interaction lag

2013-09-13 Thread Gerbrand Nel

Hey list
I have this irritating problem, and I was hoping you guys knew what 
might cause it, and how to fix it.

I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is a few 
seconds of dead softimage and then it wakes up and works in real time 
again.

This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G


Re: interaction lag

2013-09-13 Thread Matt Morris
Are you referencing the mesh in ice at all? I've found that can cause
delays sometimes.


On 13 September 2013 09:15, wavo w...@fiftyeight.com wrote:

  Noo!  (...only if it has  a lot of polygons),

 do you use linked shapeanimation or is it subdivided, is the delay  in
 camera-view or in every view?!

 Did you merge it in a new Scene?!
 Wireframe or shaded, heavy geo?!

 W


 Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

 Hey list
 I have this irritating problem, and I was hoping you guys knew what might
 cause it, and how to fix it.
 I've rigged this character, and the interaction is a bit weird.
 When I navigate around the geometry, everything is real time.
 When I select a part of the rig and start transforming, there is a few
 seconds of dead softimage and then it wakes up and works in real time
 again.
 This happens every time I start transforming on a new axis.
 Any ideas?
 Thanks people :)
 G



 --


 *Walter Volbers***
  Senior Animator

 *FIFTYEIGHT*** 3D
 **Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15

 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com
 *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

 *http://www.ESC58.de
 *
  **




-- 
www.matinai.com


Re: interaction lag

2013-09-13 Thread Gerbrand Nel

It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there 
for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause 
delays sometimes.



On 13 September 2013 09:15, wavo w...@fiftyeight.com 
mailto:w...@fiftyeight.com wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is
a few seconds of dead softimage and then it wakes up and works
in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%2B49%20%280%29%2069.48%2%2055.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_




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




Re: interaction lag

2013-09-13 Thread wavo
... in case that  the character has more than one deformer (e.g. shape 
envelope push etc. )

 turn it of step by step to see where is the vault
sorry, i would also delete the particlestuff only to expulse!

but i guess you checked this already

W

Am 9/13/2013 10:55 AM, schrieb Gerbrand Nel:

It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there 
for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause 
delays sometimes.



On 13 September 2013 09:15, wavo w...@fiftyeight.com 
mailto:w...@fiftyeight.com wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is
a few seconds of dead softimage and then it wakes up and works
in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%2B49%20%280%29%2069.48%2%2055.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_




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





--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_


Re: interaction lag

2013-09-13 Thread Martin
Any broken links? I had some delays working with broken Synoptics. Nothing
like this though.

Martin


On Fri, Sep 13, 2013 at 6:10 PM, wavo w...@fiftyeight.com wrote:

  ... in case that  the character has more than one deformer (e.g. shape
 envelope push etc. )
  turn it of step by step to see where is the vault
 sorry, i would also delete the particlestuff only to expulse!

 but i guess you checked this already

 W

 Am 9/13/2013 10:55 AM, schrieb Gerbrand Nel:

 It happens on all views, shaded and wireframe.
 I'm emitting particles and strands on the mesh, but its all hidden.
 I tried the merge into new scene, but I still have the lag.
 This is 2013 btw.. I'll check 2014, but we cant move the project there for
 now :(
 I was hoping there was a display setting I was missing.

 Thanks for the input guys
 G
 On 2013/09/13 10:34 AM, Matt Morris wrote:

 Are you referencing the mesh in ice at all? I've found that can cause
 delays sometimes.


 On 13 September 2013 09:15, wavo w...@fiftyeight.com wrote:

  Noo!  (...only if it has  a lot of polygons),

 do you use linked shapeanimation or is it subdivided, is the delay  in
 camera-view or in every view?!

 Did you merge it in a new Scene?!
 Wireframe or shaded, heavy geo?!

 W


 Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

 Hey list
 I have this irritating problem, and I was hoping you guys knew what might
 cause it, and how to fix it.
 I've rigged this character, and the interaction is a bit weird.
 When I navigate around the geometry, everything is real time.
 When I select a part of the rig and start transforming, there is a few
 seconds of dead softimage and then it wakes up and works in real time
 again.
 This happens every time I start transforming on a new axis.
 Any ideas?
 Thanks people :)
 G



  --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50 %2B49%20%280%29%2069.48%2%2055.50
 Telefax +49 (0) 69.48 000 55.15 %2B49%20%280%29%2069.48%2%2055.15

 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com
 *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

 *http://www.ESC58.de
 *




  --
 www.matinai.com




 --


 *Walter Volbers***
  Senior Animator

 *FIFTYEIGHT*** 3D
 **Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15

 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com
 *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

 *http://www.ESC58.de
 *
  **



Re: interaction lag

2013-09-13 Thread peter_b
hiding the particles and strands is not going to simulate them but that doesn’t 
mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds *exactly* like 
what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up properly (the lag) 
and then does nothing with it (fast interaction) – which is not ideal.

try to break the link with the mesh in the ICE tree by pointing to some other 
geo that you’re doing nothing with – I’d bet the lag is gone.

in more complex trees I try to make it easy to switch the input geometry – such 
as avoiding several getters pointing to the same geometry, and putting a 
passthrough between the getter and the rest of the tree. Or use a group as 
input (if possible) and remove/add the mesh from the group as needed – without 
having to go in the ICE tree.

From: Gerbrand Nel 
Sent: Friday, September 13, 2013 10:55 AM
To: softimage@listproc.autodesk.com 
Subject: Re: interaction lag

It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there for now 
:(
I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:

  Are you referencing the mesh in ice at all? I've found that can cause delays 
sometimes.



  On 13 September 2013 09:15, wavo w...@fiftyeight.com wrote:

Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the delay  in 
camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

  Hey list 
  I have this irritating problem, and I was hoping you guys knew what might 
cause it, and how to fix it. 
  I've rigged this character, and the interaction is a bit weird. 
  When I navigate around the geometry, everything is real time. 
  When I select a part of the rig and start transforming, there is a few 
seconds of dead softimage and then it wakes up and works in real time again. 
  This happens every time I start transforming on a new axis. 
  Any ideas? 
  Thanks people :) 
  G 





-- 


Walter Volbers 
Senior Animator

FIFTYEIGHT 3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15 

mailto:w...@fiftyeight.com
http://www.fiftyeight.com


 
ESC58 
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

http://www.ESC58.de 






  -- 
  www.matinai.com 



Re: interaction lag

2013-09-13 Thread olivier jeannel
I had massive slowdown with getting 150 Matrices in a hierarchy because 
of 4 unfrozen Center operators in the modeling stack. :/



Le 13/09/2013 11:47, pete...@skynet.be a écrit :
hiding the particles and strands is not going to simulate them but 
that doesn’t mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds 
*exactly* like what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up properly 
(the lag) and then does nothing with it (fast interaction) – which is 
not ideal.
try to break the link with the mesh in the ICE tree by pointing to 
some other geo that you’re doing nothing with – I’d bet the lag is gone.
in more complex trees I try to make it easy to switch the input 
geometry – such as avoiding several getters pointing to the same 
geometry, and putting a passthrough between the getter and the rest of 
the tree. Or use a group as input (if possible) and remove/add the 
mesh from the group as needed – without having to go in the ICE tree.

*From:* Gerbrand Nel mailto:nagv...@gmail.com
*Sent:* Friday, September 13, 2013 10:55 AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: interaction lag
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there 
for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause 
delays sometimes.



On 13 September 2013 09:15, wavo w...@fiftyeight.com 
mailto:w...@fiftyeight.com wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is
a few seconds of dead softimage and then it wakes up and works
in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%2B49%20%280%29%2069.48%2%2055.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_



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






Re: interaction lag

2013-09-13 Thread Gerbrand Nel

Yup. it was my ICE trees
Thanks guys
G
On 2013/09/13 12:22 PM, olivier jeannel wrote:
I had massive slowdown with getting 150 Matrices in a hierarchy 
because of 4 unfrozen Center operators in the modeling stack. :/



Le 13/09/2013 11:47, pete...@skynet.be a écrit :
hiding the particles and strands is not going to simulate them but 
that doesn’t mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds 
*exactly* like what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up properly 
(the lag) and then does nothing with it (fast interaction) – which is 
not ideal.
try to break the link with the mesh in the ICE tree by pointing to 
some other geo that you’re doing nothing with – I’d bet the lag is gone.
in more complex trees I try to make it easy to switch the input 
geometry – such as avoiding several getters pointing to the same 
geometry, and putting a passthrough between the getter and the rest 
of the tree. Or use a group as input (if possible) and remove/add the 
mesh from the group as needed – without having to go in the ICE tree.

*From:* Gerbrand Nel mailto:nagv...@gmail.com
*Sent:* Friday, September 13, 2013 10:55 AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: interaction lag
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project 
there for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can 
cause delays sometimes.



On 13 September 2013 09:15, wavo w...@fiftyeight.com 
mailto:w...@fiftyeight.com wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there
is a few seconds of dead softimage and then it wakes up and
works in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%2B49%20%280%29%2069.48%2%2055.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_



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








Re: Le Gouffre short film done in Softimage - Project of the Day on Kickstarter

2013-09-13 Thread olivier jeannel

They sounded more canadian then french to me :)
But if you're looking for frenchies, I'm your serviteur :D


Le 13/09/2013 02:41, Sebastien Sterling a écrit :

are there many, french softies ? looking good


On 13 September 2013 02:30, Rares Halmagean ra...@rarebrush.com 
mailto:ra...@rarebrush.com wrote:


Beautiful work. Love the illustrative style and you've captured
the emotive subtleties in the characters nicely. Looking forward
to seeing this.

On 9/12/2013 3:45 PM, Carl Beauchemin wrote:

Hi everyone,

We've just released a first teaser for our upcoming animated
short Le Gouffre. We've been working on this for 2 years now,
no salary, and it was all done in Softimage.

It was featured this week as Project of the Dayon
Kickstarter. You can check out our ongoing campaign at:


http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film

And here's the Vimeo link for the HD teaser only:

https://vimeo.com/74127187

Hope you enjoy!

-Lightning Boy Studio


-- 
*Rares Halmagean

___
*visual development and 3d character  content creation.
*rarebrush.com* http://rarebrush.com/






Re: interaction lag

2013-09-13 Thread julien carmagnac
Hello list,

And do you know what is going wrong in your ICE (If you think that's an
anormal behavior) ?

