Re: ICE Tree on reference model, what gives?

2013-04-18 Thread ivan tay
Hi Vincent,

I have repro-ed this and this is tagged under SOFT-8906 for further
investigation.

Regards
-Ivan


On Thu, Apr 18, 2013 at 1:45 PM, Chris Chia chris.c...@autodesk.com wrote:

 Hi Vincent,
 Thanks for the info.
 I have forwarded this issue to the team for further investigation.

 Regards,
 Chris

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
 Sent: Thursday, April 18, 2013 12:38 PM
 To: softimage
 Subject: ICE Tree on reference model, what gives?

 Hi List, long time no see :-)

 I read this in the Softimage 2013 SP1 fix list
 http://images.autodesk.com/adsk/files/Autodesk_Softimage_2013_SP1.pdf:

 SOFT-  Saving a scene with an ICE tree on a referenced model and
 loading it back up and you lose the ICE Tree completely.
 However, when doing the following I lose the ICE Tree completely:
 1) Get Primitive  Character  Biped
 2) Right-Click  Convert to Reference
 3) Create an ICE Tree on the character mesh
 4) Save and reopen the scene
 5) ICE Tree has disappeared!
 Looks like it may be related to the enveloppe since everything works if
 the character is frozen or if I test against a simple sphere.
 Someone confirmed to me that the same happens in 2014.
 Any ideas?

 Vincent



Camera Focal Length

2013-04-18 Thread Ben Beckett
Hi

Maya's cameras clearly have a defined Focal Length Tab.

Where in Soft is this because sitting with the Driector yesterday soft
really did it self no favours, I was telling him how it a great app is but
he now not having any of it.

On the camera prop's menu there is the Focal Length but its in (mm)
, can it be switch, and why mm's.

Thanks
Ben


Re: Camera Focal Length

2013-04-18 Thread Jens Lindgren
Camera Focal Length is always in mm. It's a global standard.
Just check the Enable box and set the Film Aperture to something realistic,
for example I always use the aperture of the Arri Alexa camera (23.76/25.4
= 0.9354 inches).
After that you could just set the lens with the Focal Length.

/Jens


On Thu, Apr 18, 2013 at 11:43 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


Re: Camera Focal Length

2013-04-18 Thread Leonard Koch
I would think because mm is the standard in focal lengths.
Lenses' focallengths and also sensor sizes - which also play a role in how
much the camera sees - are always given in mm.
On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






Re: Camera Focal Length

2013-04-18 Thread Morten Bartholdy
Hi Ben

I may be missing your point here, but afaik focal length is expressed in mm
wheereas backplanes ie. the Film Aperture (chip size in digital cameras) is
expressed in inches - both as in Soft. We use this all the time and use Red
and Alexa data to get it right when matching CGI to real footage, and are
having no problems with it.

What exactly did you or the director want to do?

cheers
Morten




Den 18. april 2013 kl. 11:43 skrev Ben Beckett nebbeck...@gmail.com:

 Hi
 Maya's cameras clearly have a defined Focal Length Tab.
 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.
 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.
 Thanks
 Ben
 
 


Re: Camera Focal Length

2013-04-18 Thread Jens Lindgren
Yeah the Film Aperture should really be in mm in Softimage... Don't get why
it's in inches.

/Jens


On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in how
 much the camera sees - are always given in mm.
 On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
Sorry maybe I have confussed I mean the standard numbers such as 40mm 35mm
22mm lenz, When he said lets try a 40mm lenz how does that equate in soft

Thanks


On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.com wrote:

 Yeah the Film Aperture should really be in mm in Softimage... Don't get
 why it's in inches.

 /Jens


 On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in
 how much the camera sees - are always given in mm.
 On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/



Satellite rendering with 2012sp1

2013-04-18 Thread Dan Yargici
It's ages since I needed to do this (or even used MR for that matter...)
but I'm familiar enough with it to say that I'm not a noob.   I've also
meticulously followed the guides on Stephen's blog to the letter.

However, it doesn't work.  No errors anywhere, just nothing.  All services
are running on all machines, I can ping them all, I've triple checked my
rayhosts file contents and location.  Everything I can think of.  Nothing.

If I run Process Monitor on a slave it also shows me that nothing is
happening there.

Also worth noting is that the machines do not have static IP addresses (but
I can ping them using their hostnames from my machine - which is the
master) and my Softimage takes longer that usual to startup (timing out?).

Not sure how to go about debugging this so I'm open to all ideas.

DAN
p.s. Please don't question why I need to use Satellite rendering in the
first place - I have very good reason to! :)


Re: Camera Focal Length

2013-04-18 Thread Jens Lindgren
On the Projection Plane tab:
Enable it, set Film Aperture X to 0.9354 (the value of a Arri Alexa
camera), chose whatever lens in mm in the Focal Length field.

/Jens


On Thu, Apr 18, 2013 at 12:26 PM, Ben Beckett nebbeck...@gmail.com wrote:

 Sorry maybe I have confussed I mean the standard numbers such as 40mm 35mm
 22mm lenz, When he said lets try a 40mm lenz how does that equate in soft

 Thanks


 On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.com wrote:

 Yeah the Film Aperture should really be in mm in Softimage... Don't get
 why it's in inches.

 /Jens


 On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in
 how much the camera sees - are always given in mm.
 On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/





-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
Thanks that brill to know, thankyou everyone


On 18 April 2013 11:32, Jens Lindgren jens.lindgren@gmail.com wrote:

 On the Projection Plane tab:
 Enable it, set Film Aperture X to 0.9354 (the value of a Arri Alexa
 camera), chose whatever lens in mm in the Focal Length field.

 /Jens


 On Thu, Apr 18, 2013 at 12:26 PM, Ben Beckett nebbeck...@gmail.comwrote:

 Sorry maybe I have confussed I mean the standard numbers such as 40mm
 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in
 soft

 Thanks


 On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.comwrote:

 Yeah the Film Aperture should really be in mm in Softimage... Don't get
 why it's in inches.

 /Jens


 On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch leonardkoch...@gmail.com
  wrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in
 how much the camera sees - are always given in mm.
 On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/





 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/



Re: Camera Focal Length

2013-04-18 Thread Rob Wuijster

not really getting it.

If you set the proper settings for the backplane, the focal length lens 
settings are as they are.
There's no 'equate in soft' setting for lenses, all 3D apps follow real 
world mechanics.



Rob

\/-\/\/

On 18-4-2013 12:26, Ben Beckett wrote:
Sorry maybe I have confussed I mean the standard numbers such as 40mm 
35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate 
in soft


Thanks


On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.com 
mailto:jens.lindgren@gmail.com wrote:


Yeah the Film Aperture should really be in mm in Softimage...
Don't get why it's in inches.
/Jens


On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch
leonardkoch...@gmail.com mailto:leonardkoch...@gmail.com wrote:

I would think because mm is the standard in focal lengths.
Lenses' focallengths and also sensor sizes - which also play a
role in how much the camera sees - are always given in mm.

On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com
mailto:nebbeck...@gmail.com wrote:

Hi

Maya's cameras clearly have a defined Focal Length Tab.

Where in Soft is this because sitting with the Driector
yesterday soft really did it self no favours, I was
telling him how it a great app is but he now not having
any of it.

On the camera prop's menu there is the Focal Length but
its in (mm)
, can it be switch, and why mm's.

Thanks
Ben






-- 
Jens Lindgren

--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.3272 / Virus Database: 3162/6252 - Release Date: 04/17/13





Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
Well there is no confussion in Maya as such, it just seem very odd in soft.
It maybe base on real world settings, but for a dum nut like me some times
maya seem to have it nailed.


On 18 April 2013 11:37, Rob Wuijster r...@casema.nl wrote:

  not really getting it.

 If you set the proper settings for the backplane, the focal length lens
 settings are as they are.
 There's no 'equate in soft' setting for lenses, all 3D apps follow real
 world mechanics.


 Rob

 \/-\/\/

 On 18-4-2013 12:26, Ben Beckett wrote:

  Sorry maybe I have confussed I mean the standard numbers such as 40mm
 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in
 soft

  Thanks


 On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.com wrote:

  Yeah the Film Aperture should really be in mm in Softimage... Don't get
 why it's in inches.

 /Jens


 On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in
 how much the camera sees - are always given in mm.
  On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

   Hi

  Maya's cameras clearly have a defined Focal Length Tab.

  Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

  On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

  Thanks
  Ben






  --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/


  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.3272 / Virus Database: 3162/6252 - Release Date: 04/17/13





Re: Camera Focal Length

2013-04-18 Thread Ben Beckett
NIce thanks, this is what am saying.


On 18 April 2013 11:48, Martin furik...@gmail.com wrote:

 You need to enable Projection Plane and specify the Film Aperture.
 You may need to convert mms to inches because SI only uses inches for Film
 Aperture.

 You could also create a custom property like this:

 http://www.softimageblog.com/archives/65

 This addon is a little old so you may need to modify it to support newer
 standards.
 It works even with the default film aperture locked and automatically
 converts the orientation to the vertical/horizontal equivalent.

 SI should have something like that by default.

 M.Yara



RE: Satellite rendering with 2012sp1

2013-04-18 Thread Sven Constable
Did you allow the processes in the windows-firewall? (raysat.exe,
raysatsi20blablablaserver.exe, xsibatch.exe) Not sure if the
raysatsi..server.exe has to be allowed on each client but won't hurt them.

 

The rayhost file can contain machine names as well as the IP adresses.
Should not make a difference. I remember someone from softimage or mental
images once said, when having problems connecting to the satellites, try
using the IPs instead of the names. But this was years ago and I always used
the machine names without problems.

Most likely you problem is related to firewall settings.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Yargici
Sent: Thursday, April 18, 2013 12:29
To: softimage@listproc.autodesk.com
Subject: Satellite rendering with 2012sp1

 

It's ages since I needed to do this (or even used MR for that matter...) but
I'm familiar enough with it to say that I'm not a noob.   I've also
meticulously followed the guides on Stephen's blog to the letter.

 

However, it doesn't work.  No errors anywhere, just nothing.  All services
are running on all machines, I can ping them all, I've triple checked my
rayhosts file contents and location.  Everything I can think of.  Nothing.

 

If I run Process Monitor on a slave it also shows me that nothing is
happening there.

 

Also worth noting is that the machines do not have static IP addresses (but
I can ping them using their hostnames from my machine - which is the master)
and my Softimage takes longer that usual to startup (timing out?).

 

Not sure how to go about debugging this so I'm open to all ideas.

 

DAN

p.s. Please don't question why I need to use Satellite rendering in the
first place - I have very good reason to! :)

 

 



Re: XSI Hair

2013-04-18 Thread Morten Bartholdy
Afaik the orientation tools for instances on XSI hairs are limited so you
will either need ICE or this:

http://feathertools.michael-buettner.com/
http://feathertools.michael-buettner.com/

Hope you get it sorted.


Morten


Den 15. april 2013 kl. 22:06 skrev Ben Beckett nebbeck...@gmail.com:

 Hi Group
 I have attached a image, I was hoping the feathers, the instance geo would
 be rotated to the surface.
 Does any one have any idea's can it be done with out Ice.
 
 Thanks


Re: Satellite rendering with 2012sp1

2013-04-18 Thread Tim Leydecker

A shot in the dark:

vista or windows 7 or windows 8?

user profile missing administrator rights on the slave or master for the 
process?

