>>>>> PopVop to create a Velocity(v) that make the particles going from their
>>>>>>> position toward the closest UV location on the Sphere.
>>>>>>> If you look at the screenshot you can see that the location has some
>>>>>>> preferences for the points and edges rather than the polygons area.
>>>>>>>
>>>>>>> Have I missed something ?
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <
>>>>>>> a...@andynicholas.com> wrote:
>>>>>>>
>>>>>>>> Take a look at the "primuv" and "xyzdist" VEX functions. They allow
>>>>>>>> you to get near identical behaviour to closest point look ups. It's 
>>>

Re: Reminiscing

2016-08-07 Thread Olivier Jeannel
I take my chance with Houdini : there are more chances for AD to buy FE
than Houdini, no ?

...Just kidding :)

On Sat, Aug 6, 2016 at 9:15 PM, Eric Thivierge  wrote:

> Depends on what you mean by pointcloud based stuff. Particle simulations?
> Nothing out of the box but a few users have posted their WIP systems on our
> forums.
>
> Instancing and other things commonly done with pointclouds in ICE that
> don't really require point clouds? Sure. There are instancing and
> scattering presets built in.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Sat, Aug 6, 2016 at 2:13 PM, Phil Harbath 
> wrote:
>
>> Does it do pointcloud based stuff.  I use those ice features alot.
>> Mostly non simulated.
>>
>
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Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
 rather than rote rules.  Keep in mind, we
>> have yet to determine ‘C’, but when we do, the equations will be rearranged
>> and proven equivalent even if the final form is different.  That’s the fun
>> of calculus.
>>
>> The above example is trivial, but real life can be quite messy,
>> complicated, and not always solvable.  Take course(s) in calculus to learn
>> more.  the concepts appear frequently in many areas of 3D animation
>> including curves, surfaces, rendering, simulations, and more.
>>
>>
>> A simple application of such information is computing paths of
>> projectiles.  The original equation defines the path of the projectile over
>> time.  The slope equation indicates the direction of travel at a given
>> point on the path.  The concavity equation can tell you which direction the
>> subject is rising (or falling) and/or which way gravity and other forces
>> are applied to the projectile.  Minima and maxima can tell you the maximum
>> or minimum height the projectile will reach.  Derivatives and integrals can
>> also tell you the velocity and acceleration of the projectile at specific
>> points in time.  And so on.  A course in calculus will teach you the
>> fundamentals of how to compute derivatives and integrals in various
>> contexts, and a few use cases.  But physics and the sciences will push you
>> to use those tools in context of something useful.
>>
>>
>> Matt
>>
>>
>>
>>
>>
>> Date: Tue, 9 Aug 2016 21:26:49 +0200
>> From: Olivier Jeannel <facialdel...@gmail.com>
>> Subject: Re: Reminiscing
>> To: "softimage@listproc autodesk. com"
>>
>>
>> Would love some clearer info though. I don't know what's a derivative for
>> a
>> vector and how to compute some. There must be tons of applications and
>> uses
>> for such knowledge for sure.
>>
>> Le 9 ao?t 2016 18:17, "Andy Nicholas" <a...@andynicholas.com> a ?crit :
>>
>>
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Re: Problems with motionblur and ILT Boolean object

2016-06-30 Thread Olivier Jeannel
I have no idea.
But have you tried motion blur in post with Reel smart motion blur ? You
could generate a MB vector pass for your boolean and apply the motion blur
in post.

On Thu, Jun 30, 2016 at 11:53 AM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> Good point Olivier. Is it possible to disable deformationblur per object?
>
> //Morten
>
>
>
> > Den 30. juni 2016 klokken 11:39 skrev Olivier Jeannel <
> facialdel...@gmail.com>:
> >
> >
> > I wonder if deformation blur doesn't need a constant number of point,
> wich
> > you don't have with booleans.
> >
> > On Thu, Jun 30, 2016 at 11:07 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> > wrote:
> >
> > > Honestly I have no idea how to do either, so no on both accounts.
> > >
> > > I found a way that seemed to work - extracting polygons to get rid of
> > > unwanted data and exporting that as alembic. Unfortunately it still
> creates
> > > weird motionblur on just a few frames. Have yet to check if it is
> > > consistent.
> > >
> > > //Morten
> > >
> > >
> > >
> > > > Den 30. juni 2016 klokken 09:05 skrev Nono <nnois...@gmail.com>:
> > > >
> > > >
> > > > Just Checking... Did you disable the motion blur on mesh where
> topology
> > > is
> > > > changing ?
> > > >
> > > > Obviously you need to do that first.. or find a way in your "ILT
> > > Booleans"
> > > > to get a velocity vector to tell Arnold to use that.
> > > >
> > > > Cheers,
> > > >
> > > > Nono
> > > >
> > > > On 30 June 2016 at 03:16, Ed Manning <etmth...@gmail.com> wrote:
> > > >
> > > > > what are ILT Booleans?
> > > > >
> > > > > On Wed, Jun 29, 2016 at 6:04 PM, Morten Bartholdy <
> x...@colorshopvfx.dk
> > > >
> > > > > wrote:
> > > > >
> > > > >> I am creating a fluid in a bottle with animated surface using ILT
> > > > >> Booleans. This works fine and is pretty smooth. However when
> > > rendering with
> > > > >> Arnold I get crashing when turning on deformation motion blur,
> which
> > > I need
> > > > >> for other parts which deform during the shot. I have tried
> exporting
> > > the
> > > > >> geo sequence as alembic and importing it again, which works fine
> until
> > > > >> turning on deformation motionblur.
> > > > >>
> > > > >> Does someone here know - is there something I need to do to get
> this
> > > > >> working?
> > > > >>
> > > > >> //Morten
> > > > >> --
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> > > softimage-requ...@listproc.autodesk.com
> > > > >> with "unsubscribe" in the subject, and reply to confirm.
> > > > >>
> > > > >
> > > > >
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Re: Problems with motionblur and ILT Boolean object

2016-06-30 Thread Olivier Jeannel
I wonder if deformation blur doesn't need a constant number of point, wich
you don't have with booleans.

On Thu, Jun 30, 2016 at 11:07 AM, Morten Bartholdy 
wrote:

> Honestly I have no idea how to do either, so no on both accounts.
>
> I found a way that seemed to work - extracting polygons to get rid of
> unwanted data and exporting that as alembic. Unfortunately it still creates
> weird motionblur on just a few frames. Have yet to check if it is
> consistent.
>
> //Morten
>
>
>
> > Den 30. juni 2016 klokken 09:05 skrev Nono :
> >
> >
> > Just Checking... Did you disable the motion blur on mesh where topology
> is
> > changing ?
> >
> > Obviously you need to do that first.. or find a way in your "ILT
> Booleans"
> > to get a velocity vector to tell Arnold to use that.
> >
> > Cheers,
> >
> > Nono
> >
> > On 30 June 2016 at 03:16, Ed Manning  wrote:
> >
> > > what are ILT Booleans?
> > >
> > > On Wed, Jun 29, 2016 at 6:04 PM, Morten Bartholdy  >
> > > wrote:
> > >
> > >> I am creating a fluid in a bottle with animated surface using ILT
> > >> Booleans. This works fine and is pretty smooth. However when
> rendering with
> > >> Arnold I get crashing when turning on deformation motion blur, which
> I need
> > >> for other parts which deform during the shot. I have tried exporting
> the
> > >> geo sequence as alembic and importing it again, which works fine until
> > >> turning on deformation motionblur.
> > >>
> > >> Does someone here know - is there something I need to do to get this
> > >> working?
> > >>
> > >> //Morten
> > >> --
> > >> Softimage Mailing List.
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> > >>
> > >
> > >
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Re: Modulate ICE Turbulize mesh with weightmap?

2016-08-16 Thread Olivier Jeannel
Modulate by volume connected in the amplitude of the turbulize ?

On Tue, Aug 16, 2016 at 12:13 PM, Morten Bartholdy 
wrote:

> I would like to do a simple flagstyle nonsimulated turbulent animation in
> ICE using Turbulize mesh. I need to modulate the effect with a weightmap
> but ran into it not being applicable as a scalar value for resizing a
> vector. I guess this is because the weightmap contains a value per vertex,
> so how do I use that for modulating the turbulize effect?
>
> Cheers
> Morten
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Wiki EOL soon

2016-08-17 Thread Olivier Jeannel
http://softimage.wiki.softimage.com/index.php?title=Main_Page
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Re: Meetup for those going to the Houdini 16 launch event

2017-02-01 Thread Olivier Jeannel
I whish I had a life...

2017-02-01 13:39 GMT+01:00 :

> I'll be there as well, but I'm not sure if I'll be able to get at the pub
> in time so I might go there straight
>
> Cheers
> Mikael
>
>
> 1 feb. 2017 kl. 12:25 skrev Oliver Weingarten :
>
> Hey there!
>
> I´ll be there and hitting London around 11 a.m.
> Hope to see some old Softies over there!
>
> And Jonathan, thanks for the suggestion..I´m fine with that! ;) What time?
>
> cheers,
> oli
>
>
> Am 01.02.2017 um 13:18 schrieb Jonathan Moore:
>
> Hi All,
>
> Just wondering who of our London contingent are going to the Houdini 16
> launch event at Rich Mix next Monday.
>
> I used to work just around the corner at Mother and tend to use a pub on
> Redchurch Street as a meeting place for Rich Mix -* The Own & The
> Pussycat **https://goo.gl/fIQdSj * -.
>
> Anybody up for pre event swift half? Open to suggestions for an
> alternative meeting place too.
>
> jm
>
>
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completly OT, AE Quicktime and sound related

2017-02-06 Thread Olivier Jeannel
High guys, can't be more off topic, but maybe some advices might help.
This is driving me nuts.
I do a basic montage (with little effects) of rendered images coming from
houdini.
I edit everything based on the audio.
In AE, the preview is in perfect synchro with the audio.
I render it in quicktime (Animation, 100% quality, 25fps).

When I play it in quicktime, I have a little decay between sound and audio.

Every rushes are 25fps, the comp is 25fps. The audio comes from a quicktime
25fps too.

I wonder if this could come from the quicktime player itself.
A setting maybe ?
I tried on a laptop, the decay varies a little bit between the 2 differents
machines, so it's hard to know what to trust.

Anyone had that kind of experience ?
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Re: completly OT, AE Quicktime and sound related

2017-02-06 Thread Olivier Jeannel
Editing the Quicktime player preferences to 48Khz with a lag of 0.1 msec
since to help a bit.
Got to close and reopen the player to have changes taken in account though.

2017-02-06 14:35 GMT+01:00 Olivier Jeannel <facialdel...@gmail.com>:

> High guys, can't be more off topic, but maybe some advices might help.
> This is driving me nuts.
> I do a basic montage (with little effects) of rendered images coming from
> houdini.
> I edit everything based on the audio.
> In AE, the preview is in perfect synchro with the audio.
> I render it in quicktime (Animation, 100% quality, 25fps).
>
> When I play it in quicktime, I have a little decay between sound and audio.
>
> Every rushes are 25fps, the comp is 25fps. The audio comes from a
> quicktime 25fps too.
>
> I wonder if this could come from the quicktime player itself.
> A setting maybe ?
> I tried on a laptop, the decay varies a little bit between the 2
> differents machines, so it's hard to know what to trust.
>
> Anyone had that kind of experience ?
>
>
>
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Re: houdini 16

2017-02-04 Thread Olivier Jeannel
Agree, they totaly missed it, that's a fail.

2017-02-04 16:14 GMT+01:00 Jonathan Moore :

> That new feature list might be long and impressive in scope and function.
>> But you have to ask yourself, did they bother to add a ViewCube?
>
>
> :)
>
> Too funny...
>
> On 4 February 2017 at 15:08, Bradley Gabe  wrote:
>
>>
>>
>> That new feature list might be long and impressive in scope and function.
>> But you have to ask yourself, did they bother to add a ViewCube?
>>
>> Holy !
>>
>> The H16 release is looking awesome!
>>
>> So much new stuff, and I really like the new nodal look and workflow. And
>> radial menus for modeling and such :-)
>> Also very curious about the new rigging
>>
>>
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>>
>
>
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Re: houdini 16

2017-02-06 Thread Olivier Jeannel
maybe they were true, look everybody is turning away from maya.

