Re: update on Creation integration to Softimage
wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys -- this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We'll be presenting this in more detail at the Softimage London usergroup on Tuesday 13^th November (http://www.softimagecreatives.com/siclondon/?page_id=1218). We'll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14^th November (http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793
RE: Mental Ray Features, Integration Autodesk's failure
I'd too, but it's pricey... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland Sent: Wednesday, November 07, 2012 7:39 PM To: softimage@listproc.autodesk.com Subject: RE: Mental Ray Features, Integration Autodesk's failure I would suggest that most Softimage folk are using other renderers such as Arnold! S. Sandy Sutherland mailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Ed Manning [etmth...@gmail.com] Sent: 07 November 2012 20:26 To: softimage@listproc.autodesk.com Cc: cory.m...@autodesk.com; mschoenna...@gmail.com Subject: Mental Ray Features, Integration Autodesk's failure Hi all -- Not to start another flame war, but after months struggling with what should be simple things, I have to ask: Why is Mental Ray integration so haphazard in AD products in general and Softimage in particular? For example, MR now supports much-improved IBL, ptex, iRay, and per-object sampling settings, as well as a set of new BSDF-based surface shaders. NONE of these are exposed in Softimage. Third-party means of exposing some of these do work, but not very well. IBL, for example, seems not to support transparent shadows at all. In Maya, they work. Having only global settings for unified sampling is a crapshoot -- for some shaders, it's like super-speed, while others actually get noisier and slower. Ray-depth-based optimizations, which should be simple, have to be manually set, per parameter, IF you can even get your hands on a third-party shader that provides accurate counts of raydepth and type. Framebuffers only work properly with third-party shaders (they slow down renders ridiculously when used with the native x shaders) and don't properly account for reflections and refractions that are more than one ray-hit deep. The list goes on. The few features newly-exposed in Softimage, such as Unified Sampling and MetaSL, are poorly documented if at all. The only help for working with these tools, which we pay Autodesk for, comes from third parties, NVidia's forums, and Maya users. I have to spend time translating tutorials and blog posts from Maya-speak to glean the most basic information The failure on Autodesk's part seems to be universal, if worst in Softimage-land -- even though more things seem to work in Maya (or even MAX), there's little in the way of documentation or tutorials from AD. For example, because Maya's render settings are so lame and poorly-oriented for Mental Ray, there is a 3rd-party plug-in (Mental Core) simply to make it possible for users not working at fully-pipelined facilities to set up MR renders and get useful framebuffers and passes out. There is also this: http://elementalray.wordpress.com/2012/08/10/new-maya-rendering-ui-testi ng/ Basically, if I understand this, NVidia, not Autodesk, has written a new MR render UI for Maya, which has to be installed as a plug-in, and which bears a striking resemblance in its organization to the venerable Softimage Render Options. So AD's devs can't even port a UI that they developed from one 3D package to another? NVidia has to do it for them? Am I the only one frustrated disappointed by this? etm
Re: Mental Ray Features, Integration Autodesk's failure
What happened to Zap Anderson (aka. Master Zap). didn't he leave Mental Images and went to Autodesk to help with the integration of MR? http://mentalraytips.blogspot.de/2011/09/this-is-100th-post.html maybe 1 year isn't enough time to do it in all applications and thats maybe why 3ds catches up with features, but if he is still there there might be hope. cheers Christian On 08.11.2012 06:37, Sandy Sutherland wrote: We are pretty much doing the same here - we did Zam in MR and it did get there and looked good for what it needed to be - but I have a few more grey hairs because of it - Khumba has been such a pleasure to light and render in Arnold and it just looks so much better so much easier! Sorry - not meaning to add to any software wars - but it is difficult to keep in the amazement we get at seeing our renders now! S. __ Sandy Sutherland mailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza *From:* softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Votch [megavo...@gmail.com] *Sent:* 08 November 2012 07:28 *To:* softimage *Subject:* Re: Mental Ray Features, Integration Autodesk's failure I'm rendering scenes in sitoa with 20trillion triangles (instanced), 2 diffuse bounces, 2 glossy bounces, refraction (yes I said it), thousands of textures, Motion Blur, and very complex lighting at 4K in under 6 hours per frame. Render nodes are not exotic 24HT cores and 32GB ram. No baking, no pre-processing. That's a 4k render in 6 hours. HD is around 2 hours per frame. It's comedic to say these stats out loud. I could NEVER do anything like this in MentalRay or Mantra or prMan. LBA (that's Life Before Arnold) I would not have thought this possible. V- On Wed, Nov 7, 2012 at 2:12 PM, Andy Moorer andymoo...