RE: Maya realtime viewport
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... ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: setting ICEAttribute.DataArray in JScript
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
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
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
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
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
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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: Copy UV to cloned copies
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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: Maya realtime viewport
+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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?