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
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
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
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: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
; 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
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
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
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
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
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
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Softimage Mailing List.
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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
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
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
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
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
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
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
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
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
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
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.
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:
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.
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
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.
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
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:
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
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
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
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
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
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
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
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
talented and hard working people in a
very short span of 3-4 months.
Mathieu Leclaire
Head of RD
Hybride Technologies, a Ubisoft division
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
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
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.
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
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
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
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
Just wondering if someone already happened to have created an ICE
modeling compound that creates bevels?
-Mathieu
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,
-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
...
-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
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.
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
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
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
...@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
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:
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