Le 6 févr. 2017 07:34, "Gerbrand Nel"  a écrit :

> Dude!!!
> Seriously!!!
> Last time someone commented on the brightness of the future regarding 3d
> software, shit got real.
> Please choose your words more carefully in the bright future!!
> G
> On 2017/02/04 1:24 PM, patrick nethercoat wrote:
> > This is very exciting. I've just started learning Houdini this week
> > and I must say the future looks bright.
>
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Re: Xsi to Houdini Quick Start Tutorials

2017-01-28 Thread Olivier Jeannel
Just popping this up.
http://shortandsweet3d.blogspot.fr/2017/01/xsi-to-houdini-4-from-states-to-streams.html?m=1

Mikael did it again and it's brutal !
The State method is ace, and is ressembling to something :)

You got me lost with the array though ;)



2017-01-12 17:39 GMT+01:00 Chris Marshall :

>
> It really is seriously appreciated.
>
>
>
> On 12 January 2017 at 15:11, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
> j.ponthi...@nasa.gov> wrote:
>
>> I wanted to say thanks for all this and keep it coming. Just got our seat
>> up and working and really looking forward to using it. This kind of stuff
>> is really helpful!
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES II)
>>
>> Science Systems and Applications Inc. (SSAI)
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>>
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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Olivier Jeannel
Amen to that Marcus :)
Everything that will give me news that SI and its community is still alive
and doing "stuff" is GOOD.

Le 25 janv. 2017 13:03, "Mirko Jankovic"  a
écrit :

> Are you working directly for client creating animated  and CG content?
> Do they care what are you using to create it as long as it is done at
> quality level and on time?
>
> A lot of people will find them self in this situation and moving to
> anything any time soon would be probably killing for their business.
> So each to his own POV and needs.
>
>
> ᐧ
>
> On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:
>
>> Just to give a different POV
>>
>> I would be very happy to support and pay for features added to Softimage.
>>
>> I know that a lot ppl say its time to move on Softimage is dead etc. but
>> not all of us are working in a big Studio or as Freelancers.
>>
>> So for us as a small studio Softimage is still and will be for a long
>> time the best tool for our Jobs.
>>
>> Which span from 1 day to a couple of days deadlines.
>>
>> There is nothing out there which can replace Softimage atm period.
>>
>> So all I´m saying is plz don´t only put your POV on the subject and tell
>> ppl to move on because, there is still enough life in Softimage for me and
>> a few others.
>>
>> So I would be willing to pay for development for a few features or even
>> workflow improvements (scripts,etc) and that would add a lot more value do
>> my work then switching DCC.
>>
>> So even most of you thing the thoughts behind it are admirable, but not
>> worth it I think it is worth it.
>>
>>
>> cheers
>> markus
>>
>>
>> Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
>>
>> Although I like what you're trying to do, it's not really a viable option
>> imho.
>>
>> I know we're all (still) reluctant to move on, but at some point we have
>> to admit Softimage is falling behind the curve.
>> Despite it's great workflow and ease of use.
>> Not to mention the rapid decline of Softimage related jobs that are out
>> there. Which is even more important a factor for a freelancer.
>>
>> Over here there's - afaik - only one post studio left using Softimage,
>> and that will probably change in the near future.
>> So to be able to pay the bills, clinging on to Softimage for
>> post-production related work isn't an option for a lot of people.
>>
>> With the above, there are basically two options, one is Maya, the other
>> Houdini.
>> Maya isn't that bad to switch to, it has become better with the latest
>> releases workflow wise. And it more or less behaves the same as Softimage
>> in many ways.
>> Houdini is a different beast, and will take some serious getting used to
>> due to the node based and procedural innards, but will give you tons of
>> freedom to play with.
>>
>> So, like I said, the thoughts behind it are admirable, but it might be
>> time to start looking at something else for future developments.
>>
>> Rob
>> \/-\/\/
>>
>> On 24-1-2017 21:11, Pierre Schiller wrote:
>>
>> Gum"road" to:
>>
>> * Someone developing PBR viewport (an addon using Py, maybe with new
>> Nvidia cuda .dlls?)
>> * Someone developing custom libraries (so every time something Open
>> Source comes up
>> it can be implemented through).
>>
>> I know I would join a patreon or gumroad for that.
>>
>> Because, and excuse me, Open source blender -addon maddness- it´s a
>> chimera (everyone developing at the same time, so many new things because
>> no one holds the "fryer by the handles"! (no one filters what´s really
>> necessary for the application to grow healthy)...
>>
>> If that´s what´s going on on an Open source environment (and yes,
>> organization leads to neatness and efficiency), I´d much rather join
>> Gumroad or Patreon for anyone who´s willingly able to code what´s mentioned
>> on this thread.
>>
>> Just and ideajust...an idea..
>>
>> Best regards.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>>
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>> --
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>>
>> Markus Cermak
>> 3D-Animation Compositing
>>
>> Leiss Postproduction GmbH
>> Adresse: Zirkusgasse 13/4 A-1020 Wien
>> Tel: +43/1/218 96 48
>> Fax: +43/1/218 96 48/10
>> Mail: off...@leiss.at
>>
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> *
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> Need some 

Re: Soft to Houdini custom shelf / scripts.

2017-02-20 Thread Olivier Jeannel
Ctrl click on the red (left side of the node (not the yellow) ) This will
lock the node like a "freeze". Everything above is computed and "locked".

2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte :

> Hey Pierre and Ed...
> I'm starting with Houdini too, just studying SOP for now.
> There is a simple way to freeze modeling like XSI? Without the need of
> caching geometry, just freezing or collapse?
>
> Cheers.
>
> 2017-02-10 19:48 GMT-02:00 Jordi Bares :
>
>> A few thoughts of mine.. hope you don’t mind poking at those suggestions…
>>
>> On 3 Feb 2017, at 20:11, Ed Schiffer  wrote:
>> hi Tim
>> I am just starting in Houdini as well and would be interested in a XSI
>> Shelf tools.
>>
>>
>> Good idea
>>
>> for these particular issues you mentioned, you could match the Translate,
>> Rotate, Scale and or Pivot using the icons on the right of these
>> parameters. very useful!
>>
>>
>> You have matching of transformations but may be I could put together a
>> few Softimage friendly ones too…
>>
>> and on the Modify shelft tab you have the Center Pivot button as well.
>>
>>
>> You may not want that, I rather suggest you install qLib and you will
>> have a bunch of presets installed on normal translation nodes that allow
>> you to do the centroid quickly, also placing in the center of the world, on
>> the floor, etc...
>>
>> also, under the Pre-Transform dropdown at the top of the Transforms tab,
>> you have Clean Transforms/Translate/Rotate/Scale with for my
>> understanding are basic as the Freeze in XSI. when you Extract these you
>> get your global transforms and when you Reset them you'd be setting the
>> Pre-Transforms back to zero…
>>
>>
>> The pretransforms are like XSI neutral pose
>>
>> Regarding Freeze… that is one of the things you may not want to inherit
>> in Houdini. Although at first made sense to me once I got a bit more under
>> the bonnet it was obvious that you can do it without having to rely on
>> freezing. Either by saving to disk, storing the resulting network on the
>> scene or other means.
>>
>>
>> hope that makes sense, I thought it to be very straightforward. Houdini
>> is very rewarding to learn, hope you enjoy.
>>
>>
>> :-)
>> jb
>>
>>
>> cheers
>>
>> On 3 February 2017 at 15:12, Tim Bolland 
>> wrote:
>>
>>> Hey, I'm currently taking a good look at Houdini as an application
>>> moving forward and I'm wondering if anyone has or uses any custom scripts
>>> to mimic some of the more used functions of Softimage. I'm thinking of
>>> things such as "Match All Transforms" and "Move Center to Vertices".
>>> General workflow commands you realise you miss when you jump into new
>>> software, I can imagine a script savvy guy out there must have whipped
>>> up custom shelf as soon as the program opened .
>>> Any information would be hugely appreciated.
>>>
>>> Cheers,
>>>
>>>
>>> Tim
>>>
>>>
>>>
>>>
>>>
>>>
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>>>
>>
>>
>>
>> --
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Re: OT: "Hollywood greatest trick" - Documentary

2017-02-23 Thread Olivier Jeannel
Just shared it.
Personnaly I blacklisted every Paris ad agencies.

2017-02-23 4:55 GMT+01:00 Pierre Schiller :

> http://www.cartoonbrew.com/vfx/watch-hollywoods-greatest-
> trick-24-minute-documentary-unsustainable-vfx-industry-148981.html
>
> Whenever anyone feels it´s time to share thoughts, let´s read them :)
>
> "A few vfx artist on a union vs a political well organized company"
> Geez...talking about boot and ants.
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
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Re: houdini 16

2017-02-09 Thread Olivier Jeannel
Emtopology, yeah it's for free in Houdini :)

2017-02-09 19:57 GMT+01:00 phil harbath :

> while houdini is a topic of conversation, as a person still entrenched in
> softimage I have a couple of questions.  I use emtopology a lot to control
> object fragments and find it indispensable, is this something that houdini
> can do without, like you know, knowing the math to recreate the actual
> emtop tools.
>
> Also is there some sort of autorig generator and is there an equivalent to
> character sets.  I assume that whatever the houdini mixer is, it is not up
> there with the ease of use as the softimage mixer.  I am very happy with
> the Softimage toolset for character animation, so I hate to take huge step
> down,  all this talk about maya needing all sorts of scripts really turns
> me off, and the need to redo weights if any topology is changed.
>
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Re: houdini 16

2017-02-09 Thread Olivier Jeannel
Topolizer, what I understood.

2017-02-09 21:43 GMT+01:00 Jonathan Moore <jonathan.moo...@gmail.com>:

> emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck enough
> unique tools and workflows in there to keep me coming back for years to
> come.  :)
>
> Much as I love Houdini, it would be even better with Eric on the payroll!
>
> On 9 February 2017 at 20:24, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Emtopology, yeah it's for free in Houdini :)
>>
>> 2017-02-09 19:57 GMT+01:00 phil harbath <phil.harb...@jamination.com>:
>>
>>> while houdini is a topic of conversation, as a person still entrenched
>>> in softimage I have a couple of questions.  I use emtopology a lot to
>>> control object fragments and find it indispensable, is this something that
>>> houdini can do without, like you know, knowing the math to recreate the
>>> actual emtop tools.
>>>
>>> Also is there some sort of autorig generator and is there an equivalent
>>> to character sets.  I assume that whatever the houdini mixer is, it is not
>>> up there with the ease of use as the softimage mixer.  I am very happy with
>>> the Softimage toolset for character animation, so I hate to take huge step
>>> down,  all this talk about maya needing all sorts of scripts really turns
>>> me off, and the need to redo weights if any topology is changed.
>>>
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>>
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Re: fcurve in ice

2017-02-13 Thread Olivier Jeannel
Top of my head, but you could re link in ice via that Null KinePosition no ?

2017-02-13 17:33 GMT+01:00 Chris Marshall :

> There's no way of loading or saving in the mini fcurve. The box is greyed
> out
>
> On 13 February 2017 at 16:31, wavo  wrote:
>
>> Never ever thinking about this but why not?!,
>>
>> did you try to save inside the fcurve (Fcurve Editor) , File , Save
>> (.fraw2) and then import  inside icetree Fcurve via selcting first the
>> existing Fcurve and then File Open !
>>
>> Walter
>>
>>
>> Am 2/13/2017 um 5:19 PM schrieb Chris Marshall:
>>
>> Sorry about this. I want to use a function curve in ice, and have one
>> generated from a sound file on the translation of a null, but I can't copy
>> and paste into the mini fcurve editor in ICE. Any thoughts on how to link
>> the two or a way to copy into it?
>>
>> Thanks
>> Chris
>>
>>
>>
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>>
>>
>> --
>>
>>
>> *Walter Volbers*
>> Senior Animator
>>
>> *FIFTYEIGHT* 3D
>> Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50 <+49%2069%20480005550>
>> Telefax +49 (0) 69.48 000 55.15 <+49%2069%20480005515>
>>
>>
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com  *
>>
>> 
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>>
>> *http://www.ESC58.de  *
>>
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>
>
>
> --
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> 07730 533 115
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> www.dot3d.com
>
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Re: Opinion gathering

2017-02-16 Thread Olivier Jeannel
For me, in software, Houdini equals good quality.
It's like buying a cheap chinese quality screw driver or a solid screw
driver  that won't worn and which also has a magnet (when you want that
"f***" screw not to fall) .

Not a relevant argument for a producer, but when you're on the craftsman
side, means everything.

