RE: BA Fluid Shader
Hi Holger, Sorry this arrived in email, I saw it then forgot about it - (very big red cheeks here) - best you see if you can see the trailer/movie anything and then if you see something that you think might be worthwhile - let me know and I will make the plans this side! Cheers Sandy Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor [http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] http://triggerfish.co.za/en [http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] http://www.facebook.com/triggerfishanimation [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] http://www.twitter.com/triggerfishza From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Schoenberger [x...@digidragon.de] Sent: 31 October 2012 12:17 To: softimage@listproc.autodesk.com Subject: RE: BA Fluid Shader Hi Everyone Some of you started to post some links to fluid/volume examples in my forum thread, many thanks. I got more replies than in the whole year the shader exists. @Sandy: I can certainly dig some Zambezia frames out if you would like some? Of course. :-) Or I will check the trailer. Or you can simply tell me some shots so I can find them when I view the movie. @Peter: | Just a suggestion – how about forcing some goodwill, by offering the tools with a temp license – | and the possibility to convert into a permanent license only after reception of a feedback mail with | included image? Could be working. @Olivier: | In some case, a user (ahem, me...), urgely needs to download some of your BAshaders for some work | he has to deliver the day after (typicaly the clients needs to see a cloud or some emfluid smoke, etc.) | If I have to wait some kind of authorizations or friend invitation, it's awfull, I'm already dead. | So, couldn't there be some (symbolic) quick paying access ? I mean, I have no friends, I'm in a hurry, and I can pay ... But if you urgently want to buy it, then you know the shader already, what it is capable of. You know productions which have used them. Perhaps you are a freelancer who has worked with the shader before. You would not buy anything you don't know. If you wouldn't know anything about the shader, you would ask for a trial. And if you were a new customer, you wouldn't see anything as there are no production examples. Note: License generation is not an automated web form anyway, so I need the shader in an hour is not possible anyway. But I understand you and in in some cases you are right, perhaps I could create an automated trial license generator for a 2 day license. @Daniel: | Let me also say, Im sure if you put a Donate button up on your site, I would hope alot of people would stick | donations your way for your hard work. i for one would. If they do not even have 10 minutes for sending an email with some information, why would I think that someone would pay which is worth a lot of hours of paid work? And what about companies with many employees? The Artists/Freelancer in the company downloads it. Then he tries and uses it. And perhaps he reminds himself about informing the supervisor, producer, accounting. And most of all, I need feedback, I need examples to improve and finish the shader. Once it is completed, then I can just close the package and sell it. And a word about NDA work: There are news outside on which project your company is working. And if not, I can check half a year later. An example when I started on the volume shaders: I only got I am creating a shot with a very long stream of fire falling down. And I was able to track the shot to a spaceship falling down in Alien vs. Predator (release 2004). So I got everything: 1. Country/Company the shader is used. 2. What kind of production (feature/ commercial/ animation/ games) 3. What kind of shots are produced (fire, smoke, explosion, ...) 4. The final shot. About a commercial release: It was planed to create a new bunch of shaders for volumes and then sell them as a package. Right now there are not enough shaders for this package. But it would be possible to implement licensing. It would be a per artist license. Rendering for free. So you could order the package although it does not yet include all shaders. The price would be less than 1000 EURO. But still, this would require that I have enough examples to sell the shader. It has to be production proven. cheers, Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland Sent: Tuesday, October 30, 2012 12:42 PM To: softimage@listproc.autodesk.com; Morten Bartholdy Subject: RE: BA Fluid Shader I must admit I am very guilty of this - extremely
RE: BA Fluid Shader
