Pose space deformation in ICE? i.e. how I maek posereaders?

2014-02-16 Thread Siew Yi Liang

Hi all!

First time posting on the list, so if this is too simple/inane a 
question, sorry. (I did google and si-community search this but didn't 
see anything on the subject so I thought I'd ask)


I know of the Deform Shape Keys function for handling pose space 
deformation in XSI. However, as part of a small little project I'm 
working on, I was wondering if there was a way to emulate the workflow I 
use in Maya for such a task, which is to create pose readers, that read 
the angle between two joints, and then use that angle to drive a 
corrective shape...in ICE.


I'm not super experienced in ICE, so I just wanted to ask if this was 
advisable/possible to do via ICE? I've poked around and bit and seen 
that I can get angle between two vectors, so I'm thinking it should? 
(though making that into an actual ICE poseReader compound is another 
matter of course)


I would like to know if any pro riggers are willing to offer their 
advice on what you guys do to deal with this (short of doing actual 
muscle simulation), or if there's a common tutorial on such a subject or 
a specific compound made for this that I don't know of. Also would it be 
faster to use deform keys, or ICE for this sort of thing? I'm still not 
very clear on what tasks should/shouldn't be done via ICE, from a 
performance standpoint.


The bigger part of this question is because I am thinking of (attempting 
to, at least) making a similar tool eventually in ICE that could emulate 
a corrective sculpting solution similar to Daniel S. Lima's blendshape 
corrective sculpt tools for Maya: http://danielslima.com/ Which allows 
for intermediate corrective sculpts to be made to the model, all in an 
interactive fashion. Would be really nice to have for simple rigs in 
lieu of a more elaborate muscle system.


Thank you!

--
Yours sincerely,
Siew Yi Liang



Re: 3d printing

2014-02-16 Thread Tim Leydecker

At least for a good reference, I can recommend shapeways.

If you take the time to create an account, you can upload
your model and benefit from shapeways´ model processing,
showing you stats and running through a printability test.

You´ll get print prices for each and every material you select
and can then either go back to tune your model and re-upload
or make a decisision based on the material cost.

You don´t need to publish or actually print the model, so
I found this helps a lot in starting to create models that
fit as good as possible into print specs (size, wallthickness, etc.).

It´s important to check the bounding box limitations of different
materials (based on the printer/material used) and get used to how
the different materials influence your print result.

That is a pretty good and transparent service that should lead to few surprises.

From there, it´s probably easier to compare competition prizes and options.


Cheers,

tim



On 16.02.2014 07:37, Mirko Jankovic wrote:

Hello,
Anyone can recommend good 3d printing company?
Any experiences with using them as well?
Thanks!


Re: Pose space deformation in ICE? i.e. how I maek posereaders?

2014-02-16 Thread Sajjad Amjad
Hello and welcome to the list,
I'm not sure if I completely understand your question but you can certainly
read orientations (bone, nulls, etc.) in ICE and you can also drive shape
weights. I think it should then be possible to do what you require. Outside
of ICE, have you looked at the Link Deform with Orientation command? This
sits in: Animate  Deform  Shape  Deform Keys. Docs here:
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340

Hope this helps,
Sajjad


On 16 February 2014 08:42, Siew Yi Liang soni...@gmail.com wrote:

  Hi all!

 First time posting on the list, so if this is too simple/inane a question,
 sorry. (I did google and si-community search this but didn't see anything
 on the subject so I thought I'd ask)

 I know of the Deform Shape Keys function for handling pose space
 deformation in XSI. However, as part of a small little project I'm working
 on, I was wondering if there was a way to emulate the workflow I use in
 Maya for such a task, which is to create pose readers, that read the angle
 between two joints, and then use that angle to drive a corrective
 shape...in ICE.

 I'm not super experienced in ICE, so I just wanted to ask if this was
 advisable/possible to do via ICE? I've poked around and bit and seen that I
 can get angle between two vectors, so I'm thinking it should? (though
 making that into an actual ICE poseReader compound is another matter of
 course)

 I would like to know if any pro riggers are willing to offer their advice
 on what you guys do to deal with this (short of doing actual muscle
 simulation), or if there's a common tutorial on such a subject or a
 specific compound made for this that I don't know of. Also would it be
 faster to use deform keys, or ICE for this sort of thing? I'm still not
 very clear on what tasks should/shouldn't be done via ICE, from a
 performance standpoint.

 The bigger part of this question is because I am thinking of (attempting
 to, at least) making a similar tool eventually in ICE that could emulate a
 corrective sculpting solution similar to Daniel S. Lima's blendshape
 corrective sculpt tools for Maya: http://danielslima.com/ Which allows
 for intermediate corrective sculpts to be made to the model, all in an
 interactive fashion. Would be really nice to have for simple rigs in lieu
 of a more elaborate muscle system.

