Re: ICE Tree on reference model, what gives?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?
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?
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
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
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 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?
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 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
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?
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
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
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
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.
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.
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
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.
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.
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?
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
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
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.
.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.
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 writing to the contrary. /span/font/td /tr /table
Re: ICE Tree on reference model, what gives?
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?
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?
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?
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
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
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
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.
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
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
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
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?
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?
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
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
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
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.
Yes, symlinking solved the error. :D
Saving Delta Objects as EMDL ?
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?
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 ?
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 ?
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 ?
http://thedailywtf.com/
Re: Saving Delta Objects as EMDL ?
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 ?
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 ?
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.
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
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
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
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
:) 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.
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. attachment: winmail.dat