Re: Weird warning

2013-07-03 Thread Christian Freisleder

this will help.
http://xsisupport.com/2011/12/21/
christian

On 03.07.2013 06:10, Daniel Kim wrote:


I exported model and imported it into a new scene, then the error 
messages no more pop up.


I guess my scene file has been corrupted or something.

Thanks Matt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind

*Sent:* Wednesday, July 03, 2013 12:25 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Weird warning

Could be a number of causes, but basically the rug was pulled out from 
under the uvspace (texture projection) leaving it orphaned in the 
scene.  Softimage doesn't know what to do with it, so it spits out the 
warning.


Matt

*From:*softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel Kim

*Sent:* Tuesday, July 02, 2013 5:22 PM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Weird warning

Hi guys.

I get weird warning from Softimage

' WARNING : 3000 - Save: [3] objects were not saved normally

' WARNING : 3000 - -- [uvspace1279] was saved, but is disconnected 
from the scene. (Floating object)


' WARNING : 3000 - -- [uvspace1008] was saved, but is disconnected 
from the scene. (Floating object)


' WARNING : 3000 - -- [uvspace1259] was saved, but is disconnected 
from the scene. (Floating object)


I've never seen this one before. One of my team mates get this 
message, but have no idea where and what to check.


If anyone know, please post.

Thanks

Daniel





Re: Weird warning

2013-07-03 Thread Orlando Esponda
Take a look here:

http://xsisupport.com/2011/12/21/warning-3000-objects-were-not-saved-normally/


On Tue, Jul 2, 2013 at 11:10 PM, Daniel Kim dani...@magicboxandapps.comwrote:

 I exported model and imported it into a new scene, then the error messages
 no more pop up.

 I guess my scene file has been corrupted or something.

 ** **

 Thanks Matt

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
 *Sent:* Wednesday, July 03, 2013 12:25 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Weird warning 

 ** **

 Could be a number of causes, but basically the rug was pulled out from
 under the uvspace (texture projection) leaving it orphaned in the scene.
 Softimage doesn’t know what to do with it, so it spits out the warning. **
 **

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Daniel Kim
 *Sent:* Tuesday, July 02, 2013 5:22 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Weird warning 

 ** **

 Hi guys.

 ** **

 I get weird warning from Softimage

 ** **

 ' WARNING : 3000 - Save: [3] objects were not saved normally

 ' WARNING : 3000 - -- [uvspace1279] was saved, but is disconnected from
 the scene. (Floating object)

 ' WARNING : 3000 - -- [uvspace1008] was saved, but is disconnected from
 the scene. (Floating object)

 ' WARNING : 3000 - -- [uvspace1259] was saved, but is disconnected from
 the scene. (Floating object)

 ** **

 I’ve never seen this one before. One of my team mates get this message,
 but have no idea where and what to check.

 If anyone know, please post.

 ** **

 Thanks

 Daniel

 ** **


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Re: White House Down

2013-07-03 Thread Eugen Sares

Thanks a lot for this, Mathieu!
Always nice to hear when Softimage is used on such high profile titles. 
That prooves a lot technically, and it is good for the spirit, too...

Autodesk wants to use this for advertising...
Also, what you say about Fabric Engine instead of Nuke is amazing.

If I may ask,
which version did you use, and how many seats?
Any serious trouble you ran into?
So you built your own crowd system... what's the reason for not using 
the built-in system?




Am 02.07.2013 18:19, schrieb Mathieu Leclaire:

Hi guys,

I just wanted to share some information on the shots we did for White 
House Down.


First off, there's an article in fxguide that explains a bit what we 
did :


http://www.fxguide.com/featured/action-beats-6-scenes-from-white-house-down/ 




And here is some more details about how we did it :

We built upon our ICE based City Generator that we created for Spy 
Kids 4. In SK4, all the buildings where basically a bunch of instances 
(windows, wall, doors, etc.) put together using Softimage ICE logic to 
build very generic buildings. ICE was also used to create the 
streetscape, populate the city with props (lamp post, traffic lights, 
garbage cans, bus stops, etc.), distribute static trees and car 
traffic. Everything was instances so memory consumption was very low 
and render times where minimal (20-30 minutes a frame in Mental Ray at 
the time). The city in Spy Kids 4 was very generic and the cameras 
where very high up in the sky so we didn't care as much about having a 
lot of details and interaction on the ground level and we didn't 
really need specific and recognizable buildings either.