2017-02-16 13:12 GMT+01:00 Jonathan Moore :

> I work with the University of the Arts London, mentoring final year
> students that are planning to set up their own creative businesses after
> graduation (a surprising number see this as the best route these days). The
> students I'm working with generally come from a fine art, graphic design or
> product design background and much of their exploration of 3d technologies
> has been extracurricular. They're different to MA graduates from somewhere
> like Bournmouth (the types of student looking for a career in CG
> animation).
>
> I've been working with *ual:* for a number of years now and I've noticed
> a real shift in the adoption of Houdini over Maya. I think this bias is a
> the result of SideFX's historic strategy with Houdini Apprentice, which
> allows  students to explore Houdini in their own time (this is important as
> 3d creativity isn't necessarily core to their course). The bigger recent
> impact has come from the availability of Houdini Indie. Students often see
> SideFX as the cool challenger to the Autodesk corporate behemoth. The fact
> that Houdini Indie allows them to render with Redshift of Octane is a huge
> benefit too. Creative exploration at home with GPU rendering is far more
> productive than a reliance on Mantra. Not dissing Mantra here, it can go
> toe to toe with Arnold but it's a studio grade production renderer
> optimised for farm use.
>
> The other major shift I've seen with young talent entering the creative
> industries is that this is a generation that started learning the likes
> Python, Unity and Arduino at high school. For them the term technical
> artist is often seen as an oxymoron. They simply see themselves as artists
> that are just as happy creating algorithmically generated art in Processing
> as they are utilising VEX in Houdini. They see a programmatic mindset as
> being an essential part of the mix. Im not saying all young art students
> match this profile, but the ones that explore 3d and digital interactive
> technologies most certainly do. You seldom hear the cry 'but I'm an
> artists, not a programmer' from this generation of young creatives.
>
> This is probably a different perspective to what you were directly asking,
> but I really do believe Houdini is on the cusp of breaking away from the
> solo mantle of being the goto VFX DCC of choice. Houdini is capable of so
> much more than VFX, SideFX know this and have been actively developing a
> set of tools to facilitate the UX journeys of a more generalist user and
> there's a new generation of creative talent unafraid of Houdini's more
> technical side. For me, Houdini's future is indeed bright.
>
> On 16 February 2017 at 10:30, Laurence Dodd  wrote:
>
>> Good, that's sorted then Houdini town here I come! Every time I open Maya
>> my heart sinks, its a mess. I'm amazed at how quickly I have felt at home
>> in Houdini, its beautifully logical. I'm still acclimatising, but I feel
>> rather excited about it, which is nice.
>>
>> On 16 February 2017 at 10:14, Andi Farhall  wrote:
>>
>>> From a personal perspective It's Houdini for me. Maya will only get
>>> worse the more they dick about with it and having to buy a shed load of
>>> plugins just to make it usable is too expensive for most freelancers. I've
>>> also much more faith in SideFX to keep providing me with evolving software.
>>>
>>>
>>> A>
>>>
>>>
>>> 
>>> ...
>>> http://www.hackneyeffects.com/
>>> https://vimeo.com/user4174293
>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>
>>>
>>> http://www.flickr.com/photos/lord_hackney/
>>> http://spylon.tumblr.com/
>>>
>>> This email and any attachments to it may be confidential and are
>>> intended solely for the use of the individual to whom it is addressed. Any
>>> views or opinions expressed are solely those of the author and do not
>>> necessarily represent those of Hackney Effects Ltd.
>>>
>>> If you are not the intended recipient of this email, you must neither
>>> take any action based upon its contents, nor copy or show it to anyone.
>>>
>>> Please contact the sender if you believe you have received this email in
>>> error.
>>> 
>>> --
>>> *From:* softimage-boun...@listproc.autodesk.com <
>>> softimage-boun...@listproc.autodesk.com> on behalf of Laurence Dodd <
>>> laure...@porkpie.tv>
>>> *Sent:* 16 February 2017 09:29:04
>>> *To:* Official Softimage Users Mailing List.
>>> 

Re: Maya

2017-02-16 Thread Olivier Jeannel
Doesn't sound agressive to me..

2017-02-16 16:11 GMT+01:00 Artur W :

> Highly aggressive rant coming...
> I need to vent...
>
> You don't need to read that. I just needed to put it out there. It's a
> digital scream in the empty space.
>
> So I sit here setting up the lighting and rendering for a project and I am
> using Maya 2017 because I moved on and I am also a part of a pipeline so,
> the fact I am learning Houdini intensively is beyond the point here.
> Si, I set up very nice shader setup (not without problems, because why the
> FUCK not) in Redshift. All the bells and whistles of the engine are fine
> tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as it
> should. But hey, I got Channel Box right, if it only showed ALL the
> parameters. So, hey I can always key the value and then fine tune, right?
>
> I know, I know, I know. I should update Maya to the newest version and
> then it should be ok. If it only weren't for the f... pipeline and mid
> project.
>
> Redshift guys said the custom AOV's should be soon, but I can't wait with
> this project. Hey, there is render setup; Let's use that.
> What a confusing piece of shit.
> You can make layers and override plethora of settings including object
> transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have
> different render settings. All I can have is an override for separate parts
> of it. Why is it better?
> Suddenly if I want to switch Brute Force off for AO layer and it becomes
> numerical value of 4. WHY? Because it's the number on the list. It took me
> a while.
> The best part is while working in pipeline you get different parts from
> different people. It can happen for someone to make a old layer override on
> object which according to Autodesk conflicts new Render Setup. The result -
> all shaders/materials/properties (what's the F... difference) are fucked on
> opening the scene. All I can see is green.
>
> Why do I have to click 3000 times to see the whole shader tree? Why can't
> it open all at once?
> Why shader group accepts connection just to drop them on reopening?
> (explanation is "yeah it does that for some nodes) It does that with
> AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit.
> Copy paste works sometimes, not always. Why some nodes show up in material
> tab even though they're not a materials like displacement? Not to mention
> that when I have 100 materials I am unable to see which is selected.
> Highlighting sucks ass.
>
>
> Why do the material balls have to render ALL THE TIME.
> Why does Maya on startup open all the f... windows of other users?
> Why when trying to create a render node, whatever it is it always
> highlights me textures? I didn't ask for this and now I have to deselect it
> and then search for what I need.
>
> I set a project and it's location and when I open file it goes to the
> other project. WHY?
> And when I create preferences from scratch for 2017 maya (NOT COPYING
> THEM) it uses 2016 maya.env anyway.
>
> Whatever I do, there are preselections active and enhancements that are
> actually obstacles to overcome. They are annoying and interfere with my
> work all the time.
>
> Not to mention viewport and all the windows an maya lag as MF. Everything
> lags in Maya and sometimes I wonder if this is not a work of someone using
> mushrooms and LSD all at the same time.
>
> This is just a small sample of all the problems with this abomination of a
> software. I mean, who wrote this garbage, who managed it and why are they
> still working? What year is this?
> How can anyone sell this with a straight face?
>
> Half the shit doesn't work, or not as expected. It's bugged as Trump Tower
> and people say this is a good version.
>
> Mind blown.
>
> I've been WORKING on new version of Houdini (v 16) for the past week. This
> is fucking improvement. What a viewport and network view. It works and it's
> fast.
>
> Artur
>
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Re: UeberTage|2016 in Siegen/Germany September 16th 2016 !Program online!

2016-08-19 Thread Olivier Jeannel
Siegen, that's 580km from Paris.. a bit far.

Le 19 août 2016 15:15, "Morten Bartholdy"  a écrit :

> Thanks for the heads-up. In production (as usual) so not sure i can make
> it, but you never know :)
>
> //MB
>
>
>
> > Den 18. august 2016 klokken 10:36 skrev Oliver Weingarten <
> li...@pixelpanic.de>:
> >
> >
> > Hey there!
> > Visit us at UeberTage|2016 this year!
> >
> > http://www.uebertage.com/
> >
> > Register here:
> > http://www.eventbrite.com/e/ubertage2016-tickets-26359266275?aff=es2
> >
> > Program can be found here:
> > http://www.uebertage.com/program-2016-2/
> >
> >
> > “Making of Session” 45 minutes:*
> > *“Making of: Nike Air Max 1″
> > *Matthias Zabiegly, Aixsponza Munich/Germany
> > *www.aixxponza.de *
> > *
> >
> > Developing a full retail package from layout to final for Nikes Air
> > Max 1 Ultra Flyknit launch. We’ll look at mood frames and dive deep
> > into knitting technology both in 3d and real life.
> >
> > 
> > 
> >
> > /
> > /“Cinema 4D Session” 45 minutes:
> > “Procedural Workflows in Cinema 4D”“
> > *Orestis Konstantinidis, Maxon/Friedrichsdorf, Germany
> > www.maxon.net 
> > *
> >
> > Demonstrating the combination of MoGraph and Fracturing in C4D 4D
> > R18 for an artist-oriented, non-destructive workflow. Followed up by
> > a small making of, where we take apart a setup built with native C4D
> > tools.
> >
> > Orestis started as a freelancer and later worked in a Japanese
> > studio for a few years. He is a technically-minded with special
> > interest on rigging and animation.
> > Now Orestis working at Maxon Computer GmbH as part of the UX Design
> > team.
> >
> > 
> > 
> >
> > “Houdini Session” 45 minutes:
> > “Houdini”
> > *N.N., Sidefx/Toronto, Canada
> > www.sidefx.com 
> > *
> >
> > Subject and presenter is coming soon
> >
> > 
> > 
> >
> >
> > “Making of Session” 45 minutes:
> > “Making of: Mercedes Benz – Backstage”
> > *Henning Westerwelle, Infected Post, Hamburg/Germany
> > www.infected-post.de 
> > *
> >
> > Case Study: Mercedes Benz – Backstage – how we created a fully
> > digital music fest concert. Henning Westerwelle presents from a
> > producer and VFX Supervising perspective the case study of Mercedes
> > Benz Sprinter “Backstage” production. A film that involved the work
> > of all disciplines from Infected for quite a few months.
> >
> > 
> > 
> >
> > “Keyshot Session” 45 minutes:
> >
> > “Rendering made fast, easy and accurate with KeyShot”
> >
> > *Dries Vervoort, Luxion, Aarhus/Denmark*
> > www.keyshot.com/ 
> >
> > Learn how KeyShot can cover all your visualization needs. Find out
> > how KeyShot enables you to create amazing renderings and animations,
> > fast and easy. KeyShot is a CAD independent and standalone CPU based
> > renderer and supports the widest number of 3D file formats on both
> > Mac and PC.
> >
> > Dries Vervoort holds a Master’s degree in Product Development from
> > the University of Antwerp, Belgium. He built several years of
> > experience as an industrial designer before his long-standing
> > passion for 3D visualization led him to move from Belgium to Aarhus,
> > Denmark to support the development of KeyShot. He joined the ranks
> > of Luxion as a Digital Media Artist and development supporter in
> > August 2015. Dries divides most of his time between idea generation,
> > concept development, creative development, software testing and
> > training.
> >
> > 
> > 
> >
> > “ToonBoom and Making of” 45 minutes:
> > “From mice and monsters – a sketch hits the big screen”
> > *Christian Asmussen, TrickStudio Lutterbeck GmbH, Cologne, Germany
> > www.trickstudio.de
> > *
> >
> > Since 1988 TrickStudio Lutterbeck produces 2D animation. On 09/08/16
> > TrickStudio’s first feature film “Molly Monster – The Movie” will be
> > released.
> > Christian Asmussen shows the production of 2D hand-drawn animation
> > with a lot of excerpts from current productions.
> >
> > 

Re: Friday Flashback #275

2016-08-19 Thread Olivier Jeannel
Beauty !


On Fri, Aug 19, 2016 at 11:46 PM, Stephen Blair 
wrote:

> ice!
> http://wp.me/powV4-3lx
>
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Re: Getting close to a 3 year old EOL annyversary

2017-03-01 Thread Olivier Jeannel
Ligjtwave returns ? Seriously ?

2017-03-01 16:44 GMT+01:00 Jonathan Moore :

