Re: test.

2012-04-19 Thread peter_b
actually for rendertimes it’s even worse. ‘cumulative calculation times’ per frame used to be 4-6 hours – around LOTR they went up to 24-48hrs. For Transformers 2,3 they were approaching a week. (just a few figures I kept in memory) Hardware is getting increasingly powerful, but demands get

Re: Intro to the new team (was RE: Softimage development)

2012-04-19 Thread peter_b
I dont claim to know the bigger picture – but I’ll make a wild guess: Softimage is going to be more focussed on games from now on. To me, this team, as well as the move to Singapore seem in line with that. Maya will remain targeted on film – and those from the softimage team moving to maya

Re: Belly Wobble Ice

2012-04-28 Thread peter_b
search for ‘verlet’ in the ice tree – that should get you started you can drive it with a weightmap From: Ben Beckett Sent: Saturday, April 28, 2012 2:37 PM To: softimage@listproc.autodesk.com Subject: Belly Wobble Ice Hi list Some time ago there was a video out there that a very kind person

Re: This is a growing problem in the VFX industry.

2012-04-28 Thread peter_b
“Scandinavian studios still show the lowest overall rates of obesity. This is attributed to the fact that Scandinavians work less hours ... and therefore have more time to devote to activities that counter obesity, such as skiing and having multiple partner intercourse on government-provided

Re: Nodes galore II (not ICE)

2012-04-29 Thread peter_b
Somehow I dont think Disney could have managed Rapunzels hair with 14 points per guide hair, nor the crappy collisions© But try and explain that to a copyright attorney. I wonder how: long till he sues Softimage for ICE strands? From: Dan Yargici Sent: Sunday, April 29, 2012 4:14 PM To:

Re: This is a growing problem in the VFX industry.

2012-04-30 Thread peter_b
a lame attempt at being as poisonous as the local wildlife? (oz I mean) From: Raffaele Fragapane Sent: Tuesday, May 01, 2012 1:38 AM To: softimage@listproc.autodesk.com Subject: Re: This is a growing problem in the VFX industry. You see it as a drinking problem, they see it as drinking

[mental ray] contrast check on framebuffers - causing artefacts/interference

2012-05-09 Thread peter_b
I ran into an issue where there seems to be some interference between framebuffers - when I render individual framebuffers it’s fine, but when I render a lot of them at once, artefacts show up. (looks a bit like jpeg noise) I narrowed it down to the ‘check contrast on all framebuffers’ option,

Re: is it possible to define object labels?

2012-05-09 Thread peter_b
can you look up this userdata in a (factory) shader? something like a color lookup or attribute shader? From: Alok Gandhi Sent: Wednesday, May 09, 2012 9:28 PM To: softimage@listproc.autodesk.com Subject: Re: is it possible to define object labels? Arnold uses standins, but as a general

ice attributes not showing up in render on refmodel?

2012-05-09 Thread peter_b
hi I’ve got some characters with pointclouds in them, and in the rendertree I’m looking up a few (vector) attributes I added in the ICEtree. (non simulated) I’m looking up values from the emit location on the particles, eg. normals and UV coordinates in my case its working fine – but when I

Re: is it possible to define object labels?

2012-05-10 Thread peter_b
yes, looking up an ICE attribute would work – but see the other thread I started, I’m experiencing attributes not to show up at rendertime on refmodels. I’m currently using vertexcolors – which are reliable and they come with an easy interface to create/manipulate them. though that’s still not

pointvelocity to drive motion vectors on geometry - does it work?

2012-05-10 Thread peter_b
Hi, I’m using the mip_motion_vectors output shader. My non-simulated particle cloud (sticking to a surface) shows up black which makes sense I guess. No worries, I’m looking up the PointVelocity at the surface and saving this on the particles – and magically the motion vectors are fixed and

Re: is it possible to define object labels?

2012-05-10 Thread peter_b
Thanks guys, while this would be a good testcase for me to plunge into shaderwriting – I’m afraid that for this job I dont have any time. first batch of shots should be rendering next week . So vertexcolors it is. I’m aware of the aliasing/no aliasing difference. It’s not perfect but it will do

Re: pointvelocity to drive motion vectors on geometry - does it work?