The challenge in White House Down was the fact that it was Washington 
and we needed to recognize very specific landmarks so it needed to be 
a lot less generic. The action also happens very close to the ground 
so we needed to have a lot more detail on the ground level and there 
needed to be a lot of interaction with the helicopters that are 
passing by.


So we modeled a lot more specific assets to add more variation (very 
specific buildings and recognizable landmarks, more props, more 
vegetation, more cars, etc.). We updated our building generator to 
allow more customizations. We updated our props and cars distribution 
systems. They where all still ICE based instances, but we added a lot 
more controls to allow our users to easily manage such complex scenes. 
We had a system to automate the texturing of cars and props based on 
rules so we could texture thousands of assets very quickly. Everything 
was also converted to Stand-Ins to keep our working scenes very light 
and leave the heavy lifting to the renderer.


Which brings me to Arnold.

We knew the trick to making these shots as realistic as possible would 
be to add as much details as we possibly could. Arnold is so good at 
handling a lot of geometry and we where all very impressed by how much 
Arnold could chew (we where managing somewhere around 500-600 million 
polygons at a time) but it still wasn't going to be enough, so we 
built a deep image compositing pipeline for this project to allowed us 
to add so much more detail to the shots.


Every asset where built in low and high resolution. So we basically 
loaded whatever elements we where rendering in a layer as high 
resolution while the rest of the scene assets where all low resolution 
only to be visible through secondary rays (so to cast reflections, 
shadows, GI, etc.). We could then combine all the layers through deep 
compositing and could extract whatever layer we desired without 
worrying about generating the proper hold-out mattes at render time 
(which would have been impossible to manage at that level of detail).


In one shot, we calculated that once all the layers where merged 
together using our deep image pipeline, it added up to just over 4.2 
billion polygons... though that number is not quite exact since we 
always loaded all assets as lo-res in memory except for the visible 
elements that where being rendered in high resolution. We have a lot 
of low res geometry that is repeated in many layers, so the exact 
number is slightly lower then the 4.2 billion polygons reported, but 
still... we ended up managing a lot of data for that show.


Render times where also very reasonable, varying from 20 minutes to 
2-3 hours per frame rendered at 3K. Once we added all the layers in 
one shot, then it came somewhere between 10-12 hours per frame.


We started out using Nuke to manipulate our deep images, but we ended 
up creating an in-house custom standalone application using Creation 
Platform from Fabric Engine to accelerate the deep image 
manipulations. What took hours to manage in Nuke could now be done in 
minutes and we could now also exploit our entire render farm to 
extract the desired layers when needed.


Finally, the last layer of complexity came from the interaction 
between the helicopters and the environment. We simulated and baked 

updating from 2012 to 2014 sp1

2013-07-03 Thread Matt Morris
Hey guys,

seriously considering updating to 2014sp1, would there be any major gotchas
to look out for, bearing in mind I wouldn't be using arnold for now or
exporting strands (maybe rendering them in mental ray though).

Wondering about speed of ref models, any shader incompatibilities, or ice
tree differences? Does melena still work ok? Links into royal render ok?

Any wisdom appreciated!
Matt



-- 
www.matinai.com


Caching Geometry attributes

2013-07-03 Thread paul

Hi, does anyone have experience of caching out ICE attributes on Geometry, for 
example, a changing scalar value, to ultimately drive a weight-map on the read 
mesh.

I have no trouble with point clouds.

could anyone confirm that it is im/possible please?

Paul

[Syflex ICE] develop custom custom Syflex force?

2013-07-03 Thread Martin Chatterjee
Hey there,

currently evaluating Syflex in ICE - and trying to work around a few
annoying things...