 Thank you!

 --
 Yours sincerely,
 Siew Yi Liang




Re: Softimage Hair options?

2014-02-16 Thread Tim Leydecker

Hi guys,


my emaildatabase got fragmented between seperating machines, please allow for
delayed responses.


Thanks for the many ideas and insights shed on Melena and Kristinka as well as 
the
thoughts and opinions on how to potentially best implement a system in 
Softimage.

Personally, I identify at least two groups of users, the first one capable of 
going
in and actively developing a working system, the second group benefiting from 
such
developments rippling into either a (commercial) plug-in or even functionality 
that
makes it into a vanilla installation. Often with some delay and a limited 
feature set
but out-of-the-box functions none the less. Sort of the 2nd wave on the beach.

As much as I´d like to perceive myself differently, I must say I am part of 
group two.

I may be able to find good workflows and good combinations of tools but there´s
limitations in how far I will be able to push beyond already existing tools.

As such, for now, I am looking forward to giving yeti a run for it´s money and
going for Maya as a common factor in bringing things together.

This may be disapointing when seen from a Softimage fan boy perspective but I 
think
it is obvious that being in wave two, I can not afford to limit myself in the 
choices
between existing tools, as I already limited myself to those existing tools.

Still, for Softimage, I would like to see a fully working system at some point.

But that would include styling, dynamics, interactions, animation and transfer 
as well
as actually beautifully endering using an elaborate shading and rendering model.

That´s a lot asked for in an upgrade and I doubt this can get enough momentum 
due
to it´s speciality, there´s other areas that might soak up all those ressources,
like first of all revisiting the rendering situation across the whole programm,
including creating, handling and rendering volumetrics.

Or not to forget, the amount of effort it certainly takes to make Send to 
work flawlessly.

Send to is a very good example of supporting wave two, even if it feels like 
it didn´t
bring anything new, it actually creaked open some of the doors in the way.

Caching is another thing that has brought a lot of benefits.

Cheers,

tim
















Re: Softimage Hair options?

2014-02-16 Thread Mario Reitbauer
I'm doing a hair job right now with zbrush + softimage ice (melena).
I will post the result as soon as we are finished and recap my experience
using ice.

What many people were allready mentioning is the lack of styling tools for
curves/strands. So you are limited to what you get out of Zbrush.
The next limitation in Softimage is that you can't rly create enough
strands, it's just getting too slow as soon as you add filler to your
styling so I thought (cause I render with arnold) we gonna try to write a
procedural for this to add filler hair at render time.

Other then this the Melena nodes and compounds are quite amazing but need
some time to set your styling up as you want it.
You definitly need to dig into it and use it several times to find out your
best workflow and how and when you connect which compounds to get to a
decent result.

So lets see were I end up. In the end it might be best to use Houdini
together with zbrush or like mentioned Yeti.


2014-02-16 12:04 GMT+01:00 Tim Leydecker bauero...@gmx.de:

 Hi guys,


 my emaildatabase got fragmented between seperating machines, please allow
 for
 delayed responses.


 Thanks for the many ideas and insights shed on Melena and Kristinka as
 well as the
 thoughts and opinions on how to potentially best implement a system in
 Softimage.

 Personally, I identify at least two groups of users, the first one capable
 of going
 in and actively developing a working system, the second group benefiting
 from such
 developments rippling into either a (commercial) plug-in or even
 functionality that
 makes it into a vanilla installation. Often with some delay and a limited
 feature set
 but out-of-the-box functions none the less. Sort of the 2nd wave on the
 beach.

 As much as I´d like to perceive myself differently, I must say I am part
 of group two.

 I may be able to find good workflows and good combinations of tools but
 there´s
 limitations in how far I will be able to push beyond already existing
 tools.

 As such, for now, I am looking forward to giving yeti a run for it´s money
 and
 going for Maya as a common factor in bringing things together.

 This may be disapointing when seen from a Softimage fan boy perspective
 but I think
 it is obvious that being in wave two, I can not afford to limit myself in
 the choices
 between existing tools, as I already limited myself to those existing
 tools.

 Still, for Softimage, I would like to see a fully working system at some
 point.

 But that would include styling, dynamics, interactions, animation and
 transfer as well
 as actually beautifully endering using an elaborate shading and rendering
 model.

 That´s a lot asked for in an upgrade and I doubt this can get enough
 momentum due
 to it´s speciality, there´s other areas that might soak up all those
 ressources,
 like first of all revisiting the rendering situation across the whole
 programm,
 including creating, handling and rendering volumetrics.

 Or not to forget, the amount of effort it certainly takes to make Send
 to work flawlessly.

 Send to is a very good example of supporting wave two, even if it feels
 like it didn´t
 bring anything new, it actually creaked open some of the doors in the way.