2012-05-10 Thread peter_b
thanks – will have a look – this sounds just like what I need! From: Alan Fregtman Sent: Thursday, May 10, 2012 3:25 PM To: softimage@listproc.autodesk.com Subject: Re: pointvelocity to drive motion vectors on geometry - does it work? Yeah; for a UserMotion example, go to your XSI_SAMPLES

Re: LK Lightning 1.5.1

2012-05-20 Thread peter_b
I dont mind an occasional email to keep us informed. For new or improved functionality it’s certainly welcome, not for every minor bugfix perhaps. Thanks and keep it up! From: Leonard Koch Sent: Sunday, May 20, 2012 12:50 PM To: softimage@listproc.autodesk.com Subject: LK Lightning 1.5.1

Re: pointvelocity to drive motion vectors on geometry - does it work?

2012-05-22 Thread peter_b
Just thought I’d get back on this subject – as it’s only a partial solution. with usermotions you can influence the motion vectors allright, (using mip_motion_vectors) but it also adds actual blur – which renders the motion vectors useless. I’ve tried with and without motion blur in scene and

Re: Split ice cloud into randomised collections.

2012-05-24 Thread peter_b
not sure what you are trying to achieve - but I think you might use state_ID. assign a random state ID to the particles, (eg. random value scalar to integer set data state_ID) or using modulo indeed. and then use a select_case node, driven by get data state_ID this way you can manipulate

Re: i hope this worked out

2012-05-26 Thread peter_b
no, once cast out you can never get back in. -Original Message- From: Sebastian Kowalski Sent: Saturday, May 26, 2012 2:50 PM To: softimage@listproc.autodesk.com Subject: i hope this worked out please list, let me in again!

Re: price increases?

2012-06-12 Thread peter_b
but with north america vs europe vs japan equivalency, we'll see 10 % in europe and 20% in japan. (sorry, couldn't resist) -Original Message- From: Stephen Blair Sent: Tuesday, June 12, 2012 3:20 AM To: softimage@listproc.autodesk.com Subject: RE: price increases? The price increase

Re: Localizing a shared texture projection

2012-06-12 Thread peter_b
not a solution but a workaround (maybe) - could you make a duplicate of the material/materials for these objects, and include a UV edit in the tree, from which you can transform/animate the UV’s. this would require resorting to texture projection lookup node and use of nodes with inputs for UV

Re: price increases?

2012-06-14 Thread peter_b
a little fairy told me today... in about two weeks we (Europe) would see 25% increase on licenses/maintenance for autodesk 3D software, and upgrades at about 75% of the cost of new licenses. all bets are on. -Original Message- From: Stephen Blair Sent: Tuesday, June 12, 2012 11:17

Re: price increases?

2012-06-14 Thread peter_b
nope – a bet it is, as for now it is just a rumour. From: Thomas Helzle Sent: Thursday, June 14, 2012 8:37 PM To: softimage@listproc.autodesk.com Subject: Re: price increases? bets? They are called Screws as far as I know ;-) Applied to the thumbs or other sensitive body extensions they

Re: ICE: Emit from polygon cluster

2012-06-15 Thread peter_b
for your second scenario - if I understand what you mean by 3x3 point emit on each polygon, you can do this by feeding polygonpositions, edgeposition and pointpositions from the emitting geometry (you can get each with an add data) to add points node. this will generate particles on the center

Re: Issue using Select Case with Clone Point

2012-06-20 Thread peter_b
Dunno in relation to clone points, but execute nodes going into cases of a select case node definitely works. I use it mostly with a get data state ID driving the select case and plugging an execute in each case and pretty much anything you want going into the executes - resulting in a

Re: final gathering points as particles

2012-06-27 Thread peter_b
now please tell you had a stroke of genius and are thinking of developing an ICE particles to FGmap approach, lets call it FGparticles, that gives highspeed FGmap creation for speeding up FG rendering, bypassing the map creation, with creative possibilities? eg. fg particles sticking to

Re: final gathering points as particles

2012-06-28 Thread peter_b
lovely! I'll have a play with it. -Original Message- From: Ben Houston Sent: Wednesday, June 27, 2012 9:51 PM To: softimage@listproc.autodesk.com Subject: Re: final gathering points as particles There is an ICE to FG exporter here btw: https://vimeo.com/26510869 -ben On Wed, Jun

Re: Old tekkon particle presets

2012-06-30 Thread peter_b
great read on a great movie – one of the best animated manga’s in my opinion. interesting backstory – I didn’t know it had taken such a long time, since way before the Animatrix even. From: olivier jeannel Sent: Saturday, June 30, 2012 7:11 PM To: Adam Seeley ; softimage@listproc.autodesk.com

Re: price increases?