Is it possible to develop my own custom Syflex force? It would have to be a
custom ICE node with an output of the custom type syForce.

I've stumbled over the Syflex SDK for XSIhttp://www.syflex.biz/free.html -
but this seems to be for the standard version of Syflex.

Any ideas/experiences out there? That would be lovely...

Thanks in advance,

Martin

--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]


Re: Caching Geometry attributes

2013-07-03 Thread Rob Chapman
yes its possible, I do it all the time.  remember to aggressively store the
attribute value with an attribute display before caching otherwise 9 times
out of 10 it will not be stored otherwise


On 3 July 2013 11:30, p...@bustykelp.com wrote:


  Hi, does anyone have experience of caching out ICE attributes on
 Geometry, for example, a changing scalar value, to ultimately drive a
 weight-map on the read mesh.

 I have no trouble with point clouds.

 could anyone confirm that it is im/possible please?

 Paul



Re: Caching Geometry attributes

2013-07-03 Thread paul
Ah. Thanks that works



Named parameters on a long command

2013-07-03 Thread Mihail Djurev

 Hello,

I have a custom command with 10+ parameters and each of these parameters 
has a name and a default value. Right now I'm forced to use something like

MyCommand(cube, 1, 20, , , , , , , true);
This approach, however is very cumbersome and error-prone. I was 
wondering if there is a way to call the command by setting the 
parameters by name and not by their order.

Basically, I would like to be able to do something like this:
MyCommand( objName = cube, type = 1, someOtherThing = 20, 
yetAnotherThing = true);


Is it possible to do this in Softimage?

Thanks,
Mihail


Re: Named parameters on a long command

2013-07-03 Thread Alok Gandhi
You can set default values in command definition(plugin registration). But
you cannot specify argument name and value when you are calling the command.


On Wed, Jul 3, 2013 at 7:43 AM, Mihail Djurev
mihail.dju...@chaosgroup.comwrote:

  Hello,

 I have a custom command with 10+ parameters and each of these parameters
 has a name and a default value. Right now I'm forced to use something like
 MyCommand(cube, 1, 20, , , , , , , true);
 This approach, however is very cumbersome and error-prone. I was wondering
 if there is a way to call the command by setting the parameters by name and
 not by their order.
 Basically, I would like to be able to do something like this:
 MyCommand( objName = cube, type = 1, someOtherThing = 20,
 yetAnotherThing = true);

 Is it possible to do this in Softimage?

 Thanks,
 Mihail




--


Re: Named parameters on a long command

2013-07-03 Thread Eric Thivierge

Could you wrap the command in a python function?


def myFunction(arg1=Default, arg2=1, arg3=True, arg4=String):
xsi.myCommand(arg1,arg2,arg3,arg4)

myFunction(arg2=3, arg4=String2)

 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 03/07/2013 7:43 AM, Mihail Djurev wrote:

 Hello,

I have a custom command with 10+ parameters and each of these 
parameters has a name and a default value. Right now I'm forced to use 
something like

MyCommand(cube, 1, 20, , , , , , , true);
This approach, however is very cumbersome and error-prone. I was 
wondering if there is a way to call the command by setting the 
parameters by name and not by their order.

Basically, I would like to be able to do something like this:
MyCommand( objName = cube, type = 1, someOtherThing = 20, 
yetAnotherThing = true);


Is it possible to do this in Softimage?

Thanks,
Mihail





Re: updating from 2012 to 2014 sp1

2013-07-03 Thread Alan Fregtman
The biggest gotcha I can think of is [SI_DEFECT-0073] which is about the
ICE SDK being extra slow. That is, if you're reading attributes via
scripting (or the C++ API I believe), it's apparently much slower than it
used to be.

I know you said you weren't using Arnold, but that's where you would notice
it the most -- when trying to export a scene with ICE stuff. I think a fix
is on its way, but not out yet.



On Wed, Jul 3, 2013 at 5:15 AM, Matt Morris matt...@gmail.com wrote:

 Hey guys,

 seriously considering updating to 2014sp1, would there be any major
 gotchas to look out for, bearing in mind I wouldn't be using arnold for now
 or exporting strands (maybe rendering them in mental ray though).