 Caching is another thing that has brought a lot of benefits.

 Cheers,

 tim

















Re: Pose space deformation in ICE? i.e. how I maek posereaders?

2014-02-16 Thread Cesar Saez
Hi there,

I did an ICE reader for riglab (I'm using it to drive riglab's spaces
between behaviours for now), you can just rip the compound from here and it
should work :)
https://github.com/csaez/riglab/blob/develop/riglab/data/compounds/riglab__ConeReader.xsicompound

Here's the python module I'm using to create/manipulate them, just in case
you want to automate things a bit.
https://github.com/csaez/riglab/blob/develop/riglab/psd/reader.py

Cheers!


On Sun, Feb 16, 2014 at 7:49 AM, Sajjad Amjad sajjad.am...@gmail.comwrote:

 Hello and welcome to the list,
 I'm not sure if I completely understand your question but you can
 certainly read orientations (bone, nulls, etc.) in ICE and you can also
 drive shape weights. I think it should then be possible to do what you
 require. Outside of ICE, have you looked at the Link Deform with
 Orientation command? This sits in: Animate  Deform  Shape  Deform Keys.
 Docs here:

 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340

 Hope this helps,
 Sajjad


 On 16 February 2014 08:42, Siew Yi Liang soni...@gmail.com wrote:

  Hi all!

 First time posting on the list, so if this is too simple/inane a
 question, sorry. (I did google and si-community search this but didn't see
 anything on the subject so I thought I'd ask)

 I know of the Deform Shape Keys function for handling pose space
 deformation in XSI. However, as part of a small little project I'm working
 on, I was wondering if there was a way to emulate the workflow I use in
 Maya for such a task, which is to create pose readers, that read the angle
 between two joints, and then use that angle to drive a corrective
 shape...in ICE.

 I'm not super experienced in ICE, so I just wanted to ask if this was
 advisable/possible to do via ICE? I've poked around and bit and seen that I
 can get angle between two vectors, so I'm thinking it should? (though
 making that into an actual ICE poseReader compound is another matter of
 course)

 I would like to know if any pro riggers are willing to offer their advice
 on what you guys do to deal with this (short of doing actual muscle
 simulation), or if there's a common tutorial on such a subject or a
 specific compound made for this that I don't know of. Also would it be
 faster to use deform keys, or ICE for this sort of thing? I'm still not
 very clear on what tasks should/shouldn't be done via ICE, from a
 performance standpoint.

 The bigger part of this question is because I am thinking of (attempting
 to, at least) making a similar tool eventually in ICE that could emulate a
 corrective sculpting solution similar to Daniel S. Lima's blendshape
 corrective sculpt tools for Maya: http://danielslima.com/ Which allows
 for intermediate corrective sculpts to be made to the model, all in an
 interactive fashion. Would be really nice to have for simple rigs in lieu
 of a more elaborate muscle system.

 Thank you!

 --
 Yours sincerely,
 Siew Yi Liang





Re: Pose space deformation in ICE? i.e. how I maek posereaders?

2014-02-16 Thread Siew Yi Liang

@Sajjad:

Thanks! Yep, I know about those features (I guess that's what the docs 
recommend for this sort of stuff??) I was just wondering if that's what 
most people did nowadays when it came to having to implement corrective 
shapes, especially since all the cool rigs I see these days have 
everything done in ICE...


@ CSaez:

That's exactly what I'm looking for! :D Thanks! (Had to look through 
your python to figure out how to use the compound though, haha. I'll 
dive through it and try to figure out what you're doing under the hood 
when I have some free time...it looks a bit more complicated than I 
thought it would be :X


Yours sincerely,
Siew Yi Liang

On 2/16/2014 6:41 AM, Cesar Saez wrote:

Hi there,

I did an ICE reader for riglab (I'm using it to drive riglab's spaces 
between behaviours for now), you can just rip the compound from here 
and it should work :)

https://github.com/csaez/riglab/blob/develop/riglab/data/compounds/riglab__ConeReader.xsicompound

Here's the python module I'm using to create/manipulate them, just in 
case you want to automate things a bit.

https://github.com/csaez/riglab/blob/develop/riglab/psd/reader.py

Cheers!


On Sun, Feb 16, 2014 at 7:49 AM, Sajjad Amjad sajjad.am...@gmail.com 
mailto:sajjad.am...@gmail.com wrote:


Hello and welcome to the list,
I'm not sure if I completely understand your question but you can
certainly read orientations (bone, nulls, etc.) in ICE and you can
also drive shape weights. I think it should then be possible to do
what you require. Outside of ICE, have you looked at the Link
Deform with Orientation command? This sits in: Animate  Deform 
Shape  Deform Keys. Docs here:

http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340

Hope this helps,
Sajjad


On 16 February 2014 08:42, Siew Yi Liang soni...@gmail.com
mailto:soni...@gmail.com wrote:

Hi all!

