Torn

2014-05-01 Thread Tony Naqvi
Hi All,

Not sure if a consensus was reached on this, but I’m torn between which way to 
turn in learning a new package.

 

Want to stay away from Maya as much as possible (since I already know it pretty 
well) and will continue to use Soft for as long as I can, but thought it worth 
at least starting to look at an alternative since it will probably mean more 
employment options.

 

At the moment I’m looking at the three main alternatives; Houdini, C4D and 
Modo. 

 

I like Houdini, having had a very brief look into it already.

 

I also like the look of Modo 801 – particularly with the tie-up with other 
Foundry tools (which I assume will only get stronger in the future).

 

But Cinema 4D also has some nice tools – particularly Xpresso which seems to be 
heading towards the ICE direction from what I’ve seen.

 

I’ve also been sideways looking at Blender – although at the moment I just 
can’t seem to battle past the interface!

 

Anyone have any insights into these that they can share that may help sway my 
decision?

 

Again, apologies if this has done the rounds already!

 

Cheers

T. 

 



OT nice Softimage work

2014-05-01 Thread adrian wyer
penny dreadful trailer by the mill

 

http://www.themillblog.com/2014/04/behind-the-work-penny-dreadfuls-just-like
-you-trailer/

 

using that software that's dead.

 

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::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::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: Torn

2014-05-01 Thread Cristobal Infante
Difficult one I guess ;)

Forget the software, where do you want to be in 2 years?

When you go on a trip you first pick your destination and then figure out
how to get there right?

just some thoughts...


On 1 May 2014 10:41, Tony Naqvi i...@tonynaqvi.co.uk wrote:

 Hi All,

 Not sure if a consensus was reached on this, but I’m torn between which
 way to turn in learning a new package.



 Want to stay away from Maya as much as possible (since I already know it
 pretty well) and will continue to use Soft for as long as I can, but
 thought it worth at least starting to look at an alternative since it will
 probably mean more employment options.



 At the moment I’m looking at the three main alternatives; Houdini, C4D and
 Modo.



 I like Houdini, having had a very brief look into it already.



 I also like the look of Modo 801 – particularly with the tie-up with other
 Foundry tools (which I assume will only get stronger in the future).



 But Cinema 4D also has some nice tools – particularly Xpresso which seems
 to be heading towards the ICE direction from what I’ve seen.



 I’ve also been sideways looking at Blender – although at the moment I just
 can’t seem to battle past the interface!



 Anyone have any insights into these that they can share that may help sway
 my decision?



 Again, apologies if this has done the rounds already!



 Cheers

 T.





Re: OT nice Softimage work

2014-05-01 Thread Tenshi S.
Nice! Thanks for sharing. I think Softimage will be kept in a lot of
studios as part of their pipelines. People know it can't be replaced too
soon.
Hope someday Autodesk realize the wrong move they did.


On Thu, May 1, 2014 at 5:16 AM, adrian wyer
adrian.w...@fluid-pictures.comwrote:

   penny dreadful trailer by the mill




 http://www.themillblog.com/2014/04/behind-the-work-penny-dreadfuls-just-like-you-trailer/



 using that software that's dead.



 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: Torn

2014-05-01 Thread Chris Marshall
I'm still struggling. There's a lot to take on board.


Re: How to offset instance animation in ICE?

2014-05-01 Thread Chris Marshall
FYI offsetting animation will slow things down a lot, in my experience.
Just get it working, then switch it off until render time if you can.


Re: Torn

2014-05-01 Thread Mirko Jankovic
the question is what is your area of expretese what do you wanna do, are
you cahracter animator, effects guy, simulations cloth, lighting
rendering.. al full generalist and wanna deliver final product from
modeling to final rendering.
that can help out choosing


On Thu, May 1, 2014 at 1:07 PM, Chris Marshall chrismarshal...@gmail.comwrote:

 I'm still struggling. There's a lot to take on board.