 Wondering about speed of ref models, any shader incompatibilities, or ice
 tree differences? Does melena still work ok? Links into royal render ok?

 Any wisdom appreciated!
  Matt



 --
 www.matinai.com



Re: Named parameters on a long command

2013-07-03 Thread Mihail Djurev

 Thanks Eric, that will do.

Mihail


Re: updating from 2012 to 2014 sp1

2013-07-03 Thread Matt Morris
Hey Alan,

thanks for the reply, that puts me at ease a bit. Have been testing it
today and had no major issues, might try a mini-rollout. There's a rather
large thread on si-community concerning 2014 but most of those problems
seem to stem from paths/older plugins, will be a good time to cull the
unused stuff from the workgroup.




On 3 July 2013 14:53, Alan Fregtman alan.fregt...@gmail.com wrote:

 The biggest gotcha I can think of is [SI_DEFECT-0073] which is about the
 ICE SDK being extra slow. That is, if you're reading attributes via
 scripting (or the C++ API I believe), it's apparently much slower than it
 used to be.

 I know you said you weren't using Arnold, but that's where you would
 notice it the most -- when trying to export a scene with ICE stuff. I
 think a fix is on its way, but not out yet.



 On Wed, Jul 3, 2013 at 5:15 AM, Matt Morris matt...@gmail.com wrote:

 Hey guys,

 seriously considering updating to 2014sp1, would there be any major
 gotchas to look out for, bearing in mind I wouldn't be using arnold for now
 or exporting strands (maybe rendering them in mental ray though).

 Wondering about speed of ref models, any shader incompatibilities, or ice
 tree differences? Does melena still work ok? Links into royal render ok?

 Any wisdom appreciated!
  Matt



 --
 www.matinai.com





-- 
www.matinai.com


Re: updating from 2012 to 2014 sp1

2013-07-03 Thread Eric Thivierge
Syflex got an upgrade but there are still some workflow and nodes that 
may be a bit unstable. Use at your own risk and test, test, test.


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On July-03-13 11:57:09 AM, Matt Morris wrote:

Hey Alan,

thanks for the reply, that puts me at ease a bit. Have been testing it
today and had no major issues, might try a mini-rollout. There's a
rather large thread on si-community concerning 2014 but most of those
problems seem to stem from paths/older plugins, will be a good time to
cull the unused stuff from the workgroup.




On 3 July 2013 14:53, Alan Fregtman alan.fregt...@gmail.com
mailto:alan.fregt...@gmail.com wrote:

The biggest gotcha I can think of is [SI_DEFECT-0073] which is
about the ICE SDK being extra slow. That is, if you're reading
attributes via scripting (or the C++ API I believe), it's
apparently much slower than it used to be.

I know you said you weren't using Arnold, but that's where you
would notice it the most -- when trying to export a scene with ICE
stuff. I think a fix is on its way, but not out yet.



On Wed, Jul 3, 2013 at 5:15 AM, Matt Morris matt...@gmail.com
mailto:matt...@gmail.com wrote:

Hey guys,

seriously considering updating to 2014sp1, would there be any
major gotchas to look out for, bearing in mind I wouldn't be
using arnold for now or exporting strands (maybe rendering
them in mental ray though).

Wondering about speed of ref models, any shader
incompatibilities, or ice tree differences? Does melena still
work ok? Links into royal render ok?

Any wisdom appreciated!
Matt



--
www.matinai.com http://www.matinai.com





--
www.matinai.com http://www.matinai.com




Re: White House Down

2013-07-03 Thread Mathieu Leclaire

Hi Eugen,

which version did you use, and how many seats?
Any serious trouble you ran into?