It seems the newer versions of windows have a modified network access mechanism,
where in XP you would usually be fine having the same user profile and running
the processes as an administrator, in the newer versions UAC and security limits
for acess rights (read/write intstead full control) might lead to a hick up?

Can you do a run as [your administrator account] for the xsi.bat as a test?

I have a randomly compareable issue after moving a folder mapped to a network 
drive
from a xp to a win7 box. XSI can´t write any new scene file into the project 
located
there. Obviously checked for Read only attributes but no...

Cheers,

tim

On 18.04.2013 12:29, Dan Yargici wrote:

It's ages since I needed to do this (or even used MR for that matter...) but 
I'm familiar enough with it to say that I'm not a noob.   I've also 
meticulously followed the guides on
Stephen's blog to the letter.

However, it doesn't work.  No errors anywhere, just nothing.  All services are 
running on all machines, I can ping them all, I've triple checked my rayhosts 
file contents and
location.  Everything I can think of.  Nothing.

If I run Process Monitor on a slave it also shows me that nothing is happening 
there.

Also worth noting is that the machines do not have static IP addresses (but I 
can ping them using their hostnames from my machine - which is the master) and 
my Softimage takes
longer that usual to startup (timing out?).

Not sure how to go about debugging this so I'm open to all ideas.

DAN
p.s. Please don't question why I need to use Satellite rendering in the first 
place - I have very good reason to! :)




Re: emTopolizer or emPolygonizer?

2013-04-18 Thread Morten Bartholdy
Thanks for the info, Paul and Peter - much obliged :)

Morten




Den 15. april 2013 kl. 20:54 skrev pete...@skynet.be:

 If you just want to polygonize pointclouds and be done with it – get
 Polygonizer I guess.
 
 But If you’re at all excited by the prospect of messing around with
 topology in ICE – rather go for Topolizer.
 (to me, it felt faster and with better control for Polygonizing as well -
 though that’s just a hunch)
 
 
 
 Paul Griswold mailto:pgrisw...@fusiondigitalproductions.com
 Sent: Monday, April 15, 2013 3:51 PM
 To: Morten Bartholdy mailto:x...@colorshopvfx.dk ;
 softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
 Subject: Re: emTopolizer or emPolygonizer?
 
 Polygonizer is easier/faster to set up  has more features for doing
 meshing.  Topololizer's meshing tools are really there to supplement and
 support all the features of Topolizer.  To mesh anything with Topolizer you
 have to go through a bit of setting up first.
 
 I have both of them  if I need to mesh something quickly I always would
 choose Polygonizer.  If I need to do more than just mesh, then Topolizer
 comes into play.
 
 It's really a matter of what you need to do.  But really they're not
 terribly expensive, so if you can swing it I'd recommend getting both.
 
 -Paul
 
 
 
 On Mon, Apr 15, 2013 at 9:45 AM, Morten Bartholdy  x...@colorshopvfx.dk
 mailto:x...@colorshopvfx.dk  wrote:
  A question to Mootzoiding colleagues:
  
  I am considering getting emPolygonizer4 or emTopolizer for current
  polygonizing needs. I have checked Eric's video demos and read up on
  features but I am still not quite sure which one is the better choice for
  my needs.
  
  It looks like emTopolizer is newer and more optimized especially with
  regards to efficiency when polygonizing, plus it adds some very interesting
  features emPolygonizer does not have. From the feature list, the only thing
  I have found so far where emPolygonizer might have a feature emTopolizer is
  missing, would be liquid filaments.
  
  Could any of you who might have tested both share some insight on pros and
  cons? I am really short of time so I just don't have time to check the
  respective demos, so I am hoping someone knows this :)
  
  Eric is busy - otherwise I would have asked him ;)
  
  Thanks
  
  Morten
  
  
  
  
 


Re: [Pool] Any interest for a grease pencil tool?

2013-04-18 Thread Enrique Caballero
Not to drive the point too strongly, but if you make this tool Ahmidou and
you do a really good job on it, and price it reasonably, I can promise to
buy between 30-40 licenses of it.

The animators here are driving me absolutely insane about the topic


On Tue, Apr 16, 2013 at 10:55 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 They also allow for most countries, whereas KS is only USA and UK (though
 it's not hard to work your way into it from elsewhere if you're a EU
 citizen and know anybody in the UK). Problem with indiegogo is you have 0
 added visibility from the one you provide yourself, they aren't well
 followed or publicized.

 When most of your customer base is likely to come from this list and some
 help from friends though, then it's probably not a big deal and the smaller
 cut makes up for it.


 On Tue, Apr 16, 2013 at 11:16 AM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 Indiegogo. They take a smaller cut too so that is nice.
 We've used it to fund some webseries and it has worked out well for us.


 On Tue, Apr 16, 2013 at 3:12 AM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 That's a good idea! Kickstarter is for US or UK resident only, what
 would be the best worldwide alternative?

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


 2013/4/16 Raffaele Fragapane raffsxsil...@googlemail.com

 kickstart it for 10 bucks a pop for late delivery, 20 for early beta,
 and 200 for a studio seat and you might pre-pay it, and gauge actual
 interest over lip service :)


 On Tue, Apr 16, 2013 at 5:08 AM, Prodeep Ghosh 
 prodeepgh...@gmail.comwrote:

 Congratulations Ahmidou, pull out that golden egg quick, its
 pre-sold!:)



 On Mon, Apr 15, 2013 at 10:24 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 seriously, please make it. im sick of hearing them complain about it.



 On Tue, Apr 16, 2013 at 12:52 AM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 every animator at our studio has asked for it, if you make it, we
 would happily pay 50 bux a seat for it


 On Mon, Apr 15, 2013 at 1:26 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com wrote:

 Thanks everyone for the links and the ideas!
 As Steven said, it's going to be a custom tool, the only element in
 the scene will be a blob and everything will be draw in openGl.
 It will probably be around 15$.
 Also I have have a Maya Artisan like paint almost working with undo
 ( thanks Aloys and Felix for the tips). I'm trying to see how I can 
 speed
 up things now.
 This one will be free :)

 Cheers

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


 2013/4/14 Steven Caron car...@gmail.com

 i think the one ahmidou is proposing would use the custom tool
 sdk. this means it wouldn't use curves in the scene like thiago's 
 does.


 On Sat, Apr 13, 2013 at 4:47 PM, Toonafish ron...@toonafish.nlwrote:

 I think Thiago Costa already made one a while ago :
 http://thiagocosta.net/tc-**sketch-v11-grease-pencil-for-**xsi/http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/







 --
 Prodeep Ghosh




 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!






 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: Camera Focal Length

2013-04-18 Thread Martin
Oh I forgot to tell you, this addon has a custom option that you can easily
edit, but it won't remember your custom settings unless you create a preset
file and load it every time.

I don't know if you can code, but even if you don't know Python or
scripting in general, you can add a new preset quite easily.
Just open the RealLens.py with a text editor and in  dCameraTypes  add
your camera specs in millimeters. Just keep the format (quotes, brackets,
comma , at the end if it isn't the last preset, etc)

Ex:
Arri Alexa HD: [23.760, 13.365]

And you'll have a new option for this camera

Now, the cool thing with this addon is that you specify your camera specs
in the custom property and it will do the math for you and calculate the SI
camera values no matter what Film Aperture you have in your SI camera.
The not so cool thing is that it doesn't change your SI camera Film
Aperture, but it calculates instead the equivalent Focal Length with your
current Film Aperture.

The image result should be the same though.

cheers,

M.Yara


On Thu, Apr 18, 2013 at 7:54 PM, Ben Beckett nebbeck...@gmail.com wrote:

 NIce thanks, this is what am saying.


 On 18 April 2013 11:48, Martin furik...@gmail.com wrote:

 You need to enable Projection Plane and specify the Film Aperture.
 You may need to convert mms to inches because SI only uses inches for
 Film Aperture.

 You could also create a custom property like this:

 http://www.softimageblog.com/archives/65

 This addon is a little old so you may need to modify it to support newer
 standards.
 It works even with the default film aperture locked and automatically
 converts the orientation to the vertical/horizontal equivalent.

 SI should have something like that by default.

 M.Yara





RE: HQV Reliability

2013-04-18 Thread Szabolcs Matefy
What Softimage version?

 

It works on 2014, but if I set it to the OpenG: 4.x significantly slower
than the Latest setting. No Crah.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Christopher
Sent: Wednesday, April 17, 2013 7:49 PM
To: softimage@listproc.autodesk.com
Subject: HQV Reliability 

 

I want to know how many people can get HQV to work and how many cannot ?


A simple sphere will work without any crashes, if I load an object and
turn on HQV, Softimage will crash, each and every time.  With software,
little things can break other things, I changed the shader profile from
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that
would solve the HQV crashes which did not solve anything.

  

::Christopher

image001.jpg

Re: HQV Reliability

2013-04-18 Thread Christopher
2013 SP1.


   	   
   	Szabolcs Matefy  
  Thursday, April 
18, 2013 8:23 AM
  What
 Softimage version?It
 works on 2014, but if I set it to the OpenG: 4.x significantly slower 
than the Latest setting. No Crah.From:
 softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of ChristopherSent:
 Wednesday, April 17, 2013 7:49 PMTo: 
softimage@listproc.autodesk.comSubject: HQV Reliability I want to know 
how many people can get HQV to work and how many cannot ? A 
simple sphere will work without any crashes, if I load an object and 
turn on HQV, Softimage will crash, each and every time. With software, 
little things can break other things, I changed the shader profile from 
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that 
would solve the HQV crashes which did not solve anything.::Christopher
   	   
   	Christopher  
  Wednesday, April 
17, 2013 1:48 PM
  

I want to know how many people can get HQV to work and how many cannot ?
 
  
A simple sphere will work without any crashes, if I load an object and 
turn on HQV, Softimage will crash, each and every time. With software, 
little things can break other things, I changed the shader profile from 
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that 
would solve the HQV crashes which did not solve anything.
  

  
::Christopher
  




Native UDIM support?

2013-04-18 Thread Arvid Björn
Hey,

If anyone at Autodesk is listening, I'd like to talk about getting some
support for UDIM and Mudbox's tiled numbering conventions. With Mari
becoming the go-to tool for texturing, our workflow would obviously get a
lot easier if I didn't have to load all those textures and build compounds
for connecting them all. Arnold seems to have a simple enough solution
where you just write file.udim.tif and then Arnie figures out the rest.
Perhaps a specialized Image node would be a neat solution?

In the meantime, are there any good tricks for using UDIM in softimage that
might not be obvious, and apart from creating compounds of mixers?

Thanks for listening!


Re: HQV Reliability

2013-04-18 Thread Sebastien Sterling
2013


On 18 April 2013 14:39, Christopher christop...@thecreativesheep.ca wrote:

 2013 SP1.

   Szabolcs Matefy szabol...@crytek.com
  Thursday, April 18, 2013 8:23 AM

 What Softimage version?

 ** **

 It works on 2014, but if I set it to the OpenG: 4.x significantly slower
 than the Latest setting. No Crah.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Christopher
 *Sent:* Wednesday, April 17, 2013 7:49 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* HQV Reliability 

 ** **

 I want to know how many people can get HQV to work and how many cannot ?

 A simple sphere will work without any crashes, if I load an object and
 turn on HQV, Softimage will crash, each and every time.  With software,
 little things can break other things, I changed the shader profile from
 nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that would
 solve the HQV crashes which did not solve anything.



 ::Christopher
   Christopher christop...@thecreativesheep.ca
  Wednesday, April 17, 2013 1:48 PM
  I want to know how many people can get HQV to work and how many cannot ?

