Re: Softimage - not going away...

2017-10-26 Thread Mathieu Leclaire
Houdini is not that hard to use... What's difficult is learning their nomenclature. They use very different terminology from other 3D softwares and that makes it hard to find the tools you are looking for. Once you learned what all these new terms are, it becomes so easy to work with. It's a

Re: Softimage - not going away...

2017-10-25 Thread Mathieu Leclaire
compete, taking a break and playing banjo while doing the work. Maybe not in vfx but with usual 3d. *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mathieu Leclaire *Sent:* Wednesday, October 25, 2017 11:02 PM *To:* Official Softimage

Re: Softimage - not going away...

2017-10-25 Thread Mathieu Leclaire
and developing (and having to learn over and over again as things revamp, modifies and improves) to be free to  focus on the art and story… Just a thought. -Draise *From: *Mathieu Leclaire <mailto:mlecl...@hybride.com> *Sent: *Wednesday, October 25, 2017 11:43 *To: *Official Softimage Users Mailin

Re: Softimage - not going away...

2017-10-25 Thread Mathieu Leclaire
p-3A__www.digitalgolem.com_=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=jGzcZVMqPVkiwBiJAr8VBnHWy2LBY9c4vieaDAZEO3s=pExMpTnU5hd-mwkiyg-rUYyrcMLHttaCLDguKv1bCXA=> 53 Rue Gustave Huberti 1030 Brussels -----

Re: Softimage - not going away...

2017-10-25 Thread Mathieu Leclaire
:07 PM, Mathieu Leclaire wrote: Currently we do our rigging and animation in Maya. I'm in no way an expert on rigging and animation, so I can only share feedback that I've heard from our experts. From what I see, Houdini have some very interesting rigging tools. It's the animation tools that are

Re: Softimage - not going away...

2017-10-25 Thread Mathieu Leclaire
; their niche. Of all the nightmares I hear about about working in Maya I am > not crazy about spending a ton of time (and money) > changing to Maya for character animation to have it worse. > > thanks > > -----Original Message- > From: Mathieu Leclaire > Sent: Wednesday, Octob

Re: Softimage - not going away...

2017-10-25 Thread Mathieu Leclaire
Hi guys, I don't want to crash your rant here and hope you guys don't take offense to what I have to say. I'm sure you heard this a million times by now, but if you would allow me to share my perspective: I highly recommend you guys move on and learn the other softwares. This industry and

Re: Anybody finding the Houdini example files I've posted useful?

2017-04-12 Thread Mathieu Leclaire
I personally have not checked them out yet but I've forwarded your links to my colleagues. We've switched over to Houdini for a couple departments and more are considering doing the switch over as well so every links are welcomed. -Mathieu On 12/04/2017 11:39 AM, Jonathan Moore wrote: > I’ve

Re: ICE strands generation for Conifers

2016-12-14 Thread Mathieu Leclaire
Just delete particle where the angle between the emit location normal and the Y axis is greater then your desired threshold : On 14/12/2016 11:09 AM, adrian wyer wrote: just add a weight map, set it to linear Y, base weight 1, offset the reference position Y slider? a Adrian Wyer Fluid

Re: ICE Delete Polygon removes UVs?

2016-09-30 Thread Mathieu Leclaire
Actually it is as soon as I set topology that the UVs disappear. On 30/09/2016 11:32 AM, Mathieu Leclaire wrote: > I must be missing something obvious, but when I use the ICE topology > node Delete Polygon, all my UVs disappears. I want to keep the same UVs, > just remove a few poly

ICE Delete Polygon removes UVs?

2016-09-30 Thread Mathieu Leclaire
I must be missing something obvious, but when I use the ICE topology node Delete Polygon, all my UVs disappears. I want to keep the same UVs, just remove a few polygons. Can anyone point me towards what I'm doing wrong? -Mathieu -- Softimage Mailing List. To unsubscribe, send a mail to

Re[2]: OT: Jurassic World, Mad Max, Avengers Ultron ... money

2015-08-05 Thread Mathieu Leclaire
That's well said. I'm going to keep that link and bring it up each time I have this argument again. Thanks for sharing. -Original Message- From: Pierre Schiller activemotionpictu...@gmail.com To: softimage@listproc.autodesk.com Date: 08/05/15 11:04 Subject: Re: OT: Jurassic World, Mad