2012-07-02 Thread peter_b
thanks for getting back graham, hm 2010, that’s only 3 releases back then - not 6. Oh well. -Original Message- From: Graham Bell Sent: Monday, July 02, 2012 6:56 PM To: softimage@listproc.autodesk.com Subject: RE: price increases? Apologies for the late reply, but I believe (though

Re: price increases?

2012-07-03 Thread peter_b
yes, '6 versions' made me wonder if a pre-autodesk version could become upgradeable again - which didn’t sound like autodesk. then again, if it’s a way to get people back to being a paying customer, it would be beneficial... -Original Message- From: Graham Bell Sent: Tuesday, July

Re: WHATTA HELL???????

2012-07-07 Thread peter_b
the real lesson to be learned here is that ultimately scenes are not to be trusted, so try and rely on them as little as possible . not an easy task, but there are some good habits that can go a long way in making this work for you. models (emdl) are your friend. a major part what you produce

Re: using ice to drive text ?

2012-07-28 Thread peter_b
I haven't checked Vincent's example - so don’t know what it does inside. But here's (hopefully) another approach. it's a bit low tech, but can be used outside the scope of ICE, and more interesting: it can display arbitrary data or symbols - the numericals 0 to 9, the letters of the alphabet,

Re: Renderfarm options

2012-07-31 Thread peter_b
From: Sylvain Lebeau Sent: Tuesday, July 31, 2012 4:26 PM To: softimage@listproc.autodesk.com Subject: Re: Renderfarm options cool to have another chime! When i say old blades... it doesnt mean they are old x486... ;-) they are also Dell Poweredge Xeon servers with 6 gig ram. still very

Re: Usergroup meeting?

2012-08-10 Thread peter_b
come back please. need a rigging guru . and while you’re at it, bring an FX wizz along. From: Halim Negadi Sent: Friday, August 10, 2012 5:53 AM To: softimage@listproc.autodesk.com Subject: Re: Usergroup meeting? I'm here till sunday. H. On Thu, Aug 9, 2012 at 9:49 AM, Bill Hinkson

Re: Friday Flashback

2012-08-31 Thread peter_b
“ Laying off support? FcK! Why dont they lay off all those middle man that keep people from buying their software, and move sales structure to the cloud? Would be a small step into modernizing stuff at this slow moving and souless company. “ *exactly* if they want the company to survive, the

Re: Adventures in Zambezia feature film

2012-09-20 Thread peter_b
Hey Sandy - its always good to see a softimage based movie completed – and another one in progress? cool! Based on all you squeezed out of that particle plugin, perhaps Autodesk should make a case study of your production: “ Want to boost your overall 3dsmax or Maya workflow? With the

Re: Softimage CIP Data - Screen Resolution

2012-09-28 Thread peter_b
Yeah – I’m surprised about the majority being less than 1500 by 1000. I thought of 24” at 1920x1200 as the de facto standard. From: Len Krenzler Sent: Thursday, September 27, 2012 11:02 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage CIP Data - Screen Resolution What amazes me

Re: Adventures in Zambezia feature film

2012-09-28 Thread peter_b
Looking good. less of a spoiler than the previous featurette. ooh, and you got Mr Spock, how cool is that! -Original Message- From: Sandy Sutherland Sent: Friday, September 28, 2012 2:12 PM To: softimage@listproc.autodesk.com Subject: RE: Adventures in Zambezia feature film New

Re: Softimage CIP Data - Screen Resolution

2012-09-28 Thread peter_b
1600x1200 is still perfectly acceptable – but say 1280x1024? – there’s hardly any room for the viewport left at that res – I’d feel claustrophobic. From: Matt Lind Sent: Friday, September 28, 2012 7:44 PM To: softimage@listproc.autodesk.com Subject: RE: Softimage CIP Data - Screen Resolution

