Re: Find out if material is locked by Override
Thanks Matt! I suspected I'll end up there. Crap. On Wed, Jun 5, 2013 at 4:07 PM, Alan Fregtman alan.fregt...@gmail.comwrote: What email client are you using, Matt? Looks like it replaced the SDK: in front of the thread's subject line with RE:. Silly bug, lol. On Wed, Jun 5, 2013 at 1:57 PM, Matt Lind ml...@carbinestudios.comwrote: I had to do this not too long ago. Ugh. ** ** I’ve already reported the problem with formal request for feature to get such data. ** ** You can approach it from a few different angles. In my case I needed to write an exporter to dump the scene to a file, plus the override information as deltas relative to the default pass to minimize the amount of data in the file. ** ** I started in the default pass and built a map recording the material - object/cluster relationship to act as a lookup table. I then iterated through the override properties in the other passes to find what was overridden. Each time I encountered an overridden parameter, I did the reverse lookup into my map to find the original material assigned to the object/cluster and did the ‘diff’ to determine if the overridden parameter’s value changed. If so, it was dumped to file. ** ** The main bottleneck was waiting for Softimage to update the scene when switching passes. Unfortunately that was necessary as the SDK only provides override information in the current pass. ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Vladimir Jankijevic *Sent:* Wednesday, June 05, 2013 5:32 AM *To:* softimage@listproc.autodesk.com *Subject:* SDK: Find out if material is locked by Override ** ** Hello List, ** ** I thought this would be easy but I didn't find anything in the docs so I thought i may ask here if someone has a clever solution for my problem.** ** ** ** If we create an Override which overrides a parameter on a material, Softimage automatically generates a copy of that material in question and assigns it to the object which previously had the original material applied. Now in the explorer, we can see that the original material has an annotation on it saying 'Locked by Override' and the duplicate has one saying '(LOCK) Created with Override'. My question is, how can we find out that the original material has been locked by an Override within the SDK? I tied everything that is known to me with no luck. It seems that the automatically generated material has a lock and can be tested for that by LockType, isLocked and LockLevel. But the original one shows no sign of anything locked going on with it. It even isn't assigned any more and UsedBy returns an empty collection. Not even the parameter that got overridden is detectable as such. I can't find any connection between the original material and it's copy originating from the master material. *** * Sure, when I can get hold of the duplicate, I can find the original one but not the other way around. I would be glad for any suggestions regarding this problem. Otherwise I'm going to log this as a Improvement request. ** ** Thanks guys (and gals :) ) ** ** Vladimir ** ** -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch --- -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch ---
Re: Quick question about arnold linear workflow
HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!! That's a great one :) On Wed, Jun 5, 2013 at 8:59 PM, Christopher christop...@thecreativesheep.ca wrote: Steven how long have you been scripting in Python ? ::Christopher:: Steven Caron wrote: to get to your question, i would turn all arnold settings to 1.0 and use color management for display. the textures are either handled per clip/shader or actually converted to linear externally. those types of workflow decisions are different per studio. we can elaborate on the sitoa list... s On Wed, Jun 5, 2013 at 5:32 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: Hi Andreas, Sure yes, I get your point well. I'll check that out tomorrow then, once again didn't though it was a big issue to ask here something like that, yes I am very aware of NDAs, etc.. thanks anyways -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch ---
Re: the secret of animation
that's beautiful. On 5 June 2013 20:19, Andres Stephens drais...@outlook.com wrote: HAH! My boss sent me this and we totally had a good laugh in the studio about this. Very funny. =P -Draise *From:* Stefan Kubicek *Sent:* Wednesday, June 5, 2013 2:19 PM *To:* softimage@listproc.autodesk.com LOL, I think I broke my rig! - those those last 10 seconds gave me goose bumps :-) https://vimeo.com/67501143 -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
OT: Sketchbook Pro educational version?