I already have interaction lag with ICE tree and I find that's due to the
use of group in ICE Tree.
I've post this on si-community
http://www.si-community.com/community/viewtopic.php?f=15t=3009hilit=+group+ICE+lag
Just curious to know if your problem is similar.

Thanks.


2013/9/13 Gerbrand Nel nagv...@gmail.com

  Yup. it was my ICE trees
 Thanks guys
 G

 On 2013/09/13 12:22 PM, olivier jeannel wrote:

 I had massive slowdown with getting 150 Matrices in a hierarchy because of
 4 unfrozen Center operators in the modeling stack. :/


 Le 13/09/2013 11:47, pete...@skynet.be a écrit :

  hiding the particles and strands is not going to simulate them but that
 doesn’t mean the ICE tree is totally inactive.
 such a lag on every single interaction with a geometry sounds *exactly*
 like what I’d expect from a hidden ICE tree.
 it’s traversing the tree to see if everything’s hooked up properly (the
 lag) and then does nothing with it (fast interaction) – which is not ideal.

 try to break the link with the mesh in the ICE tree by pointing to some
 other geo that you’re doing nothing with – I’d bet the lag is gone.

 in more complex trees I try to make it easy to switch the input geometry –
 such as avoiding several getters pointing to the same geometry, and putting
 a passthrough between the getter and the rest of the tree. Or use a group
 as input (if possible) and remove/add the mesh from the group as needed –
 without having to go in the ICE tree.

   *From:* Gerbrand Nel nagv...@gmail.com
 *Sent:* Friday, September 13, 2013 10:55 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: interaction lag

  It happens on all views, shaded and wireframe.
 I'm emitting particles and strands on the mesh, but its all hidden.
 I tried the merge into new scene, but I still have the lag.
 This is 2013 btw.. I'll check 2014, but we cant move the project there for
 now :(
 I was hoping there was a display setting I was missing.

 Thanks for the input guys
 G
 On 2013/09/13 10:34 AM, Matt Morris wrote:

 Are you referencing the mesh in ice at all? I've found that can cause
 delays sometimes.


 On 13 September 2013 09:15, wavo w...@fiftyeight.com wrote:

  Noo!  (...only if it has  a lot of polygons),

 do you use linked shapeanimation or is it subdivided, is the delay  in
 camera-view or in every view?!

 Did you merge it in a new Scene?!
 Wireframe or shaded, heavy geo?!

 W


 Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

 Hey list
 I have this irritating problem, and I was hoping you guys knew what might
 cause it, and how to fix it.
 I've rigged this character, and the interaction is a bit weird.
 When I navigate around the geometry, everything is real time.
 When I select a part of the rig and start transforming, there is a few
 seconds of dead softimage and then it wakes up and works in real time
 again.
 This happens every time I start transforming on a new axis.
 Any ideas?
 Thanks people :)
 G



  --


 *Walter Volbers*
 Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50 %2B49%20%280%29%2069.48%2%2055.50
 Telefax +49 (0) 69.48 000 55.15 %2B49%20%280%29%2069.48%2%2055.15

 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com
 *

 
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

 *http://www.ESC58.de
 *




 --
 www.matinai.com







Planet surface

2013-09-13 Thread Szabolcs Matefy
Hey folks

I need a quick help. Is there any surface shader that creates a planet surface?

Cheers


Szabolcs

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


OT Match mover questions

2013-09-13 Thread Gerbrand Nel
I know the rest of the world is on pf track, but we have allot of shots 
to track and only 1 pf license.
I would like to help the tracking along in matchmover, but it has been 
YEARS since I touched it, So I thought I'd ask here :)


1st problem: I did the elastic tutorial in Match mover, but I cant seem 
to export to .XSI or .FBX.

It exports to Maya and max, but I don't have those to check.
Is it broken, or am I breaking it?

We need to track moving heads in hand held footage. Can matchmover do 
this and do you guys know of handy tutorials on this?
I tried the mocap tutorial, but it uses 2 cameras, and we only have 
footage from 1 camera.

Thanks for reading, and sorry for the OT
G


Re: interaction lag

2013-09-13 Thread Gerbrand Nel
I do have groups of curves defining a vector field on the mesh, so it 
might be that :)

G
On 2013/09/13 01:47 PM, julien carmagnac wrote:

Hello list,

And do you know what is going wrong in your ICE (If you think that's 
an anormal behavior) ?


I already have interaction lag with ICE tree and I find that's due to 
the use of group in ICE Tree.
I've post this on si-community 
http://www.si-community.com/community/viewtopic.php?f=15t=3009hilit=+group+ICE+lag

Just curious to know if your problem is similar.

Thanks.


2013/9/13 Gerbrand Nel nagv...@gmail.com mailto:nagv...@gmail.com

Yup. it was my ICE trees
Thanks guys
G

On 2013/09/13 12:22 PM, olivier jeannel wrote:

I had massive slowdown with getting 150 Matrices in a hierarchy
because of 4 unfrozen Center operators in the modeling stack. :/


Le 13/09/2013 11:47, pete...@skynet.be mailto:pete...@skynet.be
a écrit :

hiding the particles and strands is not going to simulate them
but that doesn’t mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds
*exactly* like what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up
properly (the lag) and then does nothing with it (fast
interaction) – which is not ideal.
try to break the link with the mesh in the ICE tree by pointing
to some other geo that you’re doing nothing with – I’d bet the
lag is gone.
in more complex trees I try to make it easy to switch the input
geometry – such as avoiding several getters pointing to the same
geometry, and putting a passthrough between the getter and the
rest of the tree. Or use a group as input (if possible) and
remove/add the mesh from the group as needed – without having to
go in the ICE tree.
*From:* Gerbrand Nel mailto:nagv...@gmail.com
*Sent:* Friday, September 13, 2013 10:55 AM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: interaction lag
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project
there for now :(
I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:

Are you referencing the mesh in ice at all? I've found that can
cause delays sometimes.


On 13 September 2013 09:15, wavo w...@fiftyeight.com
mailto:w...@fiftyeight.com wrote:

Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is
the delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys
knew what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit
weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming,
there is a few seconds of dead softimage and then it
wakes up and works in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation  Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%2B49%20%280%29%2069.48%2%2055.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de http://www.ESC58.de
_



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











Re: Planet surface

2013-09-13 Thread peter_b
are you after texture or shading?

I’m supposing shading – in that case yeah, a lambert diffuse is not appropriate 
for planets (and other stuff)

some more info here: 
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
OrenNayar, TorranceCook, Architectural shader with the roughness parameter or 
even an incidence (based on light direction – going into a bw gradient where 
you move the midpoint) should all get you in the right direction.


From: Szabolcs Matefy 
Sent: Friday, September 13, 2013 2:27 PM
To: softimage@listproc.autodesk.com 
Subject: Planet surface

Hey folks

 

I need a quick help. Is there any surface shader that creates a planet surface? 

 

Cheers

 

 

Szabolcs

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


Re: interaction lag

2013-09-13 Thread julien carmagnac
Ok Thanks for you return Nel,

I suggest you to put many Instance Shape than curve and use a build array
node to get all.

In any case I'm glad to not be the only one with this problem (sorry ;) ).
If anyone here seen this problem and is on the beta, maybe he can report it
to Autodesk?

Friendly.


2013/9/13 Gerbrand Nel nagv...@gmail.com

  I do have groups of curves defining a vector field on the mesh, so it
 might be that :)
 G

 On 2013/09/13 01:47 PM, julien carmagnac wrote:

   Hello list,

  And do you know what is going wrong in your ICE (If you think that's an
 anormal behavior) ?

  I already have interaction lag with ICE tree and I find that's due to the
 use of group in ICE Tree.
  I've post this on si-community
 http://www.si-community.com/community/viewtopic.php?f=15t=3009hilit=+group+ICE+lag
 Just curious to know if your problem is similar.

  Thanks.


 2013/9/13 Gerbrand Nel nagv...@gmail.com

  Yup. it was my ICE trees
 Thanks guys
 G

 On 2013/09/13 12:22 PM, olivier jeannel wrote:

 I had massive slowdown with getting 150 Matrices in a hierarchy because
 of 4 unfrozen Center operators in the modeling stack. :/


 Le 13/09/2013 11:47, pete...@skynet.be a écrit :

  hiding the particles and strands is not going to simulate them but that
 doesn’t mean the ICE tree is totally inactive.
 such a lag on every single interaction with a geometry sounds *exactly*
 like what I’d expect from a hidden ICE tree.
 it’s traversing the tree to see if everything’s hooked up properly (the
 lag) and then does nothing with it (fast interaction) – which is not ideal.

 try to break the link with the mesh in the ICE tree by pointing to some
 other geo that you’re doing nothing with – I’d bet the lag is gone.

 in more complex trees I try to make it easy to switch the input geometry
 – such as avoiding several getters pointing to the same geometry, and
 putting a passthrough between the getter and the rest of the tree. Or use a
 group as input (if possible) and remove/add the mesh from the group as
 needed – without having to go in the ICE tree.

   *From:* Gerbrand Nel nagv...@gmail.com
 *Sent:* Friday, September 13, 2013 10:55 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: interaction lag

  It happens on all views, shaded and wireframe.
 I'm emitting particles and strands on the mesh, but its all hidden.
 I tried the merge into new scene, but I still have the lag.
 This is 2013 btw.. I'll check 2014, but we cant move the project there
 for now :(
 I was hoping there was a display setting I was missing.

 Thanks for the input guys
 G
 On 2013/09/13 10:34 AM, Matt Morris wrote:

 Are you referencing the mesh in ice at all? I've found that can cause
 delays sometimes.


 On 13 September 2013 09:15, wavo w...@fiftyeight.com wrote:

  Noo!  (...only if it has  a lot of polygons),

 do you use linked shapeanimation or is it subdivided, is the delay  in
 camera-view or in every view?!

 Did you merge it in a new Scene?!
 Wireframe or shaded, heavy geo?!