Re: Softimage development

2012-10-07 Thread peter_b
look at the image on top of the vimeo page: shangai china freelance lf3d [at] hotmail [dot] com worth a shot? From: Debdas Mohanty Sent: Sunday, October 07, 2012 7:40 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage development https://vimeo.com/user825642 He has more

Re: referencing shader compounds into scenes

2012-10-10 Thread peter_b
I’d guess you’ll have to end up applying some custom property or piece of data you can track (such as a prefix to the materials’ name) – that would store a unique identifier for the material. Then you’d need a script at exporting time, that would load in a model holding the “final” materials

Re: BA Fluid Shader

2012-10-29 Thread peter_b
I could be very opportunistic and say I was one of the few people that did send an image. (there, that’s done ) Given that was more than six years ago, and it’s still there on your site, that’s saying something about just how few you did receive. Ouch. You are totally right – you offer a lot

Re: LAGOA limiting velocity

2012-11-06 Thread peter_b
I was thinking along those lines, but rather than deleting those particles, add a negative force along their velocity vector (= a force opposing their movement). That should slow them down effectively. Unless lagoa doesn’t like you playing around with forces like that? haven’t needed to use it

Re: get rid of MetaSL

2012-11-15 Thread peter_b
Hey Stefan, don’t become too politically correct – there’s no fun in that . From: Stefan Andersson Sent: Thursday, November 15, 2012 2:51 PM To: softimage@listproc.autodesk.com Subject: Re: get rid of MetaSL Just wanted to say that the shaders might not at all be crap, but I don't use them.

Re: Forcing ice trees to evaluate via script

2012-11-28 Thread peter_b
Hi Jules, I recall running into something like this, trying to plot out ICE driven nulls, and trying a ton of hacks to no avail. After producing totally flat fcurves in a hundred different ways, I think I ended up doing a loop that would step a frame, refresh, do a match transform command on

[OT - JOBS] WalkingTheDog looking for Softimage FX TD's for feature animation

2012-12-10 Thread peter_b
Sorry for the OT. The studio WalkingTheDog in Brussels, Belgium is looking for FX TD’s for a feature animation movie. (some more info below) Primary platform for FX will be Softimage / ICE. People with good skills on other software will be considered as well. btw, also looking for TD’s artists

Re: how to randomize lambert shader on a bunch of objects?

2013-02-21 Thread peter_b
just select the objects, getmateriallambert and they will have unique materials – that is what you’re after, right? From: Manuel Huertas Marchena Sent: Thursday, February 21, 2013 7:29 PM To: softimage list Subject: how to randomize lambert shader on a bunch of objects? Hi List, I am doing

Re: From LW to Softimage - FBX scale?

2013-02-25 Thread peter_b
I’ve had to do some of this – but that was a few years ago. It was not easy to get things right – and at first the scenes looked FUBAR. The knowledgeable tech people on both platforms at the studio said it couldn’t be done – but in the end I got a perfect match between the lightwave and

Re: SI 2014 sneak peek

2013-02-28 Thread peter_b
Oh I see – they improved on 3dsmax’s Dancing baby? It now has an additional wardrobe item and one facial expression! From: Gerbrand Nel Sent: Thursday, February 28, 2013 8:53 AM To: ron...@toonafish.nl ; softimage@listproc.autodesk.com Subject: Re: SI 2014 sneak peek That's right!! On

Re: Camera Clipping plane

2013-03-01 Thread peter_b
yes, annoying isn’t it? I get around it by turning of primary rays on everything, and adding/animating a 100% transparent grid – with primary rays on. This will work quite well as a cutout – and renders faster than you’d think. From: Stefan Andersson Sent: Friday, March 01, 2013 1:41 PM To:

Re: Tracking eye-lines

2013-03-04 Thread peter_b
just thinking out loud... haven’t done this but it sounds like an interesting challenge. you could track a scanned face to the filmed one (I think pftrack can do this and others too) that could be a good starting point to correctly place the eyeballs – remember the eyeballs would be sitting at

Re: Emit particles from camera FOV

2013-03-05 Thread peter_b
Do check the recent “ICE test vector inside cone” thread here – that should provide the basis for solving camera frustrum, which you can use for anything, such as filter on emission. Also: simply model a frustrum box, constrained to camera, and use delete by volume. Wether or not deleting

