Re: Siggraph - Softimage?
For me ICE is very situational (I never said it wasn’t useful). I’ve spent a good deal of time researching ICE and have made a few useful (if situational) compounds, but my projects tend to be measured in days and I don’t have the time to do a ton of research on building rigs (or whatever) in ICE. The last I heard about rigging in ICE is that that it tended to be buggy and wasn’t really recommended so I haven’t really looked into it too much since if was first introduced. My limited programming knowledge along with my memory not being as good as it used to means that I spend a lot of time relearning things in ICE every time I need to use it. I can’t count how much time I’ve spent trying to do something in ICE that seems like it would be easy only to find it nearly impossible. More often than not it ends up being easier and quicker for me to do things the old fashioned way. As for VP2, I don’t think they should have even released it in it’s current state. It’s still quicker and more accurate to do small preview renders then deal with that thing, IMO. I haven’t jumped ship yet, but there’s a good possibility that I will not be renewing my subscription this time around unless they release some really impressive stuff. The last few upgrades have just felt like wasted money to me. From: Raffaele Fragapane Sent: Thursday, August 09, 2012 8:51 PM To: softimage@listproc.autodesk.com Subject: Re: Siggraph - Softimage? This is stuff that goes in cycles. If you don't need crowds, a viewport API, various additions to ICE, the fCurve editing additions and so on of course the last couple upgrades won't be very convenient for you. Personally, I have very little use for the VP2 stuff (beside the fact it stuffed royally and irreparably quite a few things for some people over in TVC), but I had been begging and crying for a viewport API for probably close to 8 years now. At some point Maya will go through a cycle of stuff you have no use for, while in the other camp the things Soft had been lagging behind on will be added, and the grass will yet again be greener on the other side. IE: if you need a decently rendered fire without plugins, currently Maya is more or less your only option, but if you need crowds OOTB then Soft is. By all means, diversify if there's any point in another app for you, or get a suite, but I wouldn't write off 2012 and 2013 in general (we planned or did moves to both over here in example, and we don't up versions overnight for no good reason in film). Calling ICE situational though usually means you haven't bothered rather than not having found it useful. If there is ONE thing that improves my day to day work every single time it gets extended that's ICE. If you think it's something just for the occasional dust puff you're sorely mistaken. I'm writing this with a graph in front of me that over a few days went from a prototype to representing a sizable chunk of a rig that featurePerDay is cheaper than anything I've done before, and an order of magnitude faster than the equivalent expression-y/constrain-y alternative, and I'm coming out of a two year span on a project where every single deformation on very large and complex creatures would have been literally impossible or prohibitively expensive without ICE, which was used as a deformation tool, as a seamless bridge to our propietary system, and as a pipeline crutch for reference geometry injection. Be mindful of kneejerking yourself into something that will most likely require months to years to barely be able to be back to the par your work and cost sits at now. On Fri, Aug 10, 2012 at 1:35 PM, Sam Bowling sbowl...@cox.net wrote: CrowdFX I'm finding it harder and harder to find a reason to upgrade this software. I love the program, but there's just nothing new being added other ice stuff and that is really situational in use. I really can't think of anything added in 2013 that I needed for day to day use. I thought maybe there would be a few useful goodies added in the SAP, but that's out for this year. I guess it's time I start looking in to Max or Maya since they still seem to be getting some useful development.
Re: Usergroup meeting?