 A simple sphere will work without any crashes, if I load an object and
 turn on HQV, Softimage will crash, each and every time.  With software,
 little things can break other things, I changed the shader profile from
 nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that would
 solve the HQV crashes which did not solve anything.



 ::Christopher


compose-unknown-contact.jpgpostbox-contact.jpgimage.jpg

Re: Satellite rendering with 2012sp1

2013-04-18 Thread Dan Yargici
OK, working now.  It was down to Windows firewall.  Needed to set an
incoming port rule on the slaves. Thought I only needed to on the master.

All good now.

Thanks again,

DAN


On Thu, Apr 18, 2013 at 2:59 PM, Dan Yargici danyarg...@gmail.com wrote:

 Thanks, guys, I'll delve deeper and let you know what I discover...

 DAN


 On Thu, Apr 18, 2013 at 2:08 PM, Tim Leydecker bauero...@gmx.de wrote:

 A shot in the dark:

 vista or windows 7 or windows 8?

 user profile missing administrator rights on the slave or master for the
 process?

 It seems the newer versions of windows have a modified network access
 mechanism,
 where in XP you would usually be fine having the same user profile and
 running
 the processes as an administrator, in the newer versions UAC and security
 limits
 for acess rights (read/write intstead full control) might lead to a hick
 up?

 Can you do a run as [your administrator account] for the xsi.bat as a
 test?

 I have a randomly compareable issue after moving a folder mapped to a
 network drive
 from a xp to a win7 box. XSI can´t write any new scene file into the
 project located
 there. Obviously checked for Read only attributes but no...

 Cheers,

 tim


 On 18.04.2013 12:29, Dan Yargici wrote:

 It's ages since I needed to do this (or even used MR for that matter...)
 but I'm familiar enough with it to say that I'm not a noob.   I've also
 meticulously followed the guides on
 Stephen's blog to the letter.

 However, it doesn't work.  No errors anywhere, just nothing.  All
 services are running on all machines, I can ping them all, I've triple
 checked my rayhosts file contents and
 location.  Everything I can think of.  Nothing.

 If I run Process Monitor on a slave it also shows me that nothing is
 happening there.

 Also worth noting is that the machines do not have static IP addresses
 (but I can ping them using their hostnames from my machine - which is the
 master) and my Softimage takes
 longer that usual to startup (timing out?).

 Not sure how to go about debugging this so I'm open to all ideas.

 DAN
 p.s. Please don't question why I need to use Satellite rendering in the
 first place - I have very good reason to! :)






Re: ICE Tree on reference model, what gives?

2013-04-18 Thread Alok
Maybe I am completely off the track but isn't it that Referenced Model 
are locked for any manipulations including ICE Trees. I mean, you would 
the ICE Tree on the Local Model before referencing it.


ALOK

GANDHI

/ chef directeur technique - lead technical director


alok.gan...@modusfx.com mailto:alok.gan...@modusfx.com

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com http://www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook http://www.facebook.com/ModusFX



Twitter https://twitter.com/Modusfx
**
On 18/04/2013 2:45 AM, ivan tay wrote:

Hi Vincent,

I have repro-ed this and this is tagged under SOFT-8906 for further 
investigation.


Regards
-Ivan


On Thu, Apr 18, 2013 at 1:45 PM, Chris Chia chris.c...@autodesk.com 
mailto:chris.c...@autodesk.com wrote:


Hi Vincent,
Thanks for the info.
I have forwarded this issue to the team for further investigation.

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Vincent Fortin
Sent: Thursday, April 18, 2013 12:38 PM
To: softimage
Subject: ICE Tree on reference model, what gives?

Hi List, long time no see :-)

I read this in the Softimage 2013 SP1 fix
listhttp://images.autodesk.com/adsk/files/Autodesk_Softimage_2013_SP1.pdf:

SOFT-  Saving a scene with an ICE tree on a referenced model
and loading it back up and you lose the ICE Tree completely.
However, when doing the following I lose the ICE Tree completely:
1) Get Primitive  Character  Biped
2) Right-Click  Convert to Reference
3) Create an ICE Tree on the character mesh
4) Save and reopen the scene
5) ICE Tree has disappeared!
Looks like it may be related to the enveloppe since everything
works if the character is frozen or if I test against a simple sphere.
Someone confirmed to me that the same happens in 2014.
Any ideas?

Vincent


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2012.0.2241 / Virus Database: 3162/5751 - Release Date: 04/17/13





Re: unresponsive under win7

2013-04-18 Thread Luc-Eric Rousseau
You don't need to blow away the whole folder, it's just easier..  user
preferences and keyboard mapping are already separate files in the
preference folder. you can just copy them or write  a script that
blows everything else.
if you keep the preference file though, remove the workgroup setting
in it if you're trying to debug a problem

On Thu, Apr 18, 2013 at 9:19 AM, adrian wyer
adrian.w...@fluid-pictures.com wrote:
 i think the key phrase was;

  deleting the whole user folder.. that does clears a few more complicated
 things, including perhaps some plug-ins, perhaps image proxies and a spdl
 cache.

 we regularly have to blow away someone's user folder to fix issues (like
 once every couple of weeks on some machines)

 having the ability to save keyboard mapping/preference files and import them
 would certainly make this workaround easier to swallow!


RE: unresponsive under win7

2013-04-18 Thread adrian wyer
2014SP1  add button to safely offload user temp caches etc? whilst
maintaining workgroup/keyboard mapping/output format prefs etc



a

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
Rousseau
Sent: 18 April 2013 14:37
To: softimage@listproc.autodesk.com
Subject: Re: unresponsive under win7

You don't need to blow away the whole folder, it's just easier..  user
preferences and keyboard mapping are already separate files in the
preference folder. you can just copy them or write  a script that
blows everything else.
if you keep the preference file though, remove the workgroup setting
in it if you're trying to debug a problem

On Thu, Apr 18, 2013 at 9:19 AM, adrian wyer
adrian.w...@fluid-pictures.com wrote:
 i think the key phrase was;

  deleting the whole user folder.. that does clears a few more complicated
 things, including perhaps some plug-ins, perhaps image proxies and a spdl
 cache.

 we regularly have to blow away someone's user folder to fix issues (like
 once every couple of weeks on some machines)

 having the ability to save keyboard mapping/preference files and import
them
 would certainly make this workaround easier to swallow!
-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2240 / Virus Database: 2641/5745 - Release Date: 04/14/13



Re: unresponsive under win7

2013-04-18 Thread Sandy Sutherland
If find in these cases if I rename the folder, then when a new one is 
made I can go and retrieve bits and pieces out of the old one to get 
back certain stuff.


S.

On 2013/04/18 3:19 PM, adrian wyer wrote:

i think the key phrase was;

  deleting the whole user folder.. that does clears a few more complicated
things, including perhaps some plug-ins, perhaps image proxies and a spdl
cache.

we regularly have to blow away someone's user folder to fix issues (like
once every couple of weeks on some machines)

having the ability to save keyboard mapping/preference files and import them
would certainly make this workaround easier to swallow!

a






AMD MAXON Cinema 4D.

2013-04-18 Thread Leoung O'Young

Interesting development between Maxon and AMD
Maxon is busy setting up partnerships, Adobe, and now AMD
Now if only Autodesk will start doing some of this with Softimage, I 
will be a happy man


http://www.animationxpress.com/images/AMD_FirePropacks_more_speed.html
*AMD FirePro^(TM) W-Series packs more speed, power and performance to 
fuel stunning, cutting-edge 3D animations in MAXON Cinema 4D.*


Re: AMD MAXON Cinema 4D.

2013-04-18 Thread Dan Yargici
Isn't that just a commercial?  Not sure there's really anything
groundbreaking happening there to be honest!

DAN


On Thu, Apr 18, 2013 at 5:21 PM, Leoung O'Young digim...@digimata.comwrote:

  Interesting development between Maxon and AMD
 Maxon is busy setting up partnerships, Adobe, and now AMD
 Now if only Autodesk will start doing some of this with Softimage, I will
 be a happy man

 http://www.animationxpress.com/images/AMD_FirePropacks_more_speed.html
 *AMD FirePro™ W-Series packs more speed, power and performance to fuel
 stunning, cutting-edge 3D animations in MAXON Cinema 4D.*



Slide on Deforming Surface

2013-04-18 Thread Mário Domingos
Hey guys, I hope the ICE gurus on the list can help me.

Im using slide on surface on a mesh, simulating water drops falling on a leaf 
and then sliding and dripping . It all works perfectly until I deform the leaf 
with some enveloped bones. The particles don't follow the surface of the leaf 
anymore.  Can anyone help me pleeeaaasse!  

M


Re: AMD MAXON Cinema 4D.

2013-04-18 Thread Alan Fregtman
You said it. FTA:
*This communication is brought to you by AMD in association with
AnimationXpress.com http://www.animationxpress.com/.
*



On Thu, Apr 18, 2013 at 10:28 AM, Dan Yargici danyarg...@gmail.com wrote:

 Isn't that just a commercial?  Not sure there's really anything
 groundbreaking happening there to be honest!

 DAN


 On Thu, Apr 18, 2013 at 5:21 PM, Leoung O'Young digim...@digimata.comwrote:

  Interesting development between Maxon and AMD
 Maxon is busy setting up partnerships, Adobe, and now AMD
 Now if only Autodesk will start doing some of this with Softimage, I will
 be a happy man

 http://www.animationxpress.com/images/AMD_FirePropacks_more_speed.html
 *AMD FirePro™ W-Series packs more speed, power and performance to fuel
 stunning, cutting-edge 3D animations in MAXON Cinema 4D.*





Re: AMD MAXON Cinema 4D.

2013-04-18 Thread Leoung O'Young

Sorry, I should have think twice before sending the e-mail

On 4/18/2013 11:37 AM, Alan Fregtman wrote:

You said it. FTA:
/This communication is brought to you by *AMD* in association with 
*AnimationXpress.com http://www.animationxpress.com/*.

/



On Thu, Apr 18, 2013 at 10:28 AM, Dan Yargici danyarg...@gmail.com 
mailto:danyarg...@gmail.com wrote:


Isn't that just a commercial?  Not sure there's really anything
groundbreaking happening there to be honest!

DAN


On Thu, Apr 18, 2013 at 5:21 PM, Leoung O'Young
digim...@digimata.com mailto:digim...@digimata.com wrote:

Interesting development between Maxon and AMD
Maxon is busy setting up partnerships, Adobe, and now AMD
Now if only Autodesk will start doing some of this with
Softimage, I will be a happy man

http://www.animationxpress.com/images/AMD_FirePropacks_more_speed.html
*AMD FirePro™ W-Series packs more speed, power and performance
to fuel stunning, cutting-edge 3D animations in MAXON Cinema 4D.*







Re: Native UDIM support?

2013-04-18 Thread Alok Gandhi
We have developed an in-house node in Arnold just to do that. I think the
best solution for now is to compile your own render tree node for reading
Mari Textures.


On Thu, Apr 18, 2013 at 8:53 AM, Arvid Björn arvidbj...@gmail.com wrote:

 Hey,

 If anyone at Autodesk is listening, I'd like to talk about getting some
 support for UDIM and Mudbox's tiled numbering conventions. With Mari
 becoming the go-to tool for texturing, our workflow would obviously get a
 lot easier if I didn't have to load all those textures and build compounds
 for connecting them all. Arnold seems to have a simple enough solution
 where you just write file.udim.tif and then Arnie figures out the rest.
 Perhaps a specialized Image node would be a neat solution?