You're talking about Fabric Engine' Creation Platform? We have a site 
license so we can do deep image processing on about 120 machines if we 
chose to. For Nuke, we have 20 or 25 licenses (I'm not sure anymore). So 
by using our Creation Platform site licenses, we can use many more 
machines to process the data without having to buy more Nuke licenses. 
But the speed gain is not only because we can now use more machines, our 
CP based deep image tool is much faster then Nuke, though it's hard to 
say how much faster. It's relative to a lot of factors and we are still 
working on optimizing our version. We've noticed certain operations that 
can be over 10 times faster, while others can be longer then Nuke, but 
we are still putting in a lot of work and hope to improve performance 
even more as we learn to use CP more and more. Creation Platform is a 
lot to take in so all the trouble we ran into was mostly a normal part 
of the learning curve that comes with adopting a new development 
platform. I don't remember on which version we started implementing this 
tool, but we've adapted with each new release of the platform.


So you built your own crowd system... what's the reason for not using 
the built-in system?


We created a crowd system for the French movie Jappeloup where we 
delivered 404 crowd shots in about 3-4 months last summer. This happened 
before Crowd FX was released. I remember having discussions with 
Autodesk while they where still working on Crowd FX, but we had to 
deliver shots way before their system was to be complete and stable. Our 
crowd system isn't complex. There's no real interaction between agents. 
It's a stadium agent based crowd system. It's based on a list of 
animation clips doing various actions, and the system is all instance 
based. The system basically randomly choses an animation cycle with a 
few clever tools to help select the timing and distribution. Since it's 
all instances, the memory needed is much less then creating unique mesh 
per agent, but the more varied the action of the agents are, the more 
memory it takes and it can eventually become as memory heavy as having 
unique geometry per agent. It was a matter of finding a good threshold 
where you have enough variations in the cycles so you don't notice they 
are being repeated, but not too much so it keeps memory low. Our agents 
are also very high resolution compared to most crowd solutions where 
agents are very low-resolution. That helps the look of the crowd a lot. 
It adds a lot of detail to the crowds and really helps sell the shots. 
With deep composting, we can raise the bar even further and split our 
renders in many layers without ever having to worry about where the 
agents of each layer fit in the crowd. The system of White House Down is 
the evolution of that system. Since the shots have constantly moving 
cameras and the crowds are motion blurred with individual agents only 
visible for a limited number of frames, we could deal the crowds as if 
they where stadium agents where the stadium is basically the streets of 
Washington. It was only a matter of adding animation cycles of people 
reacting to a helicopter passing just over their heads.


-Mathieu


On 03/07/2013 2:44 AM, Eugen Sares wrote:

Thanks a lot for this, Mathieu!
Always nice to hear when Softimage is used on such high profile 
titles. That prooves a lot technically, and it is good for the spirit, 
too...

Autodesk wants to use this for advertising...
Also, what you say about Fabric Engine instead of Nuke is amazing.

If I may ask,
which version did you use, and how many seats?
Any serious trouble you ran into?
So you built your own crowd system... what's the reason for not using 
the built-in system?




Am 02.07.2013 18:19, schrieb Mathieu Leclaire:

Hi guys,

I just wanted to share some information on the shots we did for White 
House Down.


First off, there's an article in fxguide that explains a bit what we 
did :


http://www.fxguide.com/featured/action-beats-6-scenes-from-white-house-down/ 




And here is some more details about how we did it :

We built upon our ICE based City Generator that we created for Spy 
Kids 4. In SK4, all the buildings where basically a bunch of 
instances (windows, wall, doors, etc.) put together using Softimage 
ICE logic to build very generic buildings. ICE was also used to 
create the streetscape, populate the city with props (lamp post, 
traffic lights, garbage cans, bus stops, etc.), distribute static 
trees and car traffic. Everything was instances so memory consumption 
was very low and render times where minimal (20-30 minutes a frame in 
Mental Ray at the time). The city in Spy Kids 4 was very generic and 
the cameras where very high up in the sky so we didn't care as much 
about having a lot of details and interaction on the ground level and 
we didn't really need specific and recognizable 

Re: Named parameters on a long command

2013-07-03 Thread Cesar Saez
A handy python wrapper I have around on my library, perhaps it's usefull
for you too :-)


def pywrap(cmd_name, **kwds):
cmd = Application.Commands(cmd_name)
if not cmd:
Application.LogMessage(cmd_name +  doesnt found., 4)
return
for arg in cmd.Arguments:
value = kwds.get(arg.Name)
if value:
arg.Value = value
cmd.Execute()

pywrap(Select Object, SelectionList=null)




On Wed, Jul 3, 2013 at 10:41 AM, Mihail Djurev mihail.dju...@chaosgroup.com
 wrote:

  Thanks Eric, that will do.