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 bill.hink...@gmail.com wrote: /Wave Trader Vic's was fun! Maybe I'll make it out to Siggraph next year. On Tue, Jul 31, 2012 at 8:14 PM, Matt Lind ml...@carbinestudios.com wrote: Most of the people who replied to my initial survey and requested Sunday have not RSVP'd. Meanwhile I have a handful of people who want to attend but cannot make Sunday. Would another night be better? If so, which? Matt PS - Dave, Trader Vic's is where we went for after-dinner drinks a number of years ago if you remember. Same restaurant chain, different location. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher Sent: Tuesday, July 31, 2012 6:51 AM To: softimage@listproc.autodesk.com Subject: Usergroup meeting? Any Softimage usergroup meeting at Siggraph happening? I can't make the Sunday one with Matt Lind. Dave G -- bill hinkson animator designer http://billhinksondesign.com wlEmoticon-smile[1].png
Re: viewport navigation performance
I've observed this too for two or three years now. Maya's raw VP performance has become really good, unless some realtime shaders come into play. But that's getting a lot better with the new VP 2.0 too. Yet, I wouldn't dismiss XSI' VP performance as bad though, I can rotate 10 mio polys quite smoothly on a relatively low-cost GForce 460 with 2 GB of RAM. It seems like every model I work on lately has ~10Million Triangles. I've always thought XSI handled large poly counts well and have'nt put much thought to it. That all changed yesterday after exporting one of our large models over to Maya. The Maya viewport interaction is buttery smooth with a very tactile response to viewport navigation. It feels connected like a Lotus Elise on the bends in Big Sur. I can't believe it. For years XSI had the upper hand with polycounts but it seems the tables have turned. I had not realized just how slow it was. It's so bad ( and Maya is so good) I suspect something must be wrong with my machine or it's not tuned for XSI but alas I can't find a problem. I've tried a few drivers and fiddled with the settings but nothing seems to help. Anybody have any tips to improve XSI viewport performance? Or are we just behind the performance curve. Votch Levi -- --- Stefan Kubicek Co-founder --- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
Re: viewport navigation performance
yeah. same here. on a bunch of cards lately, quadro as well as geforce. but i thought i am to dump or lazy or both to configure them properly.. one object with 10 millions polygons, no problem, 10 million objects with one polygon..not so good.. and even lower object counts. i had my joys with maya every time i had to export a car model to soft. we all know how much parts these fellas have, but maya performing smoothly. not so soft. usernormals and such . . . Am 10.08.2012 um 09:36 schrieb Stefan Kubicek s...@tidbit-images.com: I've observed this too for two or three years now. Maya's raw VP performance has become really good, unless some realtime shaders come into play. But that's getting a lot better with the new VP 2.0 too. Yet, I wouldn't dismiss XSI' VP performance as bad though, I can rotate 10 mio polys quite smoothly on a relatively low-cost GForce 460 with 2 GB of RAM. It seems like every model I work on lately has ~10Million Triangles. I've always thought XSI handled large poly counts well and have'nt put much thought to it. That all changed yesterday after exporting one of our large models over to Maya. The Maya viewport interaction is buttery smooth with a very tactile response to viewport navigation. It feels connected like a Lotus Elise on the bends in Big Sur. I can't believe it. For years XSI had the upper hand with polycounts but it seems the tables have turned. I had not realized just how slow it was. It's so bad ( and Maya is so good) I suspect something must be wrong with my machine or it's not tuned for XSI but alas I can't find a problem. I've tried a few drivers and fiddled with the settings but nothing seems to help. Anybody have any tips to improve XSI viewport performance? Or are we just behind the performance curve. Votch Levi -- --- Stefan Kubicek Co-founder --- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
Re: Siggraph - Softimage?
For what it's worth - ICE Kinematics has offered me little for rigging beyond working out the maths I need to re-write into a scripted operator. ICE modelling, however, means that I now have a standard facial rigging setup which means what used to take me a day or two now takes a few hours. And that's in addition to things like deformers which have been mentioned already. Slowly but surely I'm finding that the times not using ICE are what's situational - whenever I run into an area where it isn't implemented at all or well everything starts feeling like a grind again. Though, by the same token, if I jump into Houdini for a while then ICE starts feeling limited again, so I guess these things work in cycles. :) On 10 August 2012 07:12, Sam Bowling sbowl...