Re: update on Creation integration to Softimage

2012-11-08 Thread Andreas Böinghoff

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

2012-11-08 Thread Szabolcs Matefy
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

2012-11-08 Thread Christian Freisleder

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

2012-11-08 Thread Helge Mathee

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

2012-11-08 Thread Steven Caron
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

2012-11-08 Thread patrick nethercoat
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

2012-11-08 Thread Raffaele Fragapane
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

2012-11-08 Thread Ed Manning
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

2012-11-08 Thread Tim Crowson

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

2012-11-08 Thread Christian Freisleder
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

2012-11-08 Thread Gustavo Eggert Boehs
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

2012-11-08 Thread Helge Mathee
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

2012-11-08 Thread Helge Mathee

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

2012-11-08 Thread patrick nethercoat
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

2012-11-08 Thread Francois Lord
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

2012-11-08 Thread Matt Lind
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

2012-11-08 Thread Greg Punchatz

+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

2012-11-08 Thread Amaan Akram
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

2012-11-08 Thread Tim Crowson

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

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Re: update on Creation integration to Softimage

2012-11-08 Thread Christian Keller
http://fabricengine.com/2012/08/installing-fabric-engine-core-creation-platform-on-windows-x64/

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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
 
 
 
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