First time posting on the list, so if this is too simple/inane
a question, sorry. (I did google and si-community search this
but didn't see anything on the subject so I thought I'd ask)

I know of the Deform Shape Keys function for handling pose
space deformation in XSI. However, as part of a small little
project I'm working on, I was wondering if there was a way to
emulate the workflow I use in Maya for such a task, which is
to create pose readers, that read the angle between two
joints, and then use that angle to drive a corrective
shape...in ICE.

I'm not super experienced in ICE, so I just wanted to ask if
this was advisable/possible to do via ICE? I've poked around
and bit and seen that I can get angle between two vectors, so
I'm thinking it should? (though making that into an actual ICE
poseReader compound is another matter of course)

I would like to know if any pro riggers are willing to offer
their advice on what you guys do to deal with this (short of
doing actual muscle simulation), or if there's a common
tutorial on such a subject or a specific compound made for
this that I don't know of. Also would it be faster to use
deform keys, or ICE for this sort of thing? I'm still not very
clear on what tasks should/shouldn't be done via ICE, from a
performance standpoint.

The bigger part of this question is because I am thinking of
(attempting to, at least) making a similar tool eventually in
ICE that could emulate a corrective sculpting solution similar
to Daniel S. Lima's blendshape corrective sculpt tools for
Maya: http://danielslima.com/ Which allows for intermediate
corrective sculpts to be made to the model, all in an
interactive fashion. Would be really nice to have for simple
rigs in lieu of a more elaborate muscle system.

Thank you!

-- 
Yours sincerely,

Siew Yi Liang







Re: Softimage Hair options?

2014-02-16 Thread Toonafish
hey Mario, how do you solve the problem of creating hair on displaced 
geometry ? I'm currently using Melana and Kristinka strands in 
combination with SI hair, and it's really a hassle sticking the hair to 
the displaced geometry.


btw, reducing the particle display percentage of the pointcloud speeds 
up the display speed when using a lot of strands. But you prolly already 
knew this ;-)


- Ronald

On 2/16/2014 13:37, Mario Reitbauer wrote:

I'm doing a hair job right now with zbrush + softimage ice (melena).
I will post the result as soon as we are finished and recap my 
experience using ice.


What many people were allready mentioning is the lack of styling tools 
for curves/strands. So you are limited to what you get out of Zbrush.
The next limitation in Softimage is that you can't rly create enough 
strands, it's just getting too slow as soon as you add filler to your 
styling so I thought (cause I render with arnold) we gonna try to 
write a procedural for this to add filler hair at render time.


Other then this the Melena nodes and compounds are quite amazing but 
need some time to set your styling up as you want it.
You definitly need to dig into it and use it several times to find out 
your best workflow and how and when you connect which compounds to get 
to a decent result.


So lets see were I end up. In the end it might be best to use Houdini 
together with zbrush or like mentioned Yeti.



2014-02-16 12:04 GMT+01:00 Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de:


Hi guys,


my emaildatabase got fragmented between seperating machines,
please allow for
delayed responses.


Thanks for the many ideas and insights shed on Melena and
Kristinka as well as the
thoughts and opinions on how to potentially best implement a
system in Softimage.

Personally, I identify at least two groups of users, the first one
capable of going
in and actively developing a working system, the second group
benefiting from such
developments rippling into either a (commercial) plug-in or even
functionality that
makes it into a vanilla installation. Often with some delay and a
limited feature set
but out-of-the-box functions none the less. Sort of the 2nd wave
on the beach.

As much as I´d like to perceive myself differently, I must say I
am part of group two.

I may be able to find good workflows and good combinations of
tools but there´s
limitations in how far I will be able to push beyond already
existing tools.

As such, for now, I am looking forward to giving yeti a run for
it´s money and
going for Maya as a common factor in bringing things together.

This may be disapointing when seen from a Softimage fan boy
perspective but I think
it is obvious that being in wave two, I can not afford to limit
myself in the choices
between existing tools, as I already limited myself to those
existing tools.

Still, for Softimage, I would like to see a fully working system
at some point.

But that would include styling, dynamics, interactions, animation
and transfer as well
as actually beautifully endering using an elaborate shading and
rendering model.

That´s a lot asked for in an upgrade and I doubt this can get
enough momentum due
to it´s speciality, there´s other areas that might soak up all
those ressources,
like first of all revisiting the rendering situation across the
whole programm,
including creating, handling and rendering volumetrics.

Or not to forget, the amount of effort it certainly takes to make
Send to work flawlessly.

Send to is a very good example of supporting wave two, even if
it feels like it didn´t
bring anything new, it actually creaked open some of the doors in
the way.