@cox.net wrote: For me ICE is very situational (I never said it wasn’t useful). I’ve spent a good deal of time researching ICE and have made a few useful (if situational) compounds, but my projects tend to be measured in days and I don’t have the time to do a ton of research on building rigs (or whatever) in ICE. The last I heard about rigging in ICE is that that it tended to be buggy and wasn’t really recommended so I haven’t really looked into it too much since if was first introduced. My limited programming knowledge along with my memory not being as good as it used to means that I spend a lot of time relearning things in ICE every time I need to use it. I can’t count how much time I’ve spent trying to do something in ICE that seems like it would be easy only to find it nearly impossible. More often than not it ends up being easier and quicker for me to do things the old fashioned way. As for VP2, I don’t think they should have even released it in it’s current state. It’s still quicker and more accurate to do small preview renders then deal with that thing, IMO. I haven’t jumped ship yet, but there’s a good possibility that I will not be renewing my subscription this time around unless they release some really impressive stuff. The last few upgrades have just felt like wasted money to me. *From:* Raffaele Fragapane raffsxsil...@googlemail.com *Sent:* Thursday, August 09, 2012 8:51 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Siggraph - Softimage? This is stuff that goes in cycles. If you don't need crowds, a viewport API, various additions to ICE, the fCurve editing additions and so on of course the last couple upgrades won't be very convenient for you. Personally, I have very little use for the VP2 stuff (beside the fact it stuffed royally and irreparably quite a few things for some people over in TVC), but I had been begging and crying for a viewport API for probably close to 8 years now. At some point Maya will go through a cycle of stuff you have no use for, while in the other camp the things Soft had been lagging behind on will be added, and the grass will yet again be greener on the other side. IE: if you need a decently rendered fire without plugins, currently Maya is more or less your only option, but if you need crowds OOTB then Soft is. By all means, diversify if there's any point in another app for you, or get a suite, but I wouldn't write off 2012 and 2013 in general (we planned or did moves to both over here in example, and we don't up versions overnight for no good reason in film). Calling ICE situational though usually means you haven't bothered rather than not having found it useful. If there is ONE thing that improves my day to day work every single time it gets extended that's ICE. If you think it's something just for the occasional dust puff you're sorely mistaken. I'm writing this with a graph in front of me that over a few days went from a prototype to representing a sizable chunk of a rig that featurePerDay is cheaper than anything I've done before, and an order of magnitude faster than the equivalent expression-y/constrain-y alternative, and I'm coming out of a two year span on a project where every single deformation on very large and complex creatures would have been literally impossible or prohibitively expensive without ICE, which was used as a deformation tool, as a seamless bridge to our propietary system, and as a pipeline crutch for reference geometry injection. Be mindful of kneejerking yourself into something that will most likely require months to years to barely be able to be back to the par your work and cost sits at now. On Fri, Aug 10, 2012 at 1:35 PM, Sam Bowling sbowl...@cox.net wrote: CrowdFX I'm finding it harder and harder to find a reason to upgrade this software. I love the program, but there's just nothing new being added other ice stuff and that is really situational in use. I really can't think of anything added in 2013 that I needed for day to day use. I thought maybe there would be a few useful goodies added in the SAP, but that's out for this year. I guess it's time I start looking in to Max or Maya
RE: viewport navigation performance
Hi Votch, just out of interest, does your model have any operators on it? We doing some really models just now 4 models 3mil + triangles, enveloping parts made the scene very slow but constraining directly to the rig was fast From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Votch Sent: 09 August 2012 19:23 To: softimage@listproc.autodesk.com Subject: viewport navigation performance It seems like every model I work on lately has ~10Million Triangles. I've always thought XSI handled large poly counts well and have'nt put much thought to it. That all changed yesterday after exporting one of our large models over to Maya. The Maya viewport interaction is buttery smooth with a very tactile response to viewport navigation. It feels connected like a Lotus Elise on the bends in Big Sur. I can't believe it. For years XSI had the upper hand with polycounts but it seems the tables have turned. I had not realized just how slow it was. It's so bad ( and Maya is so good) I suspect something must be wrong with my machine or it's not tuned for XSI but alas I can't find a problem. I've tried a few drivers and fiddled with the settings but nothing seems to help. Anybody have any tips to improve XSI viewport performance? Or are we just behind the performance curve. Votch Levi
RE: Friday Flashback