 In the meantime, are there any good tricks for using UDIM in softimage
 that might not be obvious, and apart from creating compounds of mixers?

 Thanks for listening!





--


Re: XSI Hair

2013-04-18 Thread Arvid Björn
Last time I tried that I ended up realizing that hair is too basic for this
task, and even though it's kind of possible to use vertex maps for
orientation, it's way to unreliable, and too hard to control. I went with
mbFeatherTools, and even though it can be a bit slow, it was a relief to
see how easy it was to control, so I'd also recommend it.


On Mon, Apr 15, 2013 at 10:06 PM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi Group

 I have attached a image, I was hoping the feathers, the instance geo would
 be rotated to the surface.

 Does any one have any idea's can it be done with out Ice.


 Thanks



RE: terrain ascii xyz import

2013-04-18 Thread adrian wyer
so the Lidar problem has reared it's ugly head again!

 

Dan, i noticed in your script you are pulling RGBA data and writing to the
cache file but it doesn't seem to read into the new cloud... any
thoughts?

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: 24 January 2013 12:41
To: softimage@listproc.autodesk.com
Subject: RE: terrain ascii xyz import

 

cheers! in the end, we left the client to deal with their own lidar
wrangling, using the lidar software to kick out rudimentary animation

 

i just know in a few weeks they'll come back wanting us to take over

 

hehe

 

be interested to see your results

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: 24 January 2013 12:33
To: softimage@listproc.autodesk.com
Subject: Re: terrain ascii xyz import

 

Hey Adrian,

That's really Cool!! Love the style on that!!

I'll post a test of what I've done when it's ready.

Cheers

 

 

On 22 January 2013 18:04, adrian wyer adrian.w...@fluid-pictures.com
wrote:

Hay Chris look forward to seeing the results.

 

here's the test that i spat out using meshlab to importa renamed  XYZ data
to a random mesh then doing a 'add points at point locations' on the random
mesh that meshlab generates

 

http://www.fluid-pictures.com/lidar_test_low.mov

 

colour at vertices is the next step...

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: 22 January 2013 15:14


To: softimage@listproc.autodesk.com
Subject: Re: terrain ascii xyz import

 

OK in the end found a quick 'n dirty solution that was slightly surprising.
It was actually possible to shrinkwrap a grid onto the pointcloud. The
slight problem with this is that you need to use one of the Closest
Vertex/Surface options, for it to work. On terrain that has plenty of
elevation, the grid gets deformed across laterally in places. So it was a
case of simply scaling the pointcloud to 0.01 in the y, shrinkwrap the grid
onto that, freeze, then scale the grid y to 100 again. It needs a little
filtering of points, but that works fine. Gives an acceptable result.

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com

Version: 2012.0.2221 / Virus Database: 2639/5549 - Release Date: 01/21/13





 

-- 

  http://mintmotion.co.uk/img/mint.png 

Chris Marshall

Mint Motion Limited

029 20 37 27 57

07730 533 115

www.mintmotion.co.uk

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2221 / Virus Database: 2639/5553 - Release Date: 01/23/13

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2221 / Virus Database: 2639/5553 - Release Date: 01/23/13



RE: AMD MAXON Cinema 4D.

2013-04-18 Thread Sven Constable
.AMD FireProT W-Series is fully tested, certified  optimised for MAXON
Cinema 4D.

 

I don't buy that anymore. I bought a FirePro couple years ago (actually it
was its predecessor named FireGL), just because AMD claimed the same for
Softimage (fully certified, yeah right).  They should have stated .viewport
glitches and selection hangs have been reduced somewhat... :)

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leoung O'Young
Sent: Thursday, April 18, 2013 16:21
To: xsi
Subject: AMD  MAXON Cinema 4D.

 

Interesting development between Maxon and AMD
Maxon is busy setting up partnerships, Adobe, and now AMD
Now if only Autodesk will start doing some of this with Softimage, I will be
a happy man

http://www.animationxpress.com/images/AMD_FirePropacks_more_speed.html
AMD FireProT W-Series packs more speed, power and performance to fuel
stunning, cutting-edge 3D animations in MAXON Cinema 4D.



RE: AMD MAXON Cinema 4D.

2013-04-18 Thread Angus Davidson
To be honest even on a Nvidia quadro 4000 soft is still no where near where it 
should be for a professional graphics card. Although Its the same with all of 
ADSK stable. The  Quadro drivers just dont seem to be providing nearly the 3d 
Ommmph over a similar specced gaming card. Its like Both NVIDIA and ADSK just 
dont take that relationship at all seriously.

We have the fire gl pros on our Dell t1500 lab computers with the latest 
drivers and they get stomped into the ground by the generic drivers ati drivers 
on the iMac in the interactive lab (this is for Maya though. Both iMacs and 
Dells bought at the same time). Its a disgrace.

Yes you buy a professional graphics card so that it remains rock solid during 
production, you don't however ask it to zoomed by performance wise ;(

Next year when it the turn for the 3D Lab  to be upgraded sure as hell wont 
waste money on a production spec card.



From: Sven Constable [sixsi_l...@imagefront.de]
Sent: 18 April 2013 08:19 PM
To: softimage@listproc.autodesk.com
Subject: RE: AMD  MAXON Cinema 4D.

…AMD FirePro™ W-Series is fully tested, certified  optimised for MAXON Cinema 
4D…

I don't buy that anymore. I bought a FirePro couple years ago (actually it was 
its predecessor named FireGL), just because AMD claimed the same for Softimage 
(fully certified, yeah right).  They should have stated …viewport glitches and 
selection hangs have been reduced somewhat... :)


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leoung O'Young
Sent: Thursday, April 18, 2013 16:21
To: xsi
Subject: AMD  MAXON Cinema 4D.

Interesting development between Maxon and AMD
Maxon is busy setting up partnerships, Adobe, and now AMD
Now if only Autodesk will start doing some of this with Softimage, I will be a 
happy man

http://www.animationxpress.com/images/AMD_FirePropacks_more_speed.html
AMD FirePro™ W-Series packs more speed, power and performance to fuel stunning, 
cutting-edge 3D animations in MAXON Cinema 4D.

table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
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Re: ICE Tree on reference model, what gives?

2013-04-18 Thread Vincent Fortin
That's just the way we've been accustomed to. But a reference is (or should
be) as simple as pulling data from disk. New properties, ICE Trees,
deleting polys? I don't see any reason to prohibit such things, as long as
the integrity of the file on disk remains.


On Thu, Apr 18, 2013 at 9:32 AM, Alok alok.gan...@modusfx.com wrote:

  Maybe I am completely off the track but isn't it that Referenced Model
 are locked for any manipulations including ICE Trees. I mean, you would the
 ICE Tree on the Local Model before referencing it.

  ALOK

 GANDHI

 / chef directeur technique - lead technical director

 alok.gan...@modusfx.com

 T:
 *450 430-0010 x225

 F:
 450 430-0009
 www.modusfx.com


 -

 MODUS

 FX

 120 Rue Turgeon,

 Sainte-Therese (Quebec) CANADA J7E 3J1

 Follow us on
 Facebook http://www.facebook.com/ModusFX

 
 Twitter https://twitter.com/Modusfx
 *
 On 18/04/2013 2:45 AM, ivan tay wrote:

  Hi Vincent,

  I have repro-ed this and this is tagged under SOFT-8906 for further
 investigation.

  Regards
  -Ivan


  On Thu, Apr 18, 2013 at 1:45 PM, Chris Chia chris.c...@autodesk.comwrote:

 Hi Vincent,
 Thanks for the info.
 I have forwarded this issue to the team for further investigation.

 Regards,
 Chris

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
 Sent: Thursday, April 18, 2013 12:38 PM
 To: softimage
 Subject: ICE Tree on reference model, what gives?

 Hi List, long time no see :-)

  I read this in the Softimage 2013 SP1 fix list
 http://images.autodesk.com/adsk/files/Autodesk_Softimage_2013_SP1.pdf:

 SOFT-  Saving a scene with an ICE tree on a referenced model and
 loading it back up and you lose the ICE Tree completely.
 However, when doing the following I lose the ICE Tree completely:
 1) Get Primitive  Character  Biped
 2) Right-Click  Convert to Reference
 3) Create an ICE Tree on the character mesh
 4) Save and reopen the scene
 5) ICE Tree has disappeared!
 Looks like it may be related to the enveloppe since everything works if
 the character is frozen or if I test against a simple sphere.
 Someone confirmed to me that the same happens in 2014.
 Any ideas?

 Vincent


  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2241 / Virus Database: 3162/5751 - Release Date: 04/17/13





RE: ICE Tree on reference model, what gives?

2013-04-18 Thread Matt Lind
Referenced models support data being applied atop of the model and retained 
between saves.  This data is local to the scene and stored in the model's delta.


Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
Sent: Thursday, April 18, 2013 6:32 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE Tree on reference model, what gives?

Maybe I am completely off the track but isn't it that Referenced Model are 
locked for any manipulations including ICE Trees. I mean, you would the ICE 
Tree on the Local Model before referencing it.

ALOK

GANDHI

/ chef directeur technique - lead technical director

alok.gan...@modusfx.commailto:alok.gan...@modusfx.com

T:

450 430-0010 x225

F:

450 430-0009
www.modusfx.comhttp://www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on
Facebookhttp://www.facebook.com/ModusFX


Twitterhttps://twitter.com/Modusfx
On 18/04/2013 2:45 AM, ivan tay wrote:
Hi Vincent,
I have repro-ed this and this is tagged under SOFT-8906 for further 
investigation.
Regards
-Ivan

On Thu, Apr 18, 2013 at 1:45 PM, Chris Chia 
chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote:
Hi Vincent,
Thanks for the info.
I have forwarded this issue to the team for further investigation.

Regards,
Chris

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Vincent Fortin
Sent: Thursday, April 18, 2013 12:38 PM
To: softimage
Subject: ICE Tree on reference model, what gives?

Hi List, long time no see :-)
I read this in the Softimage 2013 SP1 fix 
listhttp://images.autodesk.com/adsk/files/Autodesk_Softimage_2013_SP1.pdf:

SOFT-  Saving a scene with an ICE tree on a referenced model and loading it 
back up and you lose the ICE Tree completely.
However, when doing the following I lose the ICE Tree completely:
1) Get Primitive  Character  Biped
2) Right-Click  Convert to Reference
3) Create an ICE Tree on the character mesh
4) Save and reopen the scene
5) ICE Tree has disappeared!
Looks like it may be related to the enveloppe since everything works if the 
character is frozen or if I test against a simple sphere.
Someone confirmed to me that the same happens in 2014.
Any ideas?

Vincent

No virus found in this message.
Checked by AVG - www.avg.comhttp://www.avg.com
Version: 2012.0.2241 / Virus Database: 3162/5751 - Release Date: 04/17/13



Re: ICE Tree on reference model, what gives?

2013-04-18 Thread Vladimir Jankijevic
Don't get me started with this. Copying topology from references to local
scene objects :) HA it sounded nice to me at first too. But then the
hell brakes loose and you start banging your head against your wacom stylus
:)

Actually it would be a really powerful thing if it's stable. but as I said,
crashes all over the place


On Thu, Apr 18, 2013 at 3:36 PM, Vincent Fortin vfor...@gmail.com wrote:

 Matt, I think that's the intention indeed. Unfortunately users keep coming
 across limitations in their workflow (see first post) and after spending
 time chasing bugs and workarounds, they end up making the damn file local.

