Re: Siggraph - Softimage?

2012-08-10 Thread Sam Bowling
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?

2012-08-10 Thread peter_b
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

2012-08-10 Thread Stefan Kubicek

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

2012-08-10 Thread Sebastian Kowalski
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?

2012-08-10 Thread Peter Agg
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

2012-08-10 Thread Chris Dawson
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

2012-08-10 Thread Stephen Blair
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

2012-08-10 Thread Daniel H
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

2012-08-10 Thread Mitchell Lotierzo
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

2012-08-10 Thread Alan Fregtman
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

2012-08-10 Thread Sebastian Kowalski
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

2012-08-10 Thread Eugen Sares

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

2012-08-10 Thread Alan Fregtman
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

2012-08-10 Thread john clausing
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

2012-08-10 Thread Alan Fregtman
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

2012-08-10 Thread Peter Agg
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

2012-08-10 Thread Luc-Eric Rousseau
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

2012-08-10 Thread Alan Fregtman
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

2012-08-10 Thread Tim Borgmann
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

2012-08-10 Thread Daniel H
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

2012-08-10 Thread Mitchell Lotierzo
Ah. Good to know that I'm not the only.

Thanks!


Re: Blending displacement using raylength

2012-08-10 Thread Chris Marshall
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

2012-08-10 Thread Nick Angus
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