Does anyone here know if you can get a student version of Sketchbook Pro? My daughter is interested, but the AD educational website is a mess. I was able to find it in the new download center by asking it to show all - but even that was Sketchbook Designer, not Pro. And, when you click on it, it takes you right back to the Product Catalog. The entire Student/Educational website just goes in circles and never actually gives any useful information. Thanks, Paul
Re:OT: Sketchbook Pro educational version?
Hi. I'm not sure about educational version, but there is a free (a little bit limited, but still good for sketching) copic edition of sketchbook pro http://www.copicmarker.com/autodesk-and-copic Milan Vasek Od: softimage-boun...@listproc.autodesk.com Komu: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Kopie: Datum: Thu, 6 Jun 2013 07:19:16 -0400 Předmet: OT: Sketchbook Pro educational version? Does anyone here know if you can get a student version of Sketchbook Pro? My daughter is interested, but the AD educational website is a mess. I was able to find it in the new download center by asking it to show all - but even that was Sketchbook Designer, not Pro. And, when you click on it, it takes you right back to the Product Catalog. The entire Student/Educational website just goes in circles and never actually gives any useful information. Thanks, Paul
Re: PyQtForSoftimage with PySide support
C++ libraries talking to one another and compiled with different version of Visual C++ would just crash on new and delete, usually. It either works or doesn't work at all, it's not hard to tell if there is a problem. Python, Pyside and Qt should all three use the same compiler One comment about your blog post. While Maya is using a modified version of the Qt libraries, all the Qt point releases are binary compatible together. In other words, any version of Pyside compiled with some variete of Qt 4.8 will work with any variety of Qt 4.8.x, including the maya one. On the Mac we don't even compile PySide, we just take the binary off the web site. On Windows we had to compile because of the compiler. On Windows you can also use cmake to generate a visual studio project file and compile in the GUI if you prefer that. On Thu, Jun 6, 2013 at 8:50 AM, Stefan Kubicek s...@tidbit-images.com wrote: Hi all, for the time being I have put together the PySide Qt build instructions for whoever is interested: http://plutometro.blogspot.co.at/2013/06/compiling-x64-pyside-using-vs2010.html I can put that PySide installer up for download too in case ne1 want's to try it out, just let me know. @Steven: your abstraction module sounds like a really nice idea, I hope you get it all sorted without too much a hassle and future maintenance requirements (more differences between PySide and PyQt might be introduced with a later version of PySide, which in turn requires an update of that module?) @everybody: What's the general consensus of mixing compiler versions in a project? E.g. is it legal/safe to compile PySide with VS2010 using Qt libs that were built with VS2008? This is what's really irritating me atm: The absence of any publicly available x64 Qt installer compiled with VS2010, hence I'm building it myself. There really seems to be no such thing anywhere, and it's not like VS2010 can be considered exotic, can it? Stefan
Re: beer
Shakespears Head? Sounds good? no? yes? go home to sweden you bastard? /s On Thu, Jun 6, 2013 at 4:48 PM, adrian wyer adrian.w...@fluid-pictures.comwrote: ** ** ** ** ** out for a couple tonight in **Soho** with Mr Andersson if anyone is interested ** ** a ** ** Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com ** ** Fluid Pictures Limited is registered in **England** and ** **Wales. Company number:5657815 VAT number: 872 6893 71 ** ** -- *Stefan Andersson | Digital Janitor** * blog http://sanders3d.wordpress.com | showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 | skype:sanders3d
Re: beer
I'll be there around 6:30, getting my stuff ready now. regards stefan On Thu, Jun 6, 2013 at 5:02 PM, adrian wyer adrian.w...@fluid-pictures.comwrote: ** ** ** ** ** sounds good... the pub bit not the go home bit ** ** a ** ** -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Andersson *Sent:* 06 June 2013 16:57 *To:* softimage@listproc.autodesk.com *Subject:* Re: beer ** ** Shakespears Head? Sounds good? no? yes? go home to sweden you bastard? ** ** /s ** ** ** ** On Thu, Jun 6, 2013 at 4:48 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: out for a couple tonight in **Soho** with Mr Andersson if anyone is interested a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in **England** and Wales. Company number:5657815 VAT number: 872 6893 71 ** ** -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 | skype:sanders3d ** ** ** ** -- No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3343 / Virus Database: 3184/6388 - Release Date: 06/05/13* *** -- *Stefan Andersson | Digital Janitor** * blog http://sanders3d.wordpress.com | showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 | skype:sanders3d