Caching is another thing that has brought a lot of benefits.

Cheers,

tim


















--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Redshift3D Render

2014-02-16 Thread Emilio Hernandez
Latest release of redshift with hair.

https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg




2014-02-16 15:24 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Redshift has hair now!






 2014-01-10 1:10 GMT-06:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 just played a bit with overclocking...
 now I pushed PCI GEN in bios back to auto instead of GEN 3 so it is now
 PCI 2.0 x16 instead of 3..
 That alone gave me slightly higher score on cinebench.. and after
 overclocking CPU to 4.5 now new result in cinebench for titan is 100, and
 script in softimage gives me ~200 fps.
 Oh well...


 On Thu, Jan 9, 2014 at 8:24 PM, Mirko Jankovic mirkoj.anima...@gmail.com
  wrote:

 yes fps is score. hmm maybe if I got some time I could get one of titans
 and test it out on maximus MBO to see if that is the diference...


 On Thu, Jan 9, 2014 at 8:09 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Dumb question here.  Where do I see the score? I only get a fps result
 for OpenGl and a 759cb in the CPU results in Cinebench.

 and I get 75.78fps at the OpenGl test.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 cinebench you mean? so what is score? :)


 On Thu, Jan 9, 2014 at 7:47 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Now I am starting to scratch my head to figure out the maze of
 Nvidia...

 At least my benchmark said the Titatn beated up a Quadro 4000K ha
 ha




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 getting around 95 score in cinebench with titan, and again 780 in
 home comp getting 140 score in cinebench...
 wondering how can 780 crash titan so much in opengl.

 titan system beside 4 titans have i7 3930K, asus p9x79-e ws MBO
 and home comp i7 4770k on asus maximus VI hero

 Will test some redshift rendering later to compare single GPU 780 vs
 titan


 On Thu, Jan 9, 2014 at 7:11 PM, Emilio Hernandez 
 emi...@e-roja.comwrote:

 Yes specailly if you are getting more than the double speed.

 I ran the test and I got 75.78 fps

 Thx




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 yea I guess that woul dbe the case but just tried.. strange really
 no idea.. any chance to run cinebench 15 opengl test then? if that 
 gives
 too low result as well then something is not good


 On Thu, Jan 9, 2014 at 6:58 PM, Emilio Hernandez 
 emi...@e-roja.com wrote:

 It is set to ALL.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 hmm another gues.. is it set to RT or ALL in play?


 On Thu, Jan 9, 2014 at 6:53 PM, Emilio Hernandez 
 emi...@e-roja.com wrote:

 I already did that and still getting the 65 fps limit with the
 Titan.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 just got back , yes 60 is vsync on, turn of vsync in nvida
 control panel


 On Thu, Jan 9, 2014 at 5:52 PM, Stefan Kubicek 
 s...@tidbit-images.com wrote:

   I guess 60fps is the refresh rate of your display, right?
  Have you disabled VSync in the driver settings?


 I just get 60.0 fps +
 How are you getting it display a value higher than 60? I'm
 pretty sure it the actual fps is higher, but the value in the 
 viewport is
 capped at 60
 -Tim


 On 1/9/2014 10:12 AM, Leonard Koch wrote:

 I get about 28-31 out of my 680. Does anyone have a common
 explanation for that?


 On Thu, Jan 9, 2014 at 5:10 PM, Emilio Hernandez 
 emi...@e-roja.com wrote:

   Hey Mirko I ran your script and I got 50.7 fps...

  But then I remembered I have my displays plugged in to my
 470.. hahaha.

  Don't ask why, but when using AE with the displays plugged
 into the Ti,  AE does not like it and disables GPU for 
 calculations...

  P.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 Hey Tim
 Would you be able to take 2 minutes of your tmie and run
 this ol python script for SI with your titan?
 I'm getting weird results with an 780 in my home system
 outperforming titan a lot... well here is copy paste from 
 forum if you are
 able to check it out as well.. thanks!:

  itan: ~170 fps
 780: ~245 fps

 Go figure [image: :)]
 But I'm suspecting something weird with my titan system for
 some time will have to test further but would be great if 
 anyone with titan
 as well could run it too?
 This old python script:
 Application.CreatePrim(Cube, MeshSurface, , )
 Application.SetValue(cube.polymsh.geom.subdivu, 831, )
 Application.SetValue(cube.polymsh.geom.subdivv, 800, )
 Application.SetValue(cube.polymsh.geom.subdivbase, 800,
 )
 Application.SetValue(Camera.camvis.refreshrate, True, )
 Application.SetDisplayMode(Camera, shaded)
 Application.DeselectAll()
 Application.SetValue(PlayControl.Out, 5000, )
 Application.DeselectAll()
 Application.GetPrim(Null, , , )
 Application.SelectObj(Camera_Root, , )
 Application.CopyPaste(Camera_Root, , null, 1)
 Application.SelectObj(null, , )
 Application.SaveKey(null.kine.local.rotx,null.kine.local.roty,null.kine.local.rotz,
 1, , , , , )
 Application.SetValue(PlayControl.Key, 5000, )
 Application.SetValue(PlayControl.Current, 5000, )
 Application.Rotate(, 0, 8000, 

Re: Softimage Hair options?

