RE: Maya realtime viewport

2013-03-12 Thread Szabolcs Matefy
You mean that issue is present in Maya 2014? Or it's SI2014?

 

What I wanted to point out that once glorious Gigacore and superb viewport in 
Softimage is now mediocre. Our HQV is nothing close to what I see on these 
videos. As a game artist, it's quite important to me to preview the assets  I 
am creating.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Beckett
Sent: Monday, March 11, 2013 7:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya realtime viewport

 

thats nice but:

 

Why don't you now in 2014 sort your render layers out so we can remove objects.

 

or spank the Muppet that created  the the system at mental ray!

 

On 11 March 2013 18:13, Szabolcs Matefy szabol...@crytek.com wrote:

http://www.youtube.com/watch?v=X6vnCotQ5Yw

 

TheExtension pack with Dx11 for Maya again (of course)

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Monday, March 11, 2013 6:49 PM


To: softimage@listproc.autodesk.com
Subject: RE: Maya realtime viewport

 

Actually if it can display realtime tessellation, and a complex shader, I do 
not think that animation playback is crappy...I think, I start to understand, 
why game developers turn to maya...And it doesn't matter how much I love 
modeling in Softimage, the once glorious viewport is now mediocre...

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc-Andre 
Carbonneau
Sent: Monday, March 11, 2013 6:26 PM
To: softimage@listproc.autodesk.com
Subject: RE: Maya realtime viewport

 

Very nice but how's the animation playback? ;)

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: 11 mars 2013 13:13
To: softimage@listproc.autodesk.com
Subject: Maya realtime viewport

 

http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 

Now that IS what I call High Quality Viewport...

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Avni Yerli, Cevat Yerli, Faruk Yerli

 



Re: setting ICEAttribute.DataArray in JScript

2013-03-12 Thread Eugen Sares

Ok... I'm trying this workaround:
- Create custom ICEAttributes instead of the factory ones via scripting, 
with exactly the same type.
- Create a simple ICE graph that reads from the custom attributes and 
writes to the factory attr via scripting.


I've managed to write the MaterialID this way, but with Materials I 
have the problem that I cannot create an equal string array custom 
attribute:


JScript
var oObj = CreatePrim(grid, MeshSurface, , );
oICEAttrMats = oObj.ActivePrimitive.AddICEAttribute(MyString, 
siICENodeDataString, siICENodeStructureArray, siICENodeContextSingleton);

oICEAttrMats.DataArray = [a, b, c, d];
/JScript
// WARNING : 3392 - Invalid offset specified while extracting data from 
this attribute: Attribute: MyString


The DataType, StructType and ContextType of that string array attribute 
is exactly the same as the factory Materials attribute.

(I checked in XSI_SAMPLES\ICE\Modelling_Materials.scn)

What's wrong now?
Thanks,
Eugen



Am 11.03.2013 18:46, schrieb Stephen Blair:

I don't think it is possible.

MaterialID becomes undefined/uninitialized pretty quick...
http://screencast.com/t/HeNPz4qgwlh

On 11/03/2013 12:25 PM, Eugen Sares wrote:

Thanks, Steven!
IsDefined is read-only, by the looks.
So how do I write to it to define it (outside of ICE), when it cannot 
be written until it's defined??



Am 11.03.2013 17:15, schrieb Stephen Blair:
MaterialID isn't defined. Seems that you cannot set 
MaterialID.DataArray unless IsDefined is True


On 11/03/2013 11:44 AM, Eugen Sares wrote:

Whereas this throws a warning:
JScript
NewScene(, false);
var oObj = CreatePrim(grid, MeshSurface, , );
SetValue(grid.polymsh.geom.subdivu, 2, null);
SetValue(grid.polymsh.geom.subdivv, 2, null);
var oICEAttr = 
oObj.ActivePrimitive.GetICEAttributeFromName(MaterialID);
oICEAttr.DataArray = [0,1,2,3]; // WARNING : 3403 - The data is not 
set on this ICEAttribute: MaterialID


var oProp = oObj.AddProperty(AttributeDisplay);
SetValue(oObj.Name + .AttributeDisplay.attrname, MyLong, null);
/JScript 






Re: Setting envelope weights via ICE

2013-03-12 Thread Jules Stevenson
Thanks Guys,

Turns out the reason the envelope operator was being ignored was something
to do with the execution order on the object. For some reason the enveloped
object had at some point had a simulated tree on it so had all the
simulation stack entries. As soon as these were removed (new object)
problem went away.

