I'm shipping my last softimage project next week. A great way to see it off!
Still have yet to find a replacement, blender looks like somthing I'll invest
some time into.
James.
Get Outlook for
i use Meshmixer for all this kinda stuff, I know it can prep for print, not
sure on the stl export though
I tried out both the 13 and 16" mobile studios. the 2.5k screen on the 13
and 4k on 16 look great in a matte finish. the pen holder is a little pokey
thing that slots in the side and sorta-kinda holds your pen, not very
convincingly. they are quite heavy, but the side buttons feel nice, and
they
https://youtu.be/YHYXgZuTVhE?t=107
some of you might find this amusing.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
happens with MentalRay too, quite annoying. would love to know of a fix.
Cheers,
James
On Mon, Feb 8, 2016 at 11:28 PM, Fabian Schnuer Gohde
wrote:
> Hi,
> I thought I'd ask in case anyone has run into this and has a workaround.
>
> With heavy scenes I regularly get
sorry for the potentially silly question, but how is redshift with
Rendermap? we use it extensively with MR, and would need redshift to have
the same capability
James,
On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy
wrote:
> Wow, it is quite impressive what an impact
clean and upgraded (from 8.1) installs around the office here, no problems
with SI, Maya or Unity.
all machines running GTX960/970 cards.
On Thu, Nov 26, 2015 at 7:02 AM, Stephan Woermann <
swoerman...@googlemail.com> wrote:
> At SI start, i have problems with floating windows. The first opened
i swear by the steelseries stuff, have been using them exclusively for a
few years now
On Mon, Jun 22, 2015 at 10:19 PM, Ognjen Vukovic ognj...@gmail.com wrote:
The mx has an crapy scroll with no actuation points , go with the g400s :)
cant beat it.
On Mon, Jun 22, 2015 at 2:05 PM, Artur
I did a lot of car modelling for games, Gator was awesome for doing live
uv'sbasically a custom projection. use a dense grid, throw a lattic on
it and project away
fun times,
On Thu, May 28, 2015 at 8:10 AM, Bradley Gabe witha...@gmail.com wrote:
I can't claim credit for that idea coming
heh, shadermonkey reminds me of ATI's rendermonkey
http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/rendermonkey-toolsuite/
On Wed, Feb 18, 2015 at 2:33 PM, Bradley Gabe witha...@gmail.com wrote:
One vote for hypercheese and shadermonkey
You know, for the next iteration.
thats bizarre, I had a quadro4000 in my old machine for 2 years without a
problem. it was on 24/7
now I have a 770TI and again, its on 24/7
maybe look at some better cooling solutions?
cheers
james,
On Fri, Dec 12, 2014 at 10:28 AM, hk-vndr hk-v...@iscs-i.com wrote:
Apologies to my thumbs.
polygons, then extract polygon.
Sometimes helps to clean a geometry.
Le 17/11/2014 21:46, James De Colling a écrit :
got a weird one here. im baking out lighting onto some objects for
some realtime assets.
rendermap seems to be falling over when dealing with inverted (then
frozen) objects
got a weird one here. im baking out lighting onto some objects for some
realtime assets.
rendermap seems to be falling over when dealing with inverted (then frozen)
objects? if I turn on front (or back!) faces only in rendermap options, I
get some pretty random faces not rendering. its different
XNview here, previously acdsee. ive tried zoner and ifran and bridge,
xnview just works well for me. remap the mouse to scroll images, put
thumbnails at 192x192m change background to dark grey (turning off
thumbnail shadow etc) and its quick too.
I purely use image viewers as just that though,
there was a sss shader a while ago we used to do rendermaps with, cant
remember exactly but it bypassed/ignored the lightmap input and was normal
shader input. kin or something is all I rememeber.
cheers,
james,
On Thu, Jul 31, 2014 at 4:45 AM, Christian Freisleder m...@buntepixel.eu
i get stuck in a tool/mode when im in the texture editor and an autosave
kicks inthen the mode I am in gets stuck and wont come back until
texture editor is closed/opened again. anyone else get that?
On Tue, Apr 29, 2014 at 1:38 PM, Jason S jasonsta...@gmail.com wrote:
Hi sorry for the
make sure your not using High Quality mode in the viewport settings, it
lags heavily for me when creating / deleting objects.
...not to mention someone decided to remove AA when there is viewport
interaction...*grumble*
On Tue, Apr 22, 2014 at 10:26 PM, Sven Constable
Regarding the marketing, ive been in mostly maya based studios for the last
4 years and softimage based before that what really struck me though was
the Maya guys (and some Max guys) were all talking about Modo, how it was
such a fast modeller / uv tool etc. Not a single one of them had even
1. Modelling tools - (everything from snapping / m etc...hell, even the
bevel tool is something I cant live without)
2. UI - from the layout to things like multiple instances of the same
windows, locking panels etc (I can live without the viewcube...I know its
autodesk's gold star feature,
fantastic, looking forward to your guide Jordi, thanks!