Re: Emit particles from camera FOV

2013-03-05 Thread peter_b
factory compounds, now where is the fun in that? From: Dan Yargici Sent: Tuesday, March 05, 2013 9:53 AM To: softimage@listproc.autodesk.com Subject: Re: Emit particles from camera FOV You all know there's a factory 'Test Visibility From Camera' node, right? :) DAN On Tue, Mar 5, 2013 at

Re: MOMA - Modo for Maya

2013-03-06 Thread peter_b
That would be “Mechanique du Coeur”, in production at the studio Walking the Dog. Animation is ongoing, as well as lighting, comp, fx and whatnot. I posted here a while ago for ICE FX people. (hint hint – perhaps there is still a spot open) As for this thread - don’t throw away those Autodesk

Re: How to get Autodesk support if Customer Portal broken?

2013-03-06 Thread peter_b
that’s like Muphry’s Law, but for bugs... http://en.wikipedia.org/wiki/Muphry's_law From: Johan Forsgren Sent: Wednesday, March 06, 2013 7:04 PM To: softimage@listproc.autodesk.com Subject: Re: OT: How to get Autodesk support if Customer Portal broken? A buggy bug reporter. I'll be damned.

Re: How to use multiple Filter by Texture Map?

2013-03-13 Thread peter_b
I would explode the filter compound – and make a chain of conditions, with “if”, “and” and “or” nodes. (which can receive more than just two inputs by the way) also, on the clusters, there is an “isclusterelement” value – which should help. From: Debdas Mohanty Sent: Wednesday, March 13,

Re: 2014 New feature list... minor corrections list... you decide

2013-03-14 Thread peter_b
100% Agree, Reading you guys, it's like if everybody on the list was french :) Rob is becoming one fast. He still has work on the cheese though. Let’s get this thread off track because it’s going nowhere – is it that time of the month again? “ let’s rant some about AD.” “ everybody calm

Re: Announcing Redshift - Biased GPU Renderer

2013-03-14 Thread peter_b
you are right of course, as always. what is really needed is a fine balance between quality and speed, at a pricepoint that is affordable yet high enough to sustain development, and available before my retirement. From: Andy Moorer Sent: Thursday, March 14, 2013 9:02 PM To:

Re: Announcing Redshift - Biased GPU Renderer

2013-03-16 Thread peter_b
well, I had to join a betalist to get info and test it, downloadables were called beta, and so was the quote (afaik – it wasn’t adressed to me) – I was under the impression that it is still beta, because that’s what it said on the surface. Smoke and mirrors? Semantics? Perhaps – but not to the

Re: Announcing Redshift - Biased GPU Renderer

2013-03-16 Thread peter_b
fair enough – I was indeed referring to SItoA and MtoA , not Arnold standalone. From: Stephen Blair Sent: Saturday, March 16, 2013 12:50 PM To: softimage@listproc.autodesk.com Subject: Re: Announcing Redshift - Biased GPU Renderer SItoA beta and Mtoa beta, not Arnold beta On 16/03/2013 5:15

Re: Announcing Redshift - Biased GPU Renderer

2013-03-17 Thread peter_b
no, that was last summer. if anything needs to be known about a software, an official website with actual information would be a good starting point. anyways – lets not spoil Redshift’s thread with talk about other software. From: Steven Caron Sent: Saturday, March 16, 2013 8:36 PM To:

Re: Announcing Redshift - Biased GPU Renderer

2013-03-17 Thread peter_b
thanks Nicolas – sounds very good. the images as well as the video look very promising – my interest is certainly aroused . From: Nicolas Burtnyk Sent: Sunday, March 17, 2013 7:33 AM To: softimage@listproc.autodesk.com Subject: Re: Announcing Redshift - Biased GPU Renderer Hi Peter, First

Re: Rendering to video and formats

2013-03-20 Thread peter_b
Hi Joey I won’t comment too much about frame-rates, other than saying I’m lucky we have 24p / 25p / 50i in Europe – North American frame rates are such a mess. For resolution, 1920by1080 (=full HD) is really the defacto standard. It is quite effective as a universal master format, covering