Cheers,

Jules

On Tue, Mar 12, 2013 at 1:15 AM, Edy Susanto Lim edysusant...@gmail.comwrote:

 Hi,
 Setting the envelope weight using the per deformer weight seems to work
 just fine as long as you know the deformer index.
 In the attached scene, I use a null (E_ref) to define a new weight area of
 the new influence null (E).

 Cheers,
 edy



 On Tue, Mar 12, 2013 at 4:54 AM, Jules Stevenson droolz...@googlemail.com
  wrote:

 Yep, just worked this out :). The whole process of envelope generation is
 automatic, so ordering shouldn't be a problem... I've still got issues with
 the rig not actually deforming the geo, even with the DQ / ice based setup,
 but working through it.


 On Mon, Mar 11, 2013 at 5:40 PM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 Yeah, and if you delete the Envelope Op it gets confused when painting.
 It's rather lame that you have to mute it.

 I should've clarified I didn't mean to delete the op itself, but mute it
 and use an ICE equivalent instead.




 On Mon, Mar 11, 2013 at 1:33 PM, Peter Agg peter@googlemail.comwrote:

 Even with the DQ compound you still have to paint a regular envelope,
 mute the operator and replace it with an ICE one. You also have to be very
 careful about the group ordering you give the compound as, if the order
 changes, it can get a bit funky!

 Basically I wouldn't really recommend it unless you need DQ. :) Still
 fun to check out.




 On 11 March 2013 17:23, Jules Stevenson droolz...@googlemail.comwrote:

 Ahh, interesting, thanks Alan. Will have a look...


 On Mon, Mar 11, 2013 at 5:11 PM, Alan Fregtman 
 alan.fregt...@gmail.com wrote:

 Perhaps ditch the classic EnvelopeOp for the ICE envelope equivalent?
 The Dual Quaternion Deformation compound can do Linear (classic) Blend
 Skinning.

 If you want to ditch DQ altogether you can dig into the compound and
 strip out the DQ logic, leaving only the linear bind.




 On Mon, Mar 11, 2013 at 5:58 AM, Jules Stevenson 
 droolz...@googlemail.com wrote:

 Hey Gang, is there any documentation for correctly setting envelope
 weights via ice?

 I can see from dialing down the available properties of the cluster
 you have the per point envelope weights per deformer array, plus another
 attribute of per point envelope weights (so not referenced against the
 deformer index array, I'm presuming this is just for data 
 visualization).
 However when I set these I can see the weight colours pop into 
 existence in
 the view-port, but the actual envelope operator does nothing, it fails 
 to
 bind these new weights to the object - the mesh stays still as the
 deformers move.

 Is there a best practice involved here?

 Many thanks for any help,

 Jules









 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com


Re: setting ICEAttribute.DataArray in JScript

2013-03-12 Thread Stephen Blair
Last time I tried, I gave up on JScript (it seemed impossible) and got 
something to work in Python.


si = Application
from win32com.client import constants as C# 
win32com.client.constants


oObj = si.Selection(0)
oICEAttrMats = oObj.ActivePrimitive.AddICEAttribute(MyString, 
C.siICENodeDataString, C.siICENodeStructureArray, 
C.siICENodeContextSingleton)

oICEAttrMats.DataArray2D = [a, b, c, d]

x = oICEAttrMats.DataArray2D
print x
print len(x)
print len(x[0])
print len(x[0][0])

for d in x[0][0]:
print d


# (((u'a', u'b', u'c', u'd'),),)
# 1
# 1
# 4
# a
# b
# c
# d





On 12/03/2013 5:18 AM, Eugen Sares wrote:

Ok... I'm trying this workaround:
- Create custom ICEAttributes instead of the factory ones via 
scripting, with exactly the same type.
- Create a simple ICE graph that reads from the custom attributes and 
writes to the factory attr via scripting.