Friday Flashback #82 XSI's first SIGGRAPH http://wp.me/powV4-22f From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: August-03-12 10:44 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback Friday Flashback 81 From 2004, Softimage XSI the perfect fit: - Everything you need - Everything you want - Everything there is http://wp.me/powV4-21j From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: July-30-12 4:00 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Friday Flashback I think Olivier can still be seen shuddering when Batchserve is mentioned in his vicinity :) On Sat, Jul 28, 2012 at 4:58 AM, Stephen Blair stephen.bl...@autodesk.commailto:stephen.bl...@autodesk.com wrote: Friday Flashback #80 BatchServe 1.5 the Experience http://wp.me/powV4-1YW attachment: winmail.dat
Re: viewport navigation performance
For the 10 Mill horse_carousel_fps_test scene here are my stats under SI 2013 SP1: 45 fps average (All frames mode in shaded) using an EVGA GTX 680 2GB (base, not overclocked). GPU stats while playing the test scene (monitored with Windows Process Explorer under its GPU tab) http://technet.microsoft.com/en-us/sysinternals/bb896653.aspx - Carousel scene once loaded adds 161 MB to GPU Memory. - GPU Usage goes to 99% and CPU Usage goes to 24% while playing test scene. Machine stats: WIN 7 64 bit CPU = i7 940 2.93 GHz X58 chipset RAM = 24 GB GPU = EVGA GTX 680 2GB Softimage 2013 SP1 -Daniel
ICE | Simulation Playback With Increased Subframe Sampling
Hey all, I've been running into what seems to be an unexpected behavior while using ICE subframe sampling and was just wondering if anyone else has ever seen this before. I have a basic ICE RBD simulation in my scene and have the subframe sampling set to three. The simulation plays back fine initially, but fails to simulate at all when I save and reload the scene. I have to turn the subframe sampling back down to one, play through the simulation, and then set the subframe sampling back to it's original value to get it to simulate correctly again. It's a bit annoying, but workable. Thanks, Mitch
Re: Friday Flashback
Oh my Darwin, SO much red! My yeess On Fri, Aug 10, 2012 at 8:08 AM, Stephen Blair stephen.bl...@autodesk.comwrote: Friday Flashback #82 XSI's first SIGGRAPH http://wp.me/powV4-22f From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair Sent: August-03-12 10:44 AM To: softimage@listproc.autodesk.com Subject: RE: Friday Flashback Friday Flashback 81 From 2004, Softimage XSI the perfect fit: - Everything you need - Everything you want - Everything there is http://wp.me/powV4-21j From: softimage-boun...@listproc.autodesk.commailto: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane Sent: July-30-12 4:00 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Friday Flashback I think Olivier can still be seen shuddering when Batchserve is mentioned in his vicinity :) On Sat, Jul 28, 2012 at 4:58 AM, Stephen Blair stephen.bl...@autodesk.com mailto:stephen.bl...@autodesk.com wrote: Friday Flashback #80 BatchServe 1.5 the Experience http://wp.me/powV4-1YW
Momentum, Deform Bodies
hey ist, I've got this object, its merged from some shattered geometries.(pic attached) i would like to distinguish the shatter clusters, i can read some attributes out form the momentum universe, but nothing i could work/ modulo out a clusterID from that (different count of points, islands..etc) i could separate all Cluster objects and make individual deform bodies, but then i need separate controls for them as well. i want to keep it procedural as possible. any ideas? best sebastian
Re: Particle collision behaves differently after particle count 4000
Great! Thank you, Chris. Am 10.08.2012 12:48, schrieb Chris Chia: Hi Eugen, The bullet rigid bodies defect has been logged. We will quickly look into it. Regards, Chris -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Thursday, August 09, 2012 5:56 PM To: softimage@listproc.autodesk.com Subject: Re: Particle collision behaves differently after particle count 4000 Am 09.08.2012 10:46, schrieb Chris Chia: Hi Eugen, Are you on SI2013SP1? Yes. I will check with the other version if needed... Chris On 9 Aug, 2012, at 2:27 PM, Eugen Sares softim...@keyvis.at wrote: Hello Chris, tried a precision value of 1000. Still the spheres overlap. Also, thought that a slower trajectory might give the collision check a better chance, and reduced gravity. Does not help. That burst effect was collision check suddenly working at a certain particle count, but I could not reproduce it any more. - a bug most certainly, don't you think? Thanks! Best regards, Eugen Try tweaking the precision value if you strictly don't want any particles to touch one another. A quick prove: something like 1000 should fix the penetration problem; but of course resulting in an extreme slowdown in performance. And no out burst at frames when running that simulation. Cheers. Chris On 8 Aug, 2012, at 12:38 AM, Eugen Sares softim...@keyvis.at wrote: Am 07.08.2012 17:27, schrieb Jeff McFall: I ran the sim all the way through and it looks correct here. None of the burst effect from the video. Thanks for answering, Jeff! Do the particles penetrate each other? They do here. in your video example it almost looks like the particle count suddenly jumps Nope, the count is continuous. Strangely, after closing and opening the scene, the burst effect at frame 200 does not show up any more, meaning the particles overlap quite often. Weird... Precision is set to 60 in the Simulate node. Am I missing some other parameter relevant for collision? Jeff -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Tuesday, August 07, 2012 9:44 AM To: softimage@listproc.autodesk.com Subject: Particle collision behaves differently after particle count 4000 Hi, I've got a simple setup here with Simulate Bullet Rigid Bodies, where I'm trying to fill a volume with small spherical particles (radius 0,1). Testing 2013SP1. As long as the particle count is below 4000 (for whatever reason), particles tend to penetrate/clump. Suddenly at the frame where the count reaches 4000, all particles push themselves out of their neighbours at once, then simulation continues normally, with no penetrations. A bug? I didn't touch any simulation range settings. Video (possibly not converted yet): https://vimeo.com/47089050 Scene: http://www.sendspace.com/file/c0xke5 Thanks a lot! Eugen