@gmail.com mailto:andymoo...@gmail.com wrote: The sad thing is Mental Ray is a good and powerful renderer. Mental image's fateful decision to not participate in integration/implementation and leave it to Autodesk has done them tremendous damage. Ed, your post is dead on. There's some good tech available which isn't getting into artists's hands, and in general rendering is the point of the whole exercise, so you would expect the MR integration to be something given constant attention and priority. Sent from my iPad On Nov 7, 2012, at 1:44 PM, Juhani Karlsson juhani.karls...@talvi.com mailto:juhani.karls...@talvi.com wrote: Definetly and thats why I think everyone working on anything serious in softimage has moved to 3rd party renderers. (Arnold, v-ray, 3Delight) Kinda wish they would forget MR altogether and focus on more important stuff. -j On 7 November 2012 20:26, Ed Manning etmth...@gmail.com mailto:etmth...@gmail.com wrote: Hi all -- Not to start another flame war, but after months struggling with what should be simple things, I have to ask: Why is Mental Ray integration so haphazard in AD products in general and Softimage in particular? For example, MR now supports much-improved IBL, ptex, iRay, and per-object sampling settings, as well as a set of new BSDF-based surface shaders. NONE of these are exposed in Softimage. Third-party means of exposing some of these do work, but not very well. IBL, for example, seems not to support transparent shadows at all. In Maya, they work. Having only global settings for unified sampling is a crapshoot -- for some shaders, it's like super-speed, while others actually get noisier and slower. Ray-depth-based optimizations, which should be simple, have to be manually set, per parameter, IF you can even get your hands on a third-party shader that provides accurate counts of raydepth and type. Framebuffers only work properly with third-party shaders (they slow down renders ridiculously when used with the native x shaders) and don't properly account for reflections and refractions that are more than one ray-hit deep. The list goes on. The few features newly-exposed in Softimage, such as Unified Sampling and MetaSL, are poorly documented if at all. The only help for working with these tools, which we pay Autodesk for, comes from third parties, NVidia's forums, and Maya users. I have to spend time translating tutorials and blog posts from Maya-speak to glean the most basic information The failure on Autodesk's part seems to be universal, if worst in Softimage-land -- even though more things seem to work in Maya (or even MAX), there's little in the way of
Re: update on Creation integration to Softimage
Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys -- this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We'll be presenting this in more detail at the Softimage London usergroup on Tuesday 13^th November (http://www.softimagecreatives.com/siclondon/?page_id=1218). We'll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14^th November (http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793
Re: Multiple Deltas
i haven't used nested models with animation layers since 2010 so i am glad to hear things have improved, but i remember a developer, yanick pomerlau i believe, who told me that the mixer is only stored in the first delta in a hierarchy like you describe. so if you have controls in multiple model spaces and you set keys on them they go in the correct deltas, but if you put animation layers on them they go into the the first one. that alone makes me very weary. animation layers disappearing, old ones returning were our experience, and channels completely missing. once it started to go to shit it was hard to correct. we had the setup you describe and almost over night once we switched issues just went away. :) On Wed, Nov 7, 2012 at 10:46 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Actually we use nested models with layers and have had good results (with a couple minor fixes here and there in QFEs though) in 2012, and decent but with some pipeline patching in 2011. Nested references are a recipe for disaster, but one deep models under the reference model actually, more often than not, save your arse and allow for better filtering and customization of the deltas than one gimongous one where you'll need to save everything together for geo, deformers, animation controls and additional data. On Thu, Nov 8, 2012 at 5:42 PM, Steven Caron car...@gmail.com wrote: saying no to animation layers entirely with referenced models is a bit too harsh. as long as you stay away from nested models or nested references its pretty stable. and as long as you check your work by re opening the scene you saved you can avoid the grief. s On Wed, Nov 7, 2012 at 10:18 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Certainly - we also found animation layers + ref models to be a big no-no - but we are also still on 2011.5 - not sure if there was anything done in that regard in 2012 or 2013+ -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: ICE instanced lights not working
I'm using Mental Ray. On 8 November 2012 01:03, Kamen Lilov kamen.li...@chaosgroup.com wrote: On 11/2/2012 9:47 PM, patrick nethercoat wrote: Hi all, Anyone know what can prevent instanced lights working? It's super-simple to set up and works in a fresh scene, but I'd like to use them in an existing scene where it just doesn't. Any known issues? Cheers, Patrick What's your renderer? If you are using VRay|SI, this is an unimplemented feature with v1.0 and we are looking forward to fix it for the next release. Kamen Lilov