I've managed to write the MaterialID this way, but with Materials 
I have the problem that I cannot create an equal string array custom 
attribute:


JScript
var oObj = CreatePrim(grid, MeshSurface, , );
oICEAttrMats = oObj.ActivePrimitive.AddICEAttribute(MyString, 
siICENodeDataString, siICENodeStructureArray, siICENodeContextSingleton);

oICEAttrMats.DataArray = [a, b, c, d];
/JScript
// WARNING : 3392 - Invalid offset specified while extracting data 
from this attribute: Attribute: MyString


The DataType, StructType and ContextType of that string array 
attribute is exactly the same as the factory Materials attribute.

(I checked in XSI_SAMPLES\ICE\Modelling_Materials.scn)

What's wrong now?
Thanks,
Eugen



Am 11.03.2013 18:46, schrieb Stephen Blair:

I don't think it is possible.

MaterialID becomes undefined/uninitialized pretty quick...
http://screencast.com/t/HeNPz4qgwlh

On 11/03/2013 12:25 PM, Eugen Sares wrote:

Thanks, Steven!
IsDefined is read-only, by the looks.
So how do I write to it to define it (outside of ICE), when it 
cannot be written until it's defined??



Am 11.03.2013 17:15, schrieb Stephen Blair:
MaterialID isn't defined. Seems that you cannot set 
MaterialID.DataArray unless IsDefined is True


On 11/03/2013 11:44 AM, Eugen Sares wrote:

Whereas this throws a warning:
JScript
NewScene(, false);
var oObj = CreatePrim(grid, MeshSurface, , );
SetValue(grid.polymsh.geom.subdivu, 2, null);
SetValue(grid.polymsh.geom.subdivv, 2, null);
var oICEAttr = 
oObj.ActivePrimitive.GetICEAttributeFromName(MaterialID);
oICEAttr.DataArray = [0,1,2,3]; // WARNING : 3403 - The data is 
not set on this ICEAttribute: MaterialID


var oProp = oObj.AddProperty(AttributeDisplay);
SetValue(oObj.Name + .AttributeDisplay.attrname, MyLong, null);
/JScript 








Ice Softimage 2013 Resample Strand Trails compound

2013-03-12 Thread Kostas Strevlos
Hi all,

I've been using the new compound for softimage 2013 Resample Strand
Trails in order to smooth the trails. By default the
GenerateStrandTrailsis using the StrandAge attribute with an fcurve to
drive the size of each strand over the course of their duration. Now when I
use the Resample Strand Trails, the StrandAge attribute doesn't update,
receiving 1 value for all the strands. Of course this causes the size of
the strands to be even. I don't understand what causes this, since I've
gone in to the Resample Strand Trails compound and I cannot find a direct
connection to the StrandAge, e.g there isn't a set data node with this
attribute.

I've been reading about how to resample/smooth the strands for the last 4
days but most of the other methods didn't work for me.

Is there out there anyone that might have faced the same issues when
resampling the strands?

One last note, I am connecting the Resample Strand Trails before the
GenerateStrandTrails, because that was the only order to get to work.

If you need any more info about the set up, please let me know and i will
update the post.

Thank you !


Re: Maya realtime viewport

2013-03-12 Thread Christian Gotzinger
Our High Quality Viewport in its current state is complete and utter trash.
I've attempted to use it a few times, but it's so incredibly slow that it's
unusable. I just wanted anti-aliasing and trees to show alpha-mapped
leaves. HQV does give me those options, but the performance is so bad it's
impossible to work with. Whereas in Maya viewport 2.0 or whatever it's
called is really fast.

I hope the new team has worked on this. I don't need my viewport to look
and perform like a game, but some basic features with reasonable
performance can't be too much to ask.


On Tue, Mar 12, 2013 at 9:05 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 What I wanted to point out that once glorious Gigacore and superb viewport
 in Softimage is now mediocre. Our HQV is nothing close to what I see on
 these videos. As a game artist, it’s quite important to me to preview the
 assets  I am creating.





Copy UV to cloned copies

2013-03-12 Thread Szabolcs Matefy
Hey guys

 

I made a plenty of geometries via cloning. Now I UV mapped the master
object, and realized, that the clones didn't inherit the UV mapping...is
there any quick way to copy to UV to the clones?

