Pose space deformation in ICE? i.e. how I maek posereaders?
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
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?
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?
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?
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?
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?
@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?
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
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?
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
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
sry, short test if im still subscribed twice
Re: test
. 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
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
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
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
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
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
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
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
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 table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table
Re: automatic Random color for ID Material color
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.