> I think disrupters still exist in the marketplace. You just have to look
> at the success of Allegorithmic. They've built tools for the major gaming
> studios by leveraging the consumer marketplace as their largest profit
> centre. Their $20 a month offer has well in excess of 100k subscribers and
> this in turn has given them the funds to rapidly develop their product
> portfolio. Substance Painter has seriously eaten into Mari's base, and
> that's without UDIM capabilities.
>
> The smart thing about the Substance business model is that it's managed to
> permeate into all the 3d sub-sectors - it's integrated in VFX, media,
> architectural & design product offerings as well as it's core gaming sector
> ones.
>
> And this may sound crazy, but I wouldn't write Lightwave off either.
> They're just about to launch their long awaited rewrite 'Lightwave Next'
> offer and there's a legion of ex Lightwave customers in Modo-land looking
> for an excuse to jump back in 'all is forgiven' style. If Lightwave deliver
> with a rewritten core that takes advantage a parallel processing world and
> maintain a price point around the $1k mark they might have something to
> build on.
>
> 10 years ago I don't think that anybody would have predicted that SideFX
> would be a leading games pipeline DCC tool in 2017, and would be pursuing a
> more generalist non VFX customer with a focus on direct modelling, rigging
> and animation. The great thing about this industry is it's constant ability
> to challenge convention.
>
> On 1 March 2017 at 15:13, Matt Lind  wrote:
>
>> Likewise, if you had asked me back in 1997 if Maya would still be around
>> and
>> the dominant player in 2017, I would have said no, and also,"god I hope
>> not"
>> (come to think of it, that may have actually happened).  Anyway, it's 2017
>> and here we are.
>>
>> What's more realistic these days is the ol' Indiana Jones swap out the
>> gold
>> monkey head for a bag of sand trick.  Instead of introducing new products
>> built from scratch, we're seeing incremental updates that shift an
>> existing
>> product over to whatever it was supposed to be.  It takes more energy and
>> time to do that, but it's a safer bet in the business space.  There's more
>> to new product than the technology - there's also sales concerns.  You
>> have
>> to create a brand, educate the consumer, develop sales channels, etc...
>> Even
>> if the product is done right, there's no guarantee it will sell as we've
>> seen with Softimage, Nichimen, Matador, and other quality products.
>>
>> What I would like to see more of is improvement in the individual user
>> experience to be able to run with a creative idea and be able to bring it
>> to
>> fruition uninhibited.  It seems like that aspect of user workflow has been
>> lost.  While today's software is vastly improved, more scalable,
>> customizable, team oriented, etc...there are so many extra layers just to
>> get started that I found it a big turn off to do personal work anymore.
>>
>> While recently going through some old stuff, I came across my first demo
>> reel which I created using Softimage Creative Environment 2.62 in the
>> early
>> 90s.  As I watched it I remembered the effort it took back then and
>> started
>> to think about how much time it would take to do that same project today.
>> While the rendering would absolutely be faster (practically real time),
>> the
>> manually labor intensive operations such as setting key frames really
>> haven't changed.  In other words, the project would take about the same
>> amount of time.  Frankly, while I've had ideas I've wanted to pursue, the
>> thought of using current tools became a deterrent as they don't feel
>> natural.  Today's tools are not inspiring as they require a certain
>> controlled mindset just to be able to function in un-intuitive ways, and
>> that mindset is in conflict with being creative where ideas just need to
>> flow.
>>
>> I would like to see another Daniel Langlois type where inspiration to
>> create
>> drives the improvement of the tools, not engineering bravado.
>>
>> Matt
>>
>>
>> Date: Wed, 1 Mar 2017 14:19:24 +
>> From: Andy Nicholas 
>> Subject: Re: Getting close to a 3 year old EOL annyversary
>>
>> >the risk vs. reward proposition doesn't seem to be attracting enough new
>> >players to the market.
>>
>> True for the moment, but things don't stand still. Do you think people
>> will
>> still be using Maya in 20 years time? (god I hope not!) Technology,
>> hardware, and client's needs all change faster than we realise.
>>
>> So I have a more optimistic outlook, I think it's just a matter of time
>> before someone somewhere comes up with something new that does it in a
>> different way, or maybe just in a better way.
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to 

Re: OT: "Hollywood greatest trick" - Documentary

2017-02-27 Thread Olivier Jeannel
The 911 example maybe not the most relevant argument, but it doesn't ruin
the hole purpose of the doc (imho)

2017-02-27 10:28 GMT+01:00 Cesar Saez :

> I have to agree with Morgan and Iker on twitter
> , you cannot
> complain about work conditions and show off your Porshe.
>
> It's an important issue to discuss, but I don't think that particular
> video/documentary did a great job framing the issue.
>
> --
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Re: testing list

2016-09-04 Thread Olivier Jeannel
I'm in an array ! Alok What's my id ?

On Sat, Sep 3, 2016 at 10:06 AM, Tenshi .  wrote:

> Best and realistic comment ever! :)
>
> On Fri, Sep 2, 2016 at 5:29 PM, Mirko Jankovic 
> wrote:
>
>> so true so true...
>>
>> With Softimage you work, with others you workaround
>> ᐧ
>>
>> On Sat, Sep 3, 2016 at 12:27 AM, Sven Constable > > wrote:
>>
>>> The max an maya colleagues usually have to workaround problems at that
>>> time
>>> of the day. The ability to sleep regularly is one of the positive side
>>> effects beeing a Softimage artist. QED.
>>>
>>> -Original Message-
>>> From: softimage-boun...@listproc.autodesk.com
>>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley
>>> Gabe
>>> Sent: Friday, September 02, 2016 11:02 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: testing list
>>>
>>> Can you guys please keep it down? Some of us are trying to sleep.
>>>
>>>
>>> > On Sep 2, 2016, at 3:59 PM, Francois Lord 
>>> wrote:
>>> >
>>> > No no no. Look at his lack of capital letters. This is a clear sign of
>>> > someone being afraid. ;) (sorry, it's friday)
>>> >
>>> >> On 2016-09-02 16:51, Sven Constable wrote:
>>> >> I think he just wanted to test his new mail adress for the list. And
>>> >> it worked :)
>>> >>
>>> >> -Original Message-
>>> >> From: softimage-boun...@listproc.autodesk.com
>>> >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
>>> >> Francois Lord
>>> >> Sent: Friday, September 02, 2016 10:23 PM
>>> >> To: softimage@listproc.autodesk.com
>>> >> Subject: Re: testing list
>>> >>
>>> >> This is is getting so quiet that people are afraid it's being shut
>>> >> down.
>>> >>
>>> >>> On 2016-09-02 14:09, L Rousseau wrote:
>>> >>> testing list
>>> >>> --
>>> >>> Softimage Mailing List.
>>> >>> To unsubscribe, send a mail to
>>> >>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> >>> subject, and reply to confirm.
>>> >>
>>> >> --
>>> >> Softimage Mailing List.
>>> >> To unsubscribe, send a mail to
>>> >> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> >> subject, and reply to confirm.
>>> >>
>>> >> --
>>> >> Softimage Mailing List.
>>> >> To unsubscribe, send a mail to
>>> >> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> >> subject, and reply to confirm.
>>> >
>>> > --
>>> > Softimage Mailing List.
>>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with
>>> "unsubscribe" in the subject, and reply to confirm.
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Mirko Jankovic
>> *http://www.cgfolio.com/mirko-jankovic
>> *
>>
>> Need to find freelancers fast?
>> www.cgfolio.com
>>
>> Need some help with rendering an Redshift project?
>> http://www.gpuoven.com/
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September 16th in Siegen/Germany

2016-09-13 Thread Olivier Jeannel
I have to apologize for never beeing there.  A bit far for me too, always
on prod
I really apreciated what you did all these years and always loved and
learnt a lot from the videos of the Ubertage.
Let's stick around this list for as many years as possible, and if you come
to Paris, please drop me a line !

On Tue, Sep 13, 2016 at 12:32 PM, Cristobal Infante 
wrote:

> I am glad I managed to make it a couple of years ago, shame I couldn't do
> a repeat but life got busy.
>
> I have to tell you, you do an excellent job at producing this events.
> Everything was super well organized, and I remember the lunch being pretty
> awesome.
>
> All the best Oli, I am sure will meet again!
>
>
>
> On 13 September 2016 at 11:11, patrick nethercoat <
> patr...@brandtanim.co.uk> wrote:
>
>> Yeah, our community was so great because of this kind of effort.
>> So long and thanks for all the ÜberTages.
>>
>> On 13 September 2016 at 11:07, philipp seis  wrote:
>>
>>> thanks for the passion you put this !
>>>
>>> 2016-09-13 11:25 GMT+02:00 Sebastien Sterling <
>>> sebastien.sterl...@gmail.com>:
>>>
 Same as Pooby :(

 On 13 September 2016 at 10:59,  wrote:

> I never went, as its too far to travel for me, being in the UK, but I
> always
> enjoyed the videos and news from it and admire you for having gone to
> the
> effort.
>
> Thanks and best wishes
>
> Paul
>
> -Original Message-
> From: Andy Nicholas
> Sent: Tuesday, September 13, 2016 9:49 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: ÜberTage says goodbye: ÜberTage|2016 this Friday,
> September
> 16th in Siegen/Germany
>
> Hi Oliver,
> Yep, I was sorry to never be able to make it out, but I thought you put
> an amazing amount of effort into putting it on. Well done for keeping
> it
> going all those years. I'm sure there are a lot of people, myself
> included, who are very appreciative of your efforts.
>
> A
>
>
> On 13/09/2016 09:22, Oliver Weingarten wrote:
> > Hey folks!
> >
> > Due to the low interest in our meeting this year, I made the
> decision to
> > end it after this event taking place coming Friday.
> > I organized this event for 8 years and it was always fun and
> pleasure to
> > meet so many nice people here. I´m thankful for so many good things.
> We
> > had great talks and a pretty nice time together. Though, it´s hard to
> > see Softimage and its community die out slowly and there is no way to
> > stop, or even slow it down a little. My effort to transform the SI
> > meeting to an open 3D usermeeting did not succeed in the end. There
> > seems not enough motivation out there to make the effort, to take
> that
> > day(or two) to come over and take part. I totally understand that.
> > Thanks for all the support from sponsors and all the people who were
> > speaking and sharing stuff with us. Thanks to those, who visited us
> and
> > took part. Thanks a lot an take care! Maybe we will met in some other
> > kind of meeting ;)
> >
> > Anyway, looking forward to this Friday and meeting some of you guys
> > again in the old spirit!!
> >
> > Cheers,
> > Oliver
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.aut
> odesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
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> with
> "unsubscribe" in the subject, and reply to confirm.
>
> --
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>


 --
 Softimage Mailing List.
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 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Brandt Animation
>> www.brandtanim.co.uk
>> 020 7734 0196
>> 07717 38 39 40
>>
>> --
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>
>
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Re: Ping

2016-10-05 Thread Olivier Jeannel
7 years ago...

On Wed, Oct 5, 2016 at 10:57 AM, Morten Bartholdy 
wrote:

> Well Guillaume Laforge once did an interesting comparison which you an see
> here on his weblog:
>
> https://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/
>
>
> Morten
>
>
>
> > Den 5. oktober 2016 klokken 01:13 skrev Michael Amasio <
> michael.ama...@gmail.com>:
> >
> >
> > Still using soft at Zoic Studios for all the complicated deformation
> > effects that I haven't bothered to learn in Houdini.
> > They keep it around just for me.
> >
> > Mostly cache driven creature effects in ICE.
> >
> > Still check this list everyday.
> >
> > M
> >
> > Am I crazy or are some heavy polygon mesh deformations faster in soft
> than
> > in houdini?
> > I try to do comparable tests for particles and geometry.
> > Houdini wins hands down for particles, but 2/3 times my geometry
> > deformation ICE trees are faster.
> >
> > Like simulating pseudo cloth effects on a 1 million point mesh.
> > On Oct 4, 2016 3:01 PM, "Tim Crowson"  wrote:
> >
> > > I still lurk on the list, but at work it's all Katana and Renderman
> for me
> > > now.
> > >
> > > -Tim C.
> > >
> > > On Tue, Oct 4, 2016 at 2:48 PM Matt Morris  wrote:
> > >
> > >> Still making a living with soft here. SI and redshift has just been a
> > >> dream combo to work with.
> > >>
> > >>
> > >>
> > >> On 4 October 2016 at 21:30, Andy Chlupka <
> lists.andy.goeh...@gmail.com>
> > >> wrote:
> > >>
> > >> Give it a try and find yourself thinking:
> > >>
> > >> "mmmhh… I could prototype this quick and dirty in SOPs or I could do
> it
> > >> straight away in VOPs/VEX."
> > >>
> > >> Choices :D
> > >>
> > >> Andy
> > >>
> > >> On Oct 04, 2016, at 10:17, Thomas Volkmann 
> > >> wrote:
> > >>
> > >> Do you have a link where to sign in on that?  Probably doesn't hurt to
> > >> get an idea what problems the Houdini guys are dealing with, and how
> often
> > >> I could think "mmmhh...in ICE it could work like..."
> > >>
> > >>
> > >>
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > >> with "unsubscribe" in the subject, and reply to confirm.
> > >>
> > >>
> > >>
> > >>
> > >> --
> > >> www.matinai.com
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > >> with "unsubscribe" in the subject, and reply to confirm.
> > >
> > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > --
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Re: Ping

2016-10-04 Thread Olivier Jeannel
I found the Wire solver to be slower than the Ice Verlet and the Ice
Syflex.