Re: update on Creation integration to Softimage
Hey Helge, This might be of enough general interest to post here rather than in private. How are you guys faring on the linux front these days? On Nov 8, 2012 8:08 PM, Helge Mathee helge.mat...@gmx.net wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys – this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We’ll be presenting this in more detail at the Softimage London usergroup on Tuesday 13th November ( http://www.softimagecreatives.com/siclondon/?page_id=1218). We’ll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14th November ( http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793
Re: Mental Ray Features, Integration Autodesk's failure
On Thu, Nov 8, 2012 at 3:43 AM, Christian Freisleder m...@buntepixel.euwrote: What happened to Zap Anderson (aka. Master Zap). didn't he leave Mental Images and went to Autodesk to help with the integration of MR? http://mentalraytips.blogspot.de/2011/09/this-is-100th-post.html maybe 1 year isn't enough time to do it in all applications and thats maybe why 3ds catches up with features, but if he is still there there might be hope. While Master Zap has unquestionably done a huge amount of good in the MR community, and absolutely knows more about MR than I ever will, I think we ought to temper our enthusiasm for what he might be able to achieve. He is one person, and if the implementation of his work in AD products is any example, even having the benefit of his efforts can lead to mediocre results. The history of unresolved bugs and poorly conceived workflow in the arch materials' implementation is more than annoying. The amount of person-hours and CPU-hours wasted by people who simply don't know what all the settings do, nor which ones should be used in what situation, must represent a substantial fraction of the CG budget of any company that has had to rely on them. The mere existence of Felix Geremus's much-improved shader, and the fact that it had to be built, after years of complaints unaddressed by Autodesk, by a generous individual and distributed for free, is pretty clear evidence of at least one missed opportunity. Technology evolves. Software-based technology is supposed to be improvable, not static. The whole point of the current architecture of computers is to allow for changes to be made. For all of the base shaders in AD's products to remain unchanged after 3, 5 or 20 (!) years of steady and proven improvements in shader design is shameful. (And yes, I realize that you can't improve, say, Lambert or Phong shading, as they are specific algorithms -- but you could for example replace the glossiness code with the better one that came along years later, but is only available in the mia and mib shaders.) How would you feel if, say, you had to use Office '95 to this day? What is even more shameful is the fact that Mental Images *has* been improving their code, but that the improvements are poorly or not at all implemented in AD's products. Some might protest that AD (and Avid and Microsoft) have no obligation to provide continuous improvement, or add more modern tools as time passes; that providing a platform for others to build on is enough. If that were the case, then these products should have been sold that way, as dev platforms and frameworks, not as cutting-edge applications. These packages have always been represented as cutting-edge *solutions* and we pay dearly for support. Look, I know it's easier to market a completely new tool than an improvement to an old one. But AD has an obligation to maintain the viability of the toolset they provide. What if your car had all modern amenities and safety equipment, like power locks, air bags, air conditioning, anti-lock brakes, traction control, satellite nav, a fancy audio system, but *ONLY* the 1.0 version of each of those things -- and *ONLY* the 1.0 version of the throttle (a knob or lever, not a gas pedal), the steering (a tiller, not a wheel), the tires (unvulcanized rubber with inner tubes), and an engine that required a mechanic to ride aboard? Would you even buy it? Would anyone even be able to drive it safely? As Andy pointed out earlier, rendering is in a way the whole point of the exercise. Yet of all the tools in the toolset, it seems to be the one without any incremental improvements or bugfixes. We get whole new tools like FG, or IP, but any improvement to those things comes years late if ever. I'm not asking for new features. I want the features we've had for years to work properly. I want simple, clear workflows and clean UIs. I want default materials that use modern algorithms. I want UI defaults that are approximately correct. I want controls that have actual units (like, say lux, or candelas) when appropriate. I want sliders that don't have their meaningful range compressed into 1/50th of the width of the slider, or totally off the scale. I want sliders that *HAVE* a scale, for crying out loud (look at Nuke -- some sliders are linear, some are log, some exponential -- and they all have tickmarks and numbers). Yes, it's great to have all the controls available in one place, like the arch mat. But that doesn't change the fact that for 99.9% of real-world materials (which is what we spend most of our time trying to simulate), you only need *one* color to describe the material color. They don't have separate reflection, refraction, translucency, irradiance, and incandescence colors. If it's a dielectric, the reflections are *white*, period -- only their intensity varies. If it's transparent or translucent (I'm ignoring scattering here, because so do most of our shaders), the transmission has *one*