Re: Quick question about arnold linear workflow
ack! you replied to him... my filter broken again ;) On Thu, Jun 6, 2013 at 1:32 AM, Vladimir Jankijevic vladi...@elefantstudios.ch wrote: HA HA HA HA HA HA HA HA HA HA HA HA HA HA!!! That's a great one :)
Experienced ICE particle freelance gig
Hi gang. A producer from a New Zealand studio, blockhead, contacted me looking for a skilled (not junior) ICE particle artist, for a freelance job. I don't have any details and am booked. I've sent some of you a direct mail but in case anyone else is interested here's her info (she know's I'm posting it of course. :) Libby Behrens Producer li...@blockhead.co.nz * Blockhead Visual Effects T +64 9 376 2951 M: +64 22 685 0755 54 Ponsonby Road Ponsonby Auckland New Zealand http://www.blockhead.co.nz/ www.blockhead.co.nz *
Re: Experienced ICE particle freelance gig
Andy - sorry, before I contact them directly, do you know if they would consider remote work? Thanks Sandy On 2013/06/06 7:18 PM, Andy Moorer wrote: Hi gang. A producer from a New Zealand studio, blockhead, contacted me looking for a skilled (not junior) ICE particle artist, for a freelance job. I don't have any details and am booked. I've sent some of you a direct mail but in case anyone else is interested here's her info (she know's I'm posting it of course. :) Libby Behrens Producer li...@blockhead.co.nz mailto:li...@blockhead.co.nz * * Blockhead Visual Effects T +64 9 376 2951 M: +64 22 685 0755 54 Ponsonby Road Ponsonby Auckland New Zealand* http://www.blockhead.co.nz/ www.blockhead.co.nz http://www.blockhead.co.nz/ *
Re: BW images for masks - so annoying
well, you can always go to the OGL tab of your material PPG and check Use specific image/UV pair. But I agree, I too wish it just used the diffuse by default. On Thu, Jun 6, 2013 at 2:26 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: This has been something that's annoyed me for a while maybe it's one of those RTFM moments, but... If you have a material that has some textures plugged into your diffuse and a BW image plugged in to control something like transparency, why on earth does Softimage always choose to display the BW image in the viewport? Is there some sort of visibility setting somewhere that will let you force it to always use the texture connected to diffuse? I get the same problem with displacement maps as well. Rather than displaying my diffuse, if I'm using displacements that's what I see in the viewport. My shaderballs all display fine, so why can't the viewport? Sorry - I'm just working on a print render at the moment where I have around 5 different packages that all look the same because I can't actually see the designs in my viewport. -Paul -- -=T=-
Re: BW images for masks - so annoying
Ah ha! That's what I wanted - Use specific Image/UV pair. But yeah I agree, the viewport needs a lot of attention. Thanks! Paul On Thu, Jun 6, 2013 at 3:40 PM, Eric Turman i.anima...@gmail.com wrote: well, you can always go to the OGL tab of your material PPG and check Use specific image/UV pair. But I agree, I too wish it just used the diffuse by default. On Thu, Jun 6, 2013 at 2:26 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: This has been something that's annoyed me for a while maybe it's one of those RTFM moments, but... If you have a material that has some textures plugged into your diffuse and a BW image plugged in to control something like transparency, why on earth does Softimage always choose to display the BW image in the viewport? Is there some sort of visibility setting somewhere that will let you force it to always use the texture connected to diffuse? I get the same problem with displacement maps as well. Rather than displaying my diffuse, if I'm using displacements that's what I see in the viewport. My shaderballs all display fine, so why can't the viewport? Sorry - I'm just working on a print render at the moment where I have around 5 different packages that all look the same because I can't actually see the designs in my viewport. -Paul -- -=T=-
RE: BW images for masks - so annoying