Re: Rendering to video and formats

2013-03-21 Thread peter_b
Are you finding the full HD renders to take an extraordinary amount of hard disk space? Full HD is about 6 times the amount of pixels, so you have 6 times more data in theory. With compression this can be less, but I always had uncompressed as a master format. Ofcourse lossless

Re: Setting Local ICE Tree Moves Object

2013-03-27 Thread peter_b
you are combining concepts here that are not strictly related – such as parenting and dynamics, and squeeze and raycast. sit down - think straight. “squeeze” sounds like dynamic deformation, so investigate solid bodies – which were made for this. the objects that are interacted with would be

Re: creating atlas textures

2013-04-01 Thread peter_b
afaik there is no way to really share uv’s between different objects. they might share the same projection support, but each still has it’s own UV set, and as soon as you freeze the projections there is nothing common between them. If I understand what you want to do correctly, I would do it

Re: ICE to Fusion?

2013-04-01 Thread peter_b
I’d be surprised if a pointcloud would transfer fine just like that in any format. Pointclouds are a special kind of primitive and Importers/exporters will likely just ignore them. But transferring point positions onto plotted nulls and exporting those should work... From: Paul Griswold

Re: [OT] Anyone got a working Realflow bin exporter?

2013-04-02 Thread peter_b
Eric Mootz does... http://www.mootzoid.com/wb/pages/softimagexsi/emtopolizer.php then again, if softimage is not just a particle plugin, EMtopolizer is not just an exporter... From: Dan Yargici Sent: Tuesday, April 02, 2013 10:37 PM To: softimage@listproc.autodesk.com Subject: [OT] Anyone got

Re: This is what I meant by AE integration

2013-04-07 Thread peter_b
Compositing comes in many flavors – and what to use will depend on your preferences and needs. The main aspect is how nodal it is. On one hand of the spectrum you have “hardly or not at all” and that is where AE and Combustion (remember me?) sit. Easy to get into for those who come to graphics

Re: This is what I meant by AE integration

2013-04-08 Thread peter_b
I see FXtree mostly used as a precomp tool: test your renders and ensure what you deliver to compositing department actually works. Although I’ve used it a lot for final compositing too – at those studios that didn’t have dedicated compositing seats. (yes they exist) It’s not uncommon to be

Re: Softimage 2014

2013-04-08 Thread peter_b
I’m pretty sure there’s neither gentlemen nor ladies on this list. as for Modo vs SI – a little bird tells me there’s more important issues at stake than selection. From: Rob Chapman Sent: Monday, April 08, 2013 3:35 PM To: ron...@toonafish.nl ; softimage@listproc.autodesk.com Subject: Re:

Re: Transferring pointcloud colors to a polygonizer mesh?

2013-04-11 Thread peter_b
Hi Morten, if you are you using the Polygonizer in EMTopolizer, it definitely works. you would be already using a get_vertex_array to look up the positions of the pointcloud, plugged into the positions input of the Polygonizer preset. You can just duplicate that vertex array and change it to

Re: emTopolizer or emPolygonizer?

2013-04-15 Thread peter_b
If you just want to polygonize pointclouds and be done with it – get Polygonizer I guess. But If you’re at all excited by the prospect of messing around with topology in ICE – rather go for Topolizer. (to me, it felt faster and with better control for Polygonizing as well - though that’s just

Re: Saving Delta Objects as EMDL ?

2013-04-19 Thread peter_b
I can’t grasp what you are saying – there’s no such thing as a “delta model”, “delta object”, “reference object” nor “reference model object”. you are confusing different terms and concepts - it’s hard to reply anything other than duh. add uv’s to objects in a model. export the model as an

Re: Saving Delta Objects as EMDL - Updated

2013-04-20 Thread peter_b
the model does not “include” the delta. think of the reference model as a placeholder for the emdl-file written on disk – each resolution can be the path to another file. The delta contains the differences, or additions, on top of that model, in the scene. They are part of the scene. when the

Re: WWD the 3D movie

2013-05-14 Thread peter_b
Ooh, welcome here Erwan! And yes – it’s looking very promising. From: Erwan Naudin Sent: Tuesday, May 14, 2013 4:08 PM To: softimage@listproc.autodesk.com Subject: Re: WWD the 3D movie really cool trailer, love it ! awesome 3D work on it 2013/5/14 Anthor ant...@mesmer.com That is