Re: update on Creation integration to Softimage
Helge, I've just started dabbling in CP and I do have a question I can't seem to find an answer to. Forgive me if this is a silly question: CP leverages Qt, but is it possible to host a CP app inside one of our custom PyQt or Pyside applications? I'm specifically thinking of a scenario where I'd like to host a CP viewer for Alembic files inside a production tool we've already built in PyQt. I know I could always have our app fire up yours, but I'm wondering if I can host a CP viewport as a widget inside our custom non-CP app. *Tim Crowson */Lead CG Artist/ *Magnetic Dreams Animation Studio, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 11/8/2012 3:07 AM, Helge Mathee wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys -- this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We'll be presenting this in more detail at the Softimage London usergroup on Tuesday 13^th November (http://www.softimagecreatives.com/siclondon/?page_id=1218). We'll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14^th November (http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793 -- Signature
Re: Mental Ray Features, Integration Autodesk's failure
I always thought and still think MR is a pretty good renderer, and it's not as slow as everybody tells you if you do things right. But as you point out in your text the implementation of MR in Softimage is doing almost no progress and that sucks. I also strongly think about switching to another renderer. Christian On 08.11.2012 16:15, Ed Manning wrote: On Thu, Nov 8, 2012 at 3:43 AM, Christian Freisleder m...@buntepixel.eu mailto:m...@buntepixel.eu wrote: What happened to Zap Anderson (aka. Master Zap). didn't he leave Mental Images and went to Autodesk to help with the integration of MR? http://mentalraytips.blogspot.de/2011/09/this-is-100th-post.html maybe 1 year isn't enough time to do it in all applications and thats maybe why 3ds catches up with features, but if he is still there there might be hope. While Master Zap has unquestionably done a huge amount of good in the MR community, and absolutely knows more about MR than I ever will, I think we ought to temper our enthusiasm for what he might be able to achieve. He is one person, and if the implementation of his work in AD products is any example, even having the benefit of his efforts can lead to mediocre results. The history of unresolved bugs and poorly conceived workflow in the arch materials' implementation is more than annoying. The amount of person-hours and CPU-hours wasted by people who simply don't know what all the settings do, nor which ones should be used in what situation, must represent a substantial fraction of the CG budget of any company that has had to rely on them. The mere existence of Felix Geremus's much-improved shader, and the fact that it had to be built, after years of complaints unaddressed by Autodesk, by a generous individual and distributed for free, is pretty clear evidence of at least one missed opportunity. Technology evolves. Software-based technology is supposed to be improvable, not static. The whole point of the current architecture of computers is to allow for changes to be made. For all of the base shaders in AD's products to remain unchanged after 3, 5 or 20 (!) years of steady and proven improvements in shader design is shameful. (And yes, I realize that you can't improve, say, Lambert or Phong shading, as they are specific algorithms -- but you could for example replace the glossiness code with the better one that came along years later, but is only available in the mia and mib shaders.) How would you feel if, say, you had to use Office '95 to this day? What is even more shameful is the fact that Mental Images *has* been improving their code, but that the improvements are poorly or not at all implemented in AD's products. Some might protest that AD (and Avid and Microsoft) have no obligation to provide continuous improvement, or add more modern tools as time passes; that providing a platform for others to build on is enough. If that were the case, then these products should have been sold that way, as dev platforms and frameworks, not as cutting-edge applications. These packages have always been represented as cutting-edge *solutions* and we pay dearly for support. Look, I know it's easier to market a completely new tool than an improvement to an old one. But AD has an obligation to maintain the viability of the toolset they provide. What if your car had all modern amenities and safety equipment, like power locks, air bags, air conditioning, anti-lock brakes, traction control, satellite nav, a fancy audio system, but *ONLY* the 1.0 version of each of those things -- and *ONLY* the 1.0 version of the throttle (a knob or lever, not a gas pedal), the steering (a tiller, not a wheel), the tires (unvulcanized rubber with inner tubes), and an engine that required a mechanic to ride aboard? Would you