Many things under the hood of Softimage operate on the 'most recently created' principle. That is, what cluster is seen, which clusterproperty to use (vertex color, texture projection, user normals, ) tends to default to the most recently created property. If you applied your BW image last, then that's probably why it is displayed in the viewports. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: Thursday, June 06, 2013 12:27 PM To: softimage@listproc.autodesk.com Subject: BW images for masks - so annoying This has been something that's annoyed me for a while maybe it's one of those RTFM moments, but... If you have a material that has some textures plugged into your diffuse and a BW image plugged in to control something like transparency, why on earth does Softimage always choose to display the BW image in the viewport? Is there some sort of visibility setting somewhere that will let you force it to always use the texture connected to diffuse? I get the same problem with displacement maps as well. Rather than displaying my diffuse, if I'm using displacements that's what I see in the viewport. My shaderballs all display fine, so why can't the viewport? Sorry - I'm just working on a print render at the moment where I have around 5 different packages that all look the same because I can't actually see the designs in my viewport. -Paul
Re: BW images for masks - so annoying
Makes sense, I suppose. But it sure would be nice to have a global property that let you force it to display diffuse (or bump or displacement, etc.) like Override Object Properties does for wireframe, textured, etc. -Paul On Thu, Jun 6, 2013 at 4:49 PM, Matt Lind ml...@carbinestudios.com wrote: Many things under the hood of Softimage operate on the ‘most recently created’ principle. That is, what cluster is seen, which clusterproperty to use (vertex color, texture projection, user normals, ….) tends to default to the most recently created property. If you applied your BW image last, then that’s probably why it is displayed in the viewports. ** ** ** ** ** ** Matt ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Griswold *Sent:* Thursday, June 06, 2013 12:27 PM *To:* softimage@listproc.autodesk.com *Subject:* BW images for masks - so annoying ** ** This has been something that's annoyed me for a while maybe it's one of those RTFM moments, but... ** ** If you have a material that has some textures plugged into your diffuse and a BW image plugged in to control something like transparency, why on earth does Softimage always choose to display the BW image in the viewport? ** ** Is there some sort of visibility setting somewhere that will let you force it to always use the texture connected to diffuse? ** ** I get the same problem with displacement maps as well. Rather than displaying my diffuse, if I'm using displacements that's what I see in the viewport. ** ** My shaderballs all display fine, so why can't the viewport? ** ** Sorry - I'm just working on a print render at the moment where I have around 5 different packages that all look the same because I can't actually see the designs in my viewport. ** ** -Paul ** ** ** **
Re: Experienced ICE particle freelance gig
Hi Sandy, I believe so. or at least they had better if they are sold on getting an ICE freelancer lol :) On Thu, Jun 6, 2013 at 11:22 AM, Sandy Sutherland sandy.mailli...@gmail.com wrote: Andy - sorry, before I contact them directly, do you know if they would consider remote work? Thanks Sandy On 2013/06/06 7:18 PM, Andy Moorer wrote: Hi gang. A producer from a New Zealand studio, blockhead, contacted me looking for a skilled (not junior) ICE particle artist, for a freelance job. I don't have any details and am booked. I've sent some of you a direct mail but in case anyone else is interested here's her info (she know's I'm posting it of course. :) Libby Behrens Producer li...@blockhead.co.nz * Blockhead Visual Effects T +64 9 376 2951 M: +64 22 685 0755 54 Ponsonby Road Ponsonby Auckland New Zealand http://www.blockhead.co.nz/ www.blockhead.co.nz *
Re: beer