Re: Hiding background partitions etc

2013-05-21 Thread peter_b
yes and no. hiding the default partitions for geo and lights is common practice – almost an absolute rule afaic for lighting/rendering scenes. (it’s inexcusable not to do this in production scenes for rendering with more than a handful of passes) every newly added object gets hidden by default

Re: Hiding background partitions etc

2013-05-21 Thread peter_b
Funny, I'm almost opposite... Arrgghhh. Oh well – any system has its weaknesses. Indeed in the one I use, if you go and mess around, debugging, and hide some objects temporarily, and forget to unhide them, they will not be forced back to be visible. That can be inconvenient. An advantage of

Re: Compositing Levels

2013-06-03 Thread peter_b
better not ask my opinion on any adobe product – at least I can see some use for Photoshop – but compositing it aint. I whish I could recommend FXtree without caveats – as you have it right there in XSI and to a degree it will work - quite well even. But there are some pitfalls. Clipping is one

Re: Compositing Levels

2013-06-03 Thread peter_b
changing the image/look radically. Adding a ton of technical passes together in a “correct” way – creating the look in compositing and then heavily modifying/manipulating it is a minefield. I would only recommend Nuke for that. If you just put the layers together – with a few small changes

Re: (sort-of) getting in to game dev

2013-06-17 Thread peter_b
Dissuade him - advise him to get a medical degree. Your daughter will hate you for it short term, but thank you long term - when paycheck has more importance than some childhood disillusion. If she stays with him, that’s the long term, so you win. But i f she breaks up, that’s the short term –

Re: Cloud invisible after deleting some particles

2013-06-25 Thread peter_b
with the cloud selected – do the bounding box brackets also seem to “disappear”? if so – yes I do run into this every once in a while – usually when deleting by agelimit. on certain frames the whole cloud becomes invisible/unrenderable – the frame after it’s fine again. as said – it also

Re: Cloud invisible after deleting some particles

2013-06-25 Thread peter_b
guess I'm going to have to go the dirty way =/ Any suggestions before I resign to this? Good luck ? It’s a pain, you can spend ages trying to circumvent the issue and find clever ways to get to the same end result without buggyness. If another deletion method doesn’t change things for you,

Re: Constrain strand along simulated shape

2013-06-28 Thread peter_b
try GetStrandPosition – Closest location – SetSTRANDPosition ? pointposition is the particles’ position - not the points of the strands. From: Johan Forsgren Sent: Friday, June 28, 2013 6:12 PM To: softimage@listproc.autodesk.com Subject: Constrain strand along simulated shape Hi folks! I

Re: Future of Naiad

2013-07-26 Thread peter_b
Bring on them Vikings, beat them in the past* – will beat them again. ( http://en.wikipedia.org/wiki/Battle_of_Leuven_(891) – This battle pretty much ended Viking invasions in the low lands – Leuven is my hometown – the town flag still refers to this battle, when the borders of the river were

Re: Showreel 2013

2013-08-01 Thread peter_b
Hi Octavian - that's looking very good. Jack of many trades, master of none you say. Well I didn't find any of it to be lacking. I would just slow down the technical breakdown part - it's a bit too fast to really appreciate what's going on. I hope you're wrong about this list not being around

Re: Softimage Future (again (Siggraph 2014 reincarnation)

2013-08-01 Thread peter_b
he (lucas) made all the money he made in his entire career a second time by selling to disney, while pissing off millions in one same move. Sure I’d take some guidance from him! From: Raffaele Fragapane Sent: Thursday, August 01, 2013 9:07 AM To: softimage@listproc.autodesk.com Subject: RE:

Re: Yost Group - related to the Naiad/SIGGRAPH discussion

2013-08-04 Thread peter_b
For those hardware dependencies - it's just a MAC adress. All you needed was a license file with MAC adress = ANY or so. There was this crack of flame* going around (at least been told so by IT person who claimed to have it) but you needed to have a spare Onyx to run it on. No Octane's yet.