Re: Torn

2014-05-01 Thread Jon Swindells
I've gone for a blender-houdini-nuke thing



adding modo to the pipe as soon as resources become less scarce :)



i would keep on with blender, you'd be surprised where you can fit it
into your pipeline.

currently, it's my main modeller, idea/face shape sculpter (skin mesh +
dyna-topo is fantastic) and story board/previs tool



current work is due to wrap in a couple of months so i've planned to
take some time off to really get to grips with houdini/nuke







--
Jon Swindells
jon_swinde...@fastmail.fm





On Thu, May 1, 2014, at 02:54 PM, Mirko Jankovic wrote:

the question is what is your area of expretese what do you wanna do,
are you cahracter animator, effects guy, simulations cloth, lighting
rendering.. al full generalist and wanna deliver final product from
modeling to final rendering.
that can help out choosing



On Thu, May 1, 2014 at 1:07 PM, Chris Marshall
[1]chrismarshal...@gmail.com wrote:

I'm still struggling. There's a lot to take on board.

References

1. mailto:chrismarshal...@gmail.com


Re: Torn

2014-05-01 Thread Chris Marshall
Complete generalist, working in tv, corporate, architecture, medical, FX,
simulations etc etc. It's probably easier to say what I don't do, which is
any character stuff, though I've done a bit of that too. Everything else is
included.
So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to build a
'pipeline' of software, just to do what Softimage already does in one hit.
I appreciate times are changing, but I'm not jumping until I'm sure which
way to go.

Nuffsed yo!

;-) lol


Re: GridData on Linux-Issue

2014-05-01 Thread Vincent Ullmann
I tested the InsertRow-Example and it failed becouse insertRow() was
introduced in XSI2014.
So i have to rearange my code a bit to overcome this limitation... but
still i thing there is another Error.

As you can see in the ErrorLog, accessing the StringParam works, but the
GridParam dont...
I`m not sure if this is a Linux or a XSI2013 issue


Here is the OutPut i get, by running my DebugCode:

# ERROR : Traceback (most recent call last):
#   File Script Block 2, line 74, in vu_txManager_DEBUG_PPG_OnInit
# updateData()
#   File Script Block 2, line 58, in updateData
# gridPar.InsertRow(0)
#   File
/usr/Softimage/Softimage_2013_SP1/Application/bin/win32com/client/dynamic.py,
line 496, in __getattr__
# raise AttributeError, %s.%s % (self._username_, attr)
# AttributeError: unknown.InsertRow
#  - [line 57 in
/nfshome/vincent/Autodesk/Softimage_2013_SP1/Application/Plugins/txManager_v08_Debug_v001.py]
# ERROR : Property Page Script Logic Error (Python ActiveX Scripting Engine)
# ERROR :[55]
# ERROR :[56] print PPG.string:  + PPG.string.value # -- Works
# ERROR :   [57] print PPG.grid:  + str(PPG.grid) # -- Unknown
# ERROR :[58] gridPar.InsertRow(0)
# ERROR :[59]
# ERROR :[60] ###
# ERROR : Traceback (most recent call last):
#   File Script Block 2, line 74, in vu_txManager_DEBUG_PPG_OnInit
# updateData()
#   File Script Block 2, line 58, in updateData
# gridPar.InsertRow(0)
#   File
/usr/Softimage/Softimage_2013_SP1/Application/bin/win32com/client/dynamic.py,
line 496, in __getattr__
# raise AttributeError, %s.%s % (self._username_, attr)
# AttributeError: unknown.InsertRow
#
# PPG.string: Test
# PPG.grid: COMObject unknown




2014-05-01 2:50 GMT+02:00 Thomas Volkmann li...@thomasvolkmann.com:

 What is the error you get?
 It seems to work at my end (except for i being undefined), and the
 GridData.InsertRow example from the SDK is working fine as well.
 It's 2014SP2 though on Fedora20.

 cheers,
 Thomas



 On 04/30/2014 08:08 PM, Vincent Ullmann wrote:

 Hi List,

 a plugin i write a few weeks ago, workes fine in Softimage for Windows,
 but doesnt in Softimage for Linux.
 I made a little Debug-Version (see attatchment).

 What basicaly failes might be this line:
 [54] gridPar = PPG.grid.value

 Does anyone know how the get the GridData-Parameter from a PPG-Callback
 (eg. _onInit) ??

 Cheers
 Vincent



 TestSystems:
 - multiple Windows7-Mashines + XSI2014
 vs.
 - CentOS 6.2 + XSI2013





Re: Torn

2014-05-01 Thread olivier jeannel
You should go toward C4D since it's the one I'm planning to get into :) 
(and some houdini too)

Read that message and obey.