a ffs i'm not taking 4 hour drive to the Channel tunnel :( why not come to Brussels we got better Beer :P On 6 June 2013 18:51, Stefan Andersson sander...@gmail.com wrote: I'll be there around 6:30, getting my stuff ready now. regards stefan On Thu, Jun 6, 2013 at 5:02 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: ** ** ** ** ** sounds good... the pub bit not the go home bit ** ** a ** ** -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Andersson *Sent:* 06 June 2013 16:57 *To:* softimage@listproc.autodesk.com *Subject:* Re: beer ** ** Shakespears Head? Sounds good? no? yes? go home to sweden you bastard? ** ** /s ** ** ** ** On Thu, Jun 6, 2013 at 4:48 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: out for a couple tonight in **Soho** with Mr Andersson if anyone is interested a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in **England** and Wales. Company number:5657815 VAT number: 872 6893 71 ** ** -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 | skype:sanders3d ** ** ** ** -- No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3343 / Virus Database: 3184/6388 - Release Date: 06/05/13 -- *Stefan Andersson | Digital Janitor** * blog http://sanders3d.wordpress.com | showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| Instagram http://instagram.com/sanders3d_ | cell: +46-73-6268850 | skype:sanders3d
Re: BW images for masks - so annoying
I make a habbit of setting it to use specific image via the ppg as early as possible since I tend to drag and drop and replace texture files. A feature to have openGL point to the diffuse by default seems like a good feature for sure. On 6/6/2013 7:17 PM, Raffaele Fragapane wrote: That's because of what Matt has outlined. Soft has to make an arbitrary call when there are several equally weighted things it can display, and that call is usually LIFO (last in first out). You can override it by choosing the pairing (also mentioned), or you could want to ask Soft changes the behaviour to have a priority list in what to display (dodgy, can't please everyone). Ultimately going back on the decision of sticking to the older, crappy HQ viewport and actually implementing support for the MAX DX11 ubershader like Maya did might make a lot of (windows) users happier in general. Until then you have to either force the pairing if you know you will be working with a preferred channel most of the time, or dance the disconnection dance if you want to quickly hop back and forth between maps from the rendertree instead of from a PPG (it might some time require a keyframe or a change of frame or something similar in my experience, as that LIFO behaviour seems to occasionally get overriden by some internal persistency or similar, and won't work 100% of the time). On Fri, Jun 7, 2013 at 9:46 AM, Matt Morris matt...@gmail.com mailto:matt...@gmail.com wrote: Sometimes a simple disconnect diffuse shader branch and reconnect switches it for me. I agree though, annoying behaviour. On 6 June 2013 22:13, Paul Griswold pgrisw...@fusiondigitalproductions.com mailto:pgrisw...@fusiondigitalproductions.com wrote: Makes sense, I suppose. But it sure would be nice to have a global property that let you force it to display diffuse (or bump or displacement, etc.) like Override Object Properties does for wireframe, textured, etc. -Paul On Thu, Jun 6, 2013 at 4:49 PM, Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: Many things under the hood of Softimage operate on the ‘most recently created’ principle. That is, what cluster is seen, which clusterproperty to use (vertex color, texture projection, user normals, ….) tends to default to the most recently created property. If you applied your BW image last, then that’s probably why it is displayed in the viewports. Matt *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 *Paul Griswold *Sent:* Thursday, June 06, 2013 12:27 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* BW images for masks - so annoying This has been something that's annoyed me for a while maybe it's one of those RTFM moments, but... If you have a material that has some textures plugged into your diffuse and a BW image plugged in to control something like transparency, why on earth does Softimage always choose to display the BW image in the viewport? Is there some sort of visibility setting somewhere that will let you force it to always use the texture connected to diffuse? I get the same problem with displacement maps as well. Rather than displaying my diffuse, if I'm using displacements that's what I see in the viewport. My shaderballs all display fine, so why can't the viewport? Sorry - I'm just working on a print render at the moment where I have around 5 different packages that all look the same because I can't actually see the designs in my viewport. -Paul -- www.matinai.com http://www.matinai.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: BW images for masks - so annoying
BTW, to my knowledge at least, for quite a few versions now the shaderballs are fully rendered in whatever engine you're using. On Fri, Jun 7, 2013 at 5:26 AM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: My shaderballs all display fine, so why can't the viewport?