 Mihail



Softimage 2014 SP2 released

2013-07-03 Thread Stephen Blair

Autodesk Softimage 2014 Service Pack 2 has been released
http://goo.gl/6LWRd


Bugs Fixed in this Release

SOFT-9094
Caching a Crowd FX simulation is broken

SOFT-9089
Very slow access to the ICE attribute arrays

*Note:
You may need to recompile your plugins, if they were compiled using 
Softimage versions prior to 2014 SP2.




Re: Softimage 2014 SP2 released

2013-07-03 Thread Sandy Sutherland
Stephen - I hope you are sending Autodesk a bill every month for your 
ongoing Softimage support - :-P


S.

On 2013/07/03 8:21 PM, Stephen Blair wrote:

Autodesk Softimage 2014 Service Pack 2 has been released
http://goo.gl/6LWRd


Bugs Fixed in this Release

SOFT-9094
Caching a Crowd FX simulation is broken

SOFT-9089
Very slow access to the ICE attribute arrays

*Note:
You may need to recompile your plugins, if they were compiled using 
Softimage versions prior to 2014 SP2.






Re: Softimage 2014 SP2 released

2013-07-03 Thread Gene Crucean
Seriously man.

On a separate topic... holy mother of fast updates. There must have been
some big bugs in 2014.


On Wed, Jul 3, 2013 at 11:24 AM, Sandy Sutherland sandy.mailli...@gmail.com
 wrote:

 Stephen - I hope you are sending Autodesk a bill every month for your
 ongoing Softimage support - :-P

 S.


 On 2013/07/03 8:21 PM, Stephen Blair wrote:

 Autodesk Softimage 2014 Service Pack 2 has been released
 http://goo.gl/6LWRd


 Bugs Fixed in this Release

 SOFT-9094
 Caching a Crowd FX simulation is broken

 SOFT-9089
 Very slow access to the ICE attribute arrays

 *Note:
 You may need to recompile your plugins, if they were compiled using
 Softimage versions prior to 2014 SP2.





-- 
-Gene
www.genecrucean.com


Requesting advice about light object

2013-07-03 Thread Nancy Jacobs
Hello,

I've been away from XSi for about two years due to illness, but am back working 
on a project. So, this may be very easy for you guys to answer. I'm feeling 
noobness here, having forgotten so many things!

I'm trying to make a small sphere look like a light source, illuminating part 
of the scene, which is only lit by final gathering and a globe HDR object. I'm 
pretty sure I've done this successfully before, but it's failing me this 
time...;-)

I can't make the sphere a constant material, because I want it to use many of 
the attributes of the architectural shader. In other words, I want it to be a 
reflective ball which is glowing and emitting light. I like the simplified 
emulated reflections i was getting by using optimizations in the architectural 
shader (also the rendering time advantage). So, I tried putting a point light 
inside it, which has somewhat fouled up the nice surface I had going with the 
architectural shader. And there is no 'incandescence' in this shader to make it 
appear glowing. I don't want to see the actual point light in the render, but I 
do want the ball itself to be a bit luminous.

 I'm also having a lot of trouble with the light attenuation using the 
exponent. Does anyone have any idea how to measure 'Softimage units' in ones 
scene? Do they relate to say, the sphere radius I am using? Or is that a whole 
'nother thing

Anyone who can give me some ideas or point me to some info about this glowing 
sphere light thing, much appreciated... Seems so rudimentary...

Thanks,
Nancy


RE: Requesting advice about light object

2013-07-03 Thread Matt Lind
Many solutions, but here's an older simple solution:

The object emitting illumination should have secondary rays active, and primary 
rays inactive.  This allows rays to be cast for Global illumination, final 
gathering, etc..., but not be directly visible by the camera.  This allows you 
to use a constant shaded sphere as the emitter.