Le 01/05/2014 14:49, Chris Marshall a écrit :
Complete generalist, working in tv, corporate, architecture, medical, 
FX, simulations etc etc. It's probably easier to say what I don't do, 
which is any character stuff, though I've done a bit of that too. 
Everything else is included.

So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to 
build a 'pipeline' of software, just to do what Softimage already does 
in one hit. I appreciate times are changing, but I'm not jumping until 
I'm sure which way to go.


Nuffsed yo!

;-) lol






RE: Torn

2014-05-01 Thread Ed Harriss
I don’t know what we’ll go to when Softimage is eventually phased out of our 
pipeline. (more than one app, that's for sure) But we’ve been evaluating C4D 
and its far better than I thought it was going to be. (Based on its perception 
in the industry) There is some really cool stuff in there. I’m looking forward 
to testing it a bit more once my current project is wrapped up.

Ed


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, May 01, 2014 9:06 AM
To: softimage@listproc.autodesk.com
Subject: Re: Torn


Or stay with softimage till there is actualy something like it.. maybe next. 
Couple years
On May 1, 2014 3:02 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
You should go toward C4D since it's the one I'm planning to get into :) (and 
some houdini too)
Read that message and obey.

Le 01/05/2014 14:49, Chris Marshall a écrit :
Complete generalist, working in tv, corporate, architecture, medical, FX, 
simulations etc etc. It's probably easier to say what I don't do, which is any 
character stuff, though I've done a bit of that too. Everything else is 
included.
So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to build a 
'pipeline' of software, just to do what Softimage already does in one hit. I 
appreciate times are changing, but I'm not jumping until I'm sure which way to 
go.

Nuffsed yo!

;-) lol




Re: Torn

2014-05-01 Thread Perry Harovas
Have any of you tried TurbulenceFD with C4D?

It truly is startling how good it is.
Stuff I really struggled with is easy.
On the other hand, stuff that was easy in ICE, well, I reserve judgement
until I know more,
but TurbulenceFD doesn't seem to have the controls to art direct the fluid
(gaseous only, not liquid) to do exactly what I want if it
isn't physically natural. Yet. In FX work, that is obviously of high
importance, but I don't have enough time with it to say for sure.

C4D is really quite good at a LOT of stuff, though. Stuff we struggle with
usually, that we just accept as hard or we have accepted
as something that just takes a long time. In C4D, many of these things are
not only fast, look good, but EASY. How often does THAT happen?

I am in the same boat as others here. I am evaluating C4D, Modo, Houdini

They all have their strengths, and one major weakness (they aren't
Softimage).




On Thu, May 1, 2014 at 9:10 AM, Ed Harriss ed.harr...@sas.com wrote:

  I don’t know what we’ll go to when Softimage is eventually phased out of
 our pipeline. (more than one app, that's for sure) But we’ve been
 evaluating C4D and its far better than I thought it was going to be. (Based
 on its perception in the industry) There is some really cool stuff in
 there. I’m looking forward to testing it a bit more once my current project
 is wrapped up.

 Ed





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Thursday, May 01, 2014 9:06 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Torn



 Or stay with softimage till there is actualy something like it.. maybe
 next. Couple years

 On May 1, 2014 3:02 PM, olivier jeannel olivier.jean...@noos.fr wrote:

 You should go toward C4D since it's the one I'm planning to get into :)
 (and some houdini too)
 Read that message and obey.

 Le 01/05/2014 14:49, Chris Marshall a écrit :

 Complete generalist, working in tv, corporate, architecture, medical, FX,
 simulations etc etc. It's probably easier to say what I don't do, which is
 any character stuff, though I've done a bit of that too. Everything else is
 included.
 So software of choice in this scenario.Softimage.
 Obvious alternative choice of software.None

 As a small company with limited resources, we don't want to have to build
 a 'pipeline' of software, just to do what Softimage already does in one
 hit. I appreciate times are changing, but I'm not jumping until I'm sure
 which way to go.

 Nuffsed yo!

 ;-) lol






-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: Torn

2014-05-01 Thread Chris Marshall
All good advice



On 1 May 2014 14:19, Perry Harovas perryharo...@gmail.com wrote:

 Have any of you tried TurbulenceFD with C4D?

