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