 

 

Cheers

 

 

Szabolcs

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Avni Yerli, Cevat Yerli, Faruk Yerli


Re: Copy UV to cloned copies

2013-03-12 Thread Petr Zloty
Hi, quick way:

## Python script
xsi = Application

oSel = xsi.Selection
## select all clones
oColl = XSIFactory.CreateObject(XSI.Collection)
for oObj in oSel:
oColl.Add(oObj)

## pick master object with uv
oPick = xsi.PickObject()
xsi.CopyUVW(str(oPick(2))+.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,
str(oPick(2))+.sample[*])

## duplicate uvs to objects
for oObj in oColl:
xsi.CreateProjection(oObj, siTxtPlanarXY, siTxtDefaultSpherical,
Texture_Support, Texture_Projection, , siRelDefault, )

xsi.PasteUVW(str(oObj)+.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection,
str(oObj)+.sample[*], siDefaultPasteUVsMode)


Cheers, Petr


2013/3/12 Szabolcs Matefy szabol...@crytek.com

 Hey guys

 ** **

 I made a plenty of geometries via cloning. Now I UV mapped the master
 object, and realized, that the clones didn’t inherit the UV mapping…is
 there any quick way to copy to UV to the clones?

 ** **

 ** **

 Cheers

 ** **

 ** **

 Szabolcs
 ___
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 delete this e-mail from your system. E-mail transmission cannot be
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 The sender therefore does not accept liability for any errors or omissions
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Re: Maya realtime viewport

2013-03-12 Thread olivier jeannel

+1
Last time I wanted to see a transparency alpha map with a different 
diffuse map, it wasn't possible. Unless I buid an extra OGL real time 
shader...
I'd like to add that I have a quadro fx 4000, and I have never compared 
with other software, but with around 500 000 particles it can become 
quite slow.


Le 12/03/2013 14:18, Christian Gotzinger a écrit :
Our High Quality Viewport in its current state is complete and utter 
trash. I've attempted to use it a few times, but it's so incredibly 
slow that it's unusable. I just wanted anti-aliasing and trees to show 
alpha-mapped leaves. HQV does give me those options, but the 
performance is so bad it's impossible to work with. Whereas in Maya 
viewport 2.0 or whatever it's called is really fast.


I hope the new team has worked on this. I don't need my viewport to 
look and perform like a game, but some basic features with reasonable 
performance can't be too much to ask.



On Tue, Mar 12, 2013 at 9:05 AM, Szabolcs Matefy szabol...@crytek.com 
mailto:szabol...@crytek.com wrote:


What I wanted to point out that once glorious Gigacore and superb
viewport in Softimage is now mediocre. Our HQV is nothing close to
what I see on these videos. As a game artist, it’s quite important
to me to preview the assets  I am creating.






Re: Maya realtime viewport

2013-03-12 Thread Greg Punchatz

 I have found the HQV useful ... and so has Jason Stambollian /user860220

https://vimeo.com/groups/ice/videos/60198312


*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/12/2013 10:43 AM, olivier jeannel wrote:

+1
Last time I wanted to see a transparency alpha map with a different 
diffuse map, it wasn't possible. Unless I buid an extra OGL real time 
shader...
I'd like to add that I have a quadro fx 4000, and I have never 
compared with other software, but with around 500 000 particles it can 
become quite slow.


Le 12/03/2013 14:18, Christian Gotzinger a écrit :
Our High Quality Viewport in its current state is complete and utter 
trash. I've attempted to use it a few times, but it's so incredibly 
slow that it's unusable. I just wanted anti-aliasing and trees to 
show alpha-mapped leaves. HQV does give me those options, but the 
performance is so bad it's impossible to work with. Whereas in Maya 
viewport 2.0 or whatever it's called is really fast.


I hope the new team has worked on this. I don't need my viewport to 
look and perform like a game, but some basic features with reasonable 
performance can't be too much to ask.



On Tue, Mar 12, 2013 at 9:05 AM, Szabolcs Matefy 
szabol...@crytek.com mailto:szabol...@crytek.com wrote:


What I wanted to point out that once glorious Gigacore and superb
viewport in Softimage is now mediocre. Our HQV is nothing close
to what I see on these videos. As a game artist, it's quite
important to me to preview the assets  I am creating.