Re[2]: OT: Jurassic World, Mad Max, Avengers Ultron ... money

2015-07-26 Thread Mathieu Leclaire
Thanks Steven. That was my main point. Our job is to give the client what he wants. We can use dynamics and inspire ourself from good references all we want, when the client want something that is technically impossible (which is the main reason they come to us... Otherwise they'd do it

Re[2]: OT: Jurassic World, Mad Max, Avengers Ultron ... money

2015-07-26 Thread Mathieu Leclaire
That Transformers shot example is exactly what I mean. Had it been well planned out before shoting, they would have worked the actresses reaction and blow some wind on her at the appropriate time to simulate that big machine coming down. Most of the time, we are stuck with a plate like that

Re: OT: Jurassic World, Mad Max, Avengers Ultron ... money over story?

2015-07-24 Thread Mathieu Leclaire
Oh boy... are you sure you want to open that can of worms? There is this lets blame the CGI for ruining my experience trend going on right now and as a technical artist working so hard on these movies, I must admit, it's hard not to get offended. But let's face it, most people love to

Re: Forcing Softimage to evaluate its graph in a batch session

2015-05-05 Thread Mathieu Leclaire
Yeah, we had the same problem but for us it was for rendering. We had put our SpliceOp on a Null and since Arnold was never pulling the null data, the operator was never evaluated and it didn't render. So we put the Splice Op on a mesh, a very tiny sphere that was being passed to Arnold so the

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Mathieu Leclaire
Not all your customers... though we are moving in that direction and this will definitely make the transition so much easier. On 06/03/2015 5:49 PM, Paul Doyle wrote: It's coming for Softimage, Max, Houdini and other DCCs as well. This alpha has our standalone client and Maya support: all of

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-06 Thread Mathieu Leclaire
Oh and I don't think I've ever been this excited of opening Maya. On 06/03/2015 6:17 PM, Mathieu Leclaire wrote: Not all your customers... though we are moving in that direction and this will definitely make the transition so much easier. On 06/03/2015 5:49 PM, Paul Doyle wrote: It's coming

Re: Randomized but natural offset motion of ICE-scattered items?

2014-07-15 Thread Mathieu Leclaire
I'm basically going to say the same thing Adrian said... we had a similar project with the same problem. If there is a direction to your wind, you need to minimize the amount of rotation the instance have. If your cached plant had wind blowing in your +X axis, you have to make sure all your

Re: lighting/rendering 2 houdini

2014-03-14 Thread Mathieu Leclaire
I can't comment on Houdini since I don't know it well enough yet. Katana seems to be very popular for asset management/lighting/shading/rendering. Clarisse iFX is becoming an interesting option as well. I don't know how much I'm allowed to divulge, but both Maya and Fabric Engine have

Re: Get Closest Location...... on Strand

2014-03-13 Thread Mathieu Leclaire
Here's a couple ideas you could explore... It depends what you need really. If you only need the closest position, then that's pretty easy, but if you need to look-up custom attributes, it's a bit more complicated. There is no easy way to find that, but there are two approaches that could be

Re: ICE migration thread. no tears here )))

2014-02-28 Thread Mathieu Leclaire
When we first played with FE, it was very overwhelming and it was a lot to take in. They have done tremendous work to make it much easier to pick-up and run with it with minimum efforts. Splice made life so much easier and Eric's been creating some pretty impressive rig set-up very quickly.

Re: Lagoa Sim Question

2014-01-27 Thread Mathieu Leclaire
You can use the ICE - Kinematics - Effects - Deform Objects by Particles Then all you need to do is edit the ICE tree and match the Index parameter of the Transform From Array compound to match the ID of the particle you want it to follow. -Mathieu On 27/01/2014 1:35 PM, gareth bell wrote:

Re:ICE: Raycast against instanced geo?

2013-10-01 Thread Mathieu Leclaire
It can be very tricky to do. The easiest way would be to convert your instances into mesh. There are various ways to do that. ICE modeling or Momentum's instancer are possible ways but if your instance master have hierarchies, you probably will need to merge them so that it's only one object.

Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Mathieu Leclaire
Funny... we did something very similar for Jappeloup here at Hybride. We had 404 crowds shots to do in 5 or 6 different locations with different clothing styles. Some agents where to be seen very close to camera so we created high resolution geometry for the agents with ICE logic to mix various

Re: Fastest way to produce a static single mesh based off instances?