Hi Everyone Some of you started to post some links to fluid/volume examples in my forum thread, many thanks. I got more replies than in the whole year the shader exists. @Sandy: I can certainly dig some Zambezia frames out if you would like some? Of course. :-) Or I will check the trailer. Or you can simply tell me some shots so I can find them when I view the movie. @Peter: | Just a suggestion how about forcing some goodwill, by offering the tools with a temp license | and the possibility to convert into a permanent license only after reception of a feedback mail with | included image? Could be working. @Olivier: | In some case, a user (ahem, me...), urgely needs to download some of your BAshaders for some work | he has to deliver the day after (typicaly the clients needs to see a cloud or some emfluid smoke, etc.) | If I have to wait some kind of authorizations or friend invitation, it's awfull, I'm already dead. | So, couldn't there be some (symbolic) quick paying access ? I mean, I have no friends, I'm in a hurry, and I can pay ... But if you urgently want to buy it, then you know the shader already, what it is capable of. You know productions which have used them. Perhaps you are a freelancer who has worked with the shader before. You would not buy anything you don't know. If you wouldn't know anything about the shader, you would ask for a trial. And if you were a new customer, you wouldn't see anything as there are no production examples. Note: License generation is not an automated web form anyway, so I need the shader in an hour is not possible anyway. But I understand you and in in some cases you are right, perhaps I could create an automated trial license generator for a 2 day license. @Daniel: | Let me also say, Im sure if you put a Donate button up on your site, I would hope alot of people would stick | donations your way for your hard work. i for one would. If they do not even have 10 minutes for sending an email with some information, why would I think that someone would pay which is worth a lot of hours of paid work? And what about companies with many employees? The Artists/Freelancer in the company downloads it. Then he tries and uses it. And perhaps he reminds himself about informing the supervisor, producer, accounting. And most of all, I need feedback, I need examples to improve and finish the shader. Once it is completed, then I can just close the package and sell it. And a word about NDA work: There are news outside on which project your company is working. And if not, I can check half a year later. An example when I started on the volume shaders: I only got I am creating a shot with a very long stream of fire falling down. And I was able to track the shot to a spaceship falling down in Alien vs. Predator (release 2004). So I got everything: 1. Country/Company the shader is used. 2. What kind of production (feature/ commercial/ animation/ games) 3. What kind of shots are produced (fire, smoke, explosion, ...) 4. The final shot. About a commercial release: It was planed to create a new bunch of shaders for volumes and then sell them as a package. Right now there are not enough shaders for this package. But it would be possible to implement licensing. It would be a per artist license. Rendering for free. So you could order the package although it does not yet include all shaders. The price would be less than 1000 EURO. But still, this would require that I have enough examples to sell the shader. It has to be production proven. cheers, Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night From: softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland Sent: Tuesday, October 30, 2012 12:42 PM To: softimage@listproc.autodesk.com; Morten Bartholdy Subject: RE: BA Fluid Shader I must admit I am very guilty of this - extremely sorry Holger, as one who very much values your expertise as we also use RR I should have known better. I think part of the problem is the stuff we work on has to wait for permission from certain parties before we can release frames, so when it gets to that level - we tend to forget about you, and I think because the BA stuff has pretty much become the de-facto standard install after Softimage itself. One way to get round it is to do as someone suggested - make the shaders run on a time period until you have some pretty image in hand? Don't know how easy that is for you to do or I can certainly dig some Zambezia frames out if you would like some? As there is a bunch of marketing material out and about for that now - in fact it has been on circuit in Germany already. Cheers S. Sandy Sutherland mailto:sandy.sutherl...@triggerfish.co.za
Re: BA Fluid Shader
Hi Holger First of all I want to say I am sorry to hear you are upset but it is perfectly understandable. I have not returned postcards from the productions where I have used your shader collections, so I am one of the bad guys I guess. I will not excuse myself but offer an explanation. I have used the Ba Essentials collection on numerous productions and they are very useful tools for everyday use - thank you for offering these for free! However I never found the results to clearly show this, hence I did not find them useful for your purposes :/ and subsequently chose not to post them. Ususally BA Fractal is an integral part of many of my shadertrees, but it is a sort of invisible component which happens to make my life easier and help me produce the look I want faster. Regarding the Volume Shader (which I purchased before it became available in Soft, because I found it very useful too) I have never found the results worthy of publication