 W


 Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

 Hey list
 I have this irritating problem, and I was hoping you guys knew what
 might cause it, and how to fix it.
 I've rigged this character, and the interaction is a bit weird.
 When I navigate around the geometry, everything is real time.
 When I select a part of the rig and start transforming, there is a few
 seconds of dead softimage and then it wakes up and works in real time
 again.
 This happens every time I start transforming on a new axis.
 Any ideas?
 Thanks people :)
 G



  --


 *Walter Volbers*
 Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50 %2B49%20%280%29%2069.48%2%2055.50
 Telefax +49 (0) 69.48 000 55.15 %2B49%20%280%29%2069.48%2%2055.15

 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com
 *

 
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

 *http://www.ESC58.de
 *




 --
 www.matinai.com









Re: Le Gouffre short film done in Softimage - Project of the Dayon Kickstarter

2013-09-13 Thread peter_b
what planet you from?
France used to be one of the most Softimage minded countries and many 
individuals are still out there despite an always diminishing amount of studios.
You’ll find them all over the world, Canada, UK and Australia of course, but 
also US, China. 
Hell, there’s more French than Belgian softies in Belgium – dunno if there’s 
any left at your studio but there were a couple not so long ago.
From: Sebastien Sterling 
Sent: Friday, September 13, 2013 2:41 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Le Gouffre short film done in Softimage - Project of the Dayon 
Kickstarter

are there many, french softies ? looking good




On 13 September 2013 02:30, Rares Halmagean ra...@rarebrush.com wrote:

  Beautiful work. Love the illustrative style and you've captured the emotive 
subtleties in the characters nicely. Looking forward to seeing this. 


  On 9/12/2013 3:45 PM, Carl Beauchemin wrote:

Hi everyone, 

We've just released a first teaser for our upcoming animated short Le 
Gouffre. We've been working on this for 2 years now, no salary, and it was all 
done in Softimage.

It was featured this week as Project of the Dayon Kickstarter. You can 
check out our ongoing campaign at:


http://www.kickstarter.com/projects/1662185920/le-gouffre-animated-short-film

And here's the Vimeo link for the HD teaser only:

https://vimeo.com/74127187

Hope you enjoy!

-Lightning Boy Studio


  -- 
  Rares Halmagean
  ___
  visual development and 3d character  content creation. 
  rarebrush.com 


Re: OT Match mover questions

2013-09-13 Thread Luc-Eric Rousseau
the rumors is you have to export to .vbs for Softimage|XSI and every
other option is just there for a good laugh

On Fri, Sep 13, 2013 at 8:46 AM, Gerbrand Nel nagv...@gmail.com wrote:
 I know the rest of the world is on pf track, but we have allot of shots to
 track and only 1 pf license.
 I would like to help the tracking along in matchmover, but it has been YEARS
 since I touched it, So I thought I'd ask here :)

 1st problem: I did the elastic tutorial in Match mover, but I cant seem to
 export to .XSI or .FBX.
 It exports to Maya and max, but I don't have those to check.
 Is it broken, or am I breaking it?

 We need to track moving heads in hand held footage. Can matchmover do this
 and do you guys know of handy tutorials on this?
 I tried the mocap tutorial, but it uses 2 cameras, and we only have footage
 from 1 camera.
 Thanks for reading, and sorry for the OT
 G


RE: Article on Bifrost

2013-09-13 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
That's seem similar to my general impression with it. I'm curious about 
Bitfrost though. Is this just intended to be a dynamics engine similar to Maya 
Fluids or ICE simulation, or is it also intended to be an expression engine in 
the vein of non-simulated ICE?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Thursday, September 12, 2013 7:01 PM
To: softimage@listproc.autodesk.com
Subject: Re: Article on Bifrost

There are, but precious few and mostly a jumble of many loosely couple 
functionalities tossed into versatile nodes. The ports are also explicitly 
typed (what limited dynamicism there is is flakey on the best of day), and it 
is NOT an evaluation engine, so forget about reading and setting arbitrary data.
It's bad enough to not even have some basic comparison, sign, or trigonometric 
funcionalities, although you can sort of cook them from a few basic nodes (I 
have a wrapper of cmath with those in the form of nodes on my website if you're 
ever so inclined, but don't expect it to be visual programming, it's not).

All that said this is probably getitng confusing for those not familiar with it.
Luc-Eric, in mentioning ICE, surely meant the look and handling of it.
Functionality wise all they have in common is the nodal interface and the ports 
being circles.
The Maya Node editor is half way between what you wish the schematic was and 
what you hope the rendertree will never regress to (with the notable exception 
of cross-scene stuff, which is in general Soft's Achille's heel).
It is not, nor it tries to be, the equal of ICE, it doesn't do the same things 
at all to begin with. Bifrost seems to be the horse they have all their money 
on for that in the future.

On Fri, Sep 13, 2013 at 12:49 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Can you perform complex expressions in the Node editor? I've been unable to get 
anything but object nodes, operators or materials into it. Are there math nodes 
for it?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



Friday Flashback #137

2013-09-13 Thread Stephen Blair

Friday Flashback #137
The Mr Hoodie XSI stand-up banner from 2006
http://wp.me/powV4-2Qp


RE: Friday Flashback #137

2013-09-13 Thread Ed Harriss
Maybe it is blocked on our end for some reason, but I cannot see the file: 
http://xsisupport.files.wordpress.com/2013/09/xsi_standup_banner.png

Can anyone else?

Ed

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 13, 2013 10:19 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #137

Friday Flashback #137
The Mr Hoodie XSI stand-up banner from 2006 http://wp.me/powV4-2Qp





RE: Friday Flashback #137

2013-09-13 Thread Williams, Wayne
I see it Ed. It's the guy in the grey hoodie doing the XSI swoosh with his 
finger. Didn't Psyop do something around this time for Lugz shoes or something 
that utilized this effect? 

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Ed Harriss 
[ed.harr...@sas.com]
Sent: Friday, September 13, 2013 10:45 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #137

Maybe it is blocked on our end for some reason, but I cannot see the file: 
http://xsisupport.files.wordpress.com/2013/09/xsi_standup_banner.png

Can anyone else?

Ed

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 13, 2013 10:19 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #137

Friday Flashback #137
The Mr Hoodie XSI stand-up banner from 2006 http://wp.me/powV4-2Qp






Re: OT Match mover questions

2013-09-13 Thread Gerbrand Nel

I'll laugh tomorrow ;)
On 2013/09/13 04:09 PM, Luc-Eric Rousseau wrote:

the rumors is you have to export to .vbs for Softimage|XSI and every
other option is just there for a good laugh

On Fri, Sep 13, 2013 at 8:46 AM, Gerbrand Nel nagv...@gmail.com wrote:

I know the rest of the world is on pf track, but we have allot of shots to
track and only 1 pf license.
I would like to help the tracking along in matchmover, but it has been YEARS
since I touched it, So I thought I'd ask here :)

1st problem: I did the elastic tutorial in Match mover, but I cant seem to
export to .XSI or .FBX.
It exports to Maya and max, but I don't have those to check.
Is it broken, or am I breaking it?

We need to track moving heads in hand held footage. Can matchmover do this
and do you guys know of handy tutorials on this?
I tried the mocap tutorial, but it uses 2 cameras, and we only have footage
from 1 camera.
Thanks for reading, and sorry for the OT
G




Re: Object View to Orthorgraphic via scripting

2013-09-13 Thread Daniel Brassard
I understand Eric predicament. The objectview by default open to
perspective, if you tick orthographic, the objectview does not retain the
setting when closed and their is not current setting in the attributes to
change it in the preference setting either.

http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cmds/ObjectViewAttributes.html

I tried the SetValue(preferences.objectview. ) way and it is not
accessible.

+1 on Eric request.


On Thu, Sep 12, 2013 at 4:35 PM, Jon Swindells squi...@gmail.com wrote:

 wouldn't a relational view with max instance prop set to 1 be the way to
 go ?

 if you are popping it up through script i don't see a problem with getting
 the camera properties also,
 you'd have an easy to search for named singleton if you need it

 or am i missing the obvious here ?


 On 12 September 2013 20:40, Eric Thivierge ethivie...@hybride.com wrote:

 I'd like to open the object view and have it set to ortho automatically.
 For creating and editing bone chains and other things that need to lay flat
 on the plane between root, 2nd bone and effector orthographic is usually
 best. I'd like to not have to add additional objects or edit objects
 already in the scene but looks like I'll have to do so.

 If I could get at the camera under the view I could automatically set the
 ortho so the user doesn't have to and I don't change anything else in the
 scene and I can create a simple and streamlined workflow for the tools I'm
 building.


 On September-12-13 1:35:16 PM, Luc-Eric Rousseau wrote:

 there is no technical reason for that attribute return value to be so
 terse, but I'm not sure exactly what you need. maybe you need a user
 pref to the default camera mode, or maybe you want to open the object
 view with a scene camera that you control (which should be possible
 with setattribute)

 On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Should I even bother logging a feature request or is it something that
 isn't
 possible because they are dynamic and tied to the view?





 --
 Jon Swindells
 squi...@gmail.com



Re: Friday Flashback #137

2013-09-13 Thread Tim Crowson
So weird to think of something in 2006 as a flashback, but I guess that 
really was 7 years ago jeez


-Tim


On 9/13/2013 10:29 AM, Sven Constable wrote:

Something related to softimage is not available to Ed Harriss? Dark times...
very dark times.


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Harriss
Sent: Friday, September 13, 2013 4:45 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #137

Maybe it is blocked on our end for some reason, but I cannot see the file:
http://xsisupport.files.wordpress.com/2013/09/xsi_standup_banner.png

Can anyone else?

Ed

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 13, 2013 10:19 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #137

Friday Flashback #137
The Mr Hoodie XSI stand-up banner from 2006 http://wp.me/powV4-2Qp





--
Signature

*\*


Re: Friday Flashback #137

2013-09-13 Thread Emilio Hernandez
I got that poster straight from Softimage HQ in Montreal, just before the
release of ICE.  -What a flasback!




2013/9/13 Tim Crowson tim.crow...@magneticdreams.com

  So weird to think of something in 2006 as a flashback, but I guess that
 really was 7 years ago jeez

 -Tim



 On 9/13/2013 10:29 AM, Sven Constable wrote:

 Something related to softimage is not available to Ed Harriss? Dark times...
 very dark times.


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com 
 softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Harriss
 Sent: Friday, September 13, 2013 4:45 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: Friday Flashback #137

 Maybe it is blocked on our end for some reason, but I cannot see the 
 file:http://xsisupport.files.wordpress.com/2013/09/xsi_standup_banner.png

 Can anyone else?