2013-09-11 Thread Mathieu Leclaire
I haven't used it in a while so I don't know if it still works in the latest Softimage version, but the FXNut_SaveRenderMesh mental ray shader exports whatever you render to obj. You might end up with a ton of objs, but you can use a script to import all of them and merge them together.

Re: What's the today tool for doing short hair ?

2013-09-03 Thread Mathieu Leclaire
If you're doing static short fur, use the classic hair tool since the hair will be procedurally built by the renderer instead of being procedurally built by ICE and then transferred to the renderer. If you have a lot of hair, the transfer of data from ICE to the renderer can become a long

Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
To keep track of IDs, I created custom parameters per object with a unique ID. Then in ICE, I just search for the ID parameter in the group to find it's index in the list of the group. You could use a similar technique in your situation. -Mathieu On 26/08/2013 2:58 PM, Grahame Fuller wrote:

Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
no coder :p Le 26/08/2013 21:27, Mathieu Leclaire a écrit : To keep track of IDs, I created custom parameters per object with a unique ID. Then in ICE, I just search for the ID parameter in the group to find it's index in the list of the group. You could use a similar technique in your situation

Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
22:13, Mathieu Leclaire a écrit : You would only need a script if you want to create the ID parameter automatically. You can always create them manually if scripting is not your thing. Do you have a lot of members in your group? On 26/08/2013 3:43 PM, olivier jeannel wrote: Is there some script

Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
The order in which you remove them shouldn't matter if you remove the same elements. It's the order you add new element in that matters. Make sure you select the new elements in the same order before adding them to both groups. On 26/08/2013 2:52 PM, Alan Fregtman wrote: Group indices AFAIK

Re: IDs in Groups

2013-08-26 Thread Mathieu Leclaire
Oh and be careful with branch selection... they will fuck up your indexes. Only select the parent if you can. On 26/08/2013 4:30 PM, Mathieu Leclaire wrote: I wish I could share a script with you, but our scripts are too deeply linked to our pipeline and I can't just quickly extract the pieces

Re: Sci-tech 2014 Oscars shortlist announced

2013-08-21 Thread Mathieu Leclaire
It seems to take many years of professional usage before a new technology even gets nominated, which explains why some stuff on the list has been available solutions for years now. I wouldn't hold my breath for Fabric to be nominated next year. It will probably take a few years before they are

Re[2]: OT: The making of Pacific Rim

2013-07-19 Thread Mathieu Leclaire
on. I'll also be keeping an eye on this mailing list if ever you have questions about our work. Cheers, Mathieu Leclaire Head of RD Hybride Technologies, a Ubisoft division -Original Message- From: Chris Chia chris.c...@autodesk.com To: softimage@listproc.autodesk.com Date: 07/19/13 10

Re: White House Down

2013-07-05 Thread Mathieu Leclaire
everything in Softimage from the ground up, or is there a mixed pipeline behind all the assets you needed? Do you plan to ever go public with those systems? Am 03.07.2013 18:01, schrieb Mathieu Leclaire: Hi Eugen, which version did you use, and how many seats? Any serious trouble you ran into? You're

Re: White House Down

2013-07-03 Thread Mathieu Leclaire
you say about Fabric Engine instead of Nuke is amazing. If I may ask, which version did you use, and how many seats? Any serious trouble you ran into? So you built your own crowd system... what's the reason for not using the built-in system? Am 02.07.2013 18:19, schrieb Mathieu Leclaire: Hi

White House Down

2013-07-02 Thread Mathieu Leclaire
talented and hard working people in a very short span of 3-4 months. Mathieu Leclaire Head of RD Hybride Technologies, a Ubisoft division

Re: ICE | Clone Point Point ID Issues

2013-02-27 Thread Mathieu Leclaire
When you clone, it creates new IDs for the cloned points. I'm guessing that your caches particles mush have some points that gets deleted over time? What you can do to get around this issue is save the ID as a custom attribute (self.originalID) after reading the cache and then that attribute

Re: Rumors

2012-12-19 Thread Mathieu Leclaire
I'm sorry... but how exactly does it hurt the user? If what you are hearing happens to be true... doesn't that just mean good news for Maya? I don't see any bad news for Softimage here. Softimage ain't loosing anything. It's Maya whose gaining. Even if Softimage ends up loosing some user base

Re: Curl Noise Framework compound

2012-11-13 Thread Mathieu Leclaire
I've used it to simulate hi-wind fields to apply as force to our custom ICE hair simulation tools for Argonaut, the robot dog in Spy Kids 4. Each hair strand position would find the closest particle from that curl-noise point cloud, check it's velocity and apply it as a force on the strand.