On Thu, Mar 6, 2014 at 9:52 PM, Morten Bartholdy x...@colorshopvfx.dkwrote:
Wow, that is very geerous of you Jordi - much appreciated.
Morten
Den 6. marts 2014 kl. 10:18 skrev Jordi Bares jordiba...@gmail.com:
for those who
1.0...no idea, I remember 5.xx was around 350mb or so though
On Tue, Mar 4, 2014 at 11:24 AM, Matt Lind ml...@carbinestudios.com wrote:
Sowho's going to deliver the message at AD? Won't be Marc Petit for
obvious reasons.
Let's have a wager on the following:
1) Who made the decision.
it's a crap policy to be sure, however, given the last couple of
releases, maybe 2015 isn't worth the bother, and we all save money :)
On 27/02/2014 11:18 AM, Scott Parrish scotte...@gmail.com wrote:
I'm actually confused why Autodesk even thinks this is a good idea from a
monetization and
quick one, can your rendermap with redshift?
On Thu, Jan 9, 2014 at 7:39 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:
Well I finally got nice reason to get 4 Titans.. mmm 4way SLI and 3 27
mon stereo gaming.
Soo nice to have same comp good for both job and gaming.
On Thu, Jan 9,
how diminishing are we talking? some enthusiast motherboards support upto 6
cards, also does pci-e slot speed make a difference?
On Thu, Jan 9, 2014 at 10:40 PM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
I just added 2 780ti's to my machine use my 680 just to drive my
quick question, whats the powerdraw when graphics cards are idle? (purely
used as gpgpu, since no monitors attached)
On Wed, Jan 8, 2014 at 7:20 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:
I can totally confirm about Redshift.
Actually I was saving for dual Xeon system as well but then
we use Maya primarily at our studio, but recently there has been a few
artists talking about modo and testing it out. they were very impressed,
however, most of the stuff they were showing me, or thought was impressive
was already standard workflow in softimage.
but softimage isnt and never was
error than a dodgy gfx card
On 6 October 2013 12:46, James De Colling james.decoll...@gmail.com
wrote:
hey guys, one of our boxes keeps throwing an error Memory Allocation
Warning
Cannot allocate -1 bytes of contiguous memory. XSI may become unstable
from now on
anyone else
hey guys, one of our boxes keeps throwing an error Memory Allocation
Warning
Cannot allocate -1 bytes of contiguous memory. XSI may become unstable
from now on
anyone else seeing this? its a machine running a gtx580
our machines with quadro 4000's run fine (but are very slow compared)
also
, James De Colling james.decoll...@gmail.comwrote:
hey guys, one of our boxes keeps throwing an error Memory Allocation
Warning
Cannot allocate -1 bytes of contiguous memory. XSI may become unstable
from now on
anyone else seeing this? its a machine running a gtx580
our machines
seconded, we end up exporting to xnormal because softimage cant generate
acceptable resaults.
On 12/09/2013 2:16 AM, Adam Sale adamfs...@gmail.com wrote:
Normal maps have not worked correctly in Softimage for some time now.
I think they are a basic enough tool, needed by artists everyday.
In
what kind of shading issues are you having? and that guys model is nice,
but certainly not perfect. and entirely possible to do in softimage with
standard tools.
i model cars in softimage all the time with no hassles. just make sure you
plan out your mesh / loops early on. make all panel cuts etc
:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *James De Colling
*Sent:* Thursday, August 22, 2013 12:33 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Hard surface modeling question
what kind of shading issues are you having? and that guys model is nice,
but certainly
having just upgraded here, im finding the same thing. whats happened? I
cant find any checkbox for AA whilst navigating.
James,
On Tue, Jun 11, 2013 at 6:19 PM, Christian Gotzinger
cgo...@googlemail.comwrote:
Hi list,
I turned on the High Quality viewport in SI 2014 in my scene to get
Welcome to the pro card market... I only use quadros because that's what
the sells we use ship with... Long gone are the days when people cards were
worth their sticker price
On Apr 4, 2013 4:28 PM, olivier jeannel olivier.jean...@noos.fr wrote:
I should be out of the office, but will test asap.
I like working in the current hq viewport... 16x aa and really nice per
pixel shading / texture display... But only if I don't have to duplicate or
delete geometry.. There is a very annoying pause everytime. Really kills
the mood... And switching passes with hq enabled is a party pooper too...
What I generally do for atlas work is create a cluster for each object
(that wouldn't be easily selectable after merge) then merge, duplicate
the uv set, layout the second set to something far more optimized for
atlas, then rendermap (albedo only) down to a new texture. Delete the
first uv
into the Unfold
UV's and use the packing.