in themselves. I would much prefer to show stuff which is great :) On a constructive note, I second these thoughts by Peter and Olivier. I have tested the BA Fluid Loader with emFluid 4 and while it looks really promising, inhouse I compete with Fume and Maya Fluids, so I have not gotten around to actually producing anything with it. With emFluid 5 I can see that changing, as Erics tools and your shader makes a killer combination - emFluid sims very fast, the shader renders really fast, and I can see the combo compete head to head with Maya Fluids and Fume. As Olivier mentions, landing a job is often down to making a good test quickly, and slowing down access to the tools can kill the process in its tracks. I would certainly also be prepared to pay to get immediate access if necessary. Regarding feedback, I guess the only thing I want to say, and probably should have on your forums, is that the fluid loader just works perfect, and maybe that is why you dont get terribly much feedback... I use Arnold for my projects here and I would definately pay for a way to render emFluid5 volumetrics in Arnold so I could avoid Mental Ray altogether.I hope you and Eric find a way to get mutual satisfaction out of your efforts, which in my view are closely tied together. All the best Holger Morten Bartholdy VFX Supervisor 3D Lead www.gimmickvfx.com Den 30. oktober 2012 kl. 00:28 skrev pete...@skynet.be: 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 to the community, both in paid and unpaid tools – and expecting something in return is only natural – especially since you very clearly ask for this on your website. I’ll check for some more recent production images, and forward the message to some friends not on this list. Just a suggestion – how about forcing some goodwill, by offering the tools with a temp license – and the possibility to convert into a permanent license only after reception of a feedback mail with included image? I’d be totally in support of this. Thanks again for making totally awesome shaders, please do keep on doing so. regards, Peter From: Schoenberger Sent: Monday, October 29, 2012 2:21 PM To: softimage@listproc.autodesk.com Subject: BA Fluid Shader Hi Due to the poorly feedback I have decided to send new versions of the shader to an internal list of testers. If you have done some work with the shaders, send me some informations about it and you are in. You post something in my forum or http://www.binaryalchemy.de/forum/viewforum.php?f=18 End of last week I have started to send the new version to companies . I have not decided about the future of the fluid and other shaders. I thought nothing is easier than to send a reply with
Re: BA Fluid Shader
Just chiming in with some support for Holger. I don't do surfacing, rendering, compositing, etc. So I have no real way to give feedback on stuff I don't use. However, as someone who's contributed to the community with commercial and non-commercial plug-ins I can say that feedback, notes on projects that use the plug-in, and also customer quotes for marketing are essential to keeping the development and contributions coming. Take the few minutes to give a little back. It's greatly appreciated. Eric Thivierge http://www.ethivierge.com
RE: BA Fluid Shader
I must admit I am very guilty of this - extremely sorry Holger, as one who very much values your expertise as we also use RR I should have known better. I think part of the problem is the stuff we work on has to wait for permission from certain parties before we can release frames, so when it gets to that level - we tend to forget about you, and I think because the BA stuff has pretty much become the de-facto standard install after Softimage itself. One way to get round it is to do as someone suggested - make the shaders run on a time period until you have some pretty image in hand? Don't know how easy that is for you to do or I can certainly dig some Zambezia frames out if you would like some? As there is a bunch of marketing material out and about for that now - in fact it has been on circuit in Germany already. Cheers S. Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor [http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] http://triggerfish.co.za/en [http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] http://www.facebook.com/triggerfishanimation [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] http://www.twitter.com/triggerfishza From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Eric Thivierge [ethivie...@gmail.com] Sent: 30 October 2012 12:41 To: Morten Bartholdy; softimage@listproc.autodesk.com Subject: Re: BA Fluid Shader Just chiming in with some support for Holger. I don't do surfacing, rendering, compositing, etc. So I have no real way to give feedback on stuff I don't use. However, as someone who's contributed to the community with commercial and non-commercial plug-ins I can say that feedback, notes on projects that use the plug-in, and also customer quotes for marketing are essential to keeping the development and contributions coming. Take the few minutes to give a little back. It's greatly appreciated. Eric Thivierge http://www.ethivierge.com