even buy it? Would anyone even be able to drive it safely? As Andy pointed out earlier, rendering is in a way the whole point of the exercise. Yet of all the tools in the toolset, it seems to be the one without any incremental improvements or bugfixes. We get whole new tools like FG, or IP, but any improvement to those things comes years late if ever. I'm not asking for new features. I want the features we've had for years to work properly. I want simple, clear workflows and clean UIs. I want default materials that use modern algorithms. I want UI defaults that are approximately correct. I want controls that have actual units (like, say lux, or candelas) when appropriate. I want sliders that don't have their meaningful range compressed into 1/50th of the width of the slider, or totally off the scale. I want sliders that *HAVE* a scale, for crying out loud (look at Nuke -- some sliders are linear, some are log, some exponential -- and they all have tickmarks and numbers). Yes, it's great to have all the controls available in one place, like the arch mat. But that doesn't change the fact that for
Re: Mental Ray Features, Integration Autodesk's failure
Many people complain about AD not implementing all features, although some times this complaints are justified, others are certainly not. For example: - Until recently iRay couldnt do SSS or MB, why would you want developers to spend theire time implementing it in a software geared at animation like Softimage if you cant do those? - IBL lights are a desperate need, but as of now the energy you get in the diffuse contribution is incorrect and the user has to manually dial 1/Pi on the intensity of every single material in his scene. Why is that so bad? How do you mix IBL+other lights this way? - Irradiance mapping does not support emmissive objects. - I surely feel like there are other examples that I can recall this instant... So while this have been implemented in MR, one can see that spending time to implement this features in DCC packages would generate a lot of issue reporting, and therefore makes no sense... Fact is, nVidia is half-implementing many things, and getting very little ones production ready (like the new sampling and SSS which in fact have been implemented). Just give us the option to skip MR altogether and many complaints will go away. 2012/11/8 Christian Freisleder m...@buntepixel.eu I always thought and still think MR is a pretty good renderer, and it's not as slow as everybody tells you if you do things right. But as you point out in your text the implementation of MR in Softimage is doing almost no progress and that sucks. I also strongly think about switching to another renderer. Christian On 08.11.2012 16:15, Ed Manning wrote: On Thu, Nov 8, 2012 at 3:43 AM, Christian Freisleder m...@buntepixel.euwrote: What happened to Zap Anderson (aka. Master Zap). didn't he leave Mental Images and went to Autodesk to help with the integration of MR? http://mentalraytips.blogspot.de/2011/09/this-is-100th-post.html maybe 1 year isn't enough time to do it in all applications and thats maybe why 3ds catches up with features, but if he is still there there might be hope. While Master Zap has unquestionably done a huge amount of good in the MR community, and absolutely knows more about MR than I ever will, I think we ought to temper our enthusiasm for what he might be able to achieve. He is one person, and if the implementation of his work in AD products is any example, even having the benefit of his efforts can lead to mediocre results. The history of unresolved bugs and poorly conceived workflow in the arch materials' implementation is more than annoying. The amount of person-hours and CPU-hours wasted by people who simply don't know what all the settings do, nor which ones should be used in what situation, must represent a substantial fraction of the CG budget of any company that has had to rely on them. The mere existence of Felix Geremus's much-improved shader, and the fact that it had to be built, after years of complaints unaddressed by Autodesk, by a generous individual and distributed for free, is pretty clear evidence of at least one missed opportunity. Technology evolves. Software-based technology is supposed to be improvable, not static. The whole point of the current architecture of computers is to allow for changes to be made. For all of the base shaders in AD's products to remain unchanged after 3, 5 or 20 (!) years of steady and proven improvements in shader design is shameful. (And yes, I realize that you can't improve, say, Lambert or Phong shading, as they are specific algorithms -- but you could for example replace the glossiness code with the better one that came along years later, but is only available in the mia and mib shaders.) How would you feel if, say, you had to use Office '95 to this day? What is even more shameful is the fact that Mental Images *has* been improving their code, but that the improvements are poorly or not at all implemented in AD's products. Some might protest that AD (and Avid and Microsoft) have no obligation to provide continuous improvement, or add more modern tools as time passes; that providing a platform for others to build on is enough. If that were the case, then these products should have been sold that way, as dev platforms and frameworks, not as cutting-edge applications. These packages have always been represented as cutting-edge *solutions* and we pay dearly for support. Look, I know it's easier to market a completely new tool than an improvement to an old one. But AD has an obligation to maintain the viability of the toolset they provide. What if your car had all modern amenities and safety equipment, like power locks, air bags, air conditioning, anti-lock brakes, traction control, satellite nav, a fancy audio system, but *ONLY* the 1.0 version of each of those things -- and *ONLY* the 1.0 version of the throttle (a knob or lever, not a gas pedal), the steering (a tiller, not a wheel), the tires (unvulcanized rubber with