On Wed, Oct 5, 2016 at 1:13 AM, Michael Amasio 
wrote:

> Still using soft at Zoic Studios for all the complicated deformation
> effects that I haven't bothered to learn in Houdini.
> They keep it around just for me.
>
> Mostly cache driven creature effects in ICE.
>
> Still check this list everyday.
>
> M
>
> Am I crazy or are some heavy polygon mesh deformations faster in soft than
> in houdini?
> I try to do comparable tests for particles and geometry.
> Houdini wins hands down for particles, but 2/3 times my geometry
> deformation ICE trees are faster.
>
> Like simulating pseudo cloth effects on a 1 million point mesh.
> On Oct 4, 2016 3:01 PM, "Tim Crowson"  wrote:
>
>> I still lurk on the list, but at work it's all Katana and Renderman for
>> me now.
>>
>> -Tim C.
>>
>> On Tue, Oct 4, 2016 at 2:48 PM Matt Morris  wrote:
>>
>>> Still making a living with soft here. SI and redshift has just been a
>>> dream combo to work with.
>>>
>>>
>>>
>>> On 4 October 2016 at 21:30, Andy Chlupka 
>>> wrote:
>>>
>>> Give it a try and find yourself thinking:
>>>
>>> "mmmhh… I could prototype this quick and dirty in SOPs or I could do it
>>> straight away in VOPs/VEX."
>>>
>>> Choices :D
>>>
>>> Andy
>>>
>>> On Oct 04, 2016, at 10:17, Thomas Volkmann 
>>> wrote:
>>>
>>> Do you have a link where to sign in on that?  Probably doesn't hurt to
>>> get an idea what problems the Houdini guys are dealing with, and how often
>>> I could think "mmmhh...in ICE it could work like..."
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
>>>
>>> --
>>> www.matinai.com
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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Re: Ping

2016-10-04 Thread Olivier Jeannel
https://lists.sidefx.com/mailman/listinfo/sidefx-houdini-list

On Tue, Oct 4, 2016 at 10:17 AM, Thomas Volkmann <li...@thomasvolkmann.com>
wrote:

> Do you have a link where to sign in on that?  Probably doesn't hurt to get
> an idea what problems the Houdini guys are dealing with, and how often I
> could think "mmmhh...in ICE it could work like..."
>
>
> Olivier Jeannel <facialdel...@gmail.com> hat am 4. Oktober 2016 um 10:10
> geschrieben:
>
>
> On in on the Houdini list is not that noisy too ;)
>
> On Tue, Oct 4, 2016 at 9:59 AM, Thomas Volkmann <li...@thomasvolkmann.com>
> wrote:
>
> Alright... just asking because I answered a thread some days ago that
> didn't make it through. I was worried they shut down the list from
> 1stOctober, but probably it was just because of an attached image.
> Sorry for the noise!
>
> I'll probably have to make my colleague dig out that 3d-Pro invitation
> again. Feels like I might find the time to follow another list when it is
> getting so silent here*sniff :(
>
> cheers,
> Thomas
>
>
> Mirko Jankovic <mirkoj.anima...@gmail.com> hat am 4. Oktober 2016 um
> 09:47 geschrieben:
>
>
> pong
>
> still lurking around full zombie horde :)
> ᐧ
>
> On Tue, Oct 4, 2016 at 9:46 AM, Rob Wuijster <r...@casema.nl> wrote:
>
> nope :-P
>
> Rob
>
> \/-\/\/
>
> On 4-10-2016 9:42, Thomas Volkmann wrote:
>
> anybody out there?
>
>
> --
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>
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>
>
>
> --
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> http://www.cgfolio.com/mirko-jankovic
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
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>
>
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>
>
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Re: Ping

2016-10-04 Thread Olivier Jeannel
On in on the Houdini list is not that noisy too ;)

On Tue, Oct 4, 2016 at 9:59 AM, Thomas Volkmann 
wrote:

> Alright... just asking because I answered a thread some days ago that
> didn't make it through. I was worried they shut down the list from
> 1stOctober, but probably it was just because of an attached image.
> Sorry for the noise!
>
> I'll probably have to make my colleague dig out that 3d-Pro invitation
> again. Feels like I might find the time to follow another list when it is
> getting so silent here*sniff :(
>
> cheers,
> Thomas
>
>
> Mirko Jankovic  hat am 4. Oktober 2016 um
> 09:47 geschrieben:
>
>
> pong
>
> still lurking around full zombie horde :)
> ᐧ
>
> On Tue, Oct 4, 2016 at 9:46 AM, Rob Wuijster  wrote:
>
> nope :-P
>
> Rob
>
> \/-\/\/
>
> On 4-10-2016 9:42, Thomas Volkmann wrote:
>
> anybody out there?
>
>
> --
> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.
>
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
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> http://www.cgfolio.com/mirko-jankovic
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
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>
>
>
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Re: Soft 2 Houdini

2016-10-07 Thread Olivier Jeannel
Shameless self promotion, but https://vimeo.com/158037926

On Fri, Oct 7, 2016 at 3:36 PM, Chris Marshall 
wrote:

> Perfect
> Thanks
>
> On 7 October 2016 at 14:29, Leendert A. Hartog  wrote:
>
>> https://archive.sidefx.com/index.php?option=com_content
>> =view=2711=166
>>
>> Greetz
>> Leendert
>> AKA Hirazi Blue
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
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Re: Ping

2016-10-05 Thread Olivier Jeannel
Try Houdini, spend some time in it.

Last week I discovered the everyday use of groups (equivalent to clusters)
(you know when you receive a cad object with fifty badly named groups) and
the selection method by text or by clicking, adding, removing primitives.
I started, it was a pure nightmare. Today I think it's the most versatile
system I ever used.

On Wed, Oct 5, 2016 at 8:29 PM, Michael Amasio 
wrote:

> Thanks for the link, Morten!
> Really useful info.
>
> I swear I'll quit Soft if something comes along that balances ease of use
> with functionality in a better way...
>
> ...it just hasn't.
>
> On Wed, Oct 5, 2016 at 11:16 AM, Martin  wrote:
>
>> We are using Softimage and Maya in our projects (PS4 game), and coding
>> like crazy in Maya (although still writing for Softimage too).
>>
>> For modeling I'm still using Softimage as much as I can, it is way faster.
>>
>> Martin
>> Sent from my iPhone
>>
>> On 6 Oct 2016, at 2:06, Jordi Bares  wrote:
>>
>> Still around on the list but pretty much 100% of my time on Houdini now
>> except occasional projects.
>>
>> Jb
>>
>>
>> On 5 Oct 2016, at 17:58, Tim Borgmann  wrote:
>>
>> Same here. Still using SI for most of my work.
>>
>> send from mobil
>>
>> Am 05.10.2016 um 11:38 schrieb Oliver Weingarten :
>>
>> Still Softimage|XSI for most of the work I do, learning Houdini in
>> parallel..both in combo with Redshift.
>>
>> As AD keeps on "making better software faster"(Marc Stevens in March
>> 2014) without giving a proper replacement for XSI, Houdini seems one of a
>> very few applications to make progress and evolve with.
>>
>> Am 05.10.2016 um 11:22 schrieb Jean-Louis:
>>
>> Softimage is still our primary tool, and probably for at least the next
>> couple of years (together with Redshift and Arnold, of course).
>>
>> JL
>>
>>
>>
>> Jean-Louis Billard
>> -
>> *Digital Golem*
>> BE: +32 (0) 484 263 563
>> UK: +44 (0) 7973 660 119
>> jean-lo...@digitalgolem.com
>> http://www.digitalgolem.com/
>> 53 Rue Gustave Huberti
>> 1030 Brussels
>> -
>>
>>
>> On 4 Oct 2016, at 12:00, Simon Reeves  wrote:
>>
>> I'd unsubscribe but I'm afraid of being one of those who sends an email
>> to everyone that just says 'unsubscribe'.
>>
>> Otherwise... Full steam ahead Houdini! It's great. Any uncertainty after
>> the demise of xsi is behind me.
>>
>> Add to that, Maya's only function as an 'easier' app that everyone uses,
>> has hopefully improved greatly (as in, satisfactorily) with the  XSI style
>> render layers in 2017.
>>
>> On Tue, 4 Oct 2016, 10:39 patrick nethercoat, 
>> wrote:
>>
>>> still hanging on.
>>>
>>> On 4 October 2016 at 10:28, Morten Bartholdy 
>>> wrote:
>>>
>>> Pong from Copenhagen, Denmark :)
>>>
>>>
>>> > Den 4. oktober 2016 klokken 09:42 skrev Thomas Volkmann <
>>> li...@thomasvolkmann.com>:
>>> >
>>> >
>>> > anybody out there?--
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>>>
>>>
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>>> 020 7734 0196
>>> 07717 38 39 40
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>>
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>
> 

Re: object parenting in maya

2016-09-21 Thread Olivier Jeannel
Try Houdini.

On Wed, Sep 21, 2016 at 3:15 PM, Orlando Esponda <orlando.espo...@gmail.com>
wrote:

> I'm working in a project Max and Maya based (maya for rig and animation,
> max for everything else). It's a pleasure having around some SI guys
> (including me of course) who are solving "impossible" things in different
> areas.
>
> GATOR is still one of the most beloved/hated tools:  everyone loves it
> because solves a lot of problems,  and at the same time everyone hates it
> because they don't have it in their native application LOL
>
> When it comes to ICE they simply don't understand the "black magic" behind
> it, even when our ICE and math knowledge is limited, simple things like
> randomizing attributes, seem like a futuristic thing hehehe.
>
> Orlando
>
> El mié., sept. 21, 2016 7:55 AM, Artur W <artur.w...@gmail.com> escribió:
>
>> I have a "privilege" working on maya for some time now and I can't
>> remember when I was this nerve wreck I am today. I do lighting mainly and I
>> walk out home brain dead every day.
>> This sophisticated torture they call hypershade and node editor and the
>> choices they made making it, is mind blowing.
>> Looking back I find working with 3ds Max a pleasure (which it wasn't).
>>
>> Si in comparison is a caress I don't deserve.
>>
>> Artur
>>
>> 2016-09-21 14:41 GMT+02:00 Ognjen Vukovic <ognj...@gmail.com>:
>>
>>> Same, luckily the program has been modified so much with various in
>>> house plugins i dont really even know its maya, untill it crashes, messes
>>> up the connections randomly or i open hypershade...
>>> Who am i kidding...
>>>
>>> On Tue, Sep 20, 2016 at 6:45 PM, Artur W <artur.w...@gmail.com> wrote:
>>>
>>>> Yeahhh. Problem is I have to use it at work
>>>>
>>>> Artur
>>>>
>>>> 2016-09-20 18:05 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
>>>>
>>>>> Well I just hope Maya will stay shitty for ever, as it deserves to be.
>>>>>
>>>>> On Tue, Sep 20, 2016 at 5:29 PM, Pierre Schiller <
>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>
>>>>>> yes, they could *at least*.
>>>>>>
>>>>>> I´m keeping my hopes up from 2012 when the SI dev team told us they
>>>>>> would migrate
>>>>>> some stuff from SI to MA, in 2018.
>>>>>>
>>>>>> Back then, it seemed very far. SI went down the drains, and now there
>>>>>> are 2 more years
>>>>>> to go for the waitlet´s see what MA would look like in 2018, and
>>>>>> better yet, let´s hope the dev team
>>>>>> really pushes the software *awkardness* to
>>>>>> simplistic-intuitive-5-year-old-kid-can-do-this-all-
>>>>>> friendly-smiley-teddily-face
>>>>>> ease of use, like we had on Softimage.
>>>>>>
>>>>>> 2 cents.
>>>>>>
>>>>>>
>>>>>> On Tue, Sep 20, 2016 at 9:29 AM, Artur W <artur.w...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> AMEN
>>>>>>>
>>>>>>> 2016-09-20 16:23 GMT+02:00 Mirko Jankovic <mirkoj.anima...@gmail.com
>>>>>>> >:
>>>>>>>
>>>>>>>> As a amatter of fact I ended up rigging char again in SI and
>>>>>>>> completing animation allready.
>>>>>>>> Not a single solution actualy worked due to all that transfering
>>>>>>>> form hand to object and back to hand.. I will record one video to show
>>>>>>>> exactly issue which will probably make things more clear just to get a 
>>>>>>>> bit
>>>>>>>> time for it.
>>>>>>>> All in all, animating prop being manipulated by hands exchanging
>>>>>>>> and moving with constrains.. argh..
>>>>>>>> When they already cannibalized SI they could at least learn how to
>>>>>>>> handle important things like this.
>>>>>>>> All the view port glitter and fancy stuff doesn't mean anything for
>>>>>>>> everyday work.
>>>>>>>> ᐧ
>>>>>>>>
>>>>>>>> On Tue, Sep 20, 2016 at 3:59 PM, Ben Barker <ben.bar...@gmail.com>
>>>&g

Re: OT: Today it hit me again. EOL SI on networks?!

2016-09-22 Thread Olivier Jeannel
Banzai !
I'd rather learn japanese rather than Maya !

Le 22 sept. 2016 16:38, "Pierre Schiller" 
a écrit :

> What´s up everyone? How do you do?
> Go to behance. Try to select (or suggest) you made something with Autodesk
> Softimage, the item list on the subject erases itself, and Autodesk
> Softimage doesn´t get input as a product anymore.
>
> Darn. AD did a brilliant job erasing us from the map on America.
>
> Fortunately on the other side of the planet, Softimage continues to hit
> hard. Another game conference, and CG production, shows how ROBUST (and I
> want it emphasize it on a Schwarzenegger accent) is Softimage in Japan!
>
> Open this URL so that this post is not only about bad news...
> https://entry.cgworld.jp/column/post/201609-cedec-cell.html
>
> The CG World JP workbook on 2016 is about street fighter V and guilty gear
> XXrd. A lot of tech screencaps and concepts, just in case you´re wondering
> how HIGH concept ASIA always had of softimage.
>
> Cheers.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: object parenting in maya

2016-09-20 Thread Olivier Jeannel
Well I just hope Maya will stay shitty for ever, as it deserves to be.