Re: BA Fluid Shader
I just have to say dude I think the stuff you do Rocks. The Ba essentials shader pack you release are awesome and i salute you for them. We only just started and very small but we use softimage here and if it wasnt for kind awesome TD like you being so generous it would be harder to do alot of things! thats why the soft community rocks. unfortunately i have not had the need to use/ nor am i an expert on this type of render your fluid shader, but from what i have seen, seems very impressive. just wanted to give ya a virtual hi five cus your post didnt seem to happy. i hope you get more feedback and all your efforts are worth it. have a good rest of the day dude! on a side note I have worked for a few soft houses in london and they have used the ba shader pack so its bad that you have not had any responses or work to show. Daniel Sweeney 3D Creative Director *Tel:* +44 (0)1422 300066 *Mobile:* +44 (0)7743429771 *Email:* dan...@northforge.co.uk *Web:* http://northforge.co.uk Northforge Ltd Registered in England and Wales | 07757507** Office Suite D105, Dean Clough Mills, Halifax, HX3 5AX On Mon, Oct 29, 2012 at 1:21 PM, Schoenberger x...@digidragon.de wrote: ** Hi Due to the poorly feedback I have decided to send new versions of the shader to an internal list of testers. If you have done some work with the shaders, send me some informations about it and you are in. You post something in my forum or http://www.binaryalchemy.de/forum/viewforum.php?f=18 End of last week I have started to send the new version to companies . I have not decided about the future of the fluid and other shaders. I thought nothing is easier than to send a reply with some information or with some work. As this does not work for any of my shader packages no matter how I state it on my website, I will probably change my way of offering shaders for free. I have better to do in my free time than to work for nothing (I do not mean any money. Community. tit for tat) I did not got enough responses from commercial companies to turn it into a commercial project. (also includes that no production examples mean no publicity for new customers) If sending replies voluntary does not work, I thinking of forcing it. Perhaps I will only make all shaders available to registred customers only. To get registered, you need someone already on the list to invite you with some work. Or for every reply I get, I open 2 new puplic seats in the registration list. Or a limit. If I get 20 reponses, the new shader version is available for download. Anyway, no matter what I decide, a download without any kind of registration is not my favorite right now. Also, people seem to forget the future. Yes, my shader is done, I donwnload it, fine. But what about new shaders, for example I have a stack of papers written with specs and features for a new volume shader version. (Viewport preview, GI, less memory, better details, Arnold, caching, ...) It is kept in my drawer for years now. PS: I have worked a few years in a commercial and visualisation departement as ShadingLighting TD. You could tell the company name and what type of project you are working on. How do you create your showreel? How does Maya/Softimage/Houdini create their showreel? Commercials are usually free to view after a month. Some of them are available on your company site, on the customers site or even on youtube. If I had a shot of a finished vfx movie production, I was able to use my particle sim on the showreel without any vfx background. You can tell me to keep it confidential, or only to keep it confidential until the release If you think it will be available at some time (e.g. feature film) send me a name. Don't tell me it is not possible at all. In my small list of replies during the last 10 years, I had even large blockbusters from companies like ILM. They did not send me final images, they just described it and I was able to get it from the trailers once it was out or bought a DVD later. PPS: The issue I have is known to a lot of developers. So the next time you work with any new tool/feature and think wow, that's nice/fun/looks good, also think of sending something back. Holger Schönberger Binary Alchemy - digital materialization
Re: BA Fluid Shader
Let me be the first to apologize publicly to you Holger I know about the request on your website for feedback, and I've used your shader without giving you any. I've even told another freelance that we better write you a letter this time around on the last job I used your shader for. This is nothing more than bad form on my behalf, and I would urge you to take whatever steps you need to take, to get us lazy bastards to take 10 minutes to give you feedback. The last job I used your shader on is still under NDA otherwise it would have been attached to this mail. Thanks for letting us earn money with your free shaders for so long!! Again sorry for the lack of feedback from my side at least Gerbrand Nel On 2012/10/29 03:21 PM, Schoenberger wrote: Hi Due to the poorly feedback I