- Ronald
On 4/1/2013 15:29, James De Colling wrote:
What I generally do for atlas work is create a cluster for each object
(that wouldn't be easily selectable after merge) then merge, duplicate
the uv set, layout the second set to something far
that would be a service pack no?
imo - new features - new major version number
bug fixes - SP / .5 at best
On Friday, March 15, 2013, Sebastien Sterling wrote:
What if they came out with a version with no new features... however they
had fixed 75 % of all known bugs and issues known to the
im loving my upgrade from a 24 to a 27, the extra res/ppi is lovely
if those 36 4k Eizo's were a reasonable price, i'd jump at one. ditch the
dual screen setup, go back to a single, large screen
On Thursday, March 14, 2013, Raffaele Fragapane wrote:
Looks like the laggiest crap I've ever
What are the limitations with the gpu renderers? Last time I looked at
it, subdivision / displacement was unsupported, I assume that's changed
now?
On Feb 14, 2013 8:08 AM, Emilio Hernandez emi...@e-roja.com wrote:
If you can provide the scene I can test in Maxwell in six Core i7 Extreme
to
the razer looks interesting, but the poor screen res is a shame, i'd want
something with pen support as well.
HP Elitebook Revolve is something that has me interested. 1920x1080ips
option, pen support, i7, 12gb ram
probably only intel hd4000 graphics, but thats probably plenty for a laptop
if
where do I send the beers?
your a champ, cheers!
On Saturday, November 3, 2012, Simon Anderson wrote:
Mr one again you RCK! haha.. :)
checks you monday
On Sat, Nov 3, 2012 at 3:40 PM, Ahmidou Lyazidi
ahmidou@gmail.comjavascript:_e({}, 'cvml', 'ahmidou@gmail.com');
wrote:
, November 3, 2012, Eric Thivierge wrote:
You can send them to Animal Logic care of Eric Thivierge. I'm make sure he
gets them, promise... :D
Eric Thivierge
http://www.ethivierge.com
On Sat, Nov 3, 2012 at 7:44 PM, James De Colling
can someone verify its not lining up correctly?
a 2048x2048 stamp out of the uv editor in the standard way, is slightly
larger and 2 pixels left of what the EPS version is kicking out.
seems if I import into photoshop at 2060x2060 and nudge it, it lines up
correctly.
On Saturday, November 3,
');
\/-\/\/
On 3-11-2012 14:08, James De Colling wrote:
can someone verify its not lining up correctly?
a 2048x2048 stamp out of the uv editor in the standard way, is slightly
larger and 2 pixels left of what the EPS version is kicking out.
seems if I import
There was a thread not long ago called small annoying things, where all
this was already mentioned / requested. We were told the devastating were
reading the thread... So we'll see
On Oct 31, 2012 5:29 AM, Stefan Andersson sander...@gmail.com wrote:
I wouldn't mind at all if the stamp function
dont suppose your little ice trick does colored AO as well?
On Monday, October 15, 2012, Leonard Koch wrote:
Yeah, for us that was too slow, but it's definitely the better method.
On Oct 15, 2012 7:31 AM, James De Colling
james.decoll...@gmail.comjavascript:_e({}, 'cvml',
'james.decoll
just use the rendertree to rendermap instead of the occlusion setting built
into the rendermap property. you have a lot more control that way too. just
throw your occlusion in at the end, and it'll bake the whole lot together.
On Saturday, October 13, 2012, Chris Marshall wrote:
Hello,
Haven't
bring on that lovely 36 4k eizo.should skew the results a bitwell,
for the few people who took out a 2nd mortgage to buy one anyway.
On Friday, September 28, 2012, Eric Turman wrote:
I just noticed...the CIP does not capture multiple monitors. I use two 26
(24 at work) inch monitors
instead of doing that, render 6 cameras with 90deg fov. much quicker as
well, since softimages useless rendermap is single threaded for finalgather.
also, if you have to do a lot of rendermapping with FG /
Reflections...another way to speed it up is do the old pre-cache FG trick,
then set you FG
but you should give it a try
next time when you're having 8h of FG calculation.
** **
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *James De Colling
*Sent:* Friday, August 31, 2012 0:29
*To:* softimage@listproc.autodesk.com
autosave resets the render in progress in the render region, not a big
deal, but its annoying when it happens
james,
On Friday, August 17, 2012, Jeff McFall wrote:
If the render tree window is open and one assigns a new material to the
selected object the window does not automatically refresh
i'll add a few -
texture editor -
why is it proportional settings are so small for this?
repeat key doesnt work
clip-grid properties are in preferences...at least make a
dropdown/slider in the toolbar (cant change colors either)
default clip display res is 256x256...
pong,
slow weekend perhaps (hopefully...)
james,
On Monday, June 11, 2012, Tim Crowson wrote:
Is this thing working?
--
*Tim Crowson
**Lead CG Artist*
*Magnetic Dreams Animation Studio, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph* 615.885.6801 | *Fax*
54 matches
Mail list logo