Re: update on Creation integration to Softimage
Of course that's possible. It is even easier. Applications are just python modules, so you can use them inside of python based apps easily. Simply import the app and off you go. You might have to switch PySide for PyQt but that's about it. On 08.11.2012 16:40, Tim Crowson wrote: Helge, I've just started dabbling in CP and I do have a question I can't seem to find an answer to. Forgive me if this is a silly question: CP leverages Qt, but is it possible to host a CP app inside one of our custom PyQt or Pyside applications? I'm specifically thinking of a scenario where I'd like to host a CP viewer for Alembic files inside a production tool we've already built in PyQt. I know I could always have our app fire up yours, but I'm wondering if I can host a CP viewport as a widget inside our custom non-CP app. *Tim Crowson */Lead CG Artist/ *Magnetic Dreams Animation Studio, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 11/8/2012 3:07 AM, Helge Mathee wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys -- this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We'll be presenting this in more detail at the Softimage London usergroup on Tuesday 13^th November (http://www.softimagecreatives.com/siclondon/?page_id=1218). We'll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14^th November (http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793 -- Signature
Re: update on Creation integration to Softimage
Linux is fully supported for everything. As is OSX. On 08.11.2012 15:01, Raffaele Fragapane wrote: Hey Helge, This might be of enough general interest to post here rather than in private. How are you guys faring on the linux front these days? On Nov 8, 2012 8:08 PM, Helge Mathee helge.mat...@gmx.net mailto:helge.mat...@gmx.net wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys – this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We’ll be presenting this in more detail at the Softimage London usergroup on Tuesday 13^th November (http://www.softimagecreatives.com/siclondon/?page_id=1218). We’ll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14^th November (http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793
Re: brick procedural texture
it's quite easy to knock something simple up with procedural grids if you just want the basic offset layering. 1 grid for row A, the same grid offset for row B and a vertical only black/white grid for mixing between the 2. You can quite easily make it more sophisticated than that, but that'll do the basics. On 8 November 2012 17:00, Rob Chapman tekano@gmail.com wrote: enhance shaders? http://www.shaders.co.uk/enhance_xsi/surfaces/slides/SimpleRoughs.htm On 8 November 2012 16:45, Chris Marshall chrismarshal...@gmail.comwrote: Hi All, Anyone know of a good / flexible 3d procedural brick texture generator? Similar in ease of use to good old Flagstone. Thanks Chris
Re: brick procedural texture
Have you looked in the DarkTree shaders. There's a bunch of free textures available. I'm sure there's a brick one in there. On 08/11/2012 12:13, Chris Marshall wrote: Procedural grids? The Grid texture is 2d. Checkerboard might do it, possibly, but it'll need work. Is there an alternative? On 8 November 2012 17:06, patrick nethercoat patr...@brandtanim.co.uk mailto:patr...@brandtanim.co.uk wrote: it's quite easy to knock something simple up with procedural grids if you just want the basic offset layering. 1 grid for row A, the same grid offset for row B and a vertical only black/white grid for mixing between the 2. You can quite easily make it more sophisticated than that, but that'll do the basics. On 8 November 2012 17:00, Rob Chapman tekano@gmail.com mailto:tekano@gmail.com wrote: enhance shaders? http://www.shaders.co.uk/enhance_xsi/surfaces/slides/SimpleRoughs.htm On 8 November 2012 16:45, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: Hi All, Anyone know of a good / flexible 3d procedural brick texture generator? Similar in ease of use to good old Flagstone. Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk http://www.mintmotion.co.uk
RE: Mental Ray Features, Integration Autodesk's failure