 It truly is startling how good it is.
 Stuff I really struggled with is easy.
 On the other hand, stuff that was easy in ICE, well, I reserve judgement
 until I know more,
 but TurbulenceFD doesn't seem to have the controls to art direct the fluid
 (gaseous only, not liquid) to do exactly what I want if it
 isn't physically natural. Yet. In FX work, that is obviously of high
 importance, but I don't have enough time with it to say for sure.

 C4D is really quite good at a LOT of stuff, though. Stuff we struggle with
 usually, that we just accept as hard or we have accepted
 as something that just takes a long time. In C4D, many of these things are
 not only fast, look good, but EASY. How often does THAT happen?

 I am in the same boat as others here. I am evaluating C4D, Modo, Houdini

 They all have their strengths, and one major weakness (they aren't
 Softimage).




 On Thu, May 1, 2014 at 9:10 AM, Ed Harriss ed.harr...@sas.com wrote:

  I don’t know what we’ll go to when Softimage is eventually phased out
 of our pipeline. (more than one app, that's for sure) But we’ve been
 evaluating C4D and its far better than I thought it was going to be. (Based
 on its perception in the industry) There is some really cool stuff in
 there. I’m looking forward to testing it a bit more once my current project
 is wrapped up.

 Ed





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Thursday, May 01, 2014 9:06 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Torn



 Or stay with softimage till there is actualy something like it.. maybe
 next. Couple years

 On May 1, 2014 3:02 PM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 You should go toward C4D since it's the one I'm planning to get into :)
 (and some houdini too)
 Read that message and obey.

 Le 01/05/2014 14:49, Chris Marshall a écrit :

 Complete generalist, working in tv, corporate, architecture, medical, FX,
 simulations etc etc. It's probably easier to say what I don't do, which is
 any character stuff, though I've done a bit of that too. Everything else is
 included.
 So software of choice in this scenario.Softimage.
 Obvious alternative choice of software.None

 As a small company with limited resources, we don't want to have to build
 a 'pipeline' of software, just to do what Softimage already does in one
 hit. I appreciate times are changing, but I'm not jumping until I'm sure
 which way to go.

 Nuffsed yo!

 ;-) lol






 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: Torn

2014-05-01 Thread Sergio Mucino
This is quite true. Depending on what you actually intend to achieve, it may 
affect your decision.
Even though I lean a lot more towards the technical side of things, I needed a 
software package that would be able to do pretty much everything. I jumped on 
Modo several months ago, and I've been quite comfortable with it. I've actually 
started duplicating in Modo some ICE compounds and nodes I used often. I think 
I'm pretty much set with Modo at this point. I also do some stuff in Houdini, 
and will eventually get into Blender and see what I can do with it. Looks like 
this would be the solution for me. I do expect tighter integration between Modo 
and the rest of The Foundry's portfolio to make things nicer in the future. 

I've also heard great things about C4D. I guess downloading the demos for all 
the apps that interest you and doing some tutorials will give you a better idea 
of how they feel. After all, you've still got two years to figure out where 
to go. Good luck!

Sergio Muciño.
Sent from my iPad.

 On May 1, 2014, at 7:54 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
 
 the question is what is your area of expretese what do you wanna do, are you 
 cahracter animator, effects guy, simulations cloth, lighting rendering.. al 
 full generalist and wanna deliver final product from modeling to final 
 rendering.
 that can help out choosing
 
 
 On Thu, May 1, 2014 at 1:07 PM, Chris Marshall chrismarshal...@gmail.com 
 wrote:
 I'm still struggling. There's a lot to take on board.
 


RE: Torn

2014-05-01 Thread Ed Harriss
I addition to what Perry listed, I found a few very small things in C4D that 
are nice. (Keep in mind, I have limited experience with C4D)

A preference that changes icons in the interface from pictures to text.  ☺
An “increment and save” option.
You can have more than one scene open at a time. You can also copy/paste 
between them.
When moving things, you get a line that shows you where the object is moving 
from.
If you use After Effects, it’s integration looks fantastic.


Re: VERY OT: Nice ICE - Ron Jeremy video

2014-05-01 Thread olivier jeannel

MWHAHAHAHAHA !

Le 01/05/2014 18:46, Matt Morris a écrit :


Never thought I'd see this, a 'safe for work' Ron Jeremy video:

https://www.youtube.com/watch?v=9utvHzU883I




Re: Torn

2014-05-01 Thread Andres Stephens
Torn is the right word I think! 

