Re: Swap instance master

2013-10-18 Thread David Saber

Thanks a lot, Thomas!


Re: Swap instance master

2013-10-18 Thread peter_b

tried it in a simple scene and it definitely works.
Remove instances from old instance group - they just become empty models - 
add to the new masters' instance group.

(create one instance first to make the group, then delete that instance).
it works immediately - but in the past I remember having to save and reload 
the scene - so you might give that a go.



-Original Message- 
From: David Saber

Sent: Thursday, October 17, 2013 1:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: Swap instance master

Thank you Nono
After a search in the mailing list archive, I have already tried this,
but it didn't work... I'm sure I did something wrong.
I guess both master models must have the same name? If that's possible.
I'll test this again.
Greetings,
David 



Re: Swap instance master

2013-10-18 Thread Thomas Volkmann
Giving it another thought why not just simply change the content of the
model?


 pete...@skynet.be hat am 18. Oktober 2013 um 11:30 geschrieben:


 tried it in a simple scene and it definitely works.
 Remove instances from old instance group - they just become empty models -
 add to the new masters' instance group.
 (create one instance first to make the group, then delete that instance).
 it works immediately - but in the past I remember having to save and reload
 the scene - so you might give that a go.


 -Original Message-
 From: David Saber
 Sent: Thursday, October 17, 2013 1:45 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Swap instance master

 Thank you Nono
 After a search in the mailing list archive, I have already tried this,
 but it didn't work... I'm sure I did something wrong.
 I guess both master models must have the same name? If that's possible.
 I'll test this again.
 Greetings,
 David



Re: Softimage Digest, Vol 59, Issue 119

2013-10-18 Thread Stefan Kubicek

I wonder if this could be made faster implemented with the Splice API?
Jakob


That's a good question!

I am on the Splice Beta but am only now starting to get actually into it - the 
fact that the mesh class is going to change soon had me keeping my hands off so 
far, so I really can't comment on it's performance atm.
E.g. it could easily be that internal data conversion from Softimage to Fabric 
is taking up some more time than you gain from potentially faster ray casting 
and multithreading, and it also depends on how you are doing it in ICE atm 
(will the tree evaluate multithreaded, or is it running only single threaded?).

And what data would you generate through Splice? Your own curves? You can't 
implement a true plugin renderer via Splice (afaik), so you can only generate 
intermediate data for later rendering with an existing renderer.
Or you could create your own frame buffer to render into to later comp the 
result (the lines) onto your image, but then you will need to take care of a 
lot of things related to passes, overrides, etc...not to mention motion blur, 
DOF (though DOF and motion blur defeat the cartoon style, but at least that's 
one of the things Mental Ray can do with inks).






--
jakob schindegger
perceptual activist since 1993
www.fakob.com
trondheim / norway / europe
+47 939 73 491

On Oct 15, 2013, at 7:59 PM, softimage-requ...@listproc.autodesk.com wrote:


Message: 6
Date: Tue, 15 Oct 2013 10:59:45 -0700 (PDT)
From: David Rivera activemotionpictu...@yahoo.com
Subject: Re: Silhouette Edge Drawing with ICE
To: softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
Message-ID:
1381859985.20759.yahoomail...@web140906.mail.bf1.yahoo.com
Content-Type: text/plain; charset=iso-8859-1

Jakob, I?d love to try your ICE compound with this:
https://vimeo.com/76961204
It?s a recent project of mine and I was wondering what other parameters I?d 
need to config
correctly before the right npr arrives for this style.

I?d gladly provide you the head of the model so you can toy around with your 
compound.

Regards.
David.





On Tuesday, October 15, 2013 11:38 AM, Stefan Kubicek s...@tidbit-images.com 
wrote:

Welcome to the list Jakob!

That looks promising, I've been playing with the very same idea for over two 
years now but never had a production to actually use it on, hence no time to 
develop it past the concept stage. Good luck sorting out the ramaining issues, 
I'm looking forward to the first public version :-)

Stefan



Hi there!

May I introduce myself shortly. My name is Jakob Schindegger and I am a motion 
graphics designer who likes to develope new looks and also likes to code (still 
on a low level though)

I was always interested in NPR Rendering, especially silhouette edge drawing. 
So I took on the challenge, working with ICE and programming a custom ICE Node.

I have developed an ICE Compound generating at first just particles along the 
silhouette of an object, orienting along the outline and towards the camera.
As a next step I tried to generate as few splines as possible on the outline.
To be eventually able to smoothen these splines and also to generate some more 
turbulized overlaying ones to simulate a hand drawn (with strokes) / animated 
object.

As soon as I have cleaned up the compound and made it a bit more efficient I 
will upload it.

Problems I still have:
-Performance
-Jumpiness in Animation (as every calculation is only frame based, I might have 
to bring in a simulation level so the lines get more consistent over time
-Still too many gaps in the silhouette (I might have to bring the splines into 
screen space and connect them there)

This is how far I got right now. The animation down below is in some cases 
still very jumpy.

http://www.fakob.com/2013/silhouette-edge-drawing-ice-development/

It is a work in progress and maybe as I am not a real programmer, some things might have 
been done not very efficiently, but I appreciate any comments you have. Even the ones 
where you say why did you do it like this, there is a button which does all that 
already :-)

Thanks
Jakob
--
jakob schindegger
perceptual activist since 1993
www.fakob.com
trondheim / norway / europe
+47 939 73 491




--
-
?  Stefan Kubicek??? ??? ? ste...@keyvis.at
-
? ? ? ? ? ? keyvis digital imagery
? ? ? ? ?  Alfred Feierfeilstra?e 3
? ? ? ? A-2380 Perchtoldsdorf bei Wien
? ? ? ?  Phone:? +43 (0) 699 12614231
? ? ?  ??? ???  www.keyvis.at
--?  This email and its attachments are? ? --
-- confidential and for the recipient only --
-- next part --
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-
  Stefan Kubicek   

Friday Flashback #142

2013-10-18 Thread Stephen Blair
Friday Flashback #142
SOFTIMAGE|PARTICLE
http://wp.me/powV4-2Sk


Re: Global Python interpreter?

2013-10-18 Thread Luc-Eric Rousseau
On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
 If you want something to be available across the board you can simply write
 it, register it as a module, and push it. No need for it to exist as a file.


I've read the link, but I can't see how you could use this to push
functions to a different instance of the python interpreter without
using some file on disk (or copy/pasting the code between script
editor tabs)


RE: Friday Flashback #142

2013-10-18 Thread Sven Constable
Have to say I rarely used the standalone  particle system in production at
this time but played a lot with it. And it was as unstable as Charles
Manson... lol
And not to forget the funky Go with the flowfeature! To import particle
animation back into Softimage to combine it with the meta-clay system for
example!  Liquids and all kind of particle animation applied to
3d-objects... Yeahh! :)

 

sven 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
Sent: Friday, October 18, 2013 5:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #142

 

Ahh yes.

When I first started learning to use it I had a Deskside Onyx all to myself,
around 1995 I think it was.  I did a 5 minute simulation just keying on and
off forces just to get an idea what they did.  I think I still have it on a
D1 tape somewhere.

Eric




Freelance 3D and VFX animator

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

 

On Fri, Oct 18, 2013 at 11:17 AM, Stephen Blair stephenrbl...@gmail.com
wrote:

Friday Flashback #142 

SOFTIMAGE|PARTICLE

http://wp.me/powV4-2Sk

 



Re: Global Python interpreter?

2013-10-18 Thread Jon Swindells
i have to admit confusion on this topic too.

to be able to push your temp module onto pythons sys you'd need a
constantly running instance surely ?

python cmd line in the background seems a trifle silly (if that is what's
needed) when you might as well just make a command and have done with it


On 18 October 2013 18:46, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Thu, Oct 17, 2013 at 6:22 PM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  If you want something to be available across the board you can simply
 write
  it, register it as a module, and push it. No need for it to exist as a
 file.


 I've read the link, but I can't see how you could use this to push
 functions to a different instance of the python interpreter without
 using some file on disk (or copy/pasting the code between script
 editor tabs)




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


RE: Friday Flashback #142

2013-10-18 Thread Jeff McFall
I remember that.  I was sooo looking forward to having a particle system again 
after moving from a Wavefront system.
It wasn't quite what I had hoped for but way better than nothing and I was able 
to make a lot of use it.

Kind of ironic about how Soft was NOT known for its Particle System 
capabilities back then.

I like this quote
Render the particle animation. Then composite the particle animation using the 
depth information from the z-channel of the SOFTIMAGE 3D rendered images to 
create seamless three-dimensional
animation with a particle effect.

That was fine if you did not mind a fully aliased comp  :)  Not to mention that 
I only had about a 500 MB hard drive if I remember correctly...
Those Zpics were kind of heavy for the time and with that size of storage.

Jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, October 18, 2013 11:17 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #142

Friday Flashback #142
SOFTIMAGE|PARTICLE
http://wp.me/powV4-2Sk


RE: Friday Flashback #142

2013-10-18 Thread Matt Lind
I remember the system being very fast and interactive compared to softimage|3D, 
but yeah, PITA to have to composite everything.

The manipulators for SI Particle were actually pretty nice and intuitive.  They 
needed to be as the software lacked the mouse driven manipulation found in most 
3d packages.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Friday, October 18, 2013 11:29 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember that.  I was sooo looking forward to having a particle system again 
after moving from a Wavefront system.
It wasn't quite what I had hoped for but way better than nothing and I was able 
to make a lot of use it.

Kind of ironic about how Soft was NOT known for its Particle System 
capabilities back then.

I like this quote
Render the particle animation. Then composite the particle animation using the 
depth information from the z-channel of the SOFTIMAGE 3D rendered images to 
create seamless three-dimensional
animation with a particle effect.

That was fine if you did not mind a fully aliased comp  :)  Not to mention that 
I only had about a 500 MB hard drive if I remember correctly...
Those Zpics were kind of heavy for the time and with that size of storage.

Jeff

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, October 18, 2013 11:17 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Friday Flashback #142

Friday Flashback #142
SOFTIMAGE|PARTICLE
http://wp.me/powV4-2Sk


RE: Friday Flashback #142

2013-10-18 Thread Sven Constable
Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in
1998 I was a student learning Softimage|3D and the standalone particle
system was really hard to use because of that. I remember saving my particle
scene every 5 minutes. Maybe it was a driver/system/graphics cards issue
back then. I was on NT back then. Did the particle standalone also exists on
SGI?   

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

 

I remember the system being very fast and interactive compared to
softimage|3D, but yeah, PITA to have to composite everything.

 

The manipulators for SI Particle were actually pretty nice and intuitive.
They needed to be as the software lacked the mouse driven manipulation found
in most 3d packages.  

 

Matt

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Friday, October 18, 2013 11:29 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

 

I remember that.  I was sooo looking forward to having a particle system
again after moving from a Wavefront system.

It wasn't quite what I had hoped for but way better than nothing and I was
able to make a lot of use it.

 

Kind of ironic about how Soft was NOT known for its Particle System
capabilities back then.

 

I like this quote 

Render the particle animation. Then composite the particle animation using
the depth information from the z-channel of the SOFTIMAGE 3D rendered images
to create seamless three-dimensional
animation with a particle effect.

 

That was fine if you did not mind a fully aliased comp  J  Not to mention
that I only had about a 500 MB hard drive if I remember correctly.

Those Zpics were kind of heavy for the time and with that size of storage.

 

Jeff

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, October 18, 2013 11:17 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #142

 

Friday Flashback #142 

SOFTIMAGE|PARTICLE

http://wp.me/powV4-2Sk



RE: Friday Flashback #142

2013-10-18 Thread Matt Lind
It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows 
NT along with Softimage|3D v3.51 (1996)

The SGI version was pretty stable.  I personally didn't have issues with 
crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen 
series card at the time.  Intergraph was the king of the windows field until 
Intel screwed them over.  3DLabs worked really hard at providing good drivers 
and/or frequent updates.  Maxon, Elsa, Matrox, ATI, and the other brands didn't 
do a very good job with drivers and seemed to focus more on the texture fill 
aspect for video and games.  Anybody that made good cards back then usually had 
to do some proprietary hardware and drivers to get around windows' lack of 
graphics infrastructure.  Anybody remember the SGI windows workstations?


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, October 18, 2013 11:47 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 
I was a student learning Softimage|3D and the standalone particle system was 
really hard to use because of that. I remember saving my particle scene every 5 
minutes. Maybe it was a driver/system/graphics cards issue back then. I was on 
NT back then. Did the particle standalone also exists on SGI?

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:33 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember the system being very fast and interactive compared to softimage|3D, 
but yeah, PITA to have to composite everything.

The manipulators for SI Particle were actually pretty nice and intuitive.  They 
needed to be as the software lacked the mouse driven manipulation found in most 
3d packages.

Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Friday, October 18, 2013 11:29 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember that.  I was sooo looking forward to having a particle system again 
after moving from a Wavefront system.
It wasn't quite what I had hoped for but way better than nothing and I was able 
to make a lot of use it.

Kind of ironic about how Soft was NOT known for its Particle System 
capabilities back then.

I like this quote
Render the particle animation. Then composite the particle animation using the 
depth information from the z-channel of the SOFTIMAGE 3D rendered images to 
create seamless three-dimensional
animation with a particle effect.

That was fine if you did not mind a fully aliased comp  :)  Not to mention that 
I only had about a 500 MB hard drive if I remember correctly...
Those Zpics were kind of heavy for the time and with that size of storage.

Jeff

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, October 18, 2013 11:17 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Friday Flashback #142

Friday Flashback #142
SOFTIMAGE|PARTICLE
http://wp.me/powV4-2Sk


RE: Friday Flashback #142

2013-10-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
There was a fatal flaw in the way that the particle scene was saved. Even on 
SGI. You could start a new scene, build something and it would work perfectly 
until you saved it and closed it. The next time you reopened it, it became 
buggy and unstable. I can't recall what the specifics of the flaw was anymore, 
I just know that I got so good at hacking the saved files to correct the flaw 
it became a routine activity. For its day, it was quite useful and it holds a 
nostalgic appeal. But looking at it in retrospect to ICE, I'd never want to go 
back to using 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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 2:59 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows 
NT along with Softimage|3D v3.51 (1996)

The SGI version was pretty stable.  I personally didn't have issues with 
crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen 
series card at the time.  Intergraph was the king of the windows field until 
Intel screwed them over.  3DLabs worked really hard at providing good drivers 
and/or frequent updates.  Maxon, Elsa, Matrox, ATI, and the other brands didn't 
do a very good job with drivers and seemed to focus more on the texture fill 
aspect for video and games.  Anybody that made good cards back then usually had 
to do some proprietary hardware and drivers to get around windows' lack of 
graphics infrastructure.  Anybody remember the SGI windows workstations?


Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, October 18, 2013 11:47 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 
I was a student learning Softimage|3D and the standalone particle system was 
really hard to use because of that. I remember saving my particle scene every 5 
minutes. Maybe it was a driver/system/graphics cards issue back then. I was on 
NT back then. Did the particle standalone also exists on SGI?

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:33 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember the system being very fast and interactive compared to softimage|3D, 
but yeah, PITA to have to composite everything.

The manipulators for SI Particle were actually pretty nice and intuitive.  They 
needed to be as the software lacked the mouse driven manipulation found in most 
3d packages.

Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Friday, October 18, 2013 11:29 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember that.  I was sooo looking forward to having a particle system again 
after moving from a Wavefront system.
It wasn't quite what I had hoped for but way better than nothing and I was able 
to make a lot of use it.

Kind of ironic about how Soft was NOT known for its Particle System 
capabilities back then.

I like this quote
Render the particle animation. Then composite the particle animation using the 
depth information from the z-channel of the SOFTIMAGE 3D rendered images to 
create seamless three-dimensional
animation with a particle effect.

That was fine if you did not mind a fully aliased comp  :)  Not to mention that 
I only had about a 500 MB hard drive if I remember correctly...
Those Zpics were kind of heavy for the time and with that size of storage.

Jeff

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, October 18, 2013 11:17 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Friday Flashback #142

Friday Flashback #142
SOFTIMAGE|PARTICLE
http://wp.me/powV4-2Sk


RE: Friday Flashback #142

2013-10-18 Thread Sven Constable
Yes, that would explain it. I had to use a cheap Matrox/ATI card or
something in that class. I later switched to 3DLabs for my personal
workstation. Did a better job with Softimage|3D, but I didn't touch the
particle standalone anymore. PhoenixTools  came up with some sort of an
integrated particle solver inside Softimage|3D at that time. To replace the
standalone particle system. If memory serves me right, this very old
particle solution or at least the base code around it,  was integrated in
XSI until ICE came out? Just because of the .ptp cache files it spats out.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:59 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

 

It started on SGI with Softimage|3D v3.0 (1995) and was later ported to
Windows NT along with Softimage|3D v3.51 (1996)

 

The SGI version was pretty stable.  I personally didn't have issues with
crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen
series card at the time.  Intergraph was the king of the windows field until
Intel screwed them over.  3DLabs worked really hard at providing good
drivers and/or frequent updates.  Maxon, Elsa, Matrox, ATI, and the other
brands didn't do a very good job with drivers and seemed to focus more on
the texture fill aspect for video and games.  Anybody that made good cards
back then usually had to do some proprietary hardware and drivers to get
around windows' lack of graphics infrastructure.  Anybody remember the SGI
windows workstations?

 

 

Matt

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, October 18, 2013 11:47 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

 

Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in
1998 I was a student learning Softimage|3D and the standalone particle
system was really hard to use because of that. I remember saving my particle
scene every 5 minutes. Maybe it was a driver/system/graphics cards issue
back then. I was on NT back then. Did the particle standalone also exists on
SGI?   

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

 

I remember the system being very fast and interactive compared to
softimage|3D, but yeah, PITA to have to composite everything.

 

The manipulators for SI Particle were actually pretty nice and intuitive.
They needed to be as the software lacked the mouse driven manipulation found
in most 3d packages.  

 

Matt

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Friday, October 18, 2013 11:29 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

 

I remember that.  I was sooo looking forward to having a particle system
again after moving from a Wavefront system.

It wasn't quite what I had hoped for but way better than nothing and I was
able to make a lot of use it.

 

Kind of ironic about how Soft was NOT known for its Particle System
capabilities back then.

 

I like this quote 

Render the particle animation. Then composite the particle animation using
the depth information from the z-channel of the SOFTIMAGE 3D rendered images
to create seamless three-dimensional
animation with a particle effect.

 

That was fine if you did not mind a fully aliased comp  J  Not to mention
that I only had about a 500 MB hard drive if I remember correctly.

Those Zpics were kind of heavy for the time and with that size of storage.

 

Jeff

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, October 18, 2013 11:17 AM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #142

 

Friday Flashback #142 

SOFTIMAGE|PARTICLE

http://wp.me/powV4-2Sk



[ICE] Attributes

2013-10-18 Thread Jeremie Passerin
Hey list !

Is there a way to list the ICE Attribute of an object ?
I'm storing some information in a ICE attribute : self.foo

I'm creating a second ICE Tree and I want to check if the object already
has this attribute, because if it's the case I want to use another one
(self.foo2)

Any idea how to do that ?

Jeremie


Re: [ICE] Attributes

2013-10-18 Thread Eric Thivierge

attr = object.ActivePrimitive.Geometry.ICEAttributes(foo)
Will not return none if it is there.

The ProjectItem object also supports the ICEAttributes collection.


On Friday, October 18, 2013 3:30:18 PM, Jeremie Passerin wrote:

Hey list !

Is there a way to list the ICE Attribute of an object ?
I'm storing some information in a ICE attribute : self.foo

I'm creating a second ICE Tree and I want to check if the object
already has this attribute, because if it's the case I want to use
another one (self.foo2)

Any idea how to do that ?

Jeremie




Re: [ICE] Attributes

2013-10-18 Thread Jeremie Passerin
Great! i'll look into that ;-)


On 18 October 2013 12:34, Eric Thivierge ethivie...@hybride.com wrote:

 attr = object.ActivePrimitive.**Geometry.ICEAttributes(foo)
 Will not return none if it is there.

 The ProjectItem object also supports the ICEAttributes collection.



 On Friday, October 18, 2013 3:30:18 PM, Jeremie Passerin wrote:

 Hey list !

 Is there a way to list the ICE Attribute of an object ?
 I'm storing some information in a ICE attribute : self.foo

 I'm creating a second ICE Tree and I want to check if the object
 already has this attribute, because if it's the case I want to use
 another one (self.foo2)

 Any idea how to do that ?

 Jeremie





RE: Friday Flashback #142

2013-10-18 Thread Marc-Andre Carbonneau
Phoenix Tools particles were integrated into XSI back in version 1.5 around in 
the winter of 2000. Not the old standalone particle. I was the particle QA at 
the time and we had them setup in the Softimage library because at the time 
there was over 150+ developers on XSI!
They were quite fun and complaining about our bad coffee. ;) Ricardo Savarè was 
driving the project from their side if my memory serves me well. Then Francois 
Painchaud took the lead from Montreal.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: 18 octobre 2013 15:27
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

Yes, that would explain it. I had to use a cheap Matrox/ATI card or something 
in that class. I later switched to 3DLabs for my personal workstation. Did a 
better job with Softimage|3D, but I didn't touch the particle standalone 
anymore. PhoenixTools  came up with some sort of an integrated particle solver 
inside Softimage|3D at that time. To replace the standalone particle system. If 
memory serves me right, this very old particle solution or at least the base 
code around it,  was integrated in XSI until ICE came out? Just because of the 
.ptp cache files it spats out.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:59 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows 
NT along with Softimage|3D v3.51 (1996)

The SGI version was pretty stable.  I personally didn't have issues with 
crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen 
series card at the time.  Intergraph was the king of the windows field until 
Intel screwed them over.  3DLabs worked really hard at providing good drivers 
and/or frequent updates.  Maxon, Elsa, Matrox, ATI, and the other brands didn't 
do a very good job with drivers and seemed to focus more on the texture fill 
aspect for video and games.  Anybody that made good cards back then usually had 
to do some proprietary hardware and drivers to get around windows' lack of 
graphics infrastructure.  Anybody remember the SGI windows workstations?


Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, October 18, 2013 11:47 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 
I was a student learning Softimage|3D and the standalone particle system was 
really hard to use because of that. I remember saving my particle scene every 5 
minutes. Maybe it was a driver/system/graphics cards issue back then. I was on 
NT back then. Did the particle standalone also exists on SGI?

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:33 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember the system being very fast and interactive compared to softimage|3D, 
but yeah, PITA to have to composite everything.

The manipulators for SI Particle were actually pretty nice and intuitive.  They 
needed to be as the software lacked the mouse driven manipulation found in most 
3d packages.

Matt



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Friday, October 18, 2013 11:29 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember that.  I was sooo looking forward to having a particle system again 
after moving from a Wavefront system.
It wasn't quite what I had hoped for but way better than nothing and I was able 
to make a lot of use it.

Kind of ironic about how Soft was NOT known for its Particle System 
capabilities back then.

I like this quote
Render the particle animation. Then composite the particle animation using the 
depth information from the z-channel of the SOFTIMAGE 3D rendered images to 
create seamless three-dimensional
animation with a particle effect.

That was fine if you did not mind a fully aliased comp  :)  Not to mention that 
I only had about a 500 MB hard drive if I remember correctly...
Those Zpics were kind of heavy for the time and with that size of storage.

Jeff

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

Re: Friday Flashback #142

2013-10-18 Thread Vincent Fortin
Hehehe I remember loosing all animation curves every time I exited the
program!


On Fri, Oct 18, 2013 at 3:38 PM, Eric Lampi ericla...@gmail.com wrote:

 The other thing about it that was awesome was the fact that if you stopped
 the render and started it again where you left off, the simulation would
 not be the same. You had to render start to finish in one go.

 Eric

 Freelance 3D and VFX animator

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


 On Fri, Oct 18, 2013 at 3:23 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  There was a fatal flaw in the way that the particle scene was saved.
 Even on SGI. You could start a new scene, build something and it would work
 perfectly until you saved it and closed it. The next time you reopened it,
 it became buggy and unstable. I can’t recall what the specifics of the flaw
 was anymore, I just know that I got so good at hacking the saved files to
 correct the flaw it became a routine activity. For its day, it was quite
 useful and it holds a nostalgic appeal. But looking at it in retrospect to
 ICE, I’d never want to go back to using 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.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
 *Sent:* Friday, October 18, 2013 2:59 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Friday Flashback #142

 ** **

 It started on SGI with Softimage|3D v3.0 (1995) and was later ported to
 Windows NT along with Softimage|3D v3.51 (1996)

 ** **

 The SGI version was pretty stable.  I personally didn’t have issues with
 crashes on windows NT, but I also had a good Intergraph and/or 3DLabs
 Oxygen series card at the time.  Intergraph was the king of the windows
 field until Intel screwed them over.  3DLabs worked really hard at
 providing good drivers and/or frequent updates.  Maxon, Elsa, Matrox, ATI,
 and the other brands didn’t do a very good job with drivers and seemed to
 focus more on the texture fill aspect for video and games.  Anybody that
 made good cards back then usually had to do some proprietary hardware and
 drivers to get around windows’ lack of graphics infrastructure.  Anybody
 remember the SGI windows workstations?

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Sven Constable
 *Sent:* Friday, October 18, 2013 11:47 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Friday Flashback #142

 ** **

 Fast and interactive yes, but it crashed a lot, didn't it? I'm curious,
 in 1998 I was a student learning Softimage|3D and the standalone particle
 system was really hard to use because of that. I remember saving my
 particle scene every 5 minutes. Maybe it was a driver/system/graphics cards
 issue back then. I was on NT back then. Did the particle standalone also
 exists on SGI?   

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Matt Lind
 *Sent:* Friday, October 18, 2013 8:33 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Friday Flashback #142

 ** **

 I remember the system being very fast and interactive compared to
 softimage|3D, but yeah, PITA to have to composite everything.

 ** **

 The manipulators for SI Particle were actually pretty nice and
 intuitive.  They needed to be as the software lacked the mouse driven
 manipulation found in most 3d packages.  

 ** **

 Matt

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Jeff McFall
 *Sent:* Friday, October 18, 2013 11:29 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Friday Flashback #142

 ** **

 I remember that.  I was sooo looking forward to having a particle system
 again after moving from a Wavefront system.

 It wasn’t quite what I had hoped for but way better than nothing and I
 was able to make a lot of use it.

 ** **

 Kind of ironic about how Soft was NOT known for its “Particle System”
 capabilities back then.

 ** **

 I like this quote 

 Render the particle animation. Then composite the particle animation
 using the depth information from the z-channel of the SOFTIMAGE 3D rendered
 images to create seamless three-dimensional
 animation with a particle effect.”

 ** **

 That was fine if you did not mind a fully aliased comp 

Re: Friday Flashback #142

2013-10-18 Thread Luc-Eric Rousseau
I never really used it beyond doing a tutorial, but I loved the
interface, the widgets and the opengl look.  It had manipulators which
softimage 3D also did not have. So much more modern than softimage|3D;
hard to believe it's from 1995, and you would only get a new softimage
GUI 5 years later.
I think it was written internally, with some particle code from a
company called ArSciMed.


RE: Friday Flashback #142

2013-10-18 Thread Marc-Andre Carbonneau
ArcSciMed! Now that's a farfetched name. LOL!
I totally agree with you Luc-Eric, it had some pretty slick stuff that 
Softimage didn't have. I don't remember how many particles you could have in 
your scene before slowing it down?
Jason Stambollian was the Particles king pin from the Softimage Content Group. 
He's here on the list and could probably talk about all the features and his 
stories using it. :)


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: 18 octobre 2013 16:18
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #142

I never really used it beyond doing a tutorial, but I loved the interface, the 
widgets and the opengl look.  It had manipulators which softimage 3D also did 
not have. So much more modern than softimage|3D; hard to believe it's from 
1995, and you would only get a new softimage GUI 5 years later.
I think it was written internally, with some particle code from a company 
called ArSciMed.



RE: Friday Flashback #142

2013-10-18 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Yes that's correct, except the curves weren't lost actually, rather the scene 
information was formatted with an error or omitted something very simple. All 
you had to do was edit the file and reformat the description to remove the 
error andhows it they used to sayvoila!...the scene would open intact 
just the way you saved it. I recall discovering the flaw when comparing the 
failed scene description with one of the default sample scenes.
--
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 Vincent Fortin
Sent: Friday, October 18, 2013 4:12 PM
To: softimage
Subject: Re: Friday Flashback #142

Hehehe I remember loosing all animation curves every time I exited the program!

On Fri, Oct 18, 2013 at 3:38 PM, Eric Lampi 
ericla...@gmail.commailto:ericla...@gmail.com wrote:
The other thing about it that was awesome was the fact that if you stopped the 
render and started it again where you left off, the simulation would not be the 
same. You had to render start to finish in one go.
Eric

Freelance 3D and VFX animator

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

On Fri, Oct 18, 2013 at 3:23 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
There was a fatal flaw in the way that the particle scene was saved. Even on 
SGI. You could start a new scene, build something and it would work perfectly 
until you saved it and closed it. The next time you reopened it, it became 
buggy and unstable. I can't recall what the specifics of the flaw was anymore, 
I just know that I got so good at hacking the saved files to correct the flaw 
it became a routine activity. For its day, it was quite useful and it holds a 
nostalgic appeal. But looking at it in retrospect to ICE, I'd never want to go 
back to using 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.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 2:59 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

It started on SGI with Softimage|3D v3.0 (1995) and was later ported to Windows 
NT along with Softimage|3D v3.51 (1996)

The SGI version was pretty stable.  I personally didn't have issues with 
crashes on windows NT, but I also had a good Intergraph and/or 3DLabs Oxygen 
series card at the time.  Intergraph was the king of the windows field until 
Intel screwed them over.  3DLabs worked really hard at providing good drivers 
and/or frequent updates.  Maxon, Elsa, Matrox, ATI, and the other brands didn't 
do a very good job with drivers and seemed to focus more on the texture fill 
aspect for video and games.  Anybody that made good cards back then usually had 
to do some proprietary hardware and drivers to get around windows' lack of 
graphics infrastructure.  Anybody remember the SGI windows workstations?


Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Friday, October 18, 2013 11:47 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

Fast and interactive yes, but it crashed a lot, didn't it? I'm curious, in 1998 
I was a student learning Softimage|3D and the standalone particle system was 
really hard to use because of that. I remember saving my particle scene every 5 
minutes. Maybe it was a driver/system/graphics cards issue back then. I was on 
NT back then. Did the particle standalone also exists on SGI?

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:33 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

I remember the system being very fast and interactive compared to softimage|3D, 
but yeah, PITA to have to composite everything.

The manipulators for SI Particle were actually pretty nice and intuitive.  They 
needed to be as the software lacked the mouse driven manipulation found in most 
3d packages.

Matt



From: 

RE: Friday Flashback #142

2013-10-18 Thread Matt Lind
Yes, ArcSciMed who later renamed themselves Animation Science.  One of my 
former employers was going to buy the ArcSciMed simulation library until I told 
them it was the same library used by Softimage|Particle, which we were already 
using.  They didn't like the looks of Softimage|Particle (for the purposes of 
generating weather system data), so they rolled their own.

As for other nice widgets, you could click on any text edit box or button in 
the UI and drag the mouse left or right to increment/decrement the value.  The 
rate of increase/decrease would vary depending on which mouse button you used.  
The workflow was equivalent to the current workflow of clicking the parameter 
name in a PPG to mark it then activate the virtual slider to change value, but 
the Softimage|Particle workflow was more slick.

When I first saw 'Sumatra' and how the PPGs, parameter marking, and other 
things worked, I immediately thought of Softimage|Particle as the inspiration.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Friday, October 18, 2013 1:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #142

I never really used it beyond doing a tutorial, but I loved the interface, the 
widgets and the opengl look.  It had manipulators which softimage 3D also did 
not have. So much more modern than softimage|3D; hard to believe it's from 
1995, and you would only get a new softimage GUI 5 years later.
I think it was written internally, with some particle code from a company 
called ArSciMed.



RE: Friday Flashback #142

2013-10-18 Thread Martin Belleau
Wasn't it Jean-Luc Corenthin the dev that was the intermediary on Soft
side?


-Original Message-
From: Marc-Andre Carbonneau [mailto:marc-andre.carbonn...@ubisoft.com] 
Sent: October-18-13 4:50 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142

ArcSciMed! Now that's a farfetched name. LOL!
I totally agree with you Luc-Eric, it had some pretty slick stuff that
Softimage didn't have. I don't remember how many particles you could
have in your scene before slowing it down?
Jason Stambollian was the Particles king pin from the Softimage Content
Group. He's here on the list and could probably talk about all the
features and his stories using it. :)


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
Rousseau
Sent: 18 octobre 2013 16:18
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #142

I never really used it beyond doing a tutorial, but I loved the
interface, the widgets and the opengl look.  It had manipulators which
softimage 3D also did not have. So much more modern than softimage|3D;
hard to believe it's from 1995, and you would only get a new softimage
GUI 5 years later.
I think it was written internally, with some particle code from a
company called ArSciMed.




Re: Friday Flashback #142

2013-10-18 Thread Luc-Eric Rousseau
On Fri, Oct 18, 2013 at 4:50 PM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
 I totally agree with you Luc-Eric, it had some pretty slick stuff that 
 Softimage didn't have. I don't remember
 how many particles you could have in your scene before slowing it down?

In 1997 we were running Pentium Pro at 200Mhz with probably 128 megs
of RAM tops, so I would say it stated to slow down as soon as you
launched the app.


Re: Friday Flashback #142

2013-10-18 Thread Sergio Mucino

  
  
Oh, yes! They actually looked pretty attractive until you took a
deeper dive into the specs. Their semi-proprietary Windows install,
the controlled hardware, and especially, the shared memory design
between the system and the graphics pipeline became deal breakers. I
guess SGI missed the fact that Windows users liked that environment
due to how much tweaking you can do to your machine (I mean... if
you can't even upgrade your graphics card, you're basically buying
something that would be obsolete in a few years).
The O2 at the time seemed to be a better option, but it didn't
provide enough horse power for serious use (at least in the tests we
ran at the time... the studio I worked for was running Soft 3.5
under NT, and we were Intergraph dealers... we got an O2 with Power
Animator installed as an evaluation loan for a while... didn't go
anywhere).

  

On 18/10/2013 2:58 PM, Matt Lind wrote:

  
  
  
  
It
started on SGI with Softimage|3D v3.0 (1995) and was later
ported to Windows NT along with Softimage|3D v3.51 (1996)

The
SGI version was pretty stable. I personally didnt have
issues with crashes on windows NT, but I also had a good
Intergraph and/or 3DLabs Oxygen series card at the time.
Intergraph was the king of the windows field until Intel
screwed them over. 3DLabs worked really hard at providing
good drivers and/or frequent updates. Maxon, Elsa, Matrox,
ATI, and the other brands didnt do a very good job with
drivers and seemed to focus more on the texture fill aspect
for video and games. Anybody that made good cards back then
usually had to do some proprietary hardware and drivers to
get around windows lack of graphics infrastructure.
Anybody remember the SGI windows workstations?


Matt





  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of Sven Constable
Sent: Friday, October 18, 2013 11:47 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142
  


Fast and interactive yes, but it crashed a lot,
didn't it? I'm curious, in 1998 I was a student learning
Softimage|3D and the standalone particle system was really
hard to use because of that. I remember saving my particle
scene every 5 minutes. Maybe it was a driver/system/graphics
cards issue back then. I was on NT back then. Did the
particle standalone also exists on SGI? 


  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Matt Lind
Sent: Friday, October 18, 2013 8:33 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142
  


I
remember the system being very fast and interactive compared
to softimage|3D, but yeah, PITA to have to composite
everything.

The
manipulators for SI Particle were actually pretty nice and
intuitive. They needed to be as the software lacked the
mouse driven manipulation found in most 3d packages. 

Matt




  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Jeff McFall
Sent: Friday, October 18, 2013 11:29 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #142
  


I
remember that. I was sooo looking forward to having a
particle system again after moving from a Wavefront system.
It
wasnt quite what I had hoped for but way better than
nothing and I was able to make a lot of use it.

Kind
of ironic about how Soft was NOT known for its Particle
System capabilities back then.

I
like this quote 
Render the particle animation. Then composite the
particle animation using the depth information from the
z-channel of the SOFTIMAGE 3D rendered images to create
seamless three-dimensional
animation with a particle effect.

That
was fine if you did not mind a fully aliased comp J