On Tue, Sep 20, 2016 at 5:29 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> yes, they could *at least*.
>
> I´m keeping my hopes up from 2012 when the SI dev team told us they would
> migrate
> some stuff from SI to MA, in 2018.
>
> Back then, it seemed very far. SI went down the drains, and now there are
> 2 more years
> to go for the waitlet´s see what MA would look like in 2018, and
> better yet, let´s hope the dev team
> really pushes the software *awkardness* to simplistic-intuitive-5-year-
> old-kid-can-do-this-all-friendly-smiley-teddily-face
> ease of use, like we had on Softimage.
>
> 2 cents.
>
>
> On Tue, Sep 20, 2016 at 9:29 AM, Artur W  wrote:
>
>> AMEN
>>
>> 2016-09-20 16:23 GMT+02:00 Mirko Jankovic :
>>
>>> As a amatter of fact I ended up rigging char again in SI and completing
>>> animation allready.
>>> Not a single solution actualy worked due to all that transfering form
>>> hand to object and back to hand.. I will record one video to show exactly
>>> issue which will probably make things more clear just to get a bit time for
>>> it.
>>> All in all, animating prop being manipulated by hands exchanging and
>>> moving with constrains.. argh..
>>> When they already cannibalized SI they could at least learn how to
>>> handle important things like this.
>>> All the view port glitter and fancy stuff doesn't mean anything for
>>> everyday work.
>>> ᐧ
>>>
>>> On Tue, Sep 20, 2016 at 3:59 PM, Ben Barker 
>>> wrote:
>>>
 There are offset attributes. You can see them (and 'update' them) in
 the attribute editor for the constraint. IMO they are unintuitive to
 animate and are best left to storage of static values. I've seen animators
 get so far into the weeds with those that their cigarette consumption
 shoots to astronomical levels, so for your health I recommend Mladen's
 solution.



 On Mon, Sep 19, 2016 at 7:55 PM, Andres Stephens 
 wrote:

> How troublesome You’d think there are constraint offset keys that
> is animated like in SI with and without the transform keys?
>
>
>
> -Draise
>
>
>
> *From: *Mladen Kevic 
> *Sent: *19 September 2016 16:30
> *To: *softimage@listproc.autodesk.com
> *Subject: *Re: object parenting in maya
>
>
> constrain it to the Null (locator) and in meantime while it's in FK
> move animate null to new position.
>
> hope it's help
>
> On Mon, Sep 19, 2016 at 9:24 PM, Adam Sale 
> wrote:
>
> No you can't,
> If you have a point constraint on an object, make sure you aren't
> keying that objects translation channels. It breaks the constraint
> otherwise.
> Same for Orient and Scale.
>
> Adam
>
> On Mon, Sep 19, 2016 at 6:18 AM, Mirko Jankovic <
> mirkoj.anima...@gmail.com> wrote:
>
> That is what I tried BUT as soon as I animate blend to 0 arm goes back
> to the point where it was constrained and not at the position where it is
> now when I want it to stay. And also just adding keyframe on arm and then
> removing weight is not working as well.
> That is all source of the problem at first place. That weight isn't
> working in maya as it is working in SI.  As you know you just splash
> keyframe  with weight 1, move a frame splash keyframe and set weight 0 and
> arm would stay at that position with no more constrain active.
> But it seems that in maya you can't have both constrain AND keyframes
> on same object??
> ᐧ
>
> On Mon, Sep 19, 2016 at 2:11 PM, philipp seis 
> wrote:
>
> the SI "weight" of the constraint, i.e. parent constraint shows up
> under the contraining object as "blendparent" in your channel box.
> You can animate that to grab stuff. Good luck :)
>
> 2016-09-19 9:41 GMT+02:00 Mirko Jankovic :
>
> Ok I'm dropping my towel...
> Can anyone shed me some light on how to do this in maya:
>
> Hand IK constrained to object1
> Then goes into FK keyframed animation
> Then gets again IK constrained to object2
>
> Character is referenced ofc.
>
> With Softimage that is breeze and honestly I think I will just re-reg
> this whole thing and finish in SI instead but just for the fun of it.
> How do you do this in maya???
> I can't even wrap my mind around how I got stuck in this crap.
> It;s bin a while since I animated anything with switching constrains
> in maya but it can't be this messy?
>
> Thanks
> ᐧ
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the 

Re: Delete 2/3 particles - I forgot

2016-09-20 Thread Olivier Jeannel
back to the modulo method modulo 3 gives you 0,1,2.
You don't have to compare =0 two times
You can set the compare to >= 1 it will eliminate value 1 & 2 and keep the
0 (33%)

On Tue, Sep 20, 2016 at 3:21 PM, Tim Borgmann  wrote:

> Test random probabilty (set to 0,6, disable time varying).
>
> Tim
>
> Am 20/09/16 um 14:37 schrieb Artur W:
>
> Isn't the nth able to delete half at most?
>
> Artur
>
> 2016-09-20 14:02 GMT+02:00 Simon Reeves :
>
>> delete by nth, which is modulo
>>
>> On Tue, 20 Sep 2016 at 12:46 Artur W  wrote:
>>
>>> Hey,
>>>
>>> It's been a while.
>>> How can I delete in cache about 2/3 of the particles?
>>>
>>> Artur
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>
>> --
>> Simon Reeves
>> London, UK
>> *si...@simonreeves.com *
>> *www.simonreeves.com *
>> *www.analogstudio.co.uk *
>>
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>
>
>
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Re: Render rates - or where to get a softimage farm?

2016-09-16 Thread Olivier Jeannel
Everybody talks about Gridmarket these days. Seems they are the fastest and
the cheapest. Not sure they have something for Softies, but you might want
to check.

Le 16 sept. 2016 23:46, "Pierre Schiller" 
a écrit :

> Hello everyone, good day.
> There´s this gig I got...it´s a simple 360º render of a warehouse with a
> lot of small things, like boxes, and stuff animated (you know the usual
> things you´ll go to place and store at a rent warehouse).
>
> I did this using Arnold. And pretty much delivered all 400 frames of it, 8
> warehouses with full 360º showing all. That render on an i7 4930k (12
> cores) and 24gigs of ram took around 9 hours in 500x400 for each individual
> render (and you know, it´s ok, because you leave it overnight and send the
> files the next morning).
>
> But things now need to be delivered on a tight schedule, so I need to rent
> an Arnold farm for SI 2014 sp2. They asked me to go from 500x400 to full HD
> (1920x1080) so rendering those 400 frames take around 44 hours. (almost 2
> entire days for just 1 out of 8 sequences).
>
> If anyone could help me out, please, with a farm to send the files to; or
> a rate doing it on my own machine for 2 days for each one of the
> warehouses, I´d be really grateful.
>
> Thanks.
> Cheers.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
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Re: Volume/voxel construction/deconstruction

2016-09-16 Thread Olivier Jeannel
I'd go houdini on this one too.
In SI there's the Knife tool where you can attach a grid to it. It cut
cleanly the object, but you don't have the inside.

Le 16 sept. 2016 20:07, "Steven Caron"  a écrit :

> Which renderer? I think Holger had his visbool shader working in MentalRay
> and Arnold.
>
> For a renderer agnostic route you are going to need to do some sort of
> booleans, obviously those can be tricky and crash a lot. There is VDB tools
> from Oleg which doe CSG operations on levelsets and of course Houdini's VDB
> tools if you have access to it. Shading is going to be tricky if you need
> to transfer UVs to the VDB. Oleg's tools don't have that functionality but
> Houdini does.
>
> Steven
>
> On Fri, Sep 16, 2016 at 8:57 AM, Adam Seeley 
> wrote:
>
>> Hi all,
>>
>> Just thought I'd tap into the collective thought process to see if anyone
>> had seen techniques to do this before.
>>
>> I'm looking at creating an effect where an object dissolves away but
>> cleanly, so I need to show a cutaway section of the object (e.g. tomato),
>> but one that moves through the object.
>>
>> A bit like a ct scan, but in full colour, so we see the various internal
>> construction of the parts of teh object like the fibres within the flesh of
>> the object.
>>
>>
>>
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
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Re: Wiki EOL soon

2016-08-18 Thread Olivier Jeannel
It was on facebook :/

Le 18 août 2016 00:23, "Cristobal Infante" <cgc...@gmail.com> a écrit :

> I can only imagine the server strain that this wiki must be causing on the
> Autodesk server...
>
> by the way, great investigative work Olivier!
>
>
>
> On 17 August 2016 at 21:40, Andy Nicholas <a...@andynicholas.com> wrote:
>
>> I think the privacy issue can be overcome. Have a look in the link I sent
>> you under the section "Backup the content of the wiki (XML dump)". That
>> method doesn't include account information.
>>
>>
>> On 17/08/2016 21:17, Maurice Patel wrote:
>>
>> I have asked if we can look into this and got a first response. Apparently 
>> it is non-trivial as the site enabled users to create accounts and there are 
>> some privacy issues around publishing the data as is. I can't promise 
>> anything but we are looking into what is feasible.
>> maurice
>>
>> Maurice Patel
>> Tél:  514 954-7134
>> Cell: 514 242-6549
>>
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com 
>> <softimage-boun...@listproc.autodesk.com>] On Behalf Of Andy Nicholas
>> Sent: Wednesday, August 17, 2016 3:13 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Wiki EOL soon
>>
>> Hi Maurice,
>> Is it conceivable that Autodesk would be willing to backup the wiki 
>> according to the instructions found here: 
>> https://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki
>>
>> and then provide that data to an individual in the community to host on 
>> their own publicly available server?
>>
>> A
>>
>> On 17/08/2016 19:59, Maurice Patel wrote:
>>
>> HI,
>>
>> I am not sure what you mean by a physical copy but the wayback machine 
>> typically keeps archives of old sites which provides  a certain level of 
>> availability but not all.
>>
>> If you need anything it may be best to save a local copy to your machine 
>> before November
>>
>> maurice
>>
>>
>>
>>
>>
>> Maurice Patel
>>
>> Tél:  514 954-7134
>>
>> Cell: 514 242-6549
>>
>>
>>
>> From: 
>> softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
>>  <softimage-boun...@listproc.autodesk.com> 
>> [mailto:softimage-boun...@listproc.autodesk.com 
>> <softimage-boun...@listproc.autodesk.com>] On Behalf Of Andres Stephens
>>
>> Sent: Wednesday, August 17, 2016 2:48 PM
>>
>> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> 
>> <softimage@listproc.autodesk.com>
>>
>> Subject: Re: Wiki EOL soon
>>
>>
>>
>>
>>
>> Crap crap crap. Where can we download a physical copy?
>>
>>
>>
>> -Draise
>>
>>
>> +57 3138116821
>>
>> Bogotá, Colombia
>>
>> On 17 Aug 2016, at 12:57, Olivier Jeannel 
>> <facialdel...@gmail.com<mailto:facialdel...@gmail.com> 
>> <facialdel...@gmail.com><mailto:facialdel...@gmail.com> 
>> <facialdel...@gmail.com><mailto:facialdel...@gmail.com> 
>> <facialdel...@gmail.com>> wrote:
>> http://softimage.wiki.softimage.com/index.php?title=Main_Page
>>
>>
>>
>> [http://softimage.wiki.softimage.com/skins/monobook/media/si/ACG_Wiki_a_head_banner_lft.png]
>>
>>
>>
>> --
>>
>> Softimage Mailing List.
>>
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>> softimage-requ...@listproc.autodesk.com<mailto:softimage-requ...@listproc.autodesk.com>
>>  
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>>  
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Re: ICE Rigid Bodies endless spin..

2016-09-28 Thread Olivier Jeannel
Instead of restting, maybe you could quaternion interpolate the rotation?

On Wed, Sep 28, 2016 at 4:47 PM, Steve Parish  wrote:

> Hey guys,
>
> I've jumped back into Soft for an ICE project and am having trouble with
> rigid bodies. Its a pretty simple simulation, essentially balls whizzing
> all over the place and then coming to a complete standstill on the floor. I
> am able to get them very still but a few of them get this crazy spin on the
> spot. Does anyone have any idea how to stop this?
>
> So far I have tried these with no effect;
> * Drag
> * precision (up to very high values)
> * removing angular velocity whilst stationary (I know this is wrong)
> * resetting orientation when stationary (this snaps them to zero
> unnaturally)
> * altering gravity
>
> Any other ideas?
>
> Thanks
> Steve P
>
>
>
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Re: syflex pin null and weight maps

2016-09-28 Thread Olivier Jeannel
Hi Kris,
I haven't used Syflex in a while. I remember someone mentionned difference
between the Ice Syflex and the legacy Syflex. Might worth a check.

On Tue, Sep 27, 2016 at 10:08 PM, Kris Rivel  wrote:

> I'm trying to control how much of a syflex mesh my pin null controls but
> it seems to ignore the weight map plugged into it. Is it broken?
>
> Kris
>
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Re: Softimage wikia first, now Jeremiepasserin.com?!!