I am sticking to SI till it no-longer has any juice left for the industry, like 
a dried up squeezed lemon. I still see that it is quite future proof in many 
areas, even without it’s advanced “viewport” so even after 2 years of updates 
and bugfixes, it should still do well afterwards a couple years - minus 
sculpting or realtime previz. GPU rendering and CPU rendering will still be 
ahead of the league with third party render-engines, you know the ones I’m 
talking about. It will remain future-proof for some time yet.  

But personally I am delving more into Blender, with it’s GPU+CPU render engine 
included, node based modeling addons (free) and soon node based strands and 
particles (in development) and other features that are progressively being 
developed - not to mention it’s 20 year old mature well rounded toolset - 
developed outside of commitees and corporation, even investment…. 


*Warning* My explanation is extensive and written below, needed to get it out 
there! Read at your own risk! 

Out of principle I see Blender as a powerful tool, not to mention video editing 
and Nuke like compositing all in the same package…. free… and open to 
development personally or as a community. If you’d invest cash into a software, 
with Blender, it is directly with a developer or into the foundation, or into a 
project to “test” and push and develop the software, like the Gooseberry 
Project. 

Out of conviction for future proof development in a software I’d invest hours 
(if not the majority of my life) of knowledge into it…. makes me want to stick 
to Blender. (because it’s guaranteed development by the demand of the artist, 
by investment directly into a developer, by open knowledge of what is being 
developed; and anyone has voice as to where it will go, how it will go)

I see hair, bullet physics, particles, great modeling toolset (with many 
awesome plugins), a grease pencil, NLA animation systems, dopesheet, keyframed 
animation systems, shape and morph animation with corrective blendshapes 
optional, full body IK and FK, node based shader system for Cycles, multi-scene 
management within the same session, sculpting, dynamic topology in sculpting, 
multires mesh sculpting, advanced UV editor and unwrap with texture painting 
directly into it, integrated game engine with game logic (also node based in 
some ways), and a VERY customizable interface with few icons, etc etc.. yes, it 
is not optimized in many areas… but it runs on a mac, on Linux, on pc…. 

And it’s trying to push systems for node based manipulation, aka, ICE a la 
Blender. 

And it’s free…

With a Blender pipeline, I wouldn’t need to purchase any Adobe Suite or any 
other software to compliment editing or post-fx, sculpting software, not even 
purchase 2D software (can be replaced with Krita, Gimp or Inkscape) or for 
anything else for that matter… just time and education for using such a 
software in the team… but here in Colombia (to my opinion) it’s much more 
popular than C4D or Houdini.. concerning compatibility with students/other 
studios without having to turn to Max or Maya.  As a generalist studio, it 
would be the best bet, considering the startup and the cost of a multi-software 
pipeline, which we simply can’t afford every time something gets upgraded or 
outdated. 

That “feature” of being free and built by the people/foundation saves my studio 
thousands of dollar per seat every time we need to upgrade or expand. And 
unlike the death of my old pal trueSpace, my first love; and now SI, my second 
love… I might place my chips in a software that doesn’t depend on the economics 
of a business nor corporation, but of the very artists/developers/studios that 
use it. What happens if Autodesk goes bankrupt, or sells the entire ME 
division? What if it purchases C4D, it’s competition? What happens if The 
Foundry turns into a cash and user base hungry Autodesk like system from huge 
success in the future? What if SideFX decides to retire for “personal” reasons? 
What if management for development in Modo suddenly changes and it’s artist 
friendly solutions develop to something we no-longer want or need?  


Concerning the “dreaded” interface, I have used Gimp and Inkscape some time, 
and well it’s just a “Linux” kind of mentality to the interface - just 
different, with it’s own logic, but not any less efficient than most other 
interfaces (not considering the genius easter-eggs in SI UI dominating most 
others, of course). I found it hard to learn, yes, but just as easy as learning 
Z-brush or Maya from scratch… which I tried briefly. 

Concerning community and tutorials, there is no short to help you out with such 
a thing as learning it, you won’t ever be stuck learning how to use it with 
it’s huge arsenal of tutorials or an experienced community. Concerning 
development, I do think it’s still catching up, but in other areas (even 
compared to AE or Premiere, or to other major 3D packages) 

Re: Softimage-Projects from Filmakademie

2014-05-01 Thread Sebastien Sterling
NICE !?!