No argument on the making existing tools work, but in terms of tool design you make the erroneous assumption everybody wants to create realistic looking renders like you. I've largely worked on non-photo real projects where those extra controls you dislike are absolutely necessary and often not enough. This industry is about making looks and scenarios. It's not always about recreating what you see in front of you. One of the problems today with maintaining or further developing mental ray integration is the old groundwork needs to be maintained so scene files remain compatible with the application. This in turn hurts forward progress because in order to get some of that progress requires core changes. What needs to be done is for the application to be fully exposed at the atomic level and users educated to the level required to operate it. Unfortunately that's not realistic as some of the concepts require PhD level understanding and a willingness to get deeply involved in the inner workings. Most artists don't want to, or can't go that route. So compromises must be made such as sealing off a few features and exposing only the basic parameters most people would need to touch. The unfortunate side effect is more advanced users get blocked from doing what they are capable of doing. Can't please everybody. What should've been done from the beginning is make all the shaders very atomic and wrap them with the concept of compounds. Unfortunately that didn't quite happen in the case of the architectural shaders other than using mental ray's concept of a compound (phenomenon) which is not editable in the UI, and only rigidly so from code. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Manning Sent: Thursday, November 08, 2012 7:16 AM To: softimage@listproc.autodesk.com Cc: cory.m...@autodesk.com; Mark Schoennagel Subject: Re: Mental Ray Features, Integration Autodesk's failure On Thu, Nov 8, 2012 at 3:43 AM, Christian Freisleder m...@buntepixel.eumailto:m...@buntepixel.eu wrote: What happened to Zap Anderson (aka. Master Zap). didn't he leave Mental Images and went to Autodesk to help with the integration of MR? http://mentalraytips.blogspot.de/2011/09/this-is-100th-post.html maybe 1 year isn't enough time to do it in all applications and thats maybe why 3ds catches up with features, but if he is still there there might be hope. While Master Zap has unquestionably done a huge amount of good in the MR community, and absolutely knows more about MR than I ever will, I think we ought to temper our enthusiasm for what he might be able to achieve. He is one person, and if the implementation of his work in AD products is any example, even having the benefit of his efforts can lead to mediocre results. The history of unresolved bugs and poorly conceived workflow in the arch materials' implementation is more than annoying. The amount of person-hours and CPU-hours wasted by people who simply don't know what all the settings do, nor which ones should be used in what situation, must represent a substantial fraction of the CG budget of any company that has had to rely on them. The mere existence of Felix Geremus's much-improved shader, and the fact that it had to be built, after years of complaints unaddressed by Autodesk, by a generous individual and distributed for free, is pretty clear evidence of at least one missed opportunity. Technology evolves. Software-based technology is supposed to be improvable, not static. The whole point of the current architecture of computers is to allow for changes to be made. For all of the base shaders in AD's products to remain unchanged after 3, 5 or 20 (!) years of steady and proven improvements in shader design is shameful. (And yes, I realize that you can't improve, say, Lambert or Phong shading, as they are specific algorithms -- but you could for example replace the glossiness code with the better one that came along years later, but is only available in the mia and mib shaders.) How would you feel if, say, you had to use Office '95 to this day? What is even more shameful is the fact that Mental Images *has* been improving their code, but that the improvements are poorly or not at all implemented in AD's products. Some might protest that AD (and Avid and Microsoft) have no obligation to provide continuous improvement, or add more modern tools as time passes; that providing a platform for others to build on is enough. If that were the case, then these products should have been sold that way, as dev platforms and frameworks, not as cutting-edge applications. These packages have always been represented as cutting-edge *solutions* and we pay dearly for support. Look, I know it's easier to market a completely new tool than an improvement to an old one. But AD has an obligation to maintain the viability of the toolset they provide. What
Re: Mental Ray Features, Integration Autodesk's failure
+1 The default settings are a joke at this point...and so are the materials. *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com http://www.janimation.com On 11/8/2012 2:05 PM, Ed Manning wrote: material couldn't be a BSDF version of Phong (or Blinn or Ward or Ashikhmin) with fresnel and energy conservation? Is there a reason the default light can't be, say, mib_photometric? Why shouldn't the default material be updated when technology advances? Wouldn't it help move people along by making the default versions of things be the latest ones rather than the oldest? You could always have a Classic Mode button for people who just don't want to change. Why not make improved versions of things in addition to retaining legacy versions? It's not like the legacy versions are being actively developed anyway. I'm sure the code in some of the shaders hasn't been touched in 15 years. I'd also be kind of shocked if making these additions required a compatibility-killing change to core application code -- if that were the case, it wouldn't be possible for people to make modern 3rd-party renderers like Arnold or VRay work with Softimage and Maya.