have decided to send new versions of the shader to an internal list of testers. If you have done some work with the shaders, send me some informations about it and you are in. You post something in my forum or http://www.binaryalchemy.de/forum/viewforum.php?f=18 End of last week I have started to send the new version to companies . I have not decided about the future of the fluid and other shaders. I thought nothing is easier than to send a reply with some information or with some work. As this does not work for any of my shader packages no matter how I state it on my website, I will probably change my way of offering shaders for free. I have better to do in my free time than to work for nothing (I do not mean any money. Community. tit for tat) I did not got enough responses from commercial companies to turn it into a commercial project. (also includes that no production examples mean no publicity for new customers) If sending replies voluntary does not work, I thinking of forcing it. Perhaps I will only make all shaders available to registred customers only. To get registered, you need someone already on the list to invite you with some work. Or for every reply I get, I open 2 new puplic seats in the registration list. Or a limit. If I get 20 reponses, the new shader version is available for download. Anyway, no matter what I decide, a download without any kind of registration is not my favorite right now. Also, people seem to forget the future. Yes, my shader is done, I donwnload it, fine. But what about new shaders, for example I have a stack of papers written with specs and features for a new volume shader version. (Viewport preview, GI, less memory, better details, Arnold, caching, ...) It is kept in my drawer for years now. PS: I have worked a few years in a commercial and visualisation departement as ShadingLighting TD. You could tell the company name and what type of project you are working on. How do you create your showreel? How does Maya/Softimage/Houdini create their showreel? Commercials are usually free to view after a month. Some of them are available on your company site, on the customers site or even on youtube. If I had a shot of a finished vfx movie production, I was able to use my particle sim on the showreel without any vfx background. You can tell me to keep it confidential, or only to keep it confidential until the release If you think it will be available at some time (e.g. feature film) send me a name. Don't tell me it is not possible at all. In my small list of replies during the last 10 years, I had even large blockbusters from companies like ILM. They did not send me final images, they just described it and I was able to get it from the trailers once it was out or bought a DVD later. PPS: The issue I have is known to a lot of developers. So the next time you work with any new tool/feature and think wow, that's nice/fun/looks good, also think of sending something back. Holger Schönberger Binary Alchemy - digital materialization No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.2742 / Virus Database: 2617/5860 - Release Date: 10/28/12
Re: BA Fluid Shader
Let me also say, Im sure if you put a Donate button up on your site, I would hope alot of people would stick donations your way for your hard work. I for one would. :) Daniel Sweeney 3D Creative Director *Tel:* +44 (0)1422 300066 *Mobile:* +44 (0)7743429771 *Email:* dan...@northforge.co.uk *Web:* http://northforge.co.uk Northforge Ltd Registered in England and Wales | 07757507** Office Suite D105, Dean Clough Mills, Halifax, HX3 5AX On Mon, Oct 29, 2012 at 3:23 PM, Gerbrand Nel g...@cannonballbunny.com wrote: Let me be the first to apologize publicly to you Holger I know about the request on your website for feedback, and I've used your shader without giving you any. I've even told another freelance that we better write you a letter this time around on the last job I used your shader for. This is nothing more than bad form on my behalf, and I would urge you to take whatever steps you need to take, to get us lazy bastards to take 10 minutes to give you feedback. The last job I used your shader on is still under NDA otherwise it would have been attached to this mail. Thanks for letting us earn money with your free shaders for so long!! Again sorry for the lack of feedback from my side at least Gerbrand Nel On 2012/10/29 03:21 PM, Schoenberger wrote: Hi Due to the poorly feedback I have decided to send new versions of the shader to an internal list of testers. If you have done some work with the shaders, send me some informations about it and you are in. You post something in my forum or http://www.binaryalchemy.de/forum/viewforum.php?f=18 End of last week I have started to send the new version to companies . I have not decided about the future of the fluid and other shaders. I thought nothing is easier than to send a reply with some information or with some work. As this does not work for any of my shader packages no matter how I state it on my website, I will probably change my way of offering shaders for free. I have better to do in my free