On 1 May 2014 22:11, Vincent Ullmann vincent.ullm...@googlemail.com wrote:

 Hi everyone,

 iam happy to show you some of the work we did here at Filmakademie during
 our third year of studies.
 These are Trailers produced for the ITFS-Festival in Stuttgart, but we
 were totally free in terms of story, design etc.
 They just had to be maximum 1 minute long.
 In total we had, from the very first Idea, till the final delivery about 5
 months. So for the real production only about 3 month were left.



 *Phosphoros:*
 In this trailer we tried to take something disgusting and make it
 appealing to the viewer.
 https://vimeo.com/93345597 (Password: ITFS2014)

 WebSite: http://phosphoros.net

 Some Breakdowns:
 Rig: http://vimeo.com/92522044
 Totale: http://vimeo.com/93522159
 Thorax: https://vimeo.com/93522158
 Wing: http://vimeo.com/93522573

 3D-Team:
 Manolya Külköylü (Director, Concept, Design and Animation)
 Philipp Mekus (Director, MosquitoModelling+Texturing and Compositing)
 Francesco Faranna (Producer)
 Kiril Mirkov (Bulb+Envoriment Modelling,Textuing,Shading and
 Lighting+Rendering)
 Hanna Binswanger (Rigging)
 Johannes Franz (Particle Effects)
 Vincent Ullmann (Pipeline, MosquitoShading and Lighting+Rendering)

 For the Bulb and Envoriment our Workflow was quite simple, using Softimage
 and Mudbox for Modelling and Textures.
 The Bulb had 2 Versions. The Default one, and a special one for the
 CloseUps were the Topological-Pole was in the center of the Deformation. We
 had to combine these to Versions for one Shot using ICE.
 The Mosquito was modellt in Cinema4D, sculpted in zBrush, retopologized in
 3dCoat and Textured in Mari. We painted 4 UV-Tiles for Diffuse, Spec,
 SpecRoughness, Bump and some special Maps like Transparancy on the Wings or
 GlowEffets on the Body. Also some Maps were animated in Nuke using good old
 Roto-Splines.
 The GlowEffects on the Body were made using some textures and multiple
 layers of SSS and Emission
 The big Veins inside the Wings, were procedualy made in Houdini, then
 somehow build into the Rig and animated

 Rigging and Animation was made in Softimage and cached using Alembic.

 The Particle Effects were mostly done in Houdini and renderd with Mantra.
 Only the Particles inside the Abdomen were cached via Alembic and renderd
 in Arnold.

 For Lighting we brought everything back to Softimage and renderd out a
 couple of Passes:
 - The Light from the Bulb
 - The Lights from the Envoriment
 - Some Volume Scattering
 - Some DustParticles
 - UtilityPass (Normals, Pref, P, UVs)
 - MattePass

 Comp was done in Nuke and editing in Premiere


 *Elevator:*
 https://vimeo.com/93345598 (PassWord: ITFS2014)


 Some Breakdown:
 Shameless self Promotion in my Reel at 0:58 and 1:12:
 https://vimeo.com/92148829 (Password: 2014_Reel_vu)

 Team:
 Valentin Kemmner (Director, Design, Sculpting and Animation)
 Mareike Keller (Producing)
 Jessica Tegethoff (Rigging)
 Nathalia Alencar (Texturing)
 Manuel Revior (Compositing)
 Vincent Ullmann (Pipeline, Shading,Lighing,Rendering)

 For the Pith of this Trailer, the Director build the Characters and Set as
 Minitures and Animated the hole Shot in one Weekend. Then it took us 3
 Month figuring out how to replicate the hole thing in 3D. ;-)

 Modelling, Rigging and Animation was done in Maya.
 Scultping in Mudbox and Texturing in Mari (1 8k Tile for each Character
 and 7 8k Tiles for the Set)
 Shading, Lighting and Rendering again in Softimage with Arnold. Caches
 were done with Alembic.
 And Compositing of course in Nuke



 *Spiegelei:*
 Last but not least, a third 3D-Trailer we produced.
 This was not realy a project focused on the final result, but more on
 learning and trieng new stuff.

 https://vimeo.com/93532984 (Password: ITFS2014)