2016-09-30 Thread Olivier Jeannel
where are you working Jeremie ?

On Fri, Sep 30, 2016 at 4:53 PM, jentzen mooney 
wrote:

> Well keep your head up! surviving Blur leaves it's battle scares but I am
> grateful to have gave it a go.
> Like most who make there mark there I am sure you have been able to take
> some of there processes to another level.
> Cheers
>
>
> On Thu, Sep 29, 2016 at 8:05 PM, Jeremie Passerin 
> wrote:
>
>> It totally has ! But we're doing some pretty awesome stuff.
>> And Everything we do is open source. It's not really nicely packaged nor
>> easy to install but there is some neat tools for softimage and more stuff
>> for Maya coming. I wish we had time to make it more accessible to the rest
>> off the world.
>>
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Re: Babies

2016-11-07 Thread Olivier Jeannel
Excellent !


On Mon, Nov 7, 2016 at 9:28 PM, toonafish  wrote:

> Just a funny litte Mixamo experiment that went overboard ;-)
>
> https://youtu.be/CSjReQFFPRw
>
>
> -Ronald
>
>
>
>
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Re: Exploding fractured mesh

2016-11-08 Thread Olivier Jeannel
I would advice to use the current version of Houdini. They do enhance it
each time, it would be a shame not to use the last one.

Other than that, the expressions are really mental. You can speak to every
bit of what is in your scene.
Of course, you don't "have to", but try considering this as part of the
learning curve. And you don't have to start by this.
I don't think I will ever completly master Houdini. But that's precisely
what i find exciting. Your progresses will be endless. And that's a big
difference with our dead xsi.

Le 8 nov. 2016 11:15, "Gerbrand Nel"  a écrit :

> Rohan Dalvi made a few tutorials worth buying.
> The floating island one is probably the most fun and comprehensive
> course you could take.
> He approaches it from an artist point of view, rather than coding and
> scripting stuff.
> He also has a few free vids on vimeo.
> Peter Quint is another guy who tends to stay away from too much coding,
> and he has some very useful tutorials!
>
> One thing about sidefx, they change the software all the time.
> This makes for great cutting-edge software, but really painful to learn
> if you use old tutorials.
> My advice is to use the version of houdini that was used in the
> tutorial, until you get the hang of it.
> Oh and the "vop sop" is now the "attribute vop" :)(this is basically
> an ice tree)
> Good luck, and ask if you get stuck!
> I hate seeing fellow softies forced into maya-bondage
>
> G
>
>
>
>
>
> On 2016/11/08 11:41 AM, Morten Bartholdy wrote:
> > Thanks for the advice Gerbrand, it is much appreciated. I have no love
> for Maya and if anything, that might help me get over the steep part of the
> learning curve with Houdini, knowing greener grass fields lay ahead.
> >
> > I guess it is time to give it some attention.
> >
> > BTW did you learn these expressions from tutorials?
> >
> >
> > Cheers
> > Morten
> >
> >
> >
> >
> >> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel <
> nagv...@gmail.com>:
> >>
> >>
> >> I just want to jump in regarding the scripting and expressions in
> houdini.
> >> I also hate scripts and expressions.. I want to make pictures with
> >> pictures, not pictures with words.
> >> In Houdini so far I've learned about 10 expressions and scripts.
> >> The are short things like:
> >> fit01() and rand($PT)
> >> I call them spells, cause it takes the "maya" out of it, and you need
> >> spells to make magic.
> >> These 10 spells gets used every day for almost everything I do in
> >> houdini, but most of the time I'm connecting nodes like its xmas.
> >> You also can avoid vex wrangling completely by using vops instead. (Vops
> >> are almost exactly like ice trees)
> >> Whenever I do a tutorial involving wrangle nodes, I either do it in
> >> vops, or cut my losses and look for another tutorial.
> >>
> >> I think its fair to say that I use houdini in a very non-td kind of way.
> >> That being said, I'm creating things I couldn't after 10 years in soft,
> >> and going home at 5pm almost every day.
> >> Walking past my friends who chose Maya, knowing they'll be at their
> >> desks for another 2 hours at least, is the hardest part.
> >>
> >> The point I'm trying to make is: There are a few scripts you'll have to
> >> learn, but its not so bad, and well worth it!
> >> G
> >> On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> >>> Thanks for all the good suggestions. I am actually using IFX+Momentum4
> too which didn't quite manage, as it quickly gets slow with many polygon
> islands, and very unstable after ground impact. So I was looking for
> something simpler without collisions between fractured pieces where I could
> just make them start flying off the surface.
> >>>
> >>> Imagine a person covered with a thin shell of metal, which fractures,
> then pieces start flying away locally and eventually all remaining pieces
> drop and tumble to the floor.
> >>>
> >>> The first part could be done without collisions, then the later action
> need simulation with collisions. they are separate cuts so I have some
> freedom here, regarding methods.
> >>>
> >>> I found Gustavos Motion Tools bullet implementation faster and more
> stable than Momentums (!) but need to check with the full amount of
> geometry. The trouble is the shell is not very thick, so the solvers have a
> hard time handling intercollisions between fractured pieces.
> >>>
> >>> I would say I am inclined to give Houdini a try after the descriptions
> here after all, but likely not for this job.
> >>>
> >>>
> >>>
> >>>
>  Den 3. november 2016 klokken 17:12 skrev Simon Reeves <
> si...@simonreeves.com>:
> 
> 
>  I did lots of fracturing and deforming (rather than simulated) on a
> job a
>  year or so ago in xsi with momentum ice etc. Though I was fairly
> happy with
>  the system I had (based on a vimeo video from eric mootz by the way!
> About
>  controlling pieces in ICE) really it was pretty buggy and slow, had
> to be
>  really delicate with xsi to 

Re: eliptical waves in Soft

2016-10-14 Thread Olivier Jeannel
[image: Inline image 1]

On Fri, Oct 14, 2016 at 12:58 PM, Chris Marshall 
wrote:

> Hi All,
> I'm using a standard wave deformer in Soft to deform a grid into a ripple
> effect. This is fine as I've done this a thousand times, but on this
> occasion I need the ripple to emit in an eliptical way. I thought just
> scaling the wave deformer would do this, but it doesn't  Or I've done
> something wrong.
> Any ideas on this?
>
> Thanks
>
>
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Re: Friday Flashback #283

2016-10-22 Thread Olivier Jeannel
Ah Silicon days :)

On Fri, Oct 21, 2016 at 9:45 PM, Stephen Blair 
wrote:

> We are inspired by your vision. Thank you Softimage
> -- SiliconGraphic
> http://wp.me/powV4-3mv
>
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Re: Warcraft Creating The Horde

2016-11-17 Thread Olivier Jeannel
So proud !

2016-11-17 17:49 GMT+01:00 Tim Crowson :

> Awesome!
>
> EOL != obsolete
>
> On Thu, Nov 17, 2016 at 8:02 AM Tom Kleinenberg 
> wrote:
>
>> Very cool! That crowd stuff was what really impressed me in the film.
>>
>> On 17 November 2016 at 15:56, Eric Thivierge 
>> wrote:
>>
>> Hey all,
>>
>> This new video from ILM has a few clips and information about the work we
>> did on Warcraft at Hybride. We used Softimage and Fabric Engine to make the
>> crowds. Was a great project to work on and just as great of a challenge too.
>>
>> https://www.youtube.com/watch?v=C0MRBrJlvkQ
>> Hybride crowds around 3:30
>>
>> Cheers,
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
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Re: Some Maya modeling/UV tools questions

2016-10-28 Thread Olivier Jeannel
Autodesk ?

On Fri, Oct 28, 2016 at 11:51 AM, Rob Wuijster  wrote:

> First of all... Apologies ;-)
>
> I'm doing some modeling and UV stuff in Maya atm, but the scattered tools
> for modeling and UV'ing are slowly getting on my nerves here...
>
> Are there brave people out there, that created tools/menu's/windows that
> make this whole process more logical and enjoyable?
>
> Oh.. Maya 2016 btw...
>
> --
>
> cheers!
>
> Rob
> \/-\/\/
>
>
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Re: Friday Flashback #285

2016-11-04 Thread Olivier Jeannel
Fight Club / Pixel Liberation Front / BUF (1999)

amen

On Fri, Nov 4, 2016 at 4:55 PM, Stephen Blair 
wrote:

> Softimage: the first 15 years
> http://wp.me/powV4-3mM
>
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Re: Soft 2 Houdini acronyms

2016-10-11 Thread Olivier Jeannel
yes, I use to rebuid my old ice velocity setup in Dopnet with POPVOP.
The nice thing in Dopnet is that houdini handles all the kind of existing
"simulable thing" in the same environment
Pop for particles
rbd
wire (and fem) for cloth
flip
Smoke



On Tue, Oct 11, 2016 at 1:40 PM, Rob Wuijster  wrote:

> Hi Chris,
>
> Often in Houdini, things are split up between multiple setups.
> A bit like two ICE trees, one exporting data that you import in the next
> one for additional handling.
> It's more or less the same with the fireworks example, see the 'output'
> and 'import_fireworks' nodes.
>
> cheers!
> Rob
>
> \/-\/\/
>
> On 11-10-2016 13:17, Chris Marshall wrote:
>
> Hi All,
> There's the obvious visual similarities between ICE and Houdinis networks,
> but in terms of particles, how similar are they? For instance if I start
> with one of the built in Fireworks operators in Houdini, why are there two
> nodes created, the AutoDOPNetwork and FireworksParticles?
> Is there a comparison between using particles in ICE and Houdini anywhere?
>
> Thanks
> Chris
>
>
> On 10 October 2016 at 13:38, Chris Marshall 
> wrote:
>
>> I can imagine that!
>>
>> Maybe the Houdini help file could have an 'Acronym's for Morons' page?
>>
>> cheers
>>
>>
>>
>>
>> On 10 October 2016 at 13:22, Jordi Bares  wrote:
>>
>>> One more thing… it is really true that the acronyms don’t help but when
>>> you try to explain things to others it is very helpful these are so short
>>> although I must confess if you do it on the tube you will look like a
>>> moron.
>>> jb
>>>
>>> On 10 Oct 2016, at 13:20, Jordi Bares  wrote:
>>>
>>> A few hints
>>>
>>> On 10 Oct 2016, at 12:58, Chris Marshall 
>>> wrote:
>>>
>>> OK So I'm getting somewhere, slowly, which is positive.
>>> The acronyms aren't helping
>>>
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>> www.dot3d.com
>>
>>
>>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
>
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Re: Soft 2 Houdini acronyms

2016-10-11 Thread Olivier Jeannel
The autodop network is where the simulation happen.

Once it is simulated, in Houdini, you can call the result of a simulation
and do whatever you want with it.
Render it, re use it in SOP and re distort it, etc..

Precisely in the fireworks example, the "fireworks_particles" node contains
a DOP IO nodes, which looks into /obj/AutoDopNetwork
and grab /obj/AutoDopNetwork/popobject1 (your simulated particle object
container)



On Tue, Oct 11, 2016 at 1:25 PM, Cristobal Infante  wrote:

> The only similarity you will find with ICE is the vector context called
> VOPSOP.
>
> Inside POPs (particles) you can also use them, they are called POPVOPs.
>
> But the general framework is different. It won't take long to understand
> them.
>
> I can recommend you start with Adam Swabs tutorials at helloluxx.
>
>
>
>
> On Tuesday, 11 October 2016, Chris Marshall 
> wrote:
>
>> Hi All,
>> There's the obvious visual similarities between ICE and Houdinis
>> networks, but in terms of particles, how similar are they? For instance if
>> I start with one of the built in Fireworks operators in Houdini, why are
>> there two nodes created, the AutoDOPNetwork and FireworksParticles?
>> Is there a comparison between using particles in ICE and Houdini anywhere?
>>
>> Thanks
>> Chris
>>
>>
>> On 10 October 2016 at 13:38, Chris Marshall 
>> wrote:
>>
>>> I can imagine that!
>>>
>>> Maybe the Houdini help file could have an 'Acronym's for Morons' page?
>>>
>>> cheers
>>>
>>>
>>>
>>>
>>> On 10 October 2016 at 13:22, Jordi Bares  wrote:
>>>
 One more thing… it is really true that the acronyms don’t help but when
 you try to explain things to others it is very helpful these are so short
 although I must confess if you do it on the tube you will look like a 
 moron.
 jb

 On 10 Oct 2016, at 13:20, Jordi Bares  wrote:

 A few hints

 On 10 Oct 2016, at 12:58, Chris Marshall 
 wrote:

 OK So I'm getting somewhere, slowly, which is positive.
 The acronyms aren't helping




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 Softimage Mailing List.
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>>>
>>>
>>>
>>> --
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>> www.dot3d.com
>>>
>>>
>>>
>>
>>
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>> www.dot3d.com
>>
>>
>>
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Re: Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-07 Thread Olivier Jeannel
Wasn't there an animation, a collective project, planned at a moment ?
I like the idea that people are still 200% percent Softies years after eol,
it might be silly, but that's a kind of beauty !