Re: Maya realtime viewport

2013-03-12 Thread Christian Gotzinger
Very cool clip there. It says that HQV was used to render certain elements,
so that doesn't negate my own experiences: good quality but horrible
realtime performance.

May I ask how and on what content you use HQV?


On Tue, Mar 12, 2013 at 5:11 PM, Greg Punchatz g...@janimation.com wrote:

   I have found the HQV useful ... and so has Jason 
 Stambollianhttp://user860220

 https://vimeo.com/groups/ice/videos/60198312



Re: Maya realtime viewport

2013-03-12 Thread Greg Punchatz
I used it to create captures for previs, slow to draw a whole scene at 
first but was pretty fast to capture and scrub.


I would like a directx version of the viewport just like maya's, but I 
am sure that would not make Linux user happy. There was a LOT of moaning 
on the maya forums about this being windows only.




*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com
On 3/12/2013 12:27 PM, Christian Gotzinger wrote:
Very cool clip there. It says that HQV was used to render certain 
elements, so that doesn't negate my own experiences: good quality but 
horrible realtime performance.


May I ask how and on what content you use HQV?


On Tue, Mar 12, 2013 at 5:11 PM, Greg Punchatz g...@janimation.com 
mailto:g...@janimation.com wrote:


 I have found the HQV useful ... and so has Jason Stambollian
http://user860220

https://vimeo.com/groups/ice/videos/60198312






emit from surface interaction for fast objects

2013-03-12 Thread Kris Rivel
Any suggestions how to emit more particles when using two colliding or
intersecting objects when the interaction is fast?  I have a sword slicing
through a body and emitting particles based on the intersection.  It works
but its very broken up as the interaction only happens for a few frames.
 So I get a little blob of particles in spot, then a little blob somewhere
else vs. a solid line.  Any suggestions?  Or should I just be doing
something more manual and slow?  I don't want to waste my time if it won't
work due to any limitation.

Kris


Re: emit from surface interaction for fast objects

2013-03-12 Thread Peter Agg
You could get the emit location's Point Position from this and the previous
frame, then do a linear interpolate between them with a random blend
between 0 and 1. Depends on the movement speed and the kinds of rotations
the sword is doing though - it could still look very square.



On 12 March 2013 18:03, Kris Rivel krisri...@gmail.com wrote:

 Any suggestions how to emit more particles when using two colliding or
 intersecting objects when the interaction is fast?  I have a sword slicing
 through a body and emitting particles based on the intersection.  It works
 but its very broken up as the interaction only happens for a few frames.
  So I get a little blob of particles in spot, then a little blob somewhere
 else vs. a solid line.  Any suggestions?  Or should I just be doing
 something more manual and slow?  I don't want to waste my time if it won't
 work due to any limitation.

 Kris



RE: emit from surface interaction for fast objects

2013-03-12 Thread Grahame Fuller
Maybe use the collision/intersection to store weights on the geo, which you can 
then boost, smooth, fade over time, etc., before using to filter the emission.

Also, increase the subframe samples in the cloud's simulation settings.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert 
Boehs
Sent: Tuesday, March 12, 2013 02:30 PM
To: SI mailing list
Subject: Re: emit from surface interaction for fast objects

You beat me to it Peter :)

2013/3/12 Peter Agg peter@googlemail.commailto:peter@googlemail.com
You could get the emit location's Point Position from this and the previous 
frame, then do a linear interpolate between them with a random blend between 0 
and 1. Depends on the movement speed and the kinds of rotations the sword is 
doing though - it could still look very square.



On 12 March 2013 18:03, Kris Rivel 
krisri...@gmail.commailto:krisri...@gmail.com wrote:
Any suggestions how to emit more particles when using two colliding or 
intersecting objects when the interaction is fast?  I have a sword slicing 
through a body and emitting particles based on the intersection.  It works but 
its very broken up as the interaction only happens for a few frames.  So I get 
a little blob of particles in spot, then a little blob somewhere else vs. a 
solid line.  Any suggestions?  Or should I just be doing something more manual 
and slow?  I don't want to waste my time if it won't work due to any limitation.