Re: hide an instance by particle ID
You could set their self.Shape to Point by testing their indices and they won't render (without a pointcloud renderer/shader.) On Fri, Aug 10, 2012 at 11:36 AM, john clausing jclausin...@yahoo.comwrote: i have a particle cloud with geo instances attatched to them... in some cases, i need to hide the instances and replace them with actual geometry. normally, i would just delete these associated particles by ID, however, i still need the particles to generate pose information for the practicle geo and constrain them (transform objects by particle) to the generated particles. alternatively, i could plot the animation, then delete the particle, but i want to keep it all live. is there anyway to selectively hide instanced geometry by ID? thanks all, john
Re: hide an instance by particle ID
that with a string and string array, worked perfectly. thanks as alway Alan.! john From: Alan Fregtman alan.fregt...@gmail.com To: john clausing jclausin...@yahoo.com; softimage@listproc.autodesk.com Sent: Friday, August 10, 2012 11:39 AM Subject: Re: hide an instance by particle ID You could set their self.Shape to Point by testing their indices and they won't render (without a pointcloud renderer/shader.) On Fri, Aug 10, 2012 at 11:36 AM, john clausing jclausin...@yahoo.com wrote: i have a particle cloud with geo instances attatched to them... in some cases, i need to hide the instances and replace them with actual geometry. normally, i would just delete these associated particles by ID, however, i still need the particles to generate pose information for the practicle geo and constrain them (transform objects by particle) to the generated particles. alternatively, i could plot the animation, then delete the particle, but i want to keep it all live. is there anyway to selectively hide instanced geometry by ID? thanks all, john
Re: hide an instance by particle ID
Happy to help! :) If you want to restore the instance shape after, you could technically get self.Shape and set it to a custom attribute when you're setting your instance shapes, say self.OriginalShape, then when you wanna switch back to the instanceshape, read that custom attribute and set self.Shape with its data. On Fri, Aug 10, 2012 at 11:44 AM, john clausing jclausin...@yahoo.comwrote: that with a string and string array, worked perfectly. thanks as alway Alan.! john -- *From:* Alan Fregtman alan.fregt...@gmail.com *To:* john clausing jclausin...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, August 10, 2012 11:39 AM *Subject:* Re: hide an instance by particle ID You could set their self.Shape to Point by testing their indices and they won't render (without a pointcloud renderer/shader.) On Fri, Aug 10, 2012 at 11:36 AM, john clausing jclausin...@yahoo.comwrote: i have a particle cloud with geo instances attatched to them... in some cases, i need to hide the instances and replace them with actual geometry. normally, i would just delete these associated particles by ID, however, i still need the particles to generate pose information for the practicle geo and constrain them (transform objects by particle) to the generated particles. alternatively, i could plot the animation, then delete the particle, but i want to keep it all live. is there anyway to selectively hide instanced geometry by ID? thanks all, john
Re: hide an instance by particle ID
How would it react to having the shape set as an empty polymesh? I know it used to insta-kill mental ray if you tried doing that, but is that still the case now we have the Empty Poly Mesh as an actual 'thing'? On 10 August 2012 16:49, Alan Fregtman alan.fregt...@gmail.com wrote: Happy to help! :) If you want to restore the instance shape after, you could technically get self.Shape and set it to a custom attribute when you're setting your instance shapes, say self.OriginalShape, then when you wanna switch back to the instanceshape, read that custom attribute and set self.Shape with its data. On Fri, Aug 10, 2012 at 11:44 AM, john clausing jclausin...@yahoo.comwrote: that with a string and string array, worked perfectly. thanks as alway Alan.! john -- *From:* Alan Fregtman alan.fregt...@gmail.com *To:* john clausing jclausin...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, August 10, 2012 11:39 AM *Subject:* Re: hide an instance by particle ID You could set their self.Shape to Point by testing their indices and they won't render (without a pointcloud renderer/shader.) On Fri, Aug 10, 2012 at 11:36 AM, john clausing jclausin...@yahoo.comwrote: i have a particle cloud with geo instances attatched to them... in some cases, i need to hide the instances and replace them with actual geometry. normally, i would just delete these associated particles by ID, however, i still need the particles to generate pose information for the practicle geo and constrain them (transform objects by particle) to the generated particles. alternatively, i could plot the animation, then delete the particle, but i want to keep it all live. is there anyway to selectively hide instanced geometry by ID? thanks all, john