2016-12-07 18:22 GMT+01:00 Steven Caron :

> Right, and it would struggle to be a proper documentary instead it would
> be more like an anti-Autodesk hit piece. We have plenty of anti-corporate
> documentaries.
>
> On Wed, Dec 7, 2016 at 8:33 AM, Dan Yargici  wrote:
>
>>
>> My post was mostly a reaction to the feeling that this situation is
>> somehow deserving of a documentary or the like...
>>
>>
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Re: User attributes from Houdini to XSI?

2016-12-08 Thread Olivier Jeannel
Never tested before, but for what I read it talks about "arrays" and
"vertex". Maybe check in houdini what you're exporting.
In Houdini you can create Vertex Attributes or Point Attributes, they are
not the same.
When export-binding paramaters you have an option for Float Array, which is
not the same as single Float.

2016-12-08 14:48 GMT+01:00 Sandy Sutherland :

> Morten - Houdini normally stores vertex colour data in Cd, try that
> instead of H_vertex_color.
>
> S.
>
> On Thu, Dec 8, 2016 at 1:39 PM, Morten Bartholdy 
> wrote:
>
>> I am using Crate to import alembic from Houdini into XSI for rendering,
>> and we would like to transfer custom data, in this case actually just
>> simple vertex colors.
>>
>> Reading up on Crate documentation there is one page about Custom
>> Attribute Import using ICE to import alembic data, and it is not terribly
>> explanatory, so this far I don't have things working, but I think I can see
>> there is an attribute named H_vertex_color when I have set up the string
>> stuff, but I get this error:
>>
>> # ERROR : ExocortexAlembicSoftimage1.1 - Alembic: float_array node error:
>> Could not find H_vertex_color
>>
>> Does anyone here have tips or pointers regarding importing custom data
>> from Houdini?
>>
>>
>> Cheers
>> Morten
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Re: mountains

2017-01-13 Thread Olivier Jeannel
Franckly it's not that bad that Houdini is something different. Nothing
bugs me more than the simple pillaging of SI feature into Maya.

2017-01-13 15:42 GMT+01:00 Jordi Bares :

> Long road ahead…. We lived for long time on the crossroads of art, tech
> and user friendliness and that is not something you can copy & paste.
>
> :-P
> jb
>
> > On 13 Jan 2017, at 14:25, Morten Bartholdy  wrote:
> >
> > I hope SideFX will release a Houdini version that will thoroughly
> replace Maya as replacement for XSI (which it really isn't).
> >
> > Morten
> >
> >
> >
> >> Den 13. januar 2017 klokken 14:34 skrev Rob Wuijster :
> >>
> >>
> >> Jordi will be releasing his "Softimage to Houdini16" ebook series as
> >> well... ;-P
> >>
> >>
> >> Rob
> >>
> >> \/-\/\/
> >>
> >> On 13-1-2017 14:15, Morten Bartholdy wrote:
> >>> You are such a tease Jordi! ;)
> >>> I wish I could make it :/
> >>>
> >>> Morten
> >>>
> >>>
>  Den 13. januar 2017 klokken 10:57 skrev Jordi Bares <
> jordiba...@gmail.com>:
> 
> 
>  Just come, believe me.
> 
> > On 12 Jan 2017, at 17:22, Dan Yargici  wrote:
> >
> > I plan on being there also.  Deadlines permitting...
> >
> > On Thu, Jan 12, 2017 at 5:09 PM, Matt Morris  > wrote:
> > I'll be there, hoping to bump into some old softies ;)
> >
> > On 12 January 2017 at 17:05, Jonathan Moore <
> jonathan.moo...@gmail.com > wrote:
> > Stay tuned to Feb 6th… I will leave it there and say no more.
> >
> > Presuming you'll be in Bethnal Green on the evening of the 6th
> then?   ;)
> >
> > On 12 January 2017 at 16:49, Jordi Bares  > wrote:
> > Stay tuned to Feb 6th… I will leave it there and say no more.
> >
> > jb
> >
> >> On 12 Jan 2017, at 12:19, Chris Marshall  > wrote:
> >>
> >> thumbs up
> >>
> >>
> >> On 12 January 2017 at 11:53, Cristobal Infante  > wrote:
> >> get on your bike:
> >>
> >> https://vimeo.com/116364169 
> >>
> >> On 12 January 2017 at 10:14, Chris Marshall <
> chrismarshal...@gmail.com > wrote:
> >> Yes sometimes I feel doing more ice is a waste of time, but as I
> know it inside out and have seriously tight deadlines, I have no time to
> learn anything else right now.
> >> The mountains builder works way better than I thought it would.
> >>
> >> Cheers
> >>
> >>
> >> On 12 January 2017 at 08:33, Morten Bartholdy  > wrote:
> >> Hi Chris,
> >>
> >> Thanks! It is always nice to learn some more ICE even now :) Pretty
> nifty for throwing quick landscapes together.
> >>
> >> Cheers
> >> Morten
> >>
> >>
> >>> Den 10. januar 2017 klokken 18:09 skrev Chris Marshall <
> chrismarshal...@gmail.com >:
> >>>
> >>>
> >>> Here you go. A bit thrown together. Reduce the resolution of the
> main grid
> >>> to make it more interactive.
> >>>
> >>> https://dl.dropboxusercontent.com/u/76099539/mountains-test-1.zip
> 
> >>>
> >>>
> >>> On 10 January 2017 at 15:39, Chris Marshall <
> chrismarshal...@gmail.com >
> >>> wrote:
> >>>
>  Thanks. This solution is good because it's almost realtime to
> generate and
>  I can quickly draw the curves that define the mountain ranges etc.
>  It essentially uses the distance between the curves and surface
> to push up
>  the peaks. Then some turbulence multiplied in there, plus I've
> added a null
>  to act as a height centre for the highest peak.
> 
>  On 10 January 2017 at 14:58, Morten Bartholdy <
> x...@colorshopvfx.dk > wrote:
> 
> > Hey that's pretty cool. Care to share a screenshot of the ICE
> Tree?
> > BTW WorldMachine was mentioned and I have to say it is pretty
> addictive
> > and fairly easy to get decent results from it.
> >
> > Morten
> >
> >
> >
> >> Den 10. januar 2017 klokken 15:50 skrev Chris Marshall <
> > chrismarshal...@gmail.com >:
> >>
> >> Here's what I managed to make. None of Andy's Diamond stuff,
> just a
> > curve
> >> to define the main ridge, in this render a spiral, and some
> other
> > smaller
> >> curves to define some minor spurs off it.
> >>
> >>
> 

Re: Xsi to Houdini Quick Start Tutorials

2017-01-12 Thread Olivier Jeannel
Hi Chris,
I've already posted this, but since you're talking about :
https://vimeo.com/158037926

2017-01-12 12:03 GMT+01:00 <mikael.petter...@gmail.com>:

> Hi Chris,
>
> That it what I'm trying to do with the Xsi to Houdini videos. Is there
> something in particular you were thinking about?
>
> Cheers
>
> Skickat från min iPhone
>
> 12 jan. 2017 kl. 10:17 skrev Chris Marshall <chrismarshal...@gmail.com>:
>
> For those of us who are keen to switch to something that has some
> similarities to ICE, is there a way of doing some tutorials of the basics
> of simple effects done in ICE remade in Houdini?
>
> On 12 January 2017 at 00:11, <mikael.petter...@gmail.com> wrote:
>
>> Thanks, suggestions are welcomed :)
>>
>> 11 jan. 2017 kl. 22:45 skrev Olivier Jeannel <facialdel...@gmail.com>:
>>
>> Really super,
>> wrote you a little request ;)
>>
>> 2016-12-29 0:02 GMT+01:00 javier gonzalez <javi09warr...@gmail.com>:
>>
>>> Good timing!!! Thanks
>>>
>>> 2016-12-28 17:19 GMT-05:00, nikaragua86 <nikaragu...@gmail.com>:
>>> > great! thank you for sharing!
>>> >
>>> > 2016-12-29 0:58 GMT+03:00 <mikael.petter...@gmail.com>:
>>> >
>>> >> Hi all,
>>> >>
>>> >> For the people who are switching to Houdini, I've created a tutorial
>>> blog
>>> >> where I've posted some short quick start tutorials to get you going.
>>> Only
>>> >> a
>>> >> few so far, but more will come later.  I hope you'll find them useful.
>>> >>
>>> >> http://shortandsweet3d.blogspot.co.uk/?m=1
>>> >>
>>> >> Cheers
>>> >> Mikael
>>> >>
>>> >>
>>> >>
>>> >> --
>>> >> Softimage Mailing List.
>>> >> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>> odesk.com
>>> >> with "unsubscribe" in the subject, and reply to confirm.
>>> >>
>>> >
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
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"unsubscribe" in the subject, and reply to confirm.

Re: Xsi to Houdini Quick Start Tutorials

2017-01-12 Thread Olivier Jeannel
I'd be interrested !
is this vop based, or dop ?

2017-01-12 14:28 GMT+01:00 <mikael.petter...@gmail.com>:

> Yeah, you need to think a bit different in Houdini, but I could do a tut
> about mimicking state machines if someone is interested.
>
> Skickat från min iPhone
>
> 12 jan. 2017 kl. 13:05 skrev Jonathan Moore <jonathan.moo...@gmail.com>:
>
> For those of us who are keen to switch to something that has some
>> similarities to ICE, is there a way of doing some tutorials of the basics
>> of simple effects done in ICE remade in Houdini?
>
>
> Chris, you should take a look at the Jumpstart series over at HelloLuxx.
> Adam Swaab is a great tutor who guides you through your learning path
> without ever being condescending. There's a promotion on at the moment with
> discounts of up to 50%. Vol.7 (currently 30% off) deals specifically with
> VOPS which is the closest thing to ICE in Houdini but I'd also recommend
> you pick up the bundle of the first 4 volumes (currently 50% off) as this
> covers a lot of key principles of the Houdini UX, which are helpful for
> someone transitioning from ICE.
>
> There's a ton of free tutorials available but the benefit of Adam's stuff
> is that it's structured as a 'learning path'. You could get away with
> skipping Vol's 5&6, as once you understand the foundations there's better
> paid material available for Pyro and Fluids - specifically thinking of the
> Steve Knipping 'Applied Dynamics' series over at CGCircuit. Steve's an ILM
> TD and a great communicator/teacher too (the downside is that his courses
> aren't the cheapest but they're still more reasonable than the likes of
> cmiVFX, fxPHD and CGSociety). He made Vol.1 of his Destruction series
> available for free on Vimeo; it's a great indicator to his approach to
> teaching and the quality of his other course. Steve's great at explaining
> the 'why' as well as the 'how'. That added context aids retention and
> deeper understanding of Houdini as an integrated system.
>
> https://vimeo.com/185820853
>
> http://helloluxx.com/product-tag/adam-swaab/
>
> https://www.cgcircuit.com/browsepage.php
>
>
>
> On 12 January 2017 at 12:27, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Not everything, but yeah State Machine is something I try to reproduce in
>> popvop but some easy features are missing such as "get time in state" and
>> other nodes that gave the age of the particle relative to the moment it
>> entered the stage.
>>
>> 2017-01-12 12:45 GMT+01:00 Cristobal Infante <cgc...@gmail.com>:
>>
>>> I could you show a similar setup in Houdini, but I am nowhere as
>>> eloquent as the MASTER Bradley Gabe...
>>>
>>> Also you must forget everything you know (state
>>> Machines, bla bla).
>>>
>>>
>>>
>>> On Thu, 12 Jan 2017 at 11:34, Chris Marshall <chrismarshal...@gmail.com>
>>> wrote:
>>>
>>>> indeed!
>>>>
>>>> On 12 January 2017 at 11:17, Rob Chapman <tekano@gmail.com> wrote:
>>>>
>>>> IMHO one of the best tutorials for ICE that got me fired up back in
>>>>
>>>>
>>>> the day with that 'aha' moment  was Brad Gabe's "An artist tour
>>>>
>>>>
>>>> Production primer"
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> 8 years ago. wowsers
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On 12 January 2017 at 11:06, Olivier Jeannel <facialdel...@gmail.com>
>>>> wrote:
>>>>
>>>>
>>>> > Hi Chris,
>>>>
>>>>
>>>> > I've already posted this, but since you're talking about :
>>>>
>>>>
>>>> > https://vimeo.com/158037926
>>>>
>>>>
>>>> >
>>>>
>>>>
>>>> > 2017-01-12 12:03 GMT+01:00 <mikael.petter...@gmail.com>:
>>>>
>>>>
>>>> >>
>>>>
>>>>
>>>> >> Hi Chris,
>>>>
>>>>
>>>> >>
>>>>
>>>>
>>>> >> That it what I'm trying to do with the Xsi to Houdini videos. Is
>>>> there
>>>>
>>>>
>>>> >> something in particular you were thinki

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