Kris




--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog
attachment: winmail.dat

Re: Maya realtime viewport

2013-03-12 Thread Luc-Eric Rousseau
On Tue, Mar 12, 2013 at 1:42 PM, Greg Punchatz g...@janimation.com wrote:
 I would like a directx version of the viewport just like maya's, but I am
 sure that would not make Linux user happy. There was a LOT of moaning on the
 maya forums about this being windows only.

Unlike Maya 2012, softimage already supports DirectX, but I get what
you're saying.


Re: Maya realtime viewport

2013-03-12 Thread Luc-Eric Rousseau
On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron car...@gmail.com wrote:
 Unlike Maya 2012, softimage already supports DirectX, but I get what
 you're saying.
 just needs to be updated to support dx11 right? and someone to make the
 shaders or at least make them available?

hmmm,.. unfortunately, a new DirectX 10 viewport would need to be
created first. Softimage only support DirectX 9, which is a totally
different API. However, silver lining: the DX11 features should be
available in OpenGL 4.3 as ARB extensions


Re: Maya realtime viewport

2013-03-12 Thread Ahmidou Lyazidi
If you mean you need that quality in the
viewport(tesselation,SSS,shadows...) and not because you're making a
DX game,
then OpenGL 4.x although to 10% slower in some conditions can do
exactly the same, it's all about having the shaders to do it.
the speed problem in Softimage is that it's compiling al the shader
trees on the fly, the more you have, the longer it will be.

Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/13 Luc-Eric Rousseau luceri...@gmail.com:
 On Tue, Mar 12, 2013 at 1:42 PM, Greg Punchatz g...@janimation.com wrote:
 I would like a directx version of the viewport just like maya's, but I am
 sure that would not make Linux user happy. There was a LOT of moaning on the
 maya forums about this being windows only.

 Unlike Maya 2012, softimage already supports DirectX, but I get what
 you're saying.


RE: Maya realtime viewport

2013-03-12 Thread Matt Lind
We'd prefer a true DX11.

Our project tried to use DirectX from the beginning as our principal engineer 
was the co-inventor of HLSL and DirectX and wrote our engine to use DirectX 
heavily.  But DirectX viewport proved to be too unstable and incomplete in 
Softimage.  So we had to move everything to the OpenGL viewport and wrapped our 
HLSL code inside of OpenGL shaders.  While it's functional, it's not ideal as 
we cannot provide a true WYSIWYG workflow as lighting and some other 
calculations cannot be ported 1:1.  We still want to move to DirectX, but with 
all our content built up using the OpenGL shaders, it would take a rock solid 
DirectX 11 implementation with a bug-free migration path to do so.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Tuesday, March 12, 2013 1:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya realtime viewport

On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron car...@gmail.com wrote:
 Unlike Maya 2012, softimage already supports DirectX, but I get what 
 you're saying.
 just needs to be updated to support dx11 right? and someone to make 
 the shaders or at least make them available?

hmmm,.. unfortunately, a new DirectX 10 viewport would need to be created 
first. Softimage only support DirectX 9, which is a totally different API. 
However, silver lining: the DX11 features should be available in OpenGL 4.3 as 
ARB extensions



Re: Maya realtime viewport

2013-03-12 Thread Ahmidou Lyazidi
Couldn't you use the graphic sequencer ton intergrate you own DirectX engine?
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/13 Matt Lind ml...@carbinestudios.com:
 We'd prefer a true DX11.

 Our project tried to use DirectX from the beginning as our principal engineer 
 was the co-inventor of HLSL and DirectX and wrote our engine to use DirectX 
 heavily.  But DirectX viewport proved to be too unstable and incomplete in 
 Softimage.  So we had to move everything to the OpenGL viewport and wrapped 
 our HLSL code inside of OpenGL shaders.  While it's functional, it's not 
 ideal as we cannot provide a true WYSIWYG workflow as lighting and some other 
 calculations cannot be ported 1:1.  We still want to move to DirectX, but 
 with all our content built up using the OpenGL shaders, it would take a rock 
 solid DirectX 11 implementation with a bug-free migration path to do so.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
 Rousseau
 Sent: Tuesday, March 12, 2013 1:32 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya realtime viewport