2014-02-16 Thread Mario Reitbauer

Problem is that you can only turn it down to 1% :)
Actually I don't use displacement underneeth fur/hair. You wouldn't see 
it anyways.
If I would use it, I would try to push the point/strandposition through 
the displacement map and place the strands to the position they should 
be.

Doing the displacing of the position manually.

Mario


On Sun, 16 Feb 2014 21:28:16 +0100, Toonafish ron...@toonafish.nl 
wrote:

hey Mario, how do you solve the problem of creating hair on displaced
geometry ? I'm currently using Melana and Kristinka strands in
combination with SI hair, and it's really a hassle sticking the hair
to the displaced geometry.

 btw, reducing the particle display percentage of the pointcloud
speeds up the display speed when using a lot of strands. But you
prolly already knew this ;-)

 - Ronald

 On 2/16/2014 13:37, Mario Reitbauer wrote:

I'm doing a hair job right now with zbrush + softimage ice (melena).
 I will post the result as soon as we are finished and recap my
experience using ice.

What many people were allready mentioning is the lack of styling
tools for curves/strands. So you are limited to what you get out of
Zbrush.
The next limitation in Softimage is that you can't rly create enough
strands, it's just getting too slow as soon as you add filler to your
styling so I thought (cause I render with arnold) we gonna try to
write a procedural for this to add filler hair at render time.

Other then this the Melena nodes and compounds are quite amazing but
need some time to set your styling up as you want it.
You definitly need to dig into it and use it several times to find
out your best workflow and how and when you connect which compounds 
to

get to a decent result.

So lets see were I end up. In the end it might be best to use Houdini
together with zbrush or like mentioned Yeti.

2014-02-16 12:04 GMT+01:00 Tim Leydecker :
 Hi guys,

 my emaildatabase got fragmented between seperating machines, please
allow for
 delayed responses.

 Thanks for the many ideas and insights shed on Melena and Kristinka
as well as the
 thoughts and opinions on how to potentially best implement a system
in Softimage.

 Personally, I identify at least two groups of users, the first one
capable of going
 in and actively developing a working system, the second group
benefiting from such
 developments rippling into either a (commercial) plug-in or even
functionality that
 makes it into a vanilla installation. Often with some delay and a
limited feature set
 but out-of-the-box functions none the less. Sort of the 2nd wave on
the beach.

 As much as I´d like to perceive myself differently, I must say I am
part of group two.

 I may be able to find good workflows and good combinations of tools
but there´s
 limitations in how far I will be able to push beyond already
existing tools.

 As such, for now, I am looking forward to giving yeti a run for
it´s money and
 going for Maya as a common factor in bringing things together.

 This may be disapointing when seen from a Softimage fan boy
perspective but I think
 it is obvious that being in wave two, I can not afford to limit
myself in the choices
 between existing tools, as I already limited myself to those
existing tools.

 Still, for Softimage, I would like to see a fully working system at
some point.

 But that would include styling, dynamics, interactions, animation
and transfer as well
 as actually beautifully endering using an elaborate shading and
rendering model.

 That´s a lot asked for in an upgrade and I doubt this can get
enough momentum due
 to it´s speciality, there´s other areas that might soak up all
those ressources,
 like first of all revisiting the rendering situation across the
whole programm,
 including creating, handling and rendering volumetrics.

 Or not to forget, the amount of effort it certainly takes to make
Send to work flawlessly.

 Send to is a very good example of supporting wave two, even if it
feels like it didn´t
 bring anything new, it actually creaked open some of the doors in
the way.

 Caching is another thing that has brought a lot of benefits.

 Cheers,

 tim

--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl [2]
Toonafish | www.toonafish.nl [3]
tel. +31(0)20 5289291
fax +31(0)20 5289292
email: ron...@toonafish.nl [4]


Links:
--
[1] mailto:bauero...@gmx.de
[2] http://www.cyberfish.nl
[3] http://www.toonafish.nl
[4] mailto:ron...@toonafish.nl




automatic Random color for ID Material color

2014-02-16 Thread David Rivera
Hello, I´ve seen a video tutorial where the guy explains that he uses a random
function to color each object with a random-non-repeating color for later 
compositing.

Anyone knows such technique? or recalls where could the video be found?
I don´t remember well, but he uses it on the color wheel...I might be wrong...
Thanks.