 I'd be interested in discussing how they could be made more useful to
 everyone. What about references to other objects in the scene? Why do we
 have to duplicate geometry all the time when all you really need is to
 branch off a source geometry?

 I think I found the answer in ICE but I'm no Topo expert. By creating an
 empty mesh and copying a reference model's topology over, I have full
 control over my mesh. That's a good start. I'll have to find how I can
 easily transfer other properties that I might need later on. And also make
 sure the scene weight doesn't sky rocket as I'm about to duplicate
 hundreds of referenced characters that way.

 Cheers

 On Thu, Apr 18, 2013 at 3:01 PM, Matt Lind ml...@carbinestudios.comwrote:

 Referenced models support data being applied atop of the model and
 retained between saves.  This data is local to the scene and stored in the
 model’s delta.

 ** **

 ** **

 Matt

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alok
 *Sent:* Thursday, April 18, 2013 6:32 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICE Tree on reference model, what gives?

 ** **

 Maybe I am completely off the track but isn't it that Referenced Model
 are locked for any manipulations including ICE Trees. I mean, you would the
 ICE Tree on the Local Model before referencing it.

 ALOK

 GANDHI

 / chef directeur technique - lead technical director


 alok.gan...@modusfx.com

 T: 

 *450 430-0010 x225*

 *F: *

 *450 430-0009
 www.modusfx.com*

 *
 -
 *

 * *

 *MODUS*

 *FX*

 * *

 *120 Rue Turgeon,*

 * *

 *Sainte-Therese (Quebec) CANADA J7E 3J1*

 * *

 *Follow us on*

 *Facebook http://www.facebook.com/ModusFX *

 **

 *Twitter https://twitter.com/Modusfx*

 On 18/04/2013 2:45 AM, ivan tay wrote:

 Hi Vincent,

 I have repro-ed this and this is tagged under SOFT-8906 for further
 investigation.

 Regards

 -Ivan

 ** **

 On Thu, Apr 18, 2013 at 1:45 PM, Chris Chia chris.c...@autodesk.com
 wrote:

 Hi Vincent,
 Thanks for the info.
 I have forwarded this issue to the team for further investigation.

 Regards,
 Chris

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
 Sent: Thursday, April 18, 2013 12:38 PM
 To: softimage
 Subject: ICE Tree on reference model, what gives?


 Hi List, long time no see :-)

 I read this in the Softimage 2013 SP1 fix list
 http://images.autodesk.com/adsk/files/Autodesk_Softimage_2013_SP1.pdf:**
 **


 SOFT-  Saving a scene with an ICE tree on a referenced model and
 loading it back up and you lose the ICE Tree completely.
 However, when doing the following I lose the ICE Tree completely:
 1) Get Primitive  Character  Biped
 2) Right-Click  Convert to Reference
 3) Create an ICE Tree on the character mesh
 4) Save and reopen the scene
 5) ICE Tree has disappeared!
 Looks like it may be related to the enveloppe since everything works if
 the character is frozen or if I test against a simple sphere.
 Someone confirmed to me that the same happens in 2014.
 Any ideas?

 Vincent

 ** **

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2241 / Virus Database: 3162/5751 - Release Date: 04/17/13
 

 ** **


 Matt,




-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: ICE Tree on reference model, what gives?

2013-04-18 Thread Vincent Fortin
Ah... I'm not interested in the stylus-in-the-head experience, so thanks
for the advice!

@Alan:
Thanks, that's what I meant!
Goes without saying that the DeleteComponent op (and any geometry-changing
operators for that matter) are also on the no-no list.



On Thu, Apr 18, 2013 at 3:47 PM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 Don't get me started with this. Copying topology from references to local
 scene objects :) HA it sounded nice to me at first too. But then the
 hell brakes loose and you start banging your head against your wacom stylus
 :)

 Actually it would be a really powerful thing if it's stable. but as I
 said, crashes all over the place


 On Thu, Apr 18, 2013 at 3:36 PM, Vincent Fortin vfor...@gmail.com wrote:

 Matt, I think that's the intention indeed. Unfortunately users keep
 coming across limitations in their workflow (see first post) and after
 spending time chasing bugs and workarounds, they end up making the damn
 file local.

 I'd be interested in discussing how they could be made more useful to
 everyone. What about references to other objects in the scene? Why do we
 have to duplicate geometry all the time when all you really need is to
 branch off a source geometry?

 I think I found the answer in ICE but I'm no Topo expert. By creating an
 empty mesh and copying a reference model's topology over, I have full
 control over my mesh. That's a good start. I'll have to find how I can
 easily transfer other properties that I might need later on. And also make
 sure the scene weight doesn't sky rocket as I'm about to duplicate
 hundreds of referenced characters that way.

 Cheers

 On Thu, Apr 18, 2013 at 3:01 PM, Matt Lind ml...@carbinestudios.comwrote:

 Referenced models support data being applied atop of the model and
 retained between saves.  This data is local to the scene and stored in the
 model’s delta.

 ** **

 ** **

 Matt

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alok
 *Sent:* Thursday, April 18, 2013 6:32 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICE Tree on reference model, what gives?

 ** **

 Maybe I am completely off the track but isn't it that Referenced Model
 are locked for any manipulations including ICE Trees. I mean, you would the
 ICE Tree on the Local Model before referencing it.

 ALOK

 GANDHI

 / chef directeur technique - lead technical director


 alok.gan...@modusfx.com

 T: 

 *450 430-0010 x225*

 *F: *

 *450 430-0009
 www.modusfx.com*

 *
 -
 *

 * *

 *MODUS*

 *FX*

 * *

 *120 Rue Turgeon,*

 * *

 *Sainte-Therese (Quebec) CANADA J7E 3J1*

 * *

 *Follow us on*

 *Facebook http://www.facebook.com/ModusFX *

 **

 *Twitter https://twitter.com/Modusfx*

 On 18/04/2013 2:45 AM, ivan tay wrote:

 Hi Vincent,

 I have repro-ed this and this is tagged under SOFT-8906 for further
 investigation.

 Regards

 -Ivan

 ** **

 On Thu, Apr 18, 2013 at 1:45 PM, Chris Chia chris.c...@autodesk.com
 wrote:

 Hi Vincent,
 Thanks for the info.
 I have forwarded this issue to the team for further investigation.

 Regards,
 Chris

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
 Sent: Thursday, April 18, 2013 12:38 PM
 To: softimage
 Subject: ICE Tree on reference model, what gives?


 Hi List, long time no see :-)

 I read this in the Softimage 2013 SP1 fix list
 http://images.autodesk.com/adsk/files/Autodesk_Softimage_2013_SP1.pdf:*
 ***


 SOFT-  Saving a scene with an ICE tree on a referenced model and
 loading it back up and you lose the ICE Tree completely.
 However, when doing the following I lose the ICE Tree completely:
 1) Get Primitive  Character  Biped
 2) Right-Click  Convert to Reference
 3) Create an ICE Tree on the character mesh
 4) Save and reopen the scene
 5) ICE Tree has disappeared!
 Looks like it may be related to the enveloppe since everything works if
 the character is frozen or if I test against a simple sphere.
 Someone confirmed to me that the same happens in 2014.
 Any ideas?

 Vincent

 ** **

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2241 / Virus Database: 3162/5751 - Release Date: 04/17/13
 

 ** **


 Matt,




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---



scripting: wait until import is finished

2013-04-18 Thread Thomas Volkmann
Hi, it's getting too late now, and I'm already in a 
making-one-mousclick-where-I-normally-make-twenty mode. so can someone 
please help me?
I need to batch process a couple of fbx files, but my script doesn't 
wait for the import (FBXImport()) to finish and hence doesn't find all 
the stuff it shall process.

I tried time.sleep(), but that doesn't seem to work any ideas?

thanks,
Thomas


Re: scripting: wait until import is finished

2013-04-18 Thread Thomas Volkmann
Just found it I was building the shader collection BEFORE the import 
and tried to process it afterwards.

Even a double facepalm wouldn't be enough...

thanks

On 04/18/2013 10:58 PM, Bartosz Opatowiecki wrote:

W dniu 2013-04-18 22:40, Thomas Volkmann pisze:
Hi, it's getting too late now, and I'm already in a 
making-one-mousclick-where-I-normally-make-twenty mode. so can 
someone please help me?
I need to batch process a couple of fbx files, but my script doesn't 
wait for the import (FBXImport()) to finish and hence doesn't find 
all the stuff it shall process.

I tried time.sleep(), but that doesn't seem to work any ideas?

thanks,
Thomas

show us that script.





Re: XSI Hair

2013-04-18 Thread Sebastien Sterling
Has anyone ever used Yeti for maya ? its a pretty amazing node based
hair/fur/feather system with an interface which to some may look awfully
familiar :P, its pretty amazing how production ready it is, i think its
unavailable in America cause of some patent someone put down on anything
resembling shave and hair cut.

http://peregrinelabs.com/yeti/


(notice the autodesk authorised staple at the bottom of the page ... )


On 18 April 2013 18:48, Arvid Björn arvidbj...@gmail.com wrote:

 Last time I tried that I ended up realizing that hair is too basic for
 this task, and even though it's kind of possible to use vertex maps for
 orientation, it's way to unreliable, and too hard to control. I went with
 mbFeatherTools, and even though it can be a bit slow, it was a relief to
 see how easy it was to control, so I'd also recommend it.


 On Mon, Apr 15, 2013 at 10:06 PM, Ben Beckett nebbeck...@gmail.comwrote:

 Hi Group

 I have attached a image, I was hoping the feathers, the instance geo
 would be rotated to the surface.

 Does any one have any idea's can it be done with out Ice.


 Thanks





libGL.so error, elrepo NVIDIA drivers, Viewport is not displaying geometry.

2013-04-18 Thread Macbeth R.
Hi I'm having trouble installing Softimage using Nvidia drivers from
ELREPO.

Softimage opens and everything works fine, except the viewport is not
displaying geometry only bounding boxes.

The steps for the installation where:

Install Centos 6.3
Install Nvidia Drivers from ELREPO (noveau driver is blacklisted)
reboot
Yum Update
Install Softimage
edit /etc/hosts

Softimage opens giving following error and no geometry on viewport:

' libGL error: failed to load driver: swrast
' libGL error: Try again with LIBGL_DEBUG=verbose for more details.
' WARNING : HQV has been disabled because latest shader profile isn't
supported.


Runing XSI with LIBGL_DEBUG=verbose gives the following error:


' libGL: screen 0 does not appear to be DRI2 capable
' libGL: OpenDriver: trying /usr/lib64/dri/swrast_dri.so
' libGL error: failed to load driver: swrast
' WARNING : HQV has been disabled because latest shader profile isn't
supported.


Steps taken after this:
Installed ELREPO nvidia support for 32bit apps, (*nvidia-x11-drv-32bit)*
Manually blacklisted noveau drivers again (but i found that they were
already blacklisted)


My guess is that Softimage is not finding the libGL.so provided by
nvidia? which is in:
/usr/lib64/nvidia/libGL.so
/usr/lib64/nvidia/libGL.so.1
/usr/lib64/nvidia/libGL.so.310.44


So symlinking the libraries from:
/usr/lib64/libGL.so
/usr/lib64/libGL.so.1
/usr/lib64/libGL.so.1.2.0

To the nVidia ones, should do the trick? or is something totally different??
Do I have to compile the nvidia drivers? I don't like the idea of recompile
on every kernel update.