Re: update on Creation integration to Softimage
amazing stuff... On 8 November 2012 22:01, Xavier Lapointe xl.mailingl...@gmail.com wrote: Had the same question on my mind actually. On Fri, Nov 9, 2012 at 8:58 AM, Eric Thivierge ethivie...@gmail.comwrote: So the integration with Softimage is working on Linux? Eric Thivierge http://www.ethivierge.com On Fri, Nov 9, 2012 at 3:40 AM, Helge Mathee helge.mat...@gmx.netwrote: Linux is fully supported for everything. As is OSX. On 08.11.2012 15:01, Raffaele Fragapane wrote: Hey Helge, This might be of enough general interest to post here rather than in private. How are you guys faring on the linux front these days? On Nov 8, 2012 8:08 PM, Helge Mathee helge.mat...@gmx.net wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys – this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We’ll be presenting this in more detail at the Softimage London usergroup on Tuesday 13th November ( http://www.softimagecreatives.com/siclondon/?page_id=1218). We’ll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14th November ( http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793 -- Xavier -- 3D Artist/TD @ The Mill, London http://www.amaanakram.com
Re: update on Creation integration to Softimage
Thanks Helge. To anyone who knows... is there a build of Pyside available for 64-bit Python on Windows? I can only find builds for 32-bit... -Tim C. On 11/8/2012 10:40 AM, Helge Mathee wrote: Of course that's possible. It is even easier. Applications are just python modules, so you can use them inside of python based apps easily. Simply import the app and off you go. You might have to switch PySide for PyQt but that's about it. On 08.11.2012 16:40, Tim Crowson wrote: Helge, I've just started dabbling in CP and I do have a question I can't seem to find an answer to. Forgive me if this is a silly question: CP leverages Qt, but is it possible to host a CP app inside one of our custom PyQt or Pyside applications? I'm specifically thinking of a scenario where I'd like to host a CP viewer for Alembic files inside a production tool we've already built in PyQt. I know I could always have our app fire up yours, but I'm wondering if I can host a CP viewport as a widget inside our custom non-CP app. *Tim Crowson */Lead CG Artist/ *Magnetic Dreams Animation Studio, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 11/8/2012 3:07 AM, Helge Mathee wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys -- this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We'll be presenting this in more detail at the Softimage London usergroup on Tuesday 13^th November (http://www.softimagecreatives.com/siclondon/?page_id=1218). We'll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14^th November (http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de http://www.s-farm.de/ Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793 -- Signature -- Signature
Re: update on Creation integration to Softimage
http://fabricengine.com/2012/08/installing-fabric-engine-core-creation-platform-on-windows-x64/ -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 09.11.2012 um 00:18 schrieb Tim Crowson tim.crow...@magneticdreams.com: Thanks Helge. To anyone who knows... is there a build of Pyside available for 64-bit Python on Windows? I can only find builds for 32-bit... -Tim C. On 11/8/2012 10:40 AM, Helge Mathee wrote: Of course that's possible. It is even easier. Applications are just python modules, so you can use them inside of python based apps easily. Simply import the app and off you go. You might have to switch PySide for PyQt but that's about it. On 08.11.2012 16:40, Tim Crowson wrote: Helge, I've just started dabbling in CP and I do have a question I can't seem to find an answer to. Forgive me if this is a silly question: CP leverages Qt, but is it possible to host a CP app inside one of our custom PyQt or Pyside applications? I'm specifically thinking of a scenario where I'd like to host a CP viewer for Alembic files inside a production tool we've already built in PyQt. I know I could always have our app fire up yours, but I'm wondering if I can host a CP viewport as a widget inside our custom non-CP app. Tim Crowson Lead CG Artist Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 11/8/2012 3:07 AM, Helge Mathee wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys – this is a preview of the work that Helge is doing on the Creation Platform API: https://vimeo.com/groups/fabric/videos/53026583 The new API provides full access to all CP features in C++. This includes high performance data access (void * access to internal data) as well as SceneGraph level features such as Undo, Manipulation, Import / Export etc. We’ll be presenting this in more detail at the Softimage London usergroup on Tuesday 13th November (http://www.softimagecreatives.com/siclondon/?page_id=1218). We’ll be showing this running in Maya (as well as demoing on Softimage again) at our London usergroup on Wednesday 14th November (http://fabricengine.com/2012/10/creation-workshops-montreal-london/). Let us know what you think. Looking forward to seeing some of you next week :) Paul -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793 -- --