 Ed

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com 
 softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
 Sent: Friday, September 13, 2013 10:19 AM
 To: softimage@listproc.autodesk.com
 Subject: Friday Flashback #137

 Friday Flashback #137
 The Mr Hoodie XSI stand-up banner from 2006 http://wp.me/powV4-2Qp



 --


 *\*




--


Re: Object View to Orthorgraphic via scripting

2013-09-13 Thread Jon Swindells
yup, i was missing something :)

add me to the list of +1's


On 13 September 2013 18:10, Daniel Brassard dbrassar...@gmail.com wrote:

 I understand Eric predicament. The objectview by default open to
 perspective, if you tick orthographic, the objectview does not retain the
 setting when closed and their is not current setting in the attributes to
 change it in the preference setting either.


 http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cmds/ObjectViewAttributes.html

 I tried the SetValue(preferences.objectview. ) way and it is not
 accessible.

 +1 on Eric request.


 On Thu, Sep 12, 2013 at 4:35 PM, Jon Swindells squi...@gmail.com wrote:

 wouldn't a relational view with max instance prop set to 1 be the way to
 go ?

 if you are popping it up through script i don't see a problem with
 getting the camera properties also,
 you'd have an easy to search for named singleton if you need it

 or am i missing the obvious here ?


 On 12 September 2013 20:40, Eric Thivierge ethivie...@hybride.comwrote:

 I'd like to open the object view and have it set to ortho automatically.
 For creating and editing bone chains and other things that need to lay flat
 on the plane between root, 2nd bone and effector orthographic is usually
 best. I'd like to not have to add additional objects or edit objects
 already in the scene but looks like I'll have to do so.

 If I could get at the camera under the view I could automatically set
 the ortho so the user doesn't have to and I don't change anything else in
 the scene and I can create a simple and streamlined workflow for the tools
 I'm building.


 On September-12-13 1:35:16 PM, Luc-Eric Rousseau wrote:

 there is no technical reason for that attribute return value to be so
 terse, but I'm not sure exactly what you need. maybe you need a user
 pref to the default camera mode, or maybe you want to open the object
 view with a scene camera that you control (which should be possible
 with setattribute)

 On Thu, Sep 12, 2013 at 12:59 PM, Eric Thivierge 
 ethivie...@hybride.com wrote:

 Should I even bother logging a feature request or is it something that
 isn't
 possible because they are dynamic and tied to the view?





 --
 Jon Swindells
 squi...@gmail.com





-- 
Jon Swindells
squi...@gmail.com


RE: Friday Flashback #137

2013-09-13 Thread Sven Constable
Something related to softimage is not available to Ed Harriss? Dark times...
very dark times.


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Harriss
Sent: Friday, September 13, 2013 4:45 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #137

Maybe it is blocked on our end for some reason, but I cannot see the file:
http://xsisupport.files.wordpress.com/2013/09/xsi_standup_banner.png

Can anyone else?

Ed

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, September 13, 2013 10:19 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #137

Friday Flashback #137
The Mr Hoodie XSI stand-up banner from 2006 http://wp.me/powV4-2Qp





Re: random instance ICE behaviour

2013-09-13 Thread Vincent Ullmann

Had the same Issue a few weeks ago.

After multiple failed Renders, i recreated my Groups.
Added every Object one by one, to be sure they have the same Ordering

So:
Add Object_A_01 to Group A
Add Object_B_01 to Group B
Add Object_A_02 to Group A
Add Object_B_02 to Group B
Add Object_A_03 to Group A
Add Object_B_04 to Group B
Add Object_A_05 to Group A
Add Object_B_05 to Group B
[...]

But... if you only want to change the Material
Put the PointCloud and all Shapes in a Partition and assign the BlackMat 
to this Partition


Or, if you only want to get a Depth-Channel...
Add the Depth to your Pass-OutPuts
Also Try Enable Filter Numeric AOVs in your ArnoldRenderOptions 
(sometimes Helps, sometimes not)




Am 13.09.2013 18:02, schrieb adrian wyer:


we have a problem;

pointcloud A scatters random geometry from group A on a surface

pointcloud B (which is a duplicate of pointcloud A) scatters random 
geometry from group B on the same surface


with me so far?

the purpose of this is to have the same objects (Arnold standins of 
trees) on 2 clouds, Colour ones for RGB, black ones for depth pass


(you can't override standin materials, scattered with ICE go figure)

problem  the two clouds pick DIFFERENT random objects in each case, 
they DON'T MATCH!


i have a scene to repro if anyone fancies a look. this is a Soft 
problem (the override thing is arnold's)


the workaround is to duplicate cloud A, freeze it, and in a new ICE 
tree, reset the shape using a copy of the original portion of the 
original ICE tree


confused? we were...

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com 
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com


www.fluid-pictures.com 
blocked::blocked::blocked::http://www.fluid-pictures.com/


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71





random instance ICE behaviour

2013-09-13 Thread adrian wyer
we have a problem;

 

pointcloud A scatters random geometry from group A on a surface

 

pointcloud B (which is a duplicate of pointcloud A) scatters random geometry
from group B on the same surface

 

with me so far?

 

the purpose of this is to have the same objects (Arnold standins of trees)
on 2 clouds, Colour ones for RGB, black ones for depth pass

 

(you can't override standin materials, scattered with ICE go figure)

 

problem  the two clouds pick DIFFERENT random objects in each case, they
DON'T MATCH!

 

i have a scene to repro if anyone fancies a look. this is a Soft problem
(the override thing is arnold's)

 

the workaround is to duplicate cloud A, freeze it, and in a new ICE tree,
reset the shape using a copy of the original portion of the original ICE
tree

 

confused? we were...

 

a

 

 

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: random instance ICE behaviour

2013-09-13 Thread Rob Chapman
Try Clamp the random value node, sometimes it gives a -1 when frankly it
shouldn't
On 13 Sep 2013 19:02, adrian wyer adrian.w...@fluid-pictures.com wrote:

 ** ** ** ** **

 we have a problem;

 ** **

 pointcloud A scatters random geometry from group A on a surface

 ** **

 pointcloud B (which is a duplicate of pointcloud A) scatters random
 geometry from group B on the same surface

 ** **

 with me so far?

 ** **

 the purpose of this is to have the same objects (Arnold standins
 of trees) on 2 clouds, Colour ones for RGB, black ones for depth pass

 ** **

 (you can't override standin materials, scattered with ICE go figure)**
 **

 ** **

 problem  the two clouds pick DIFFERENT random objects in each case, they
 DON'T MATCH!

 ** **

 i have a scene to repro if anyone fancies a look. this is a Soft
 problem (the override thing is arnold's)

 ** **

 the workaround is to duplicate cloud A, freeze it, and in a new ICE tree,
 reset the shape using a copy of the original portion of the original ICE
 tree

 ** **

 confused? we were...

 ** **

 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

 ** **



RE: Friday Flashback #137

2013-09-13 Thread Ed Harriss
I guess it is broken here at work. (I even tried different browsers)  I can see 
it on my phone just fine.
Strange.

Thanks for the post Stephen.

7 years is a long time in the CG world isn't it Tim? ;)


Ed

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Friday, September 13, 2013 11:41 AM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #137

I got that poster straight from Softimage HQ in Montreal, just before the 
release of ICE.  -What a flasback!


2013/9/13 Tim Crowson 
tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com
So weird to think of something in 2006 as a flashback, but I guess that really 
was 7 years ago jeez

-Tim


On 9/13/2013 10:29 AM, Sven Constable wrote:

Something related to softimage is not available to Ed Harriss? Dark times...

very dark times.





-Original Message-

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Harriss

Sent: Friday, September 13, 2013 4:45 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: RE: Friday Flashback #137



Maybe it is blocked on our end for some reason, but I cannot see the file:

http://xsisupport.files.wordpress.com/2013/09/xsi_standup_banner.png



Can anyone else?



Ed



-Original Message-

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair

Sent: Friday, September 13, 2013 10:19 AM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Friday Flashback #137



Friday Flashback #137

The Mr Hoodie XSI stand-up banner from 2006 http://wp.me/powV4-2Qp







--


\



--
[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]


Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Michael Clarke
Beautiful work, Alan. 



On Sep 13, 2013, at 11:59 AM, Alan Fregtman alan.fregt...@gmail.com wrote:

 Rodeo FX has just put up a short reel of the crowds we did for Now You See 
 Me to fill the MGM Grand stage with the help of ICE and Arnold...
 
 https://vimeo.com/74393635
 
 
 It's not done with CrowdFX as SI|2013 was in beta while this was being made 
 and they didn't need to be too intelligent, so we went with a bunch of nice 
 cycle instancing tools and stationary particle instances. There were various 
 variations of animation clips of various different variations of people.
 
 Animation was mocap captured with iPiSoft's playstation-eye-based mocap 
 software, then cleaned up in MotionBuilder, brought back into Softimage 
 (thanks to the MotionBuilder template rig) and caches exported out.
 
 The cycles were in one long timeline of one clip after another and we stored 
 start  end frame numbers along with an array of ICE strings (of the cycle 
 names.) We might have clappingA, clappingB, clappingC with different 
 frame ranges and then we had a neat ICE compound where you could give it in a 
 substring (eg. clapping) and it would find all variations for that name and 
 randomly assign those frame ranges and cycle.
 
 If I recall correctly the general behaviours were: standing idle looking 
 around, clapping normally, clapping hyperenthusiastically with bonus 
 fistpumping, and grabbing money bills from the air. There were three or so 
 variations of each.
 
 Furthermore, the crowd on the floor near the stage is CG, but the one in the 
 stadium seats is actually 2D cards of footage of real people -- Rodeo 
 employees, in fact -- doing various motions, instanced in Nuke with some 
 scripted magic. (I was not involved with the 2D crowd so that's as much as I 
 know.)
 
 The 3D crowd models are Rodeo folks too, by the way. I'm among them, as are 
 most of my coworkers. We used some software with the Microsoft Kinect to get 
 some general 3D scan meshes of us as a reference for volume/form, but they 
 were modeled by hand as the scan wasn't quite perfect as-is. It was super 
 helpful to have the scans though! Its pretty amazing how often you can tell 
 people apart from their silhouette/stance alone.
 
 I co-developed the ICE side of it together with Jonathan Laborde (who is in 
 the list and probably reading this.) Hats off to my other fellow coworkers 
 who modeled, textured, lit and comped everything so well. :) Teamwork!
 
 
 Cheers,
 
-- Alan
 


Michael Clarke Design
Blue C Studios
713-927-9835



ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Alan Fregtman
Rodeo FX has just put up a short reel of the crowds we did for *Now You
See Me* to fill the MGM Grand stage with the help of ICE and Arnold...

https://vimeo.com/74393635


It's not done with *CrowdFX* as SI|2013 was in beta while this was being
made and they didn't need to be too intelligent, so we went with a bunch of
nice cycle instancing tools and stationary particle instances. There were
various variations of animation clips of various different variations of
people.