*
*


Re: HQV Reliability

2013-04-18 Thread Jason S




If you have things enabled in you GPU settings such as Vsync, you can
try to disable everything.

I did have issues in the past because of that..

J

On 18/04/2013 8:54 AM, Sebastien Sterling wrote:

  2013
  
  
  
  On 18 April 2013 14:39, Christopher christop...@thecreativesheep.ca
wrote:
  
2013 SP1.


  
  
  
  
  Szabolcs Matefy
  
  Thursday,
April 18, 2013 8:23 AM
  
  
  
  
  
  
  What

Softimage version?
  
  It

works on 2014, but if I set it to the OpenG: 4.x significantly slower
than the Latest setting. No Crah.
  
  
  
  From:
  softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Christopher
  Sent: Wednesday, April 17, 2013 7:49 PM
  To: softimage@listproc.autodesk.com
  Subject: HQV Reliability 
  
  
  
  I want to know how many people can get HQV
to work and how many cannot ? 
  
A simple sphere will work without any crashes, if I load an object and
turn on HQV, Softimage will crash, each and every time. With software,
little things can break other things, I changed the shader profile from
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that
would solve the HQV crashes which did not solve anything.
  

  
::Christopher
  
  
  
  
  
  
  
  
  
  Christopher
  
  Wednesday,
April 17, 2013 1:48 PM
  
  
  
  
  I
want to know how many people can get HQV to work and how many cannot ? 
  
A simple sphere will work without any crashes, if I load an object and
turn on HQV, Softimage will crash, each and every time. With software,
little things can break other things, I changed the shader profile from
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that
would solve the HQV crashes which did not solve anything.
  

  
::Christopher
  
  


  
  
  
  






Re: HQV Reliability

2013-04-18 Thread Sebastien Sterling
i get that it's dependant on the card, but all i wanted was for a simple
color ramp to show up in the view port, surely this is possible without
HQV...right ? or is it just the shader is outdated ? maybe there is a newer
node I'm not using yet ?


On 19 April 2013 00:29, Jason S jasonsta...@gmail.com wrote:

 **
 If you have things enabled in you GPU settings such as Vsync, you can try
 to disable everything.

 I did have issues in the past because of that..

 J


 On 18/04/2013 8:54 AM, Sebastien Sterling wrote:

 2013


 On 18 April 2013 14:39, Christopher christop...@thecreativesheep.cawrote:

 2013 SP1.

Szabolcs Matefy szabol...@crytek.com
  Thursday, April 18, 2013 8:23 AM

 What Softimage version?



 It works on 2014, but if I set it to the OpenG: 4.x significantly slower
 than the Latest setting. No Crah.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Christopher
 *Sent:* Wednesday, April 17, 2013 7:49 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* HQV Reliability



 I want to know how many people can get HQV to work and how many cannot ?

 A simple sphere will work without any crashes, if I load an object and
 turn on HQV, Softimage will crash, each and every time.  With software,
 little things can break other things, I changed the shader profile from
 nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that would
 solve the HQV crashes which did not solve anything.



 ::Christopher
  Christopher christop...@thecreativesheep.ca
  Wednesday, April 17, 2013 1:48 PM
   I want to know how many people can get HQV to work and how many cannot
 ?

 A simple sphere will work without any crashes, if I load an object and
 turn on HQV, Softimage will crash, each and every time.  With software,
 little things can break other things, I changed the shader profile from
 nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that would
 solve the HQV crashes which did not solve anything.



 ::Christopher




13e1d28c4389ddbe_postbox-contact.jpg13e1d28c4389ddbe_compose-unknown-contact.jpg13e1d28c4389ddbe_image.jpg

Re: HQV Reliability

2013-04-18 Thread Jason S




I just tried it and it works here (on a pretty old card).

Even if it's procedural, it only shows up if you have a texture support
so be sure you have one.

Maybe I missed it in the tread but what is your card?

J

On 18/04/2013 6:50 PM, Sebastien Sterling wrote:

  i get that it's dependant on the card, but all i
wanted was for a simple color ramp to show up in the view port, surely
this is possible without HQV...right ? or is it just the shader is
outdated ? maybe there is a newer node I'm not using yet ?
  
  
  
  On 19 April 2013 00:29, Jason S jasonsta...@gmail.com
wrote:
  

If you have things enabled in you GPU settings such as Vsync, you can
try to disable everything.

I did have issues in the past because of that..

J



On 18/04/2013 8:54 AM, Sebastien Sterling wrote:

  2013
  
  
  
  On 18 April 2013 14:39, Christopher christop...@thecreativesheep.ca
wrote:
  
2013 SP1.


  
  
  
  
  Szabolcs Matefy
  
  Thursday,
April
18, 2013 8:23 AM
  
  
  
  
  
  
  What

Softimage
version?
  
  It

works
on 2014, but if I set it to the OpenG: 4.x significantly slower
than the Latest setting. No Crah.
  
  
  
  From:
  softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]

  On Behalf Of Christopher
  Sent: Wednesday, April 17, 2013 7:49 PM
  To: softimage@listproc.autodesk.com
  Subject: HQV Reliability 
  
  
  
  I want to know how many people can get
HQV
to work and how many cannot ? 
  
A simple sphere will work without any crashes, if I load an object and
turn on HQV, Softimage will crash, each and every time. With software,
little things can break other things, I changed the shader profile from
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that
would solve the HQV crashes which did not solve anything.
  

  
::Christopher
  
  
  
  
  
  
  
  
  
  Christopher
  
  Wednesday,
April
17, 2013 1:48 PM
  
  
  
  
  I
want
to know how many people can get HQV to work and how many cannot ? 
  
A simple sphere will work without any crashes, if I load an object and
turn on HQV, Softimage will crash, each and every time. With software,
little things can break other things, I changed the shader profile from
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that
would solve the HQV crashes which did not solve anything.
  

  
::Christopher
  
  


  
  
  
  





  
  
  
  






Re: Native UDIM support?

2013-04-18 Thread Gene Crucean
Completely agree. This is KILLING us on our current project. Soft and Maya.


On Thu, Apr 18, 2013 at 5:53 AM, Arvid Björn arvidbj...@gmail.com wrote:

 Hey,

 If anyone at Autodesk is listening, I'd like to talk about getting some
 support for UDIM and Mudbox's tiled numbering conventions. With Mari
 becoming the go-to tool for texturing, our workflow would obviously get a
 lot easier if I didn't have to load all those textures and build compounds
 for connecting them all. Arnold seems to have a simple enough solution
 where you just write file.udim.tif and then Arnie figures out the rest.
 Perhaps a specialized Image node would be a neat solution?

 In the meantime, are there any good tricks for using UDIM in softimage
 that might not be obvious, and apart from creating compounds of mixers?

 Thanks for listening!





-- 
-Gene


Re: Native UDIM support?

2013-04-18 Thread Vincent Ullmann

Am 18.04.2013 18:20, schrieb Alok Gandhi:
We have developed an in-house node in Arnold just to do that. I think 
the best solution for now is to compile your own render tree node for 
reading Mari Textures.



On Thu, Apr 18, 2013 at 8:53 AM, Arvid Björn arvidbj...@gmail.com 
mailto:arvidbj...@gmail.com wrote:


Hey,

If anyone at Autodesk is listening, I'd like to talk about getting
some support for UDIM and Mudbox's tiled numbering conventions.
With Mari becoming the go-to tool for texturing, our workflow
would obviously get a lot easier if I didn't have to load all
those textures and build compounds for connecting them all. Arnold
seems to have a simple enough solution where you just write
file.udim.tif and then Arnie figures out the rest. Perhaps a
specialized Image node would be a neat solution?

In the meantime, are there any good tricks for using UDIM in
softimage that might not be obvious, and apart from creating
compounds of mixers?

Thanks for listening!





--

If you are using Arnold there is a build in support
https://support.solidangle.com/display/SItoAUG/Texture+Tokens

Never used this my self, but it seems to be there ;-)


Re: HQV Reliability

2013-04-18 Thread Sebastien Sterling
My card is perfectly adequate, and yes I use a planer tex projection, all
standard, I know its procedural, but the HQV makes things chug for me, to
be honest my qualm is more with the fact that the shader doesn't show up in
anything but the HQV, its not like I was asking for SSS straight in the
vewport its just a color ramp :(


On 19 April 2013 00:52, Jason S jasonsta...@gmail.com wrote:

 **
 I just tried it and it works here (on a pretty old card).

 Even if it's procedural, it only shows up if you have a texture support so
 be sure you have one.

 Maybe I missed it in the tread but what is your card?

 J


 On 18/04/2013 6:50 PM, Sebastien Sterling wrote:

 i get that it's dependant on the card, but all i wanted was for a simple
 color ramp to show up in the view port, surely this is possible without
 HQV...right ? or is it just the shader is outdated ? maybe there is a newer
 node I'm not using yet ?


 On 19 April 2013 00:29, Jason S jasonsta...@gmail.com wrote:

  If you have things enabled in you GPU settings such as Vsync, you can
 try to disable everything.

 I did have issues in the past because of that..

 J


 On 18/04/2013 8:54 AM, Sebastien Sterling wrote:

 2013


 On 18 April 2013 14:39, Christopher christop...@thecreativesheep.cawrote:

 2013 SP1.

Szabolcs Matefy szabol...@crytek.com
  Thursday, April 18, 2013 8:23 AM

 What Softimage version?



 It works on 2014, but if I set it to the OpenG: 4.x significantly slower
 than the Latest setting. No Crah.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Christopher
 *Sent:* Wednesday, April 17, 2013 7:49 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* HQV Reliability



 I want to know how many people can get HQV to work and how many cannot ?

 A simple sphere will work without any crashes, if I load an object and
 turn on HQV, Softimage will crash, each and every time.  With software,
 little things can break other things, I changed the shader profile from
 nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that would
 solve the HQV crashes which did not solve anything.



 ::Christopher
  Christopher christop...@thecreativesheep.ca
  Wednesday, April 17, 2013 1:48 PM
   I want to know how many people can get HQV to work and how many
 cannot ?

 A simple sphere will work without any crashes, if I load an object and
 turn on HQV, Softimage will crash, each and every time.  With software,
 little things can break other things, I changed the shader profile from
 nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that would
 solve the HQV crashes which did not solve anything.



 ::Christopher






13e1f4d9d5bd05b4_13e1d28c4389ddbe_image.jpg13e1f4d9d5bd05b4_13e1d28c4389ddbe_compose-unknown-contact.jpg13e1f4d9d5bd05b4_13e1d28c4389ddbe_postbox-contact.jpg

Re: HQV Reliability

2013-04-18 Thread Christopher
It must have been the 
scene that I was testing it on, I tried another scene and it works. 

Sebastien what shader doesn't show up for you except HQV ? Rough SSS in 
view-port would be nice :)

Christopher



   	   
   	Sebastien Sterling  
  Thursday, April 
18, 2013 7:25 PM
  My card is 
perfectly adequate, and yes I use a planer tex projection, all standard,
 I know its procedural, but the HQV makes things chug for me, to be 
honest my qualm is more with the fact that the shader doesn't show up in
 anything but the HQV, its not like I was asking for SSS straight in the
 vewport its just a color ramp :(


  
   	   
   	Jason S  
  Thursday, April 
18, 2013 6:52 PM
  


  

I just tried it and it works here (on a pretty old card).

Even if it's procedural, it only shows up if you have a texture support
so be sure you have one.

Maybe I missed it in the tread but what is your card?