The object acting as the bulb and visible to the camera should have the 
opposite settings so it appears in the render, but doesn't block the rays cast 
by the emitter. 

You may need to do more subtle tweaking of visibility to account of other 
situations.  For those cases I'll refer you to the 'ray switch' node which can 
perform the same task at a more granular level.

Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nancy Jacobs
Sent: Wednesday, July 03, 2013 3:02 PM
To: Softimage Listserve
Subject: Requesting advice about light object

Hello,

I've been away from XSi for about two years due to illness, but am back working 
on a project. So, this may be very easy for you guys to answer. I'm feeling 
noobness here, having forgotten so many things!

I'm trying to make a small sphere look like a light source, illuminating part 
of the scene, which is only lit by final gathering and a globe HDR object. I'm 
pretty sure I've done this successfully before, but it's failing me this 
time...;-)

I can't make the sphere a constant material, because I want it to use many of 
the attributes of the architectural shader. In other words, I want it to be a 
reflective ball which is glowing and emitting light. I like the simplified 
emulated reflections i was getting by using optimizations in the architectural 
shader (also the rendering time advantage). So, I tried putting a point light 
inside it, which has somewhat fouled up the nice surface I had going with the 
architectural shader. And there is no 'incandescence' in this shader to make it 
appear glowing. I don't want to see the actual point light in the render, but I 
do want the ball itself to be a bit luminous.

 I'm also having a lot of trouble with the light attenuation using the 
exponent. Does anyone have any idea how to measure 'Softimage units' in ones 
scene? Do they relate to say, the sphere radius I am using? Or is that a whole 
'nother thing

Anyone who can give me some ideas or point me to some info about this glowing 
sphere light thing, much appreciated... Seems so rudimentary...

Thanks,
Nancy



Re: Requesting advice about light object

2013-07-03 Thread Nancy Jacobs
These all sound like good ideas... I did try out the mia light surface shader, 
and got a bit closer to what I want, but i'll definitely check all these ideas 
out next work session. 

Thanks!

On Jul 3, 2013, at 10:42 PM, Rares Halmagean ra...@rarebrush.com wrote:

 Another solution Nancy, may be to composite a render of the constant shaded 
 material over your architectural sphere depending on how comfortable you are 
 with approach.
 
 Or a simpler solution than the one I suggested earler comes to mind; Use a 
 mix_2_colors node by plugging the architectural shaders out into mix2color 
 base_color input, plug the lambert or constants out into mix2color color 1 
 followed by mix_2_colors out to surface input of the material node, making 
 sure to dial the constant node contribution via the weight rgba in the mix 
 layer of the mix_2_colors node. That way you maintain the architectural 
 material surface properties and mix in the incandescent property of the 
 constant shader. You may have to play around with the architectural shader 
 diffuse, reflection properties and mix2colors mix layer properties till you 
 get the look you want. 
 
 gdfdifhb.jpg
 
 -Rares
 
 
 On 7/3/2013 8:46 PM, Matt Lind wrote:
 Many solutions, but here's an older simple solution:
 
 The object emitting illumination should have secondary rays active, and 
 primary rays inactive.  This allows rays to be cast for Global illumination, 
 final gathering, etc..., but not be directly visible by the camera.  This 
 allows you to use a constant shaded sphere as the emitter.
 
 The object acting as the bulb and visible to the camera should have the 
 opposite settings so it appears in the render, but doesn't block the rays 
 cast by the emitter. 
 
 You may need to do more subtle tweaking of visibility to account of other 
 situations.  For those cases I'll refer you to the 'ray switch' node which 
 can perform the same task at a more granular level.
 
 Matt
 
 
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nancy Jacobs
 Sent: Wednesday, July 03, 2013 3:02 PM
 To: Softimage Listserve
 Subject: Requesting advice about light object
 
 Hello,
 
 I've been away from XSi for about two years due to illness, but am back 
 working on a project. So, this may be very easy for you guys to answer. I'm 
 feeling noobness here, having forgotten so many things!
 