David.

test

2014-02-16 Thread Mario Reitbauer

sry, short test if im still subscribed twice


Re: test

2014-02-16 Thread Mario Reitbauer

.

On Mon, 17 Feb 2014 00:49:57 +0100, Mario Reitbauer 
cont...@marioreitbauer.at wrote:

sry, short test if im still subscribed twice




Re: test

2014-02-16 Thread Nika Ragua
test received )) yo


2014-02-17 3:49 GMT+04:00 Mario Reitbauer cont...@marioreitbauer.at:

 sry, short test if im still subscribed twice



Re: test

2014-02-16 Thread Mario Reitbauer

still recieving it twice...
damn

On Mon, 17 Feb 2014 03:53:49 +0400, Nika Ragua nikaragu...@gmail.com 
wrote:

test received )) yo

2014-02-17 3:49 GMT+04:00 Mario Reitbauer :
 sry, short test if im still subscribed twice



Links:
--
[1] mailto:cont...@marioreitbauer.at




Re: test

2014-02-16 Thread Luc-Eric Rousseau
what do you mean subscribed twice?  send me your two email addresses
if that's the problem.  I had just unsubscribed you from  contact@
since you've been trying twice to do that.  It's not possible to be
subscribed twice with the same address

On Sun, Feb 16, 2014 at 6:55 PM, Mario Reitbauer
cont...@marioreitbauer.at wrote:
 still recieving it twice...
 damn


 On Mon, 17 Feb 2014 03:53:49 +0400, Nika Ragua nikaragu...@gmail.com
 wrote:

 test received )) yo

 2014-02-17 3:49 GMT+04:00 Mario Reitbauer :

  sry, short test if im still subscribed twice



 Links:
 --
 [1] mailto:cont...@marioreitbauer.at




Re: Redshift3D Render

2014-02-16 Thread Sebastien Sterling
Yeah Emilio ! definitely starting to look interesting


On 16 February 2014 22:40, Emilio Hernandez emi...@e-roja.com wrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg




 2014-02-16 15:24 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Redshift has hair now!






 2014-01-10 1:10 GMT-06:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 just played a bit with overclocking...
 now I pushed PCI GEN in bios back to auto instead of GEN 3 so it is now
 PCI 2.0 x16 instead of 3..
 That alone gave me slightly higher score on cinebench.. and after
 overclocking CPU to 4.5 now new result in cinebench for titan is 100, and
 script in softimage gives me ~200 fps.
 Oh well...


 On Thu, Jan 9, 2014 at 8:24 PM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 yes fps is score. hmm maybe if I got some time I could get one of
 titans and test it out on maximus MBO to see if that is the diference...


 On Thu, Jan 9, 2014 at 8:09 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Dumb question here.  Where do I see the score? I only get a fps result
 for OpenGl and a 759cb in the CPU results in Cinebench.

 and I get 75.78fps at the OpenGl test.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 cinebench you mean? so what is score? :)


 On Thu, Jan 9, 2014 at 7:47 PM, Emilio Hernandez 
 emi...@e-roja.comwrote:

 Now I am starting to scratch my head to figure out the maze of
 Nvidia...

 At least my benchmark said the Titatn beated up a Quadro 4000K
 ha ha




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 getting around 95 score in cinebench with titan, and again 780 in
 home comp getting 140 score in cinebench...
 wondering how can 780 crash titan so much in opengl.

 titan system beside 4 titans have i7 3930K, asus p9x79-e ws MBO
 and home comp i7 4770k on asus maximus VI hero

 Will test some redshift rendering later to compare single GPU 780
 vs titan


 On Thu, Jan 9, 2014 at 7:11 PM, Emilio Hernandez emi...@e-roja.com
  wrote:

 Yes specailly if you are getting more than the double speed.

 I ran the test and I got 75.78 fps

 Thx




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 yea I guess that woul dbe the case but just tried.. strange
 really no idea.. any chance to run cinebench 15 opengl test then? if 
 that
 gives too low result as well then something is not good


 On Thu, Jan 9, 2014 at 6:58 PM, Emilio Hernandez 
 emi...@e-roja.com wrote:

 It is set to ALL.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 hmm another gues.. is it set to RT or ALL in play?


 On Thu, Jan 9, 2014 at 6:53 PM, Emilio Hernandez 
 emi...@e-roja.com wrote:

 I already did that and still getting the 65 fps limit with the
 Titan.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 just got back , yes 60 is vsync on, turn of vsync in nvida
 control panel


 On Thu, Jan 9, 2014 at 5:52 PM, Stefan Kubicek 
 s...@tidbit-images.com wrote:

   I guess 60fps is the refresh rate of your display, right?
  Have you disabled VSync in the driver settings?