Re: strands and weight maps

2012-11-13 Thread Mathieu Leclaire
Instead of passing the particle position in your get closest location node, pass your strand position. It will return you a location per point of your strand position. You can then manipulate your data as desired and write the proper value in your strand size. For transferring strands into

Re: render curves

2012-11-06 Thread Mathieu Leclaire
rendersolition try that and emRenderpointcloud from Eric Mootz  --  christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 05.11.2012 um 17:09 schrieb Mathieu Leclaire

Re: render curves

2012-11-05 Thread Mathieu Leclaire
Why don't you simply create ICE Strands from your curves? You can render strands using the particle size attribute to drive the rendered pixel width as long as you set the ICE attribute ShapeSizeAbsolute to false. -Mathieu Vladimir Jankijevic wrote: it's not possible for arnold with the

Re: flood simulation

2012-10-18 Thread Mathieu Leclaire
This is not an easy task to accomplish in Softimage, but it is doable. I see two possible avenue I would explore: 1 - What I would try with Lagoa is emitting elastic particles for your rigid objects and make the elasticity very stiff. Make sure they have an ID based on the emitted mesh and a

ICE modeling bevel

2012-10-15 Thread Mathieu Leclaire
Just wondering if someone already happened to have created an ICE modeling compound that creates bevels? -Mathieu

Re: Smoothing Strands Deformation

2012-09-25 Thread Mathieu Leclaire
Here's a compound that's similar to Renaud Bousquet's compound. I use the average of the current strand position and the points before and after, with a blend control and an iteration control to smooth further. Hope this helps. -Mathieu Dominik Kirouac wrote: Thanks for the help guys,

Re: inspect multiple objects as one by script

2012-07-31 Thread Mathieu Leclaire
-Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mathieu Leclaire Sent: Monday, July 30, 2012 2:45 PM To: softimage@listproc.autodesk.com Subject: inspect multiple objects as one by script When I select multiple

Re: set angular velocity

2012-07-31 Thread Mathieu Leclaire
... -Mathieu Francois Lord wrote: I'm sure you thought about it, but just in case... Is the motion blur too weak by a factor of 24? :) On 31/07/2012 15:35, Mathieu Leclaire wrote: I cache an ICE tree with particles created in the modeling stack, so I have no linear and angular velocity. I need

Re: set angular velocity

2012-07-31 Thread Mathieu Leclaire
What if the point ain't moving, only spinning in place? Alok Gandhi wrote: If you want to calculate your own : i.e : angular velocity is equal to cross product of point position and linear velocity (both vectors of course) over squared length of the the point position vector.

Re: set angular velocity

2012-07-31 Thread Mathieu Leclaire
remember fiddling with this. Let me see if I can find something. On 31/07/2012 16:35, Mathieu Leclaire wrote: Yeah... of course. I've tried using subtract and multiply with rotations and quaternions, and multiply the results... I've tried so many things, I can't recall all of them... The best

Re: set angular velocity

2012-07-31 Thread Mathieu Leclaire
with this. Let me see if I can find something. On 31/07/2012 16:35, Mathieu Leclaire wrote: Yeah... of course. I've tried using subtract and multiply with rotations and quaternions, and multiply the results... I've tried so many things, I can't recall all of them... The best results I had came

inspect multiple objects as one by script

2012-07-30 Thread Mathieu Leclaire
When I select multiple objects that contains the same custom parameters and I click on selection on the right tab and open the ppg of one of them and change a value, that value gets changed for all selected objects... I want my script to select multiple objects and launch the ppg with the same

Re: inspect multiple objects as one by script

2012-07-30 Thread Mathieu Leclaire
...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mathieu Leclaire Sent: Monday, July 30, 2012 2:45 PM To: softimage@listproc.autodesk.com Subject: inspect multiple objects as one by script When I select multiple objects that contains the same custom parameters and I click

Re: Dynamically assigning Materials to particles

2012-07-05 Thread Mathieu Leclaire
If it's just textures, why don't you simply convert your textures as an image sequence (image.01.exr, image.02.exr, etc...), load it as a image sequence in your 1 material and use Self.ShapeInstanceTime to determine which texture gets assigned to which particle? -Mathieu Leo Quensel wrote: