Re: MoCap studio in Northern Europe?
Thanks Rob. MB Den 14. august 2013 kl. 13:27 skrev Rob Wuijster r...@casema.nl: There's Motek in A'dam: http://www.motekentertainment.com/ http://www.motekentertainment.com/ Rob \/-\/\/ On 14-8-2013 13:17, Morten Bartholdy wrote: Hi all I am looking for a MoCap Studio in or somewhere around the Denmark neighborhood, ie. in Sweden or Germany. Does anyone here have som pointers regarding this? Thanks! Morten No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.3392 / Virus Database: 3211/6575 - Release Date: 08/13/13
Re: MoCap studio in Northern Europe?
we have GOTOXY in Nuremberg/Germany 2013/12/6 Morten Bartholdy x...@colorshopvfx.dk Thanks Rob. MB Den 14. august 2013 kl. 13:27 skrev Rob Wuijster r...@casema.nl: There's Motek in A'dam: http://www.motekentertainment.com/ Rob \/-\/\/ On 14-8-2013 13:17, Morten Bartholdy wrote: Hi all I am looking for a MoCap Studio in or somewhere around the Denmark neighborhood, ie. in Sweden or Germany. Does anyone here have som pointers regarding this? Thanks! Morten No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3392 / Virus Database: 3211/6575 - Release Date: 08/13/13
Re: emPolygonizer4 v.4.250
That sounds great Eric! Thanks for the comparison numbers. /Jens On Thu, Dec 5, 2013 at 12:53 PM, Eric Mootz e...@mootzoid.com wrote: The memory consumption of emPolygonizer4 can grow quite fast. The more input particles and the higher the level of detail the more memory it will consume. emTopolizer2 however meshes things bit by bit which results in neglectable memory consumption no matter how your level of detail might look. So with heavy setups emPolygonizer4 can easily go up to 10 Gig and more of RAM whereas emTopolizer2 will only use a couple of hundred megabytes. Speed wise it depends a little on how the input looks like (amount of particles, spacial distribution, ..), but on average emTopolizer2 is *at least* twice as fast. In most cases it will be even 2-10 times faster. But in my opinion the speed is not as important as the memory consumption. Fact is that with emPolygonizer4 you will eventually have memory problems and with emTopolizer2 you won't. Here a concrete example that I just tested. Note the memory consumption. Hardware: Sony Vaio Laptop, Intel i7m, 8 Gig Ram. OS: Windows 7 64 bit. Software: SI 2012 SAP *A.)* The input was a small liquid simulation with roughly 2000 particles. The level of detail was set to 50, which resulted in a mesh with about 2.4 million polygons. emPolygonizer4: time: 30 seconds. max. RAM: 2.6 Gig. emTopolizer2: time: 10 seconds. max. RAM: about 0.15 gig. *B.)* Same input, but this time with liquid filaments enabled which results in roughly 27 particles. The level of detail was set to 50, which resulted in a mesh with about 1.5 million polygons. emPolygonizer4: time: 55 seconds. max. RAM: 2.7 Gig. emTopolizer2: time: 26 seconds. max. RAM: about 0.2 gig. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Apply Triangulate Polygon
Is there a way, when you triangulate a polymesh to change the order of the cutting? Let's say a quad plane Triangulate it cut in 2 triangles But I want the others triangles (the other diagonale) I found : Apply Invert Polygon Apply Triangulate Apply Invert Polygon Get the job done, but I was wondering if there was a more subttle way..
Re: Tim Borgmann's emTopolizer2 Experiments
Hey list, Version 2.110 of emTopolizer2 is available for Softimage 2012, 2013 and 2014, Windows/Linux 64 bit. The new version now supports instance shape animation, for an example check out the demo scene Topo_from_Particles3.scn. The addon, demo scenes, etc. can be found here: http://www.mootzoid.com/plugin/emtopolizer2 Cheers! Eric
Re: Apply Triangulate Polygon
there is a command called Turn polygon Internal Edges it's exactale what you're looking for :) It's under Modify - Poly. Mesh cheers Vladimir On Fri, Dec 6, 2013 at 10:32 AM, olivier jeannel olivier.jean...@noos.frwrote: Is there a way, when you triangulate a polymesh to change the order of the cutting? Let's say a quad plane Triangulate it cut in 2 triangles But I want the others triangles (the other diagonale) I found : Apply Invert Polygon Apply Triangulate Apply Invert Polygon Get the job done, but I was wondering if there was a more subttle way..
RE: Open GL High Quality ?
What I would do is to make an ICE tree that writes the fog color based from the distance of the camera to the current vertex and write it to a CAV. The render tree can then read the CAV and multiply it to the final color. This is my suggestion because HQV doesn't support all the MR nodes and from the top of my head I don't recall any HQV supported node that can give you your surface and camera positions. Another option of course is to write custom realtime shaders for it. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel Sent: Wednesday, December 04, 2013 5:41 AM To: softimage@listproc.autodesk.com Subject: Re: Open GL High Quality ? Ah thank's Luc Eric ! I lost the job, but how would I make a RealTime fog then ? Is there something already usable, or is there something to build with a ScalarState/RayLength ? I saw bizarre shader with ready made grid... Realtime OGL seems very opaque to me... Le 03/12/2013 17:45, Luc-Eric Rousseau a écrit : OK, since no one discussed it, here is the explanation as to why the High Quality Viewport does not implement depth cut/fog. The fog parameter in the display setting is an OpenGL 1.x feature, glFog. Like all old OpenGL features, fixed pipeline stuff, it is not implemented with fragment shaders. When you use fragment shaders, the shader must implement *everything*, lighting/shading/texturing. If it were to be fog, than it's up to that shader to implement that. When you switch to any real time shader viewport in Softimage, fog ceases to work, because it's no longer the opengl fixed pipeline driving this stuff, it's your render tree. Now, what is the HQV? It's not an OpenGL 1.x emulator, it's your render tree compiled as realtime shader format with MetaSL. When you draw a render region there is no fog. The phong in Softimage/Mental Ray does not have a fog parameter. So what you need to do is to make a render tree that implements that fog shading. On Mon, Dec 2, 2013 at 4:54 AM, olivier jeannel olivier.jean...@noos.fr wrote: Joke aside, I'm consulted for WebGL aplication. I just wanted to rough-up a scene (which has to include fog and normal maps) in XSI to kind of make a fast preview and set some lighting /ambient. It's completly useless here... attachment: winmail.dat
Re: MoCap studio in Northern Europe?
Cool, thanks! MB Den 6. december 2013 kl. 09:35 skrev philipp seis dpi...@gmail.com: we have GOTOXY in Nuremberg/Germany 2013/12/6 Morten Bartholdy x...@colorshopvfx.dk mailto:x...@colorshopvfx.dk Thanks Rob. MB Den 14. august 2013 kl. 13:27 skrev Rob Wuijster r...@casema.nl mailto:r...@casema.nl : There's Motek in A'dam: http://www.motekentertainment.com/ http://www.motekentertainment.com/ Rob \/-\/\/ On 14-8-2013 13:17, Morten Bartholdy wrote: Hi all I am looking for a MoCap Studio in or somewhere around the Denmark neighborhood, ie. in Sweden or Germany. Does anyone here have som pointers regarding this? Thanks! Morten No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.3392 / Virus Database: 3211/6575 - Release Date: 08/13/13
RE: rendering multiple cameras not working?
Hi, Are you rendering using Mental Ray or a third party renderer? Thanks -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Friday, December 06, 2013 8:14 AM To: softimage@listproc.autodesk.com Subject: rendering multiple cameras not working? Hello, is it possible that the 'render multiple cameras' feature is buggy? (2014SP2) I created a camera group, chose it in the pass, added the [Camera] token to the channels filenames, and the images overwrite each other. Looks like the camera name is not updated. Thanks! Eugen --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com attachment: winmail.dat
Re: rendering multiple cameras not working?
Hi, thanks for replying! Redshift it is... Am 06.12.2013 11:08, schrieb John Voltaire Tensuan: Hi, Are you rendering using Mental Ray or a third party renderer? Thanks -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Friday, December 06, 2013 8:14 AM To: softimage@listproc.autodesk.com Subject: rendering multiple cameras not working? Hello, is it possible that the 'render multiple cameras' feature is buggy? (2014SP2) I created a camera group, chose it in the pass, added the [Camera] token to the channels filenames, and the images overwrite each other. Looks like the camera name is not updated. Thanks! Eugen --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com
Re: emPolygonizer4 v.4.250
Just bought Topolizer, can't wait to play with it :) /Jens On Fri, Dec 6, 2013 at 10:06 AM, Jens Lindgren jens.lindgren@gmail.comwrote: That sounds great Eric! Thanks for the comparison numbers. /Jens On Thu, Dec 5, 2013 at 12:53 PM, Eric Mootz e...@mootzoid.com wrote: The memory consumption of emPolygonizer4 can grow quite fast. The more input particles and the higher the level of detail the more memory it will consume. emTopolizer2 however meshes things bit by bit which results in neglectable memory consumption no matter how your level of detail might look. So with heavy setups emPolygonizer4 can easily go up to 10 Gig and more of RAM whereas emTopolizer2 will only use a couple of hundred megabytes. Speed wise it depends a little on how the input looks like (amount of particles, spacial distribution, ..), but on average emTopolizer2 is *at least* twice as fast. In most cases it will be even 2-10 times faster. But in my opinion the speed is not as important as the memory consumption. Fact is that with emPolygonizer4 you will eventually have memory problems and with emTopolizer2 you won't. Here a concrete example that I just tested. Note the memory consumption. Hardware: Sony Vaio Laptop, Intel i7m, 8 Gig Ram. OS: Windows 7 64 bit. Software: SI 2012 SAP *A.)* The input was a small liquid simulation with roughly 2000 particles. The level of detail was set to 50, which resulted in a mesh with about 2.4 million polygons. emPolygonizer4: time: 30 seconds. max. RAM: 2.6 Gig. emTopolizer2: time: 10 seconds. max. RAM: about 0.15 gig. *B.)* Same input, but this time with liquid filaments enabled which results in roughly 27 particles. The level of detail was set to 50, which resulted in a mesh with about 1.5 million polygons. emPolygonizer4: time: 55 seconds. max. RAM: 2.7 Gig. emTopolizer2: time: 26 seconds. max. RAM: about 0.2 gig. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: emPolygonizer4 v.4.250
Much appreciated, Jens, thank you :) I am currently making a further demo scene for emTopolizer2, sort of an attempt of a Borgmannesque-Effect. Will let you know when is finished and available for download. PS: don't hesitate to request demo scenes if you need some help. emTopolizer2 can be a bit tricky to use at the beginning, because it is, well, somewhat different. So, if you need a demo scene, let me know!
OT: nice work Tim
https://vimeo.com/81081389 if autodesk had any interest in promoting Soft as the genuinely unique software that it is, they'd license this and put it on the front page of their website! 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: OT: nice work Tim
yep On 6 December 2013 11:51, adrian wyer adrian.w...@fluid-pictures.comwrote: https://vimeo.com/81081389 if autodesk had any interest in promoting Soft as the genuinely unique software that it is, they'd license this and put it on the front page of their website! 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 -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: OT: nice work Tim
Am 12/6/2013 12:51 PM, schrieb adrian wyer: https://vimeo.com/81081389 if autodesk had any interest in promoting Soft as the genuinely unique software that it is, they'd license this and put it on the front page of their website! 1+ -- *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: nice work Tim
+1
Re: OT: nice work Tim
That's just a matter of taste, but I prefered the previous music version. https://vimeo.com/57005606 Le 06/12/2013 12:59, wavo a écrit : Am 12/6/2013 12:51 PM, schrieb adrian wyer: https://vimeo.com/81081389 if autodesk had any interest in promoting Soft as the genuinely unique software that it is, they'd license this and put it on the front page of their website! 1+ -- *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 http://www.ESC58.de _
Friday Flashback #149
Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz
Re: Friday Flashback #149
ih. Am 12/6/2013 1:16 PM, schrieb Stephen Blair: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz -- *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: Friday Flashback #149
Ek!!! -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair stephenrbl...@gmail.comwrote: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz
Re: Friday Flashback #149
Fugly to say the least... On Fri, Dec 6, 2013 at 2:31 PM, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: Ek!!! -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair stephenrbl...@gmail.comwrote: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz
Re: Friday Flashback #149
windows 3.11 style - beautiful On 6 December 2013 12:31, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: Ek!!! -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair stephenrbl...@gmail.comwrote: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz -- ale...@xtfx.co.uk http://www.xtfx.co.uk/
RE: Friday Flashback #149
i like it! _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mr Alexei Godek Sent: 06 December 2013 12:34 To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #149 windows 3.11 style - beautiful On 6 December 2013 12:31, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: Ek!!! -M -- Martin Chatterjee [ Freelance Technical Director ] [http://www.chatterjee.de/ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee https://vimeo.com/chatterjee ] On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair stephenrbl...@gmail.com wrote: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz -- ale...@xtfx.co.uk http://www.xtfx.co.uk/ _ No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3426 / Virus Database: 3658/6895 - Release Date: 12/05/13
Re: OT: nice work Tim
excellent work On 6 December 2013 12:16, olivier jeannel olivier.jean...@noos.fr wrote: That's just a matter of taste, but I prefered the previous music version. https://vimeo.com/57005606 Le 06/12/2013 12:59, wavo a écrit : Am 12/6/2013 12:51 PM, schrieb adrian wyer: https://vimeo.com/81081389 if autodesk had any interest in promoting Soft as the genuinely unique software that it is, they'd license this and put it on the front page of their website! 1+ -- *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 http://www.fiftyeight.com * ESC*58* Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH *http://www.ESC58.de http://www.ESC58.de * -- ale...@xtfx.co.uk http://www.xtfx.co.uk/
Re: Friday Flashback #149
nice and primary, almost medieval On 6 December 2013 12:36, adrian wyer adrian.w...@fluid-pictures.comwrote: i like it! -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mr Alexei Godek *Sent:* 06 December 2013 12:34 *To:* softimage@listproc.autodesk.com *Subject:* Re: Friday Flashback #149 windows 3.11 style - beautiful On 6 December 2013 12:31, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: Ek!!! -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair stephenrbl...@gmail.com wrote: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz -- ale...@xtfx.co.uk http://www.xtfx.co.uk/ -- No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3426 / Virus Database: 3658/6895 - Release Date: 12/05/13 -- ale...@xtfx.co.uk http://www.xtfx.co.uk/
Friday Flashback #149
it's a lot better than 3dmax actual interface ja! and judging by the tools i see on the pic, i could say the same ! Francisco. On Friday, December 6, 2013, Stephen Blair wrote: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz
RE: emPolygonizer4 v.4.250
Apart from being incredibly powerful it is unnervingly fast! N From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren Sent: Friday, 6 December 2013 9:28 PM To: softimage@listproc.autodesk.com Subject: Re: emPolygonizer4 v.4.250 Just bought Topolizer, can't wait to play with it :) /Jens On Fri, Dec 6, 2013 at 10:06 AM, Jens Lindgren jens.lindgren@gmail.commailto:jens.lindgren@gmail.com wrote: That sounds great Eric! Thanks for the comparison numbers. /Jens On Thu, Dec 5, 2013 at 12:53 PM, Eric Mootz e...@mootzoid.commailto:e...@mootzoid.com wrote: The memory consumption of emPolygonizer4 can grow quite fast. The more input particles and the higher the level of detail the more memory it will consume. emTopolizer2 however meshes things bit by bit which results in neglectable memory consumption no matter how your level of detail might look. So with heavy setups emPolygonizer4 can easily go up to 10 Gig and more of RAM whereas emTopolizer2 will only use a couple of hundred megabytes. Speed wise it depends a little on how the input looks like (amount of particles, spacial distribution, ..), but on average emTopolizer2 is at least twice as fast. In most cases it will be even 2-10 times faster. But in my opinion the speed is not as important as the memory consumption. Fact is that with emPolygonizer4 you will eventually have memory problems and with emTopolizer2 you won't. Here a concrete example that I just tested. Note the memory consumption. Hardware: Sony Vaio Laptop, Intel i7m, 8 Gig Ram. OS: Windows 7 64 bit. Software: SI 2012 SAP A.) The input was a small liquid simulation with roughly 2000 particles. The level of detail was set to 50, which resulted in a mesh with about 2.4 million polygons. emPolygonizer4: time: 30 seconds. max. RAM: 2.6 Gig. emTopolizer2: time: 10 seconds. max. RAM: about 0.15 gig. B.) Same input, but this time with liquid filaments enabled which results in roughly 27 particles. The level of detail was set to 50, which resulted in a mesh with about 1.5 million polygons. emPolygonizer4: time: 55 seconds. max. RAM: 2.7 Gig. emTopolizer2: time: 26 seconds. max. RAM: about 0.2 gig. -- Jens Lindgren -- Lead Technical Director Magoo 3D Studioshttp://www.magoo3dstudios.com/ -- Jens Lindgren -- Lead Technical Director Magoo 3D Studioshttp://www.magoo3dstudios.com/
Re: emPolygonizer4 v.4.250
Okay, there is a new emTopolizer2 demo scene called Clothy_FX1. It is really not that great (i.e. my plan to make something à la Tim Borgmann failed), but hopefully it will give you some ideas.
RE: Friday Flashback #149
my first thought was, it looks like Lightwave... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mr Alexei Godek Sent: Friday, December 06, 2013 1:34 PM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #149 windows 3.11 style - beautiful On 6 December 2013 12:31, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: Ek!!! -M -- Martin Chatterjee [ Freelance Technical Director ] [http://www.chatterjee.de/ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee https://vimeo.com/chatterjee ] On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair stephenrbl...@gmail.com wrote: Friday Flashback #149 1996: What SOFTIMAGE|3D might have looked like in an alternate universe http://wp.me/powV4-2Vz -- ale...@xtfx.co.uk http://www.xtfx.co.uk/
Re: OT: nice work Tim
Haha, thanks everyone for the nice comments. Cheers Tim https://vimeo.com/81081389 if autodesk had any interest in promoting Soft as the genuinely unique software that it is, they'd license this and put it on the front page of their website! 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: Friday Flashback #149
It was a working sumatra/XSI mockup in visual basic. Or did you guys have a special version of Softimage|3D with layouts, a scene explorer, selection filters, etc.
nurbs to mesh
maybe i'm miss-remembering, but didn't nurbs object conversion to polygons used to give you the option to keep the UV sets intact? i have some sections of a sphere, that make up a whole sphere, they each have a uv set that covers 0-1 i want to convert to polys for use in arnold, but need those numerically accurate UV coordinates intact, this is for texturing the earth with a VERY large tiled texture map that's in 8 segments wouldn't be a problem if i could numerically move the UV tiles around on a poly mesh easily! 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: nurbs to mesh
you can move the uv tiles numerically, in the tools button of the texture editor, there is a transform uvs tool On Fri, Dec 6, 2013 at 3:56 PM, adrian wyer adrian.w...@fluid-pictures.comwrote: maybe i'm miss-remembering, but didn't nurbs object conversion to polygons used to give you the option to keep the UV sets intact? i have some sections of a sphere, that make up a whole sphere, they each have a uv set that covers 0-1 i want to convert to polys for use in arnold, but need those numerically accurate UV coordinates intact, this is for texturing the earth with a VERY large tiled texture map that's in 8 segments wouldn't be a problem if i could numerically move the UV tiles around on a poly mesh easily! 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 #149
That's what I was about to say. It looks like it could have been a mockup. It's brilliant. Would be nice as a easter egg. lol -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 6 décembre 2013 09:50 To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #149 It was a working sumatra/XSI mockup in visual basic. Or did you guys have a special version of Softimage|3D with layouts, a scene explorer, selection filters, etc.
Re: nurbs to mesh
the behavior of the UV input boxes goes together with the “set” button – all too easily overlooked. with set checked, if you type a number in U or v, it will set this value for each selected sample (collapsing to a specific value in one go), with “set” unchecked, it will move the whole selection to this location, keeping it intact as a whole. and you can type expressions such as 1+ for moving on square to the right, or .5* to scale by half. so producing numerically exact layouts is perfectly possible. From: Oscar Juarez Sent: Friday, December 06, 2013 3:58 PM To: softimage@listproc.autodesk.com Subject: Re: nurbs to mesh you can move the uv tiles numerically, in the tools button of the texture editor, there is a transform uvs tool On Fri, Dec 6, 2013 at 3:56 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: maybe i'm miss-remembering, but didn't nurbs object conversion to polygons used to give you the option to keep the UV sets intact? i have some sections of a sphere, that make up a whole sphere, they each have a uv set that covers 0-1 i want to convert to polys for use in arnold, but need those numerically accurate UV coordinates intact, this is for texturing the earth with a VERY large tiled texture map that's in 8 segments wouldn't be a problem if i could numerically move the UV tiles around on a poly mesh easily! 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: nurbs to mesh
thanks Oscar, forgot about that it works, kind of! hopefully only have to do this once!!! a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Oscar Juarez Sent: 06 December 2013 14:59 To: softimage@listproc.autodesk.com Subject: Re: nurbs to mesh you can move the uv tiles numerically, in the tools button of the texture editor, there is a transform uvs tool On Fri, Dec 6, 2013 at 3:56 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: maybe i'm miss-remembering, but didn't nurbs object conversion to polygons used to give you the option to keep the UV sets intact? i have some sections of a sphere, that make up a whole sphere, they each have a uv set that covers 0-1 i want to convert to polys for use in arnold, but need those numerically accurate UV coordinates intact, this is for texturing the earth with a VERY large tiled texture map that's in 8 segments wouldn't be a problem if i could numerically move the UV tiles around on a poly mesh easily! a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 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 _ No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3426 / Virus Database: 3658/6895 - Release Date: 12/05/13
Linear rendering Revert back configuration
Hi list, I'm a bit a shame to ask this but... I'm having trouble workin in linear mode. I've set up XSI a long time ago to work like that, and finaly I'm getting some problems. In short, my image are rendered with a gamma of 1 ,which I apply a Gamma 2.2 later in compositing. Thing is sometimes doing this just crush the noise (in dark areas). I'm no more sure of what my texture are when I see them gamma 0.45, 1 , 2.2 ? Linear Srgb ? Yep I know it sounds dumb, but since as I can recall there are at least 3 parameters in preferences to change to be either in linear or 2.2 mode, can someone easily tell me what and where should I click ? Olivier
Add operator to menu crippled?
Hi I was trying to add ice compounds to menus today and noticed that only ICE and Simulation tabs are available. I rememeber being able to add deformes to the modeling tab. Has this been deprecated in 2014, or am I doing something wrong? This was nice since no modeler needs to know the operator was cooked in ICE... Gustavo E Boehs Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | http://www.gustavoeb.com.br/
Re: Add operator to menu crippled?
Your memory may be faulty. 2014, 2013, and 2012 all add to menus in the ICE and Simulation modules only. On Fri, Dec 6, 2013 at 12:25 PM, Gustavo Eggert Boehs gustav...@gmail.comwrote: Hi I was trying to add ice compounds to menus today and noticed that only ICE and Simulation tabs are available. I rememeber being able to add deformes to the modeling tab. Has this been deprecated in 2014, or am I doing something wrong? This was nice since no modeler needs to know the operator was cooked in ICE... Gustavo E Boehs Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | http://www.gustavoeb.com.br/
Re: Add operator to menu crippled?
Yeah looks like they changed it. Or hid it somewhere else. You could create a custom plug-in to register a new menu item on that menu and use the ApplyICEOp() command to do the same thing I believe though. Eric T. On Friday, December 06, 2013 12:25:35 PM, Gustavo Eggert Boehs wrote: Hi I was trying to add ice compounds to menus today and noticed that only ICE and Simulation tabs are available. I rememeber being able to add deformes to the modeling tab. Has this been deprecated in 2014, or am I doing something wrong? This was nice since no modeler needs to know the operator was cooked in ICE... Gustavo E Boehs Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | http://www.gustavoeb.com.br/
Re: Add operator to menu crippled?
Your memory may be faulty my bad. maybe it is leaking :D Gustavo E Boehs Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | http://www.gustavoeb.com.br/ 2013/12/6 Stephen Blair stephenrbl...@gmail.com Your memory may be faulty. 2014, 2013, and 2012 all add to menus in the ICE and Simulation modules only. On Fri, Dec 6, 2013 at 12:25 PM, Gustavo Eggert Boehs gustav...@gmail.com wrote: Hi I was trying to add ice compounds to menus today and noticed that only ICE and Simulation tabs are available. I rememeber being able to add deformes to the modeling tab. Has this been deprecated in 2014, or am I doing something wrong? This was nice since no modeler needs to know the operator was cooked in ICE... Gustavo E Boehs Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | http://www.gustavoeb.com.br/
RE: Linear rendering Revert back configuration
If textures are png, tga, bmp etc. they'll have usually gamma inside :) and are not linear. If you use 'automatic' mode for newly created imageclips in the preferences, they should be correctly interpreted by softimage in the first place and they will be internally de-gammaed (not sure if this word exists lol). For existing image clips in the scene, simply check the image clip node and set it to automatic. You should be fine then. Or I misunderstood your question, it's friday ;). cheers, sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel Sent: Friday, December 06, 2013 5:51 PM To: softimage@listproc.autodesk.com Subject: Linear rendering Revert back configuration Hi list, I'm a bit a shame to ask this but... I'm having trouble workin in linear mode. I've set up XSI a long time ago to work like that, and finaly I'm getting some problems. In short, my image are rendered with a gamma of 1 ,which I apply a Gamma 2.2 later in compositing. Thing is sometimes doing this just crush the noise (in dark areas). I'm no more sure of what my texture are when I see them gamma 0.45, 1 , 2.2 ? Linear Srgb ? Yep I know it sounds dumb, but since as I can recall there are at least 3 parameters in preferences to change to be either in linear or 2.2 mode, can someone easily tell me what and where should I click ? Olivier