 I just get 60.0 fps +
 How are you getting it display a value higher than 60? I'm
 pretty sure it the actual fps is higher, but the value in the 
 viewport is
 capped at 60
 -Tim


 On 1/9/2014 10:12 AM, Leonard Koch wrote:

 I get about 28-31 out of my 680. Does anyone have a common
 explanation for that?


 On Thu, Jan 9, 2014 at 5:10 PM, Emilio Hernandez 
 emi...@e-roja.com wrote:

   Hey Mirko I ran your script and I got 50.7 fps...

  But then I remembered I have my displays plugged in to my
 470.. hahaha.

  Don't ask why, but when using AE with the displays plugged
 into the Ti,  AE does not like it and disables GPU for 
 calculations...

  P.




 2014/1/9 Mirko Jankovic mirkoj.anima...@gmail.com

 Hey Tim
 Would you be able to take 2 minutes of your tmie and run
 this ol python script for SI with your titan?
 I'm getting weird results with an 780 in my home system
 outperforming titan a lot... well here is copy paste from 
 forum if you are
 able to check it out as well.. thanks!:

  itan: ~170 fps
 780: ~245 fps

 Go figure [image: :)]
 But I'm suspecting something weird with my titan system
 for some time will have to test further but would be great if 
 anyone with
 titan as well could run it too?
 This old python script:
 Application.CreatePrim(Cube, MeshSurface, , )
 Application.SetValue(cube.polymsh.geom.subdivu, 831, )
 Application.SetValue(cube.polymsh.geom.subdivv, 800, )
 Application.SetValue(cube.polymsh.geom.subdivbase, 800,
 )
 Application.SetValue(Camera.camvis.refreshrate, True, )
 Application.SetDisplayMode(Camera, shaded)
 Application.DeselectAll()
 Application.SetValue(PlayControl.Out, 5000, )
 Application.DeselectAll()
 Application.GetPrim(Null, , , )
 Application.SelectObj(Camera_Root, , )
 Application.CopyPaste(Camera_Root, , null, 1)
 Application.SelectObj(null, , )
 Application.SaveKey(null.kine.local.rotx,null.kine.local.roty,null.kine.local.rotz,
 1, , , , 

Re: Redshift3D Render

2014-02-16 Thread Steven Caron
ice strands or just xsi hair?


On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.com wrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



Re: Redshift3D Render

2014-02-16 Thread Emilio Hernandez
This is just XSI hair, but now it supports also strands.






2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg




Re: Redshift3D Render

2014-02-16 Thread Emilio Hernandez
Just changed an old scene from Arnold to Redshift.

I am impressed with the performance.  They are still working on the hair
shader, this one is with the Redshift arch shader.  Judge by yourselfves.

https://vimeo.com/86856132






2014-02-16 18:33 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 This is just XSI hair, but now it supports also strands.






 2014-02-16 18:28 GMT-06:00 Steven Caron car...@gmail.com:

 ice strands or just xsi hair?


 On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Latest release of redshift with hair.

 https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg





RE: Redshift3D Render

2014-02-16 Thread Angus Davidson
I believe the expression is *Vrooom*

That is incredibly fast

From: Emilio Hernandez [emi...@e-roja.com]
Sent: 17 February 2014 02:42 AM
To: softimage@listproc.autodesk.com
Subject: Re: Redshift3D Render

Just changed an old scene from Arnold to Redshift.

I am impressed with the performance.  They are still working on the hair 
shader, this one is with the Redshift arch shader.  Judge by yourselfves.

https://vimeo.com/86856132



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


2014-02-16 18:33 GMT-06:00 Emilio Hernandez 
emi...@e-roja.commailto:emi...@e-roja.com:
This is just XSI hair, but now it supports also strands.



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


2014-02-16 18:28 GMT-06:00 Steven Caron 
car...@gmail.commailto:car...@gmail.com:

ice strands or just xsi hair?


On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez 
emi...@e-roja.commailto:emi...@e-roja.com wrote:
Latest release of redshift with hair.

https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg



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Re: automatic Random color for ID Material color

2014-02-16 Thread Siew Yi Liang
It's not really object id here...but it's a similar thing using the 
store colour in channel node. Personally I don't like object IDs for 
compositing, I'd rather composite the passes over each other...more 
clean that way rather than dealing with matte fringes.


http://caffeineabuse.blogspot.com/2012/03/using-render-channels-in-softimage.html

Yours sincerely,
Siew Yi Liang

On 2/16/2014 2:00 PM, David Rivera wrote:
Hello, I´ve seen a video tutorial where the guy explains that he uses 
a random
function to color each object with a random-non-repeating color for 
later compositing.


Anyone knows such technique? or recalls where could the video be found?
I don´t remember well, but he uses it on the color wheel...I might be 
wrong...

Thanks.

David.