Animation was mocap captured with iPiSoft's playstation-eye-based mocap
software, then cleaned up in MotionBuilder, brought back into Softimage
(thanks to the MotionBuilder template rig) and caches exported out.

The cycles were in one long timeline of one clip after another and we
stored start  end frame numbers along with an array of ICE strings (of the
cycle names.) We might have clappingA, clappingB, clappingC with
different frame ranges and then we had a neat ICE compound where you could
give it in a substring (eg. clapping) and it would find all variations
for that name and randomly assign those frame ranges and cycle.

If I recall correctly the general behaviours were: standing idle looking
around, clapping normally, clapping hyperenthusiastically with bonus
fistpumping, and grabbing money bills from the air. There were three or so
variations of each.

Furthermore, the crowd on the floor near the stage is CG, but the one in
the stadium seats is actually 2D cards of footage of real people -- Rodeo
employees, in fact -- doing various motions, instanced in Nuke with some
scripted magic. (I was not involved with the 2D crowd so that's as much as
I know.)

The 3D crowd models are Rodeo folks too, by the way. I'm among them, as are
most of my coworkers. We used some software with the Microsoft Kinect to
get some general 3D scan meshes of us as a reference for volume/form, but
they were modeled by hand as the scan wasn't quite perfect as-is. It was
super helpful to have the scans though! Its pretty amazing how often you
can tell people apart from their silhouette/stance alone.

I co-developed the ICE side of it together with Jonathan Laborde (who is in
the list and probably reading this.) Hats off to my other fellow coworkers
who modeled, textured, lit and comped everything so well. :) Teamwork!


Cheers,

   -- Alan


Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Mathieu Leclaire
Funny... we did something very similar for Jappeloup here at Hybride. We had 
404 crowds shots to do in 5 or 6 different locations with different clothing 
styles. Some agents where to be seen very close to camera so we created high 
resolution geometry for the agents with ICE logic to mix various textures, 
clothing items, hair styles, etc. and we pre-baked a ton of cloth and hair 
simulations. We lined them all up on the timeline like you did and then artists 
put probabilities for each cycle appearing and it would randomly chose 
depending on the probabilities. We had about 50 animations cycles pre-baked for 
each man and woman agents. We started developing our deep compositing pipeline 
for this show since we though Arnold wouldn't be handle to handle all that high 
res geometry (some crowds where over 80 000 high res agents) but Arnold chewed 
everything up so we only finished our deep
compositing pipeline a few months later for use on White House Down. We used 
the actual Ubisoft mo-cap studio to do all our mocap. We also created a 2D 
cards agent system as well with a few tricks to allow us to actually relight 
the footage in the cards. Those also gave very good results, but sometimes, 
having full 3D agents made it easier to integrate. It depended on the situation 
really. And we reused the same techniques for the Opera House in Smurf 2 as 
well and a very similar approach for our White House Down crowds. We don't have 
any making-of yet (we've been crazy busy for the past 2 years), but once we do, 
I'll gladly share. It's funny how various studios use similar techniques with 
the same softwares.

-Mathieu


-Original Message-
From: Alan Fregtman alan.fregt...@gmail.com
To: XSI Mailing List softimage@listproc.autodesk.com
Date: 09/13/13 13:01
Subject: ICE Crowds in Now You See Me (making-of/breakdown video)

Rodeo FX has just put up a short reel of the crowds we did for Now You See Me 
to fill the MGM Grand stage with the help of ICE and Arnold...

https://vimeo.com/74393635
 




It's not done with CrowdFX as SI|2013 was in beta while this was being made and 
they didn't need to be too intelligent, so we went with a bunch of nice cycle 
instancing tools and stationary particle instances. There were various 
variations of animation clips of various different variations of people.


Animation was mocap captured with iPiSoft's playstation-eye-based mocap 
software, then cleaned up in MotionBuilder, brought back into Softimage (thanks 
to the MotionBuilder template rig) and caches exported out.


The cycles were in one long timeline of one clip after another and we stored 
start  end frame numbers along with an array of ICE strings (of the cycle 
names.) We might have clappingA, clappingB, clappingC with different 
frame ranges and then we had a neat ICE compound where you could give it in a 
substring (eg. clapping) and it would find all variations for that name and 
randomly assign those frame ranges and cycle.


If I recall correctly the general behaviours were: standing idle looking 
around, clapping normally, clapping hyperenthusiastically with bonus 
fistpumping, and grabbing money bills from the air. There were three or so 
variations of each.


Furthermore, the crowd on the floor near the stage is CG, but the one in the 
stadium seats is actually 2D cards of footage of real people -- Rodeo 
employees, in fact -- doing various motions, instanced in Nuke with some 
scripted magic. (I was not involved with the 2D crowd so that's as much as I 
know.)


The 3D crowd models are Rodeo folks too, by the way. I'm among them, as are 
most of my coworkers. We used some software with the Microsoft Kinect to get 
some general 3D scan meshes of us as a reference for volume/form, but they were 
modeled by hand as the scan wasn't quite perfect as-is. It was super helpful to 
have the scans though! Its pretty amazing how often you can tell people apart 
from their silhouette/stance alone.


I co-developed the ICE side of it together with Jonathan Laborde (who is in the 
list and probably reading this.) Hats off to my other fellow coworkers who 
modeled, textured, lit and comped everything so well. :) Teamwork!




Cheers,


   -- Alan


 






Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Alan Fregtman
Forgot to add: The MGM Grand spinning shot is actually 3 different plates
stitched together.



On Fri, Sep 13, 2013 at 12:59 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Rodeo FX has just put up a short reel of the crowds we did for *Now You
 See Me* to fill the MGM Grand stage with the help of ICE and Arnold...

 https://vimeo.com/74393635


 It's not done with *CrowdFX* as SI|2013 was in beta while this was being
 made and they didn't need to be too intelligent, so we went with a bunch of
 nice cycle instancing tools and stationary particle instances. There were
 various variations of animation clips of various different variations of
 people.

 Animation was mocap captured with iPiSoft's playstation-eye-based mocap
 software, then cleaned up in MotionBuilder, brought back into Softimage
 (thanks to the MotionBuilder template rig) and caches exported out.

 The cycles were in one long timeline of one clip after another and we
 stored start  end frame numbers along with an array of ICE strings (of the
 cycle names.) We might have clappingA, clappingB, clappingC with
 different frame ranges and then we had a neat ICE compound where you could
 give it in a substring (eg. clapping) and it would find all variations
 for that name and randomly assign those frame ranges and cycle.

 If I recall correctly the general behaviours were: standing idle looking
 around, clapping normally, clapping hyperenthusiastically with bonus
 fistpumping, and grabbing money bills from the air. There were three or so
 variations of each.

 Furthermore, the crowd on the floor near the stage is CG, but the one in
 the stadium seats is actually 2D cards of footage of real people -- Rodeo
 employees, in fact -- doing various motions, instanced in Nuke with some
 scripted magic. (I was not involved with the 2D crowd so that's as much as
 I know.)

 The 3D crowd models are Rodeo folks too, by the way. I'm among them, as
 are most of my coworkers. We used some software with the Microsoft Kinect
 to get some general 3D scan meshes of us as a reference for volume/form,
 but they were modeled by hand as the scan wasn't quite perfect as-is. It
 was super helpful to have the scans though! Its pretty amazing how often
 you can tell people apart from their silhouette/stance alone.

 I co-developed the ICE side of it together with Jonathan Laborde (who is
 in the list and probably reading this.) Hats off to my other fellow
 coworkers who modeled, textured, lit and comped everything so well. :)
 Teamwork!


 Cheers,

-- Alan




CacheObjectsIntoFile Standard Output?

2013-09-13 Thread Vincent Fortin
Hi,

I'm looking for a way to retrieve basic information from a running ICE sim.
File written, memory, etc.
I don't think CacheObjectsIntoFile has any kind of verbose?

I'm a bit clueless so my next step was to wrap my caching tools in a script
that makes system calls and log to the console.

In your opinion, what would be the sleekest way to implement something like
this?

Thanks!

Vincent


Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Eric Thivierge

You think this is a GAME!?!?!?! :P

On September-13-13 3:27:29 PM, Guillaume Laforge wrote:

Should be the same game oriented software. ;-P




Re: A little something new!

2013-09-13 Thread John Richard Sanchez
Beautiful!!


On Thu, Sep 12, 2013 at 5:51 PM, Emilio Hernandez emi...@e-roja.com wrote:

 As long as you watch TV wearing your sunglasses! ;)

 Nice work!


 2013/9/12 Luc-Eric Rousseau luceri...@gmail.com

 are these colors NTSC-safe? :P

 On Thu, Sep 12, 2013 at 1:47 PM, Kris Rivel krisri...@gmail.com wrote:
  Nice work!!
 
  Kris
 
 
  On Thu, Sep 12, 2013 at 1:25 PM, john clausing jclausin...@yahoo.com
  wrote:
 
  Here's something new we made at Poetica
  Poetica.tv
 
  https://vimeo.com/74391910
 
 




 --




-- 
www.johnrichardsanchez.com


Re: OT: How low can you go (Hardware)

2013-09-13 Thread Vincent Fortin
A few ideas:
I have a 30$ geforce in one of my boxes and even though I don't work with
it full time it does the job.
If you want performance for your main hdd you can go for a 10,000 rpm
instead of a ssd. WD Velociraptors are great. Basically you're trading
space for better speed.
8 gigs of RAM is very little nowadays, especially if you're going to do
rendering.
That i5 along with ASRock H61MV-ITX is a good deal IMO.
If I was to build such a machine here in Canada it'd cost ~700$ plus
monitor, plus backup drive + taxes.
I think your best bet if you're on a tight budget is to carefully pick
second hand parts or look for a package deal.
Sometimes studios give away their older machines for different reasons.
They can still be okay for simple work and you know they're configured for
3d.
my 0.02c,
Good luck!


On Fri, Sep 13, 2013 at 3:01 PM, Johan Forsgren johan.forsg...@edithouse.se
 wrote:

 Hey all, I'm currently hold a permanent position i small studio, but I'm
 starting to wonder if freelancing isn't the way to go for me, This brings
 me to the question of hardware, and I'm wondering if any of you freelancers
 can't give your input on what the minimum spec for a workstation should be.

 I cant afford anything beyond basic, really the no 1 reason that I'm
 thinking about freelancing is the complete lack of zero's on my bank
 statement. But it also limits my options equipment-wise quite a bit. I'm
 thinking something-ish like this:

 intel i5-3350P
 8 gig ram
 geforce 640 gtm
 no ssd :(

 So I guess my question here is if there's possible to do simpler 3d work
 on a personal workstation like this? I understand that its POSSIBLE but how
 badly will I want to chew my arm of after say 6 months of freelancing doing
 product viz and motion graphics?

 --
 JOHAN FORSGREN CG ARTISTPhone + 46 31 752 20 00
 johan.forsg...@edithouse.se Direct  + 46 31 752 20 07 Follow Edithouse at
 at twitter.com/edithouse http://www.twitter.com/edithouse [image:
 example's logo] http://www.edithouse.se/ Edit house Film Works
 www.edithouse.se Lilla Bommen 4a, S-411 04 Göteborg, Sweden
 www.twitter.com/edithouse



Royal Render and Vray

2013-09-13 Thread Eric Lampi
Anyone have this set up? We're getting errors saying that certain plugins
etc are not installed, yet it can see the workgroups. Our IT guys can't
seem to figure this out.

Suggestions are appreciated!

Eric
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: Royal Render and Vray

2013-09-13 Thread Simon van de Lagemaat
Holger provides super fast support.  I suggest hitting up their system if
you can't get any results here.

http://www.royalrender.de/support/


On Fri, Sep 13, 2013 at 12:59 PM, Eric Lampi ericla...@gmail.com wrote:

 Anyone have this set up? We're getting errors saying that certain plugins
 etc are not installed, yet it can see the workgroups. Our IT guys can't
 seem to figure this out.

 Suggestions are appreciated!

 Eric
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work



Re: Royal Render and Vray

2013-09-13 Thread Eric Lampi
Hey guys, thanks for getting back to me...

We only have a couple workgroups, EMflock and Alembic/Crate.

These are the errors we're getting:

R 30| ' ERROR : 2356 - This plug-in is not installed: VRayMeshLightProperty

R 31| ' ERROR : 2356 - This plug-in is not installed: VRayObjectProperty

R 32| ' ERROR : 2356 - This plug-in is not installed: VRay Options

R 33| ' INFO : 4152 - Data loaded from file
\\Heart02\show\ANG_13006\work\sc067\sh0080\xsi\Models\Bacteria_Swim_v02.emdl
was created with build number: 12.1.99.0 - compatibility version: 1200

R 34| ' ERROR : 2356 - This plug-in is not installed: control


Any ideas??


Thanks!


Eric


Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Fri, Sep 13, 2013 at 4:13 PM, David Barosin dbaro...@gmail.com wrote:

 Never used it with vray but how do you know it's seeing the workgroups?
 Is the log showing that royal is sending the workgroups in the command?

 It's been a while but I remember that there was a string length limit.  So
 sometimes a command string with too many workgroups would get truncated.  I
 think  workgroups that are unchecked  will still get sent with a ! before
 the path.  Keep the workgroup list lean.


 On Fri, Sep 13, 2013 at 3:59 PM, Eric Lampi ericla...@gmail.com wrote:

 Anyone have this set up? We're getting errors saying that certain plugins
 etc are not installed, yet it can see the workgroups. Our IT guys can't
 seem to figure this out.

 Suggestions are appreciated!

 Eric
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work





Re: OT: How low can you go (Hardware)

2013-09-13 Thread Stephen Davidson
I am using a Windows 7 64 bit Intel core i7 950
with 12 GB RAM
no SSD and a Quatro FX 3800

I have heat issues, when rendering, and I'm liquid cooled.
I have had a lot of luck using Redshift (in Alpha) to render.
It uses the Quadro FX 3800 to render instead of the CPU

here is a render test of Redshift for Softimage done with the geforce 640
gtm:
http://www.si-community.com/community/viewtopic.php?f=36t=3640

pretty impressive!

I would say your setup would work with Softimage and RedShift.
You may get the heat issues, that I do, with mentalray rendering.

I do have a second networked PC for rendering while I'm designing,
modeling, etc.
I found this essential for keeping up with the rendering. With RedShift,
however,
I don't use it as much since RedShift is so fast.


On Fri, Sep 13, 2013 at 3:01 PM, Johan Forsgren johan.forsg...@edithouse.se
 wrote:

 Hey all, I'm currently hold a permanent position i small studio, but I'm
 starting to wonder if freelancing isn't the way to go for me, This brings
 me to the question of hardware, and I'm wondering if any of you freelancers
 can't give your input on what the minimum spec for a workstation should be.

 I cant afford anything beyond basic, really the no 1 reason that I'm
 thinking about freelancing is the complete lack of zero's on my bank
 statement. But it also limits my options equipment-wise quite a bit. I'm
 thinking something-ish like this:

 intel i5-3350P
 8 gig ram
 geforce 640 gtm
 no ssd :(

 So I guess my question here is if there's possible to do simpler 3d work
 on a personal workstation like this? I understand that its POSSIBLE but how
 badly will I want to chew my arm of after say 6 months of freelancing doing
 product viz and motion graphics?

 --
 JOHAN FORSGREN CG ARTISTPhone + 46 31 752 20 00johan.forsg...@edithouse.se 
 Direct
 + 46 31 752 20 07Follow Edithouse at at 
 twitter.com/edithousehttp://www.twitter.com/edithouse [image:
 example's logo] http://www.edithouse.se/ Edit house Film Works
 www.edithouse.se Lilla Bommen 4a, S-411 04 Göteborg, Sweden
 www.twitter.com/edithouse




-- 

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


OT: How low can you go (Hardware)

2013-09-13 Thread Johan Forsgren
Hey all, I'm currently hold a permanent position i small studio, but I'm
starting to wonder if freelancing isn't the way to go for me, This brings
me to the question of hardware, and I'm wondering if any of you freelancers
can't give your input on what the minimum spec for a workstation should be.

I cant afford anything beyond basic, really the no 1 reason that I'm
thinking about freelancing is the complete lack of zero's on my bank
statement. But it also limits my options equipment-wise quite a bit. I'm
thinking something-ish like this:

intel i5-3350P
8 gig ram
geforce 640 gtm
no ssd :(

So I guess my question here is if there's possible to do simpler 3d work on
a personal workstation like this? I understand that its POSSIBLE but how
badly will I want to chew my arm of after say 6 months of freelancing doing
product viz and motion graphics?

-- 
JOHAN FORSGRENCG ARTISTPhone + 46 31 752 20
00johan.forsgren@edithouse.seDirect
+ 46 31 752 20 07Follow Edithouse at at
twitter.com/edithousehttp://www.twitter.com/edithouse[image:
example's logo] http://www.edithouse.se/Edit house Film Works
www.edithouse.seLilla Bommen 4a, S-411 04 Göteborg, Sweden
www.twitter.com/edithouse


Re: Royal Render and Vray

2013-09-13 Thread Vincent Ullmann

We dont use Vray, but RoyalRender...

Check this file:
...\render_apps\_setenv\win\softimage.bat
Make sure to set the correct Workgroup-Paths here for your Version of XSI.

So for example:
(Assuming you have a Networkdrive (X) where your Vray-Workgroup is located)

[...]
:2014
Set WorkgroupPath=X:\Workgroups\Vray_2014
goto done
[...]

PS:
Also make sure (in rrConfig) to connect the NetworkDrive








Am 13.09.2013 21:59, schrieb Eric Lampi:
Anyone have this set up? We're getting errors saying that certain 
plugins etc are not installed, yet it can see the workgroups. Our IT 
guys can't seem to figure this out.


Suggestions are appreciated!

Eric
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work




Re: OT: How low can you go (Hardware)

2013-09-13 Thread Tim Leydecker

I would like to advise having a sour bite off reality first.

Very simplified and overly black and white dramatised into a nutshell:

You´ll need enough funds to cover at least 4-6 months of your
costs of living (including everything from rent to taxhealthcare).

That is if you plan on taking on your own clients and working from at home,
which means you have to kickstart yourself into a full-fledged, responsible
businessperson, office manager, IT guy, producer and artist while making
rounds for new contacts, finding the opportunity, getting the job, doing it,
delivering it and waiting for it to get paid.

I would like to advise you look into just freelancing, e.g. you get booked
by a company, they bring you in, you work there on their equipment and you 
leave them
with a smile when you´re done. That´s hard enough to get into but doesn´t give 
you the
burden of having to invest into personal equipment on top of securing your cost 
of
living for the first few months.

Judging from your email adress, you may want to look into utopiapeople.com or 
vfxjobs.com

Remote 3D jobs (e.g. working from home) are quite rare, it´s far more common 
to bring
in freelancers (including the travelaccomodation expenses) as needed in my 
personal
experience. Concept design or highly specialized tasks can be an exception.

Even if you land just a junior position, you should expect/gain a reasonably 
good day rate
and hopefully at decent work experience out of working at a new shop.

Another thing to realize is that working freelance means you may have to 
embrace months
of downtime as natural and don´t just expect to multiply your day rate by 180 
days/year,
which some fellow employees may tend to do when you´re judged on what you ask 
per day.

That can lead to some tension and misbehaviour. Everybody seems to forget about 
all the taxes, too.

Cheers,

tim

P.S: I don´t have an SSD here but would advise you make sure you have at least 
16 or 24 GB of RAM.








On 13.09.2013 21:01, Johan Forsgren wrote:

Hey all, I'm currently hold a permanent position i small studio, but I'm 
starting to wonder if freelancing isn't the way to go for me, This brings me to 
the question of hardware,
and I'm wondering if any of you freelancers can't give your input on what the 
minimum spec for a workstation should be.

I cant afford anything beyond basic, really the no 1 reason that I'm thinking 
about freelancing is the complete lack of zero's on my bank statement. But it 
also limits my options
equipment-wise quite a bit. I'm thinking something-ish like this:

intel i5-3350P
8 gig ram
geforce 640 gtm
no ssd :(
So I guess my question here is if there's possible to do simpler 3d work on a 
personal workstation like this? I understand that its POSSIBLE but how badly 
will I want to chew my
arm of after say 6 months of freelancing doing product viz and motion graphics?

--
JOHAN FORSGREN
CG ARTIST
Phone + 46 31 752 20 00 johan.forsg...@edithouse.se 
mailto:johan.forsg...@edithouse.se
Direct  + 46 31 752 20 07   Follow Edithouse at at twitter.com/edithouse 
http://www.twitter.com/edithouse
example's logo http://www.edithouse.se/

Edit house Film Works   www.edithouse.se http://www.edithouse.se/
Lilla Bommen 4a, S-411 04 Göteborg, Sweden  www.twitter.com/edithouse 
http://www.twitter.com/edithouse



Re: OT: How low can you go (Hardware)

2013-09-13 Thread Byron Nash
Also, the cost of buying an AD product from scratch is something to budget
for. At least with Adobe stuff you can get in at an affordable monthly
rate. I guess you could rent from AD for a bit?


On Fri, Sep 13, 2013 at 4:28 PM, Tim Leydecker bauero...@gmx.de wrote:

 I would like to advise having a sour bite off reality first.

 Very simplified and overly black and white dramatised into a nutshell:

 You´ll need enough funds to cover at least 4-6 months of your
 costs of living (including everything from rent to taxhealthcare).

 That is if you plan on taking on your own clients and working from at home,
 which means you have to kickstart yourself into a full-fledged, responsible
 businessperson, office manager, IT guy, producer and artist while making
 rounds for new contacts, finding the opportunity, getting the job, doing
 it,
 delivering it and waiting for it to get paid.

 I would like to advise you look into just freelancing, e.g. you get
 booked
 by a company, they bring you in, you work there on their equipment and you
 leave them
 with a smile when you´re done. That´s hard enough to get into but doesn´t
 give you the
 burden of having to invest into personal equipment on top of securing your
 cost of
 living for the first few months.

 Judging from your email adress, you may want to look into utopiapeople.comor
 vfxjobs.com

 Remote 3D jobs (e.g. working from home) are quite rare, it´s far more
 common to bring
 in freelancers (including the travelaccomodation expenses) as needed in
 my personal
 experience. Concept design or highly specialized tasks can be an exception.

 Even if you land just a junior position, you should expect/gain a
 reasonably good day rate
 and hopefully at decent work experience out of working at a new shop.

 Another thing to realize is that working freelance means you may have to
 embrace months
 of downtime as natural and don´t just expect to multiply your day rate by
 180 days/year,
 which some fellow employees may tend to do when you´re judged on what you
 ask per day.

 That can lead to some tension and misbehaviour. Everybody seems to forget
 about all the taxes, too.

 Cheers,

 tim

 P.S: I don´t have an SSD here but would advise you make sure you have at
 least 16 or 24 GB of RAM.









 On 13.09.2013 21:01, Johan Forsgren wrote:

 Hey all, I'm currently hold a permanent position i small studio, but I'm
 starting to wonder if freelancing isn't the way to go for me, This brings
 me to the question of hardware,
 and I'm wondering if any of you freelancers can't give your input on what
 the minimum spec for a workstation should be.

 I cant afford anything beyond basic, really the no 1 reason that I'm
 thinking about freelancing is the complete lack of zero's on my bank
 statement. But it also limits my options
 equipment-wise quite a bit. I'm thinking something-ish like this:

 intel i5-3350P
 8 gig ram
 geforce 640 gtm
 no ssd :(
 So I guess my question here is if there's possible to do simpler 3d work
 on a personal workstation like this? I understand that its POSSIBLE but how
 badly will I want to chew my
 arm of after say 6 months of freelancing doing product viz and motion
 graphics?

 --
 JOHAN FORSGREN
 CG ARTIST
 Phone + 46 31 752 20 00  johan.forsg...@edithouse.se mailto:
 johan.forsgren@**edithouse.se johan.forsg...@edithouse.se
 Direct  + 46 31 752 20 07Follow Edithouse at at
 twitter.com/edithouse 
 http://www.twitter.com/**edithousehttp://www.twitter.com/edithouse
 
 example's logo http://www.edithouse.se/

 Edit house Film Works   www.edithouse.se http://www.edithouse.se/
 Lilla Bommen 4a, S-411 04 Göteborg, Sweden  www.twitter.com/edithouse
 http://www.twitter.com/**edithouse http://www.twitter.com/edithouse




Re: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Alan Fregtman
Hey guys,

Rodeo has put up a full breakdown reel of this and other work for the film:
http://www.rodeofx.com/all-films/now-you-see-me

Enjoy! :)



On Fri, Sep 13, 2013 at 3:32 PM, Eric Thivierge ethivie...@hybride.comwrote:

 You think this is a GAME!?!?!?! :P


 On September-13-13 3:27:29 PM, Guillaume Laforge wrote:

 Should be the same game oriented software. ;-P





RE: ICE Crowds in Now You See Me (making-of/breakdown video)

2013-09-13 Thread Marc-Andre Carbonneau
Hey we do crowds no problem here...you should know! ;)

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: 13 septembre 2013 15:33
To: softimage@listproc.autodesk.com
Subject: Re: ICE Crowds in Now You See Me (making-of/breakdown video)

You think this is a GAME!?!?!?! :P

On September-13-13 3:27:29 PM, Guillaume Laforge wrote:
 Should be the same game oriented software. ;-P




Re: Royal Render and Vray

2013-09-13 Thread David Barosin
Never used it with vray but how do you know it's seeing the workgroups?
Is the log showing that royal is sending the workgroups in the command?

It's been a while but I remember that there was a string length limit.  So
sometimes a command string with too many workgroups would get truncated.  I
think  workgroups that are unchecked  will still get sent with a ! before
the path.  Keep the workgroup list lean.


On Fri, Sep 13, 2013 at 3:59 PM, Eric Lampi ericla...@gmail.com wrote:

 Anyone have this set up? We're getting errors saying that certain plugins
 etc are not installed, yet it can see the workgroups. Our IT guys can't
 seem to figure this out.

 Suggestions are appreciated!

 Eric
 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work



OT: How low can you go (Hardware)

2013-09-13 Thread Johan Forsgren
Uping the ram, good thing that's cheap :)

My not so much formulated plan is to dip my toes a bit before I decide to
go by myself full time, trying to squeeze in some quick-and-dirty jobs here
and there when I can find the time. Nothing is set in stone and I'm
guessing it will take another six months or so before I'll know how I'll do
this.

But yeay, onsite freelancing might be a way to go also.  Thanks for the
pointers Byron :).





On Friday, September 13, 2013, Byron Nash wrote:

 Also, the cost of buying an AD product from scratch is something to budget
 for. At least with Adobe stuff you can get in at an affordable monthly
 rate. I guess you could rent from AD for a bit?


 On Fri, Sep 13, 2013 at 4:28 PM, Tim Leydecker bauero...@gmx.de wrote:

 I would like to advise having a sour bite off reality first.

 Very simplified and overly black and white dramatised into a nutshell:

 You´ll need enough funds to cover at least 4-6 months of your
 costs of living (including everything from rent to taxhealthcare).

 That is if you plan on taking on your own clients and working from at home,
 which means you have to kickstart yourself into a full-fledged, responsible
 businessperson, office manager, IT guy, producer and artist while making
 rounds for new contacts, finding the opportunity, getting the job, doing
 it,
 delivering it and waiting for it to get paid.

 I would like to advise you look into just freelancing, e.g. you get
 booked
 by a company, they bring you in, you work there on their equipment and you
 leave them
 with a smile when you´re done. That´s hard enough to get into but doesn´t
 give you the
 burden of having to invest into personal equipment on top of securing your
 cost of
 living for the first few months.

 Judging from your email adress, you may want to look into utopiapeople.comor
 vfxjobs.com

 Remote 3D jobs (e.g. working from home) are quite rare, it´s far more
 common to bring
 in freelancers (including the travelaccomodation expenses) as needed in
 my personal
 experience. Concept design or highly specialized tasks can be an exception.

 Even if you land just a junior position, you should expect/gain a
 reasonably good day rate
 and hopefully at decent work experience out of working at a new shop.

 Another thing to realize is that working freelance means you may have to
 embrace months
 of downtime as natural and don´t just expect to multiply your day rate by
 180 days/year,
 which some fellow employees may tend to do when you´re judged on what you
 ask per day.

 That can lead to some tension and misbehaviour. Everybody seems to forget
 about all the taxes, too.

 Cheers,

 tim

 P.S: I don´t have an SSD here but would advise you make sure you have at
 least 16 or 24 GB of RAM.









 On 13.09.2013 21:01, Johan Forsgren wrote:

 Hey all, I'm currently hold a permanent position i small studio, but I'm
 starting to wonder if freelancing isn't the way to go for me, This brings
 me to the question of hardware,
 and I'm wondering if any of you freelancers can't give your input on what
 the minimum spec for a workstation should be.

 I cant afford anything beyond basic, really the no 1 reason that I'm
 thinking about freelancing is the complete lack of zero's on my bank
 statement. But it also limits my options
 equipment-wise quite a bit. I'm thinking something-ish like this:

 intel i5-3350P
 8 gig ram
 geforce 640 gtm
 no ssd :(
 So I guess my question here is if there's possible to do simpler 3d work
 on a personal workstation like this? I understand that its POSSIBLE but how
 badly will I want to chew my
 arm of after say 6 months of freelancing doing product viz and motion
 graphics?

 --
 JOHAN FORSGREN
 CG ARTIST
 Phone + 46 31 752 20 00  johan.forsg...@edithouse.se mailto:
 johan.forsgren@**edithouse.se
 Direct  + 46 31 752 20 07Follow Edithouse at at
 twitter.com/edithouse 
 http://www.twitter.com/**edithousehttp://www.twitter.com/edithouse
 
 example's logo http://www.edithouse.se/

 Edit house Film Works   www.edithouse.se http://www.edithouse.se/
 Lilla Bommen 4a, S-411 04 Göteborg, Sweden  www.twitter.com/edithouse
 http://www.twitter.com/**edithouse http://www.twitter.com/edithouse



-- 
Sent from my fax machine.