 I'm trying to make a small sphere look like a light source, illuminating 
 part of the scene, which is only lit by final gathering and a globe HDR 
 object. I'm pretty sure I've done this successfully before, but it's failing 
 me this time...;-)
 
 I can't make the sphere a constant material, because I want it to use many 
 of the attributes of the architectural shader. In other words, I want it to 
 be a reflective ball which is glowing and emitting light. I like the 
 simplified emulated reflections i was getting by using optimizations in the 
 architectural shader (also the rendering time advantage). So, I tried 
 putting a point light inside it, which has somewhat fouled up the nice 
 surface I had going with the architectural shader. And there is no 
 'incandescence' in this shader to make it appear glowing. I don't want to 
 see the actual point light in the render, but I do want the ball itself to 
 be a bit luminous.
 
  I'm also having a lot of trouble with the light attenuation using the 
 exponent. Does anyone have any idea how to measure 'Softimage units' in ones 
 scene? Do they relate to say, the sphere radius I am using? Or is that a 
 whole 'nother thing
 
 Anyone who can give me some ideas or point me to some info about this 
 glowing sphere light thing, much appreciated... Seems so rudimentary...
 
 Thanks,
 Nancy
 
 
 -- 
 Rares Halmagean
 ___
 visual development and 3d character  content creation. 
 rarebrush.com


Re: Requesting advice about light object

2013-07-03 Thread Nancy Jacobs
Wow, here's a duh momentas that's exactly what I'm doing with the 2 
environment spheres, with the visible image and the invisible HDR image! So, 
i'll try it on a smaller scale for this as well.  Not familiar with the ray 
switch mode, though, I will have to look into that. Thank you Matt. With this I 
wouldn't need the point light either, as I'm using FG anyway.

On Jul 3, 2013, at 9:46 PM, Matt Lind ml...@carbinestudios.com wrote:

 Many solutions, but here's an older simple solution:
 
 The object emitting illumination should have secondary rays active, and 
 primary rays inactive.  This allows rays to be cast for Global illumination, 
 final gathering, etc..., but not be directly visible by the camera.  This 
 allows you to use a constant shaded sphere as the emitter.
 
 The object acting as the bulb and visible to the camera should have the 
 opposite settings so it appears in the render, but doesn't block the rays 
 cast by the emitter. 
 
 You may need to do more subtle tweaking of visibility to account of other 
 situations.  For those cases I'll refer you to the 'ray switch' node which 
 can perform the same task at a more granular level.
 
 Matt
 
 
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nancy Jacobs
 Sent: Wednesday, July 03, 2013 3:02 PM
 To: Softimage Listserve
 Subject: Requesting advice about light object
 
 Hello,
 
 I've been away from XSi for about two years due to illness, but am back 
 working on a project. So, this may be very easy for you guys to answer. I'm 
 feeling noobness here, having forgotten so many things!
 
 I'm trying to make a small sphere look like a light source, illuminating part 
 of the scene, which is only lit by final gathering and a globe HDR object. 
 I'm pretty sure I've done this successfully before, but it's failing me this 
 time...;-)
 
 I can't make the sphere a constant material, because I want it to use many of 
 the attributes of the architectural shader. In other words, I want it to be a 
 reflective ball which is glowing and emitting light. I like the simplified 
 emulated reflections i was getting by using optimizations in the 
 architectural shader (also the rendering time advantage). So, I tried putting 
 a point light inside it, which has somewhat fouled up the nice surface I had 
 going with the architectural shader. And there is no 'incandescence' in this 
 shader to make it appear glowing. I don't want to see the actual point light 
 in the render, but I do want the ball itself to be a bit luminous.
 
 I'm also having a lot of trouble with the light attenuation using the 
 exponent. Does anyone have any idea how to measure 'Softimage units' in ones 
 scene? Do they relate to say, the sphere radius I am using? Or is that a 
 whole 'nother thing
 
 Anyone who can give me some ideas or point me to some info about this glowing 
 sphere light thing, much appreciated... Seems so rudimentary...
 
 Thanks,
 Nancy