Re: viewport navigation performance
On Thu, Aug 9, 2012 at 7:29 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: I suppose those benchs are still valid :http://jonpeddie.com/publications/whitepapers/quantifying-performance-in-3d-modeling-and-animation-software/ you can also have a look at this video: https://vimeo.com/45316255 It seems Softimage performe better with subdivision surfaces tests from 2008? nope, not really valid anymore
Re: hide an instance by particle ID
Should work I guess. I prefer the Point shape though; it's lighter. On Fri, Aug 10, 2012 at 12:00 PM, Peter Agg peter@googlemail.comwrote: How would it react to having the shape set as an empty polymesh? I know it used to insta-kill mental ray if you tried doing that, but is that still the case now we have the Empty Poly Mesh as an actual 'thing'? On 10 August 2012 16:49, Alan Fregtman alan.fregt...@gmail.com wrote: Happy to help! :) If you want to restore the instance shape after, you could technically get self.Shape and set it to a custom attribute when you're setting your instance shapes, say self.OriginalShape, then when you wanna switch back to the instanceshape, read that custom attribute and set self.Shape with its data. On Fri, Aug 10, 2012 at 11:44 AM, john clausing jclausin...@yahoo.comwrote: that with a string and string array, worked perfectly. thanks as alway Alan.! john -- *From:* Alan Fregtman alan.fregt...@gmail.com *To:* john clausing jclausin...@yahoo.com; softimage@listproc.autodesk.com *Sent:* Friday, August 10, 2012 11:39 AM *Subject:* Re: hide an instance by particle ID You could set their self.Shape to Point by testing their indices and they won't render (without a pointcloud renderer/shader.) On Fri, Aug 10, 2012 at 11:36 AM, john clausing jclausin...@yahoo.comwrote: i have a particle cloud with geo instances attatched to them... in some cases, i need to hide the instances and replace them with actual geometry. normally, i would just delete these associated particles by ID, however, i still need the particles to generate pose information for the practicle geo and constrain them (transform objects by particle) to the generated particles. alternatively, i could plot the animation, then delete the particle, but i want to keep it all live. is there anyway to selectively hide instanced geometry by ID? thanks all, john
Re: ICE | Simulation Playback With Increased Subframe Sampling
I had the same problem on one project. Only way (similar to your workflow) was to set subframes back to 1 play the sim and than set the subframes steps as you want and play/cache the sim again. In my case it even wasn't a RBD sim. Cheers Tim Hey all, I've been running into what seems to be an unexpected behavior while using ICE subframe sampling and was just wondering if anyone else has ever seen this before. I have a basic ICE RBD simulation in my scene and have the subframe sampling set to three. The simulation plays back fine initially, but fails to simulate at all when I save and reload the scene. I have to turn the subframe sampling back down to one, play through the simulation, and then set the subframe sampling back to it's original value to get it to simulate correctly again. It's a bit annoying, but workable. Thanks, Mitch
Re: viewport navigation performance
Oops, looks like Gmail kicked back my first email because of the raw attachment. Here's a 10 mill scene file you can use Votch. I'm interested to know your frame rate and vid card specs. http://vfxadmin.com/tmp/si_10mill_carousel_fps_test.zip My frame rate average was 45 fps. (See my post above for detailed specs) -Daniel
Re: ICE | Simulation Playback With Increased Subframe Sampling
Ah. Good to know that I'm not the only. Thanks!
Re: Blending displacement using raylength
Excellent!! Will take a look first thing tomorrow and amend the beer order accordingly! Thanks for you help on this, though I think the first time around I was slightly scuppered by a dodgy model. Well that's my excuse!! On Wednesday, 8 August 2012, Guillaume Laforge wrote: Please be aware that Service Beer Pack 1 is now available to all drinkers: http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn Fixed Bug: Beer Issue 001: If you rotate your object, the displacement height goes with the object. Guillaume On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall chrismarshal...@gmail.comjavascript:_e({}, 'cvml', 'chrismarshal...@gmail.com'); wrote: OK apologies on this. If you rotate your object, the displacement height goes with the object. So if you rotate it 180, the bumpy area is now away from the camera! That's not what I was expecting. -- Chris Marshall Mint Motion Limited 029 2002 5762 07730 533 115 www.mintmotion.co.uk
Overscan
Hey folks, This old chestnut has come up, I need to render overscan by 10%, any of you good folks have any scripts, or useful tools to help with this tedious task? Cheers, Nick