J


  
   	   
   	Sebastien Sterling  
  Thursday, April 
18, 2013 6:50 PM
  i get that it's 
dependant on the card, but all i wanted was for a simple color ramp to 
show up in the view port, surely this is possible without HQV...right ? 
or is it just the shader is outdated ? maybe there is a newer node I'm 
not using yet ?


  
   	   
   	Jason S  
  Thursday, April 
18, 2013 6:29 PM
  


  

If you have things enabled in you GPU settings such as Vsync, you can
try to disable everything.

I did have issues in the past because of that..

J


  
   	   
   	Sebastien Sterling  
  Thursday, April 
18, 2013 8:54 AM
  2013

  




Re: Camera Focal Length

2013-04-18 Thread Raffaele Fragapane
The director might need to read into the fundamentals of his job.
In first place the focal length doesn't mean much without knowing how big
the film back is and where it is.

40mm on a m4/3 (or any small sensor) is a fairly long lens, like shallow
depth portrait long. On an Epic it's actually closer to a 37mm on a 35's
film back, and on a 35's film back it's a natural lens.

Assuming that, like many, he assumes the 35mm film standard (not to be
confused with a 35mm focal length), you should set your film back to a 35mm
full frame sensor settings, and then whatever focal length will match his
expectations.
If he refers to lenses he shot plates with, he needs to let you know what
they were shot with.

Shooting with a GH3, a m4/3 black magic, a 5D MIII, a Phantom or an Epic
all respond from wildly to slightly differently to focal lengths.

The settings in Soft make perfect sense, and the ones in Maya don't differ
really, just some of the camera settings are actually stashed away or
slightly odd.
It's time to study the basics of photography/camera work if you think the
ones in Soft don't make sense. The only difference is Maya might have
defaults and things hidden away that for the one sequence happened to be
lucky, but the two apps don't differ.


On Thu, Apr 18, 2013 at 8:26 PM, Ben Beckett nebbeck...@gmail.com wrote:

 Sorry maybe I have confussed I mean the standard numbers such as 40mm 35mm
 22mm lenz, When he said lets try a 40mm lenz how does that equate in soft

 Thanks


 On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.com wrote:

 Yeah the Film Aperture should really be in mm in Softimage... Don't get
 why it's in inches.

 /Jens


 On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in
 how much the camera sees - are always given in mm.
 On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/





-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: libGL.so error, elrepo NVIDIA drivers, Viewport is not displaying geometry.

2013-04-18 Thread Macbeth R.
Yes, symlinking solved the error.
:D


Saving Delta Objects as EMDL ?

2013-04-18 Thread Christopher
How do you unload a Delta as a EMDL object for editing in a clean scene
? I have updated the reference object model with UV.  I can't save the
reference object - model as a EMDL object without saving it as a model,
I hope there is a workaround for this ? 

::Christopher


Re: [Pool] Any interest for a grease pencil tool?

2013-04-18 Thread Christopher
How many animators do you 
have working ? Nice to use such a tool on a Cintiq.

::Christopher


   	   
   	Enrique Caballero  
  Thursday, April 
18, 2013 7:16 AM
  Not to drive the
 point too strongly, but if you make this tool Ahmidou and you do a 
really good job on it, and price it reasonably, I can promise to buy 
between 30-40 licenses of it.
The animators here are driving me absolutely insane about the topic

  
   	   
   	Raffaele Fragapane  
  Monday, April 15,
 2013 10:55 PM
  They also allow 
for most countries, whereas KS is only USA and UK (though it's not hard 
to work your way into it from elsewhere if you're a EU citizen and know 
anybody in the UK). Problem with indiegogo is you have 0 added 
visibility from the one you provide yourself, they aren't well followed 
or publicized.
When most of your customer base is likely to come from this list and
 some help from friends though, then it's probably not a big deal and 
the smaller cut makes up for it.
-- Our users will know fear and cower before
 our software! Ship it! Ship it and let them flee like the dogs they 
are!


  
   	   
   	Leonard Koch  
  Monday, April 15,
 2013 9:16 PM
  Indiegogo. They 
take a smaller cut too so that is nice.We've used it to 
fund some webseries and it has worked out well for us.

  
   	   
   	Ahmidou Lyazidi  
  Monday, April 15,
 2013 9:12 PM
  That's a good 
idea! Kickstarter is for US or UK resident only, what would be the best 
worldwide alternative? ---
Ahmidou LyazidiDirector | TD | CG artisthttp://vimeo.com/ahmidou/videos


  
   	   
   	Raffaele Fragapane  
  Monday, April 15,
 2013 5:49 PM
  kickstart it for
 10 bucks a pop for late delivery, 20 for early beta, and 200 for a 
studio seat and you might pre-pay it, and gauge actual interest over lip
 service :)--
 Our users will know fear and cower before our software! Ship it! 
Ship it and let them flee like the dogs they are!


  




Re: Saving Delta Objects as EMDL ?

2013-04-18 Thread Sam Cuttriss
syntax error: unexpected word amalgamation

   1. How do you unload a Delta as a EMDL object for editing in a clean
   scene?
   2.  I have updated the reference object model with UV.
   3.  I can't save the reference object - model as a EMDL object without
   saving it as a model.
   4. I hope there is a workaround for this?



   1. what? (delete the delta? export the delta? advancedsave delta
   [external])
   2. ok
   3. yes saving a model requires a model
   4. rght.





On Thu, Apr 18, 2013 at 5:17 PM, Christopher 
christop...@thecreativesheep.ca wrote:

 How do you unload a Delta as a EMDL object for editing in a clean scene
 ? I have updated the reference object model with UV.  I can't save the
 reference object - model as a EMDL object without saving it as a model,
 I hope there is a workaround for this ?

 ::Christopher



Re: Saving Delta Objects as EMDL ?

2013-04-18 Thread Jeremie Passerin
syntax error : Missing Hello and Thank You


On 18 April 2013 17:51, Sam Cuttriss tea...@gmail.com wrote:

 syntax error: unexpected word amalgamation

1. How do you unload a Delta as a EMDL object for editing in a clean
scene?
2.  I have updated the reference object model with UV.
3.  I can't save the reference object - model as a EMDL object without
saving it as a model.
4. I hope there is a workaround for this?



1. what? (delete the delta? export the delta? advancedsave delta
[external])
2. ok
3. yes saving a model requires a model
4. rght.





 On Thu, Apr 18, 2013 at 5:17 PM, Christopher 
 christop...@thecreativesheep.ca wrote:

 How do you unload a Delta as a EMDL object for editing in a clean scene
 ? I have updated the reference object model with UV.  I can't save the
 reference object - model as a EMDL object without saving it as a model,
 I hope there is a workaround for this ?

 ::Christopher





Re: Saving Delta Objects as EMDL ?

2013-04-18 Thread Xavier Lapointe
http://thedailywtf.com/


Re: Saving Delta Objects as EMDL ?

2013-04-18 Thread Steven Caron
you guys are making my filters not work... stop replying :)


On Thu, Apr 18, 2013 at 6:12 PM, Xavier Lapointe
xl.mailingl...@gmail.comwrote:

 http://thedailywtf.com/



Re: Saving Delta Objects as EMDL ?

2013-04-18 Thread Raffaele Fragapane
I have been contemplating a filter myself given the now established 360
degrees, no thread left alone, participation of the last few weeks.

I apologize in advance for compromising your filter yet again Steven, but I
will only do so to invite others to do as Steven asks, so that my
soon-to-come filter will also not be disrupted from doing its work and
making my days reading this list less puzzling, not to mention will better
contribute to slow the erosion of what little faith in humanity I have left.


On Fri, Apr 19, 2013 at 11:17 AM, Steven Caron car...@gmail.com wrote:

 you guys are making my filters not work... stop replying :)


 On Thu, Apr 18, 2013 at 6:12 PM, Xavier Lapointe xl.mailingl...@gmail.com
  wrote:

 http://thedailywtf.com/





-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Saving Delta Objects as EMDL ?

2013-04-18 Thread Guillaume Laforge
How do you unload a Delta as a EMDL object for editing in a clean scene?You
can open the preset from the manager and refresh.I have updated the
reference object model with UV.On my side I have updated the compound with
a reference.I can't save the reference object I can't animate this object -
model as a EMDL object without saving it as a model,- bone is an X3DObject
without the IK,I hope there is a workaround for this ?I hope it will help ?
On Thu, Apr 18, 2013 at 8:17 PM, Christopher 
christop...@thecreativesheep.ca wrote:

 How do you unload a Delta as a EMDL object for editing in a clean scene
 ? I have updated the reference object model with UV.  I can't save the
 reference object - model as a EMDL object without saving it as a model,
 I hope there is a workaround for this ?

 ::Christopher



RE: AMD MAXON Cinema 4D.

2013-04-18 Thread Sam
My motto for video cards is if it says ATI AMD on the outside it's crap on
the inside. I don't care how fast a card is, if the drivers suck, the card
is going to suck. ATI drivers have always sucked (first one I bought was
about 20 years ago (it was also the last one I bought)) and it hasn't
changed since AMD took over. I've had friends buy the cards because of the
benchmarks and they have always had problems, and just recently I had to fix
my niece's laptop because the latest AMD update made her 3d games unplayable
(built her a computer with an NVIDIA card for Christmas so I would never
have to deal with it again).  I honestly have never known anyone who had an
ATI card that was happy with it.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Thursday, April 18, 2013 11:20 AM
To: softimage@listproc.autodesk.com
Subject: RE: AMD  MAXON Cinema 4D.

 

.AMD FireProT W-Series is fully tested, certified  optimised for MAXON
Cinema 4D.

 

I don't buy that anymore. I bought a FirePro couple years ago (actually it
was its predecessor named FireGL), just because AMD claimed the same for
Softimage (fully certified, yeah right).  They should have stated .viewport
glitches and selection hangs have been reduced somewhat... :)

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leoung O'Young
Sent: Thursday, April 18, 2013 16:21
To: xsi
Subject: AMD  MAXON Cinema 4D.

 

Interesting development between Maxon and AMD
Maxon is busy setting up partnerships, Adobe, and now AMD
Now if only Autodesk will start doing some of this with Softimage, I will be
a happy man

http://www.animationxpress.com/images/AMD_FirePropacks_more_speed.html
AMD FireProT W-Series packs more speed, power and performance to fuel
stunning, cutting-edge 3D animations in MAXON Cinema 4D.



Re: HQV Reliability

2013-04-18 Thread Jason S




Right you said without HQV sorry.

Maybe one of the RT Mental Mill shaders can do it 
(need to enable an env. variable for that)

Took a while to at-all be able to see procedural textures in the viewer,
but I admit the HQV shader compiling can take it's toll.

Though with the HQV, 
for simple shader trees, you can tweak and interact quite smoothly
even in scenes with lots of stuff and complex shader trees,
as it only updates the material you're tweaking.

If tweaking objects with more complex shader trees, (especially with
bump)
1 tweak is okay, but tweaking abunch of things, 
it's better to turn it *off*, tweak what you want, and turn it on again.
treating it like a (still pretty fast ~3second) render (that you can
orbit in.)

You can do so on an individual object basis 
such as in a locked object view (isolated view),
or by turning-on "object Isolation" in your viewport,
so you can turn the HQV on  off 
without recompiling the entire scene materials every time

AND/OR you can also wire-up just the parts of the tree you are tweaking
(interactively)
enough to see what you're doing, to then wire the whole tree back to
see the result.