Re: OT: How low can you go (Hardware)

2013-09-13 Thread peter_b
not sure I follow your thinking - if you currently have a permanent position, 
and have only zero’s on your bank account, buying a computer and freelancing is 
not going to solve this – quite on the contrary.

freelancing is an unstable income, at times it might cost you more than you 
gain. you’re going to have to find/win projects, execute them, get invoices 
paid, do the accounting (or pay someone to do it for you) pay taxes and social 
security – and hopefully manage to have some money left in the end – and there 
will be periods with no projects coming in, so no money at all.
In other words – make sure you have some money on the side before you start 
freelancing – enough to live a few months – half a year even – on your own 
costs.
if you regularly have people proposing projects and you have to turn them down, 
then yes, freelancing might be a good idea - but otherwise – watch out: 
projects are not going to happen out of the blue just because you turned 
freelance.
in any case, when you start, it’s a much less steady source of income than a 
permanent job in a studio. if you heard freelancers are making easy money, it’s 
a lie and only those who never freelanced believe it.
I could continue – but of course it’s not up to me to say you shouldn’t 
freelance – I’ve been making my living mainly as freelance for a decade, and if 
I can, so can you.

with that out of the way,
about a “workstation for a freelancer”
you have to think about the kind of projects you are going to do and what kind 
of situation you will be in.

freelancing at other companies/studios on their projects and equipment (= get a 
good laptop)
versus
working from your home office on your own equipment. (= get a comfortable 
workstation, monitor, as well as desk/chair!)
working at a client’s site (but not a studio) - client coming to your home 
office or not?
for briefings only (=again: good laptop) or interactive sessions as well? (= 
full office with the best workstation you can possibly get)
If you work in front of the client then you need something that is fast and 
looks fast as well. 
Since your subject is: “how low can you go”, I’d make this very clear from the 
start, to yourself as well as the client: no working in front of the client. Do 
everything through briefings - face to face, confcalls, email whatever – then 
go and do what was said in the briefing without the client looking over your 
shoulder. Keep this for later, when you are really on top of things. (or better 
yet – never do it at all)

Configuration will depend to a degree on the type of work and projects you 
expect to do and what you need to deliver – with special attention to rendering 
as this is your most likely bottleneck.
if you do outsourced work for a studio, such as making assets or animation and 
need to deliver scenes, then you don’t need a heavy workstation.
if its highres stills for print – you need something that renders fast enough – 
a single fast processor or dual CPU. graphics card is less important, but a 
decent monitor is.
for rendered animations where the client does postproduction (up to HD, a few 
seconds, say 30 seconds tops) – get as much renderpower as you can afford - 
focus on CPU power, unless your rendersoftware uses the GPU extensively you 
don’t need a very costly graphics card – get enough RAM as well.
If you want to deliver complete commercials or shorts and you handle 
postproduction as well – think again. You need more horsepower than you can 
afford.
if you need to deliver blockbuster quality work – you need a reality check. 

Practically speaking, I’ve always worked on a single workstation, and every ~3 
years bought a new one. The old one becomes a backup/renderstation – by the 
time you get the third computer, the first one is totally obsolete.
“what you can afford” is the proper workstation to buy – I’ve started with a 
cheap workstation (less than 1000 euro everything included – lower specs than 
your current phone probably), and little by little, when the freelance work got 
better and income more steady, I got something more high end – pretty much a 
workstation like you’d find in a studio.
Shop around a bit on internet – when specifying each component, don’t get the 
best of the best, get the third best or so – which gives some less performance 
for a lot less money.

Don’t forget:
give some thought to how you are going to upload stuff to a client. (internet 
connection, upload space and speed,...)
get DVD burner, a few usb sticks, external harddisk - to deliver physically 
when it’s too much to upload.
in a workstation I’d get at least 2 harddisks – one system disk and one for 
project data – with more disks you can even make a RAID.
Get an external disk for backup copy – consider a real backup solution.
if you don’t have a decent computer store nearby with plenty in stock, get some 
spare stuff - if you’re on a deadline and some stupid piece (the mouse!) freaks 
out and you need to get it delivered you are loosing 

RE: How low can you go (Hardware)

2013-09-13 Thread Sven Constable
Freelancing isn't not just about the hardware for a single workstation. If
your bank acount is lacking zeroes, it's probably not the best idea to start
freelancing  (in terms of represents an independent company by yourself).
It's okay to do just,... well, *freelance work at companies*, but thats not
very different from permanent position in terms of hardware you own
personally. You really don't need to bring your own workstation since the
company will provide it anyway.

 

When it comes to act as an independent contractor/company and you're going
to do it in a proffesionall way,  you will need a fileserver, backupserver,
renderfarm, rendermanagement software, tape-backups/archiving sort of thing,
ftp-accounts for costumers etc. Not to mention the software itself. I don't
know how this apply in the US but I think its not that different from any
other country.

In germany, there are two kind of freelancers: Most of them are working in
companies like a regular staff members, but jumping between companies and
they're not very different from regular staff (except from the fact that
there are freelancers). There are a handful of freelancers that managed to
work absolutly independent and acting as companies. But thats very hard and
they're only a few of them. I think it's different from the US, just because
in the US you can buy a house/building for cheap, have the basement occupied
with a decent renderfarm and all tech and make the first floor entierly for
business. Have costumers visit your company, not realising that it's also a
private residence? Maybe not.

 

If you are going to do jobs by yourself and to not work for other 3D or VFX
companies you either have to compete with them or concentrate on another
market or niche (like low budget CAD-viz or whatever). It's very hard to
establish yourself even you have all the 

tech and the skills (this includes not only your 3D skills but also
project managing, accounting and acquiring costumers.

 

I might have lost the point here, I apologize..:)

 

sven

 

 

From:  mailto:softimage-boun...@listproc.autodesk.com
softimage-boun...@listproc.autodesk.com [
mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Johan Forsgren
Sent: Friday, September 13, 2013 9:02 PM
To:  mailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
Subject: OT: How low can you go (Hardware)

 

Hey all, I'm currently hold a permanent position i small studio, but I'm
starting to wonder if freelancing isn't the way to go for me, This brings me
to the question of hardware, and I'm wondering if any of you freelancers
can't give your input on what the minimum spec for a workstation should be.

 

I cant afford anything beyond basic, really the no 1 reason that I'm
thinking about freelancing is the complete lack of zero's on my bank
statement. But it also limits my options equipment-wise quite a bit. I'm
thinking something-ish like this:

 

intel i5-3350P 

8 gig ram

geforce 640 gtm

no ssd :(

 

So I guess my question here is if there's possible to do simpler 3d work on
a personal workstation like this? I understand that its POSSIBLE but how
badly will I want to chew my arm of after say 6 months of freelancing doing
product viz and motion graphics? 

 

-- 


JOHAN FORSGREN


CG ARTIST


Phone + 46 31 752 20 00

 mailto:johan.forsg...@edithouse.se johan.forsg...@edithouse.se


Direct  + 46 31 752 20 07

Follow Edithouse at at  http://www.twitter.com/edithouse
twitter.com/edithouse


 http://www.edithouse.se/ example's logo

 


Edit house Film Works

 http://www.edithouse.se/ www.edithouse.se


Lilla Bommen 4a, S-411 04 Göteborg, Sweden

 http://www.twitter.com/edithouse www.twitter.com/edithouse

 

image001.jpg

Re: How low can you go (Hardware)

2013-09-13 Thread Mirko Jankovic
I guess that he already got a lot of materials how it looks like to be a
freelancer but not that much considering original question.
So to get back on track, what kind of work are you actually plan doing?
Your skill set?
Modeling, rigging and/or animation, lighting  rendering, simulations..
everything as one stop shop?
That is really starting point that will give you minimum option for
computer that can do the job at hand


On Sat, Sep 14, 2013 at 12:32 AM, Sven Constable
sixsi_l...@imagefront.dewrote:

 Freelancing isn't not just about the hardware for a single workstation. If
 your bank acount is lacking zeroes, it's probably not the best idea to
 start freelancing  (in terms of represents an independent company by
 yourself). It's okay to do just,... well, *freelance work at companies*,
 but thats not very different from permanent position in terms of hardware
 you own personally. You really don't need to bring your own workstation
 since the company will provide it anyway.

 ** **

 When it comes to act as an independent contractor/company and you're going
 to do it in a proffesionall way,  you will need a fileserver, backupserver,
 renderfarm, rendermanagement software, tape-backups/archiving sort of
 thing, ftp-accounts for costumers etc. Not to mention the software itself.
 I don't know how this apply in the US but I think its not that different
 from any other country.

 In germany, there are two kind of freelancers: Most of them are working in
 companies like a regular staff members, but jumping between companies and
 they're not very different from regular staff (except from the fact that
 there are freelancers). There are a handful of freelancers that managed to
 work absolutly independent and acting as companies. But thats very hard and
 they're only a few of them. I think it's different from the US, just
 because in the US you can buy a house/building for cheap, have the basement
 occupied with a decent renderfarm and all tech and make the first floor
 entierly for business. Have costumers visit your company, not realising
 that it's also a private residence? Maybe not.

 ** **

 If you are going to do jobs by yourself and to not work for other 3D or
 VFX companies you either have to compete with them or concentrate on
 another market or niche (like low budget CAD-viz or whatever). It's very
 hard to establish yourself even you have all the 

 tech and the skills (this includes not only your 3D skills but also
 project managing, accounting and acquiring costumers.

 ** **

 I might have lost the point here, I apologize..:)

 ** **

 sven

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Johan Forsgren
 *Sent:* Friday, September 13, 2013 9:02 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* OT: How low can you go (Hardware)

 ** **

 Hey all, I'm currently hold a permanent position i small studio, but I'm
 starting to wonder if freelancing isn't the way to go for me, This brings
 me to the question of hardware, and I'm wondering if any of you freelancers
 can't give your input on what the minimum spec for a workstation should be.
 

 ** **

 I cant afford anything beyond basic, really the no 1 reason that I'm
 thinking about freelancing is the complete lack of zero's on my bank
 statement. But it also limits my options equipment-wise quite a bit. I'm
 thinking something-ish like this:

 ** **

 intel i5-3350P 

 8 gig ram

 geforce 640 gtm

 no ssd :(

  

 So I guess my question here is if there's possible to do simpler 3d work
 on a personal workstation like this? I understand that its POSSIBLE but how
 badly will I want to chew my arm of after say 6 months of freelancing doing
 product viz and motion graphics? 

 ** **

 -- 

 JOHAN FORSGREN

 CG ARTIST

 Phone + 46 31 752 20 00

 johan.forsg...@edithouse.se

 Direct  + 46 31 752 20 07

 Follow Edithouse at at twitter.com/edithousehttp://www.twitter.com/edithouse
 

 [image: example's logo] http://www.edithouse.se/

 ** **

 Edit house Film Works

 www.edithouse.se

 Lilla Bommen 4a, S-411 04 Göteborg, Sweden

 www.twitter.com/edithouse

 ** **

image001.jpg