 On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron car...@gmail.com wrote:
 Unlike Maya 2012, softimage already supports DirectX, but I get what
 you're saying.
 just needs to be updated to support dx11 right? and someone to make
 the shaders or at least make them available?

 hmmm,.. unfortunately, a new DirectX 10 viewport would need to be created 
 first. Softimage only support DirectX 9, which is a totally different API. 
 However, silver lining: the DX11 features should be available in OpenGL 4.3 
 as ARB extensions




RE: Maya realtime viewport

2013-03-12 Thread Matt Lind
Sureif it worked.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: Tuesday, March 12, 2013 3:51 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya realtime viewport

Couldn't you use the graphic sequencer ton intergrate you own DirectX engine?
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/13 Matt Lind ml...@carbinestudios.com:
 We'd prefer a true DX11.

 Our project tried to use DirectX from the beginning as our principal engineer 
 was the co-inventor of HLSL and DirectX and wrote our engine to use DirectX 
 heavily.  But DirectX viewport proved to be too unstable and incomplete in 
 Softimage.  So we had to move everything to the OpenGL viewport and wrapped 
 our HLSL code inside of OpenGL shaders.  While it's functional, it's not 
 ideal as we cannot provide a true WYSIWYG workflow as lighting and some other 
 calculations cannot be ported 1:1.  We still want to move to DirectX, but 
 with all our content built up using the OpenGL shaders, it would take a rock 
 solid DirectX 11 implementation with a bug-free migration path to do so.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
 Rousseau
 Sent: Tuesday, March 12, 2013 1:32 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya realtime viewport

 On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron car...@gmail.com wrote:
 Unlike Maya 2012, softimage already supports DirectX, but I get what 
 you're saying.
 just needs to be updated to support dx11 right? and someone to make 
 the shaders or at least make them available?

 hmmm,.. unfortunately, a new DirectX 10 viewport would need to be 
 created first. Softimage only support DirectX 9, which is a totally 
 different API. However, silver lining: the DX11 features should be 
 available in OpenGL 4.3 as ARB extensions





Re: Maya realtime viewport

2013-03-12 Thread Ahmidou Lyazidi
I just found an old post of you explaining the problems, that's a
shame the CDH and sequencers are not rock solid, as well as we don't
have a modern viewport.
Particulary when the supposed dominant SI market is videogames in Japan...
---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/13 Matt Lind ml...@carbinestudios.com:
 Sureif it worked.


 Matt



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
 Sent: Tuesday, March 12, 2013 3:51 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya realtime viewport

 Couldn't you use the graphic sequencer ton intergrate you own DirectX engine?
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/3/13 Matt Lind ml...@carbinestudios.com:
 We'd prefer a true DX11.

 Our project tried to use DirectX from the beginning as our principal 
 engineer was the co-inventor of HLSL and DirectX and wrote our engine to use 
 DirectX heavily.  But DirectX viewport proved to be too unstable and 
 incomplete in Softimage.  So we had to move everything to the OpenGL 
 viewport and wrapped our HLSL code inside of OpenGL shaders.  While it's 
 functional, it's not ideal as we cannot provide a true WYSIWYG workflow as 
 lighting and some other calculations cannot be ported 1:1.  We still want to 
 move to DirectX, but with all our content built up using the OpenGL shaders, 
 it would take a rock solid DirectX 11 implementation with a bug-free 
 migration path to do so.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
 Rousseau
 Sent: Tuesday, March 12, 2013 1:32 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya realtime viewport

 On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron car...@gmail.com wrote:
 Unlike Maya 2012, softimage already supports DirectX, but I get what
 you're saying.
 just needs to be updated to support dx11 right? and someone to make
 the shaders or at least make them available?

 hmmm,.. unfortunately, a new DirectX 10 viewport would need to be
 created first. Softimage only support DirectX 9, which is a totally
 different API. However, silver lining: the DX11 features should be
 available in OpenGL 4.3 as ARB extensions






Re: Growing A Forest - LKL 2.0 Tutorial

2013-03-12 Thread phil harbath
I watched the tutorial and it made me wonder, is it possible to put 
leaves(image/opacity maps) on the tree without affecting the branches?