Re: Latest work from Whiskytree -- Elysium

2013-08-15 Thread peter_b
absolutely smashing work – all of it. And the movie is quite good as well – best scifi movie of the year so far – 2013 is shaping up to be a big scifi year. It’s so cool that you guys got to do all the Elysium interiors – its very high profile work. Knowing the interior and exterior was two

Re: .hdr image for light rig

2013-08-18 Thread peter_b
http://lmgtfy.com/?q=free+hdri+environment+maps From: Doeke Wartena Sent: Sunday, August 18, 2013 3:28 PM To: softimage@listproc.autodesk.com Subject: .hdr image for light rig hi, i'm working threw the lightning articles of the softimage documentation. There is a part about making a light

Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread peter_b
character rigs portable between applications... isn’t that like the holy grail? this sounds like a HUGE step in freeing productions from a single DCC application. From: Paul Doyle Sent: Monday, August 26, 2013 6:23 PM To: softimage@listproc.autodesk.com Subject: Fabric Engine - portable

Re: Friday Flashback #133

2013-08-27 Thread peter_b
behold... Godwins Law! this list has been reasonably unaffected so far – but a serious infection seems to have caught on today. From: Xavier Sent: Tuesday, August 27, 2013 2:25 PM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #133 Eric in Action: http://bit.ly/1fggcCa

Re: Softimage Rental?

2013-09-09 Thread peter_b
This does not come out of a need from Autodesk (or Adobe or any other vendor) to accommodate your activities – it comes out of a need from them to generate revenue. Surely they can see the number of new licenses declining – so perhaps rentals can compensate somewhat? Next? licenses bundled

Re: Softimage Rental?

2013-09-10 Thread peter_b
couldn’t agree more with your analysis Matt. I don’t think AD is reading the situation very well – but who knows... a lot of men-in-suit’s necks must be on the line, so perhaps out of sheer necessity they might come up with something - and if they hurry it might still make a difference. Or

Re: interaction lag

2013-09-13 Thread peter_b
hiding the particles and strands is not going to simulate them but that doesn’t mean the ICE tree is totally inactive. such a lag on every single interaction with a geometry sounds *exactly* like what I’d expect from a hidden ICE tree. it’s traversing the tree to see if everything’s hooked up

Re: Planet surface

2013-09-13 Thread peter_b
are you after texture or shading? I’m supposing shading – in that case yeah, a lambert diffuse is not appropriate for planets (and other stuff) some more info here: http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model OrenNayar, TorranceCook, Architectural shader with the

Re: Le Gouffre short film done in Softimage - Project of the Dayon Kickstarter

2013-09-13 Thread peter_b
what planet you from? France used to be one of the most Softimage minded countries and many individuals are still out there despite an always diminishing amount of studios. You’ll find them all over the world, Canada, UK and Australia of course, but also US, China. Hell, there’s more French

Re: OT: How low can you go (Hardware)

2013-09-13 Thread peter_b
not sure I follow your thinking - if you currently have a permanent position, and have only zero’s on your bank account, buying a computer and freelancing is not going to solve this – quite on the contrary. freelancing is an unstable income, at times it might cost you more than you gain.

Re: Pass Duplication reallllly slow.

2013-09-23 Thread peter_b
Is switching passes slow as well? There’s a number of things that make passes slow, number one being partition overrides that contain shaders connected on shaderports. You know, where XSI has to make duplicate materials on the fly for each modified material? There is also simply the amount of

Re: Particle taking uvs from it's emitter

2013-10-01 Thread peter_b
you're not missing something, this is totally normal. at any given position (location) you have a single UV coordinate (one u and one v value) - so that will result in a single color for the whole of the particle. in order to get the corresponding crop from the texture, you would need 4 uv

Re: Particle taking uvs from it's emitter

2013-10-01 Thread peter_b
perhaps (just perhaps) you can get there with the edit_UVs node - it does allow to rotate UVs. so maybe if you rotate the UVs first (based on particle rotation), and then give them the scaling and translation offset ? rotating afterwards sounds more tricky with the offset and all -Original

Re: what my mum thinks we do

2013-10-01 Thread peter_b
Ah, the Gallery Abominate! – you read my mind Ed. Perhaps we should forward this (badlyrecreatedanimatedfilmframes) to Adesk marketing – as it’s made with Maya . From: Sergio Mucino Sent: Tuesday, October 01, 2013 8:23 PM To: softimage@listproc.autodesk.com Subject: Re: OT: what my mum thinks

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