time than to work for nothing (I do not mean any money. Community. tit for tat) I did not got enough responses from commercial companies to turn it into a commercial project. (also includes that no production examples mean no publicity for new customers) If sending replies voluntary does not work, I thinking of forcing it. Perhaps I will only make all shaders available to registred customers only. To get registered, you need someone already on the list to invite you with some work. Or for every reply I get, I open 2 new puplic seats in the registration list. Or a limit. If I get 20 reponses, the new shader version is available for download. Anyway, no matter what I decide, a download without any kind of registration is not my favorite right now. Also, people seem to forget the future. Yes, my shader is done, I donwnload it, fine. But what about new shaders, for example I have a stack of papers written with specs and features for a new volume shader version. (Viewport preview, GI, less memory, better details, Arnold, caching, ...) It is kept in my drawer for years now. PS: I have worked a few years in a commercial and visualisation departement as ShadingLighting TD. You could tell the company name and what type of project you are working on. How do you create your showreel? How does Maya/Softimage/Houdini create their showreel? Commercials are usually free to view after a month. Some of them are available on your company site, on the customers site or even on youtube. If I had a shot of a finished vfx movie production, I was able to use my particle sim on the showreel without any vfx background. You can tell me to keep it confidential, or only to keep it confidential until the release If you think it will be available at some time (e.g. feature film) send me a name. Don't tell me it is not possible at all. In my small list of replies during the last 10 years, I had even large blockbusters from companies like ILM. They did not send me final images, they just described it and I was able to get it from the trailers once it was out or bought a DVD later. PPS: The issue I have is known to a lot of developers. So the next time you work with any new tool/feature and think wow, that's nice/fun/looks good, also think of sending something back. Holger Schönberger Binary Alchemy - digital materialization No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2742 / Virus Database: 2617/5860 - Release Date: 10/28/12
Re: BA Fluid Shader
Hi there, Sorry to hear you are so upset. Well, if people don't do what you want, I believe it is normal thing to force them. I only used your shader once for a preview movie, I don't remember well how your site is working, so bare with me. I'd just have one sugestion though : In some case, a user (ahem, me...), urgely needs to download some of your BAshaders for some work he has to deliver the day after (typicaly the clients needs to see a cloud or some emfluid smoke, etc.) If I have to wait some kind of authorizations or friend invitation, it's awfull, I'm already dead. So, couldn't there be some (symbolic) quick paying access ? I mean, I have no friends, I'm in a hurry, and I can pay ... Just an idea here (I understood you're not doing this for the money (though, you could)). Take care, Olivier Le 29/10/2012 14:21, Schoenberger a écrit : Hi Due to the poorly feedback I have decided to send new versions of the shader to an internal list of testers. If you have done some work with the shaders, send me some informations about it and you are in. You post something in my forum or http://www.binaryalchemy.de/forum/viewforum.php?f=18 End of last week I have started to send the new version to companies . I have not decided about the future of the fluid and other shaders. I thought nothing is easier than to send a reply with some information or with some work. As this does not work for any of my shader packages no matter how I state it on my website, I will probably change my way of offering shaders for free. I have better to do in my free time than to work for nothing (I do not mean any money. Community. tit for tat) I did not got enough responses from commercial companies to turn it into a commercial project. (also includes that no production examples mean no publicity for new customers) If sending replies voluntary does not work, I thinking of forcing it. Perhaps I will only make all shaders available to registred customers only. To get registered, you need someone already on the list to invite you with some work. Or for every reply I get, I open 2 new puplic seats in the registration list. Or a limit. If I get 20 reponses, the new shader version is available for download. Anyway, no matter what I decide, a download without any kind of registration is not my favorite right now. Also, people seem to forget the future. Yes, my shader is done, I donwnload it, fine. But what about new shaders, for example I have a stack of papers written with specs and features for a new volume shader version. (Viewport preview, GI, less memory, better details, Arnold, caching, ...) It is kept in my drawer for years now. PS: I have worked a few years in a commercial and visualisation departement as ShadingLighting TD. You could tell the company name and what type of project you are working on. How do you create your showreel? How does Maya/Softimage/Houdini create their showreel? Commercials are usually free to view after a month. Some of them are available on your company site, on the customers site or even on youtube. If I had a shot of a finished vfx movie production, I was able to use my particle sim on the showreel without any vfx background. You can tell me to keep it confidential, or only to keep it confidential until the release If you think it will be available at some time (e.g. feature film) send me a name. Don't tell me it is not possible at all. In my small list of replies during the last 10 years, I had even large blockbusters from companies like ILM. They did not send me final images, they just described it and I was able to get it from the trailers once it was out or bought a DVD later. PPS: The issue I have is known to a lot of developers. So the next time you work with any new tool/feature and think wow, that's nice/fun/looks good, also think of sending something back. Holger Schönberger Binary Alchemy - digital materialization
Re: BA Fluid Shader
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 to the community, both in paid and unpaid tools – and expecting something in return is only natural – especially since you very clearly ask for this on your website. I’ll check for some more recent production images, and forward the message to some friends not on this list. Just a suggestion – how about forcing some goodwill, by offering the tools with a temp license – and the possibility to convert into a permanent license only after reception of a feedback mail with included image? I’d be totally in support of this. Thanks again for making totally awesome shaders, please do keep on doing so. regards, Peter From: Schoenberger Sent: Monday, October 29, 2012 2:21 PM To: softimage@listproc.autodesk.com Subject: BA Fluid Shader Hi Due to the poorly feedback I have decided to send new versions of the shader to an internal list of testers. If you have done some work with the shaders, send me some informations about it and you are in. You post something in my forum or http://www.binaryalchemy.de/forum/viewforum.php?f=18 End of last week I have started to send the new version to companies . I have not decided about the future of the fluid and other shaders. I thought nothing is easier than to send a reply with some information or with some work. As this does not work for any of my shader packages no matter how I state it on my website, I will probably change my way of offering shaders for free. I have better to do in my free time than to work for nothing (I do not mean any money. Community. tit for tat) I did not got enough responses from commercial companies to turn it into a commercial project. (also includes that no production examples mean no publicity for new customers) If sending replies voluntary does not work, I thinking of forcing it. Perhaps I will only make all shaders available to registred customers only. To get registered, you need someone already on the list to invite you with some work. Or for every reply I get, I open 2 new puplic seats in the registration list. Or a limit. If I get 20 reponses, the new shader version is available for download. Anyway, no matter what I decide, a download without any kind of registration is not my favorite right now. Also, people seem to forget the future. Yes, my shader is done, I donwnload it, fine. But what about new shaders, for example I have a stack of papers written with specs and features for a new volume shader version. (Viewport preview, GI, less memory, better details, Arnold, caching, ...) It is kept in my drawer for years now. PS: I have worked a few years in a commercial and visualisation departement as ShadingLighting TD. You could tell the company name and what type of project you are working on. How do you create your showreel? How does Maya/Softimage/Houdini create their showreel? Commercials are usually free to view after a month. Some of them are available on your company site, on the customers site or even on youtube. If I had a shot of a finished vfx movie production, I was able to use my particle sim on the showreel without any vfx background. You can tell me to keep it confidential, or only to keep it confidential until the release If you think it will be available at some time (e.g. feature film) send me a name. Don't tell me it is not possible at all. In my small list of replies during the last 10 years, I had even large blockbusters from companies like ILM. They did not send me final images, they just described it and I was able to get it from the trailers once it was out or bought a DVD later. PPS: The issue I have is known to a lot of developers. So the next time you work with any new tool/feature and think wow, that's nice/fun/looks good, also think of sending something back. Holger Schönberger Binary Alchemy - digital materialization wlEmoticon-smile[1].png