AND/OR

With your viewport set to HQV,
You can make a group with ALL your objects, 
Put a DISPLAY property on the group set to "RT-Shaders" for SELECTED
objects,
and Hidden Line (or whatever) on Unselected..
and turn on Mixed viewing mode in Display Options.

So that *just* your selection is in HQV.

And you can turn on  off Mixed Viewing Mode to see everything
together or not.

None (or less) of this should be necessary in v2014.



On 18/04/2013 7:25 PM, Sebastien Sterling wrote:

  My card is perfectly adequate, and yes I use a planer
tex projection, all standard, I know its procedural, but the HQV makes
things chug for me, to be honest my qualm is more with the fact that
the shader doesn't show up in anything but the HQV, its not like I was
asking for SSS straight in the vewport its just a color ramp :(
  
  
  
  On 19 April 2013 00:52, Jason S jasonsta...@gmail.com
wrote:
  

I just tried it and it works here (on a pretty old card).

Even if it's procedural, it only shows up if you have a texture support
so be sure you have one.

Maybe I missed it in the tread but what is your card?

J



On 18/04/2013 6:50 PM, Sebastien Sterling wrote:

  i get that it's dependant on the card, but all i
wanted was for a simple color ramp to show up in the view port, surely
this is possible without HQV...right ? or is it just the shader is
outdated ? maybe there is a newer node I'm not using yet ?
  
  
  
  On 19 April 2013 00:29, Jason S jasonsta...@gmail.com
wrote:
  
If you have things
enabled in you GPU settings such as Vsync, you can
try to disable everything.

I did have issues in the past because of that..

J



On 18/04/2013 8:54 AM, Sebastien Sterling wrote:

  2013
  
  
  
  On 18 April 2013 14:39, Christopher christop...@thecreativesheep.ca
wrote:
  
2013 SP1.


  
  
  
  
  Szabolcs Matefy
  
  Thursday,
April
18,
2013 8:23 AM
  
  
  
  
  
  
  What
Softimage
version?
  
  It

works
on
2014, but if I set it to the OpenG: 4.x significantly slower
than the Latest setting. No Crah.
  
  
  
  From:
  softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]


  On Behalf Of Christopher
  Sent: Wednesday, April 17, 2013 7:49 PM
  To: softimage@listproc.autodesk.com
  Subject: HQV Reliability 
  
  
  
  I want to know how many people can
get
HQV
to work and how many cannot ? 
  
A simple sphere will work without any crashes, if I load an object and
turn on HQV, Softimage will crash, each and every time. With software,
little things can break other things, I changed the shader profile from
nVidia OpenGL 3.x to Nvidia OpenGL 4.x seen in this image hoping that
would solve the HQV crashes which did not solve anything.
  

  
::Christopher
  
  
  
  
  
  
  
  
  
  Christopher
  
  Wednesday,
April
17,
2013 1:48 PM
  
  
  
  
  I
want
to
know how many people can get HQV to work and how many cannot ? 
  
A simple sphere will work without any crashes, if I load an object and
turn on HQV, Softimage will crash, each and every time. With software,
little things 

Re: Camera Focal Length

2013-04-18 Thread Chris Covelli
I suppose this would be a good place to ask..something Ive always
wondered.  I understand the controls on the Projection Plane tab well
enough, but on the Primitive tab, under the Pict and Pixel Ratio sliders
theres one called Feild of View, which seems adjust the lens distortion
similar to the focal length, but on a 1-180 degree scale.  Whats this one
for and how is it supposed to be used in conjunction with the focal length
controls?

Thanks!

Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid 
Modelshttp://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher


On Thu, Apr 18, 2013 at 7:45 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 The director might need to read into the fundamentals of his job.
 In first place the focal length doesn't mean much without knowing how big
 the film back is and where it is.

 40mm on a m4/3 (or any small sensor) is a fairly long lens, like shallow
 depth portrait long. On an Epic it's actually closer to a 37mm on a 35's
 film back, and on a 35's film back it's a natural lens.

 Assuming that, like many, he assumes the 35mm film standard (not to be
 confused with a 35mm focal length), you should set your film back to a 35mm
 full frame sensor settings, and then whatever focal length will match his
 expectations.
 If he refers to lenses he shot plates with, he needs to let you know what
 they were shot with.

 Shooting with a GH3, a m4/3 black magic, a 5D MIII, a Phantom or an Epic
 all respond from wildly to slightly differently to focal lengths.

 The settings in Soft make perfect sense, and the ones in Maya don't differ
 really, just some of the camera settings are actually stashed away or
 slightly odd.
 It's time to study the basics of photography/camera work if you think the
 ones in Soft don't make sense. The only difference is Maya might have
 defaults and things hidden away that for the one sequence happened to be
 lucky, but the two apps don't differ.


 On Thu, Apr 18, 2013 at 8:26 PM, Ben Beckett nebbeck...@gmail.com wrote:

 Sorry maybe I have confussed I mean the standard numbers such as 40mm
 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in
 soft

 Thanks


 On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.comwrote:

 Yeah the Film Aperture should really be in mm in Softimage... Don't get
 why it's in inches.

 /Jens


 On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch leonardkoch...@gmail.com
  wrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in
 how much the camera sees - are always given in mm.
 On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday soft
 really did it self no favours, I was telling him how it a great app is but
 he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: Camera Focal Length

2013-04-18 Thread Chris Covelli
Oh nvm, I just realized they are directly linked together, changing one
also changes the other.  Makes sense now.

Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid 
Modelshttp://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher


On Fri, Apr 19, 2013 at 1:04 AM, Chris Covelli
ch...@polygonpusherinc.comwrote:

 I suppose this would be a good place to ask..something Ive always
 wondered.  I understand the controls on the Projection Plane tab well
 enough, but on the Primitive tab, under the Pict and Pixel Ratio sliders
 theres one called Feild of View, which seems adjust the lens distortion
 similar to the focal length, but on a 1-180 degree scale.  Whats this one
 for and how is it supposed to be used in conjunction with the focal length
 controls?

 Thanks!

 Chris Covelli
 http://www.polygonpusherinc.com/
 http://exocortex.com/products/species
 TurboSquid 
 Modelshttp://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher


 On Thu, Apr 18, 2013 at 7:45 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 The director might need to read into the fundamentals of his job.
 In first place the focal length doesn't mean much without knowing how big
 the film back is and where it is.

 40mm on a m4/3 (or any small sensor) is a fairly long lens, like shallow
 depth portrait long. On an Epic it's actually closer to a 37mm on a 35's
 film back, and on a 35's film back it's a natural lens.

 Assuming that, like many, he assumes the 35mm film standard (not to be
 confused with a 35mm focal length), you should set your film back to a 35mm
 full frame sensor settings, and then whatever focal length will match his
 expectations.
 If he refers to lenses he shot plates with, he needs to let you know what
 they were shot with.

 Shooting with a GH3, a m4/3 black magic, a 5D MIII, a Phantom or an Epic
 all respond from wildly to slightly differently to focal lengths.

 The settings in Soft make perfect sense, and the ones in Maya don't
 differ really, just some of the camera settings are actually stashed away
 or slightly odd.
 It's time to study the basics of photography/camera work if you think the
 ones in Soft don't make sense. The only difference is Maya might have
 defaults and things hidden away that for the one sequence happened to be
 lucky, but the two apps don't differ.


 On Thu, Apr 18, 2013 at 8:26 PM, Ben Beckett nebbeck...@gmail.comwrote:

 Sorry maybe I have confussed I mean the standard numbers such as 40mm
 35mm 22mm lenz, When he said lets try a 40mm lenz how does that equate in
 soft

 Thanks


 On 18 April 2013 11:10, Jens Lindgren jens.lindgren@gmail.comwrote:

 Yeah the Film Aperture should really be in mm in Softimage... Don't get
 why it's in inches.

 /Jens


 On Thu, Apr 18, 2013 at 12:08 PM, Leonard Koch 
 leonardkoch...@gmail.com wrote:

 I would think because mm is the standard in focal lengths.
 Lenses' focallengths and also sensor sizes - which also play a role in
 how much the camera sees - are always given in mm.
 On Apr 18, 2013 11:44 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi

 Maya's cameras clearly have a defined Focal Length Tab.

 Where in Soft is this because sitting with the Driector yesterday
 soft really did it self no favours, I was telling him how it a great app 
 is
 but he now not having any of it.

 On the camera prop's menu there is the Focal Length but its in (mm)
 , can it be switch, and why mm's.

 Thanks
 Ben






 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





Re: scripting: wait until import is finished

2013-04-18 Thread Bartosz Opatowiecki


:)

Here you go...
https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQm2DcEsR-rp1q59jBYbt1m6ILA-gBpxusiTgfYTUeklAQEQKVl

Bartek





W dniu 2013-04-18 23:06, Thomas Volkmann pisze:
Just found it I was building the shader collection BEFORE the 
import and tried to process it afterwards.

Even a double facepalm wouldn't be enough...

thanks

On 04/18/2013 10:58 PM, Bartosz Opatowiecki wrote:

W dniu 2013-04-18 22:40, Thomas Volkmann pisze:
Hi, it's getting too late now, and I'm already in a 
making-one-mousclick-where-I-normally-make-twenty mode. so can 
someone please help me?
I need to batch process a couple of fbx files, but my script doesn't 
wait for the import (FBXImport()) to finish and hence doesn't find 
all the stuff it shall process.

I tried time.sleep(), but that doesn't seem to work any ideas?

thanks,
Thomas

show us that script.







Re: libGL.so error, elrepo NVIDIA drivers, Viewport is not displaying geometry.

2013-04-18 Thread Chris Chia
What Nvidia card are you having?
Why can't you download the drivers from the official nvidia site?

Did you do a lspci command to see whether your card is being recognised by your 
OS?


On 19 Apr, 2013, at 6:35 AM, Macbeth R. 
berser...@gmail.commailto:berser...@gmail.com wrote:



Hi I'm having trouble installing Softimage using Nvidia drivers from ELREPO.

Softimage opens and everything works fine, except the viewport is not 
displaying geometry only bounding boxes.

The steps for the installation where:

Install Centos 6.3
Install Nvidia Drivers from ELREPO (noveau driver is blacklisted)
reboot
Yum Update
Install Softimage
edit /etc/hosts

Softimage opens giving following error and no geometry on viewport:

' libGL error: failed to load driver: swrast
' libGL error: Try again with LIBGL_DEBUG=verbose for more details.
' WARNING : HQV has been disabled because latest shader profile isn't supported.


Runing XSI with LIBGL_DEBUG=verbose gives the following error:


' libGL: screen 0 does not appear to be DRI2 capable
' libGL: OpenDriver: trying /usr/lib64/dri/swrast_dri.so
' libGL error: failed to load driver: swrast
' WARNING : HQV has been disabled because latest shader profile isn't supported.


Steps taken after this:
Installed ELREPO nvidia support for 32bit apps, (nvidia-x11-drv-32bit)
Manually blacklisted noveau drivers again (but i found that they were already 
blacklisted)


My guess is that Softimage is not finding the libGL.so provided by nvidia? 
which is in:
/usr/lib64/nvidia/libGL.so
/usr/lib64/nvidia/libGL.so.1
/usr/lib64/nvidia/libGL.so.310.44


So symlinking the libraries from:
/usr/lib64/libGL.so
/usr/lib64/libGL.so.1
/usr/lib64/libGL.so.1.2.0

To the nVidia ones, should do the trick? or is something totally different??
Do I have to compile the nvidia drivers? I don't like the idea of recompile on 
every kernel update.


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