 3D-Team:
 Peter Lames (Director, Compositing and lot of everything else)
 Tobias Müller (Producing)
 Jessica Thegetoff (Animation of the Ambulance and Doctors)
 Hanna Binswanger (Rigging of the Doctors and Shading+Rigging of the
 Ambulance)
 Johannes Franz (Smoke Effect for Ambulance and Coffee)


 As said, we experiemnted a bit, so litteraly every 3D-Package was involed
 in this Production:
 Modo for all the Design and Animatic-Stuff, the Egg, the Stoller, etc etc
 3dsMax for Ambulance Modelling and Shading+Rendering
 Maya+MtoA for Shading+Rendering the Doctors
 Softimage for Rigging+Animation of the Doctors+Ambulance, Rendering the
 Floor (with SitoA) and creating the cationTabe (at the end) with ICE




 Hope you enjoy watching them.
 Besides these 3 Trailer, a couple of other Trailers were produced (even
 without Softimage and Arnold).
 You could watch them here:
 https://www.youtube.com/user/TheFilmakademie/videos


 Cheers
 Vincent




Re: Houdini Engine for Cinema4D

2014-05-01 Thread Cristobal Infante
I really good overview of this news, watch the interview in the middle of
the page:

http://www.fxguide.com/quicktakes/fmx-2014-houdini-engine-for-cinema-4d-realflow-2014/


On 24 April 2014 20:11, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:



 *“Artists with Houdini or Houdini FX licenses will be able to run the
 Houdini Engine using their existing keys. For artists who only need to work
 in a host application, a new Houdini Engine license has been created.
 Houdini Engine workstation licenses will be available for $495 annually
 while floating licenses for use in a single facility will start at $795
 annually. Volume pricing will be available for floating licenses »*

 *“The new Houdini Engine license is being merged with the Houdini Batch
 license so that it can also run batch processes on the farm “*



 It means half the price for Houdini-Engine and free Houdini-Engine
 licenses for Houdini tech artists + render batch licenses for everyone !



 Also documentation for Houdini-Engine API was there but hidden now it’s
 official :
 http://www.sidefx.com/docs/hengine1.6/





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* 23 avril 2014 10:42

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Houdini Engine for Cinema4D



 Houdini Engine offers more than just a ppg to change a few values. You can
 for example create a forest digital asset, take it to C4D or Maya and use
 your local models as instances. So that's where the benefit is, you
 essentially created a tool that you can reuse. A bit like fabric I guess?



 By the way there is a Houdini Engine API so it can be ported to any
 aplication. So expect to see this implemented in other apps and
 game engines in the future.


 On Wednesday, 23 April 2014, pete...@skynet.be wrote:

 Nice insight, Luc-Eric.
 See how you downplayed it as doing the particles - AD's standard
 description of ICE and Softimage.
 Is that company prescribed reply to competitor's initiatives?

 What I read here, is an opening for C4D and Maya studios to get (a)
 Houdini artist/s to collaborate with the rest of the team, opening up new
 possibilities.

 Perhaps shareholders don’t care much for cross platform solutions and
 collaboration, but studios and artists do.



 -Original Message- From: Luc-Eric Rousseau
 Sent: Wednesday, April 23, 2014 3:36 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Houdini Engine for Cinema4D

 Sounds pretty cool! C4D could use more proceduralism, and extra tools.
 Is it becoming a real Softimage alternative by this?


 I'm willing to be that if you had it, you'd never use Houdini Engine
 in Cinema 4D.  This doesn't give you any procedural authoring in C4D,
 just the ability to run an asset that was authored in Houdini,
 typically with a simple PPG of settings.

 As a freelancer looking for an alternative to ICE, it would quite a
 waste of time to author the graph in houdini and do all the work to
 package it up to run it in C4D.  In real life, you'd probably just do
 it all on the houdini side and cache out or render there. Or more
 realistically, if you spent that much time in C4D that this would be
 hugely important, you'd likely do everything there except for the
 occasional case when you can't.. and then you probably would not have
 had spent enough time with Houdini to be at ease with it to solve the
 problem there efficiently.  You'd probably end up doing the particles
 in C4D's thinking particle instead.

 On Wed, Apr 23, 2014 at 4:59 AM, Eugen Sares sof...@mail.sprit.org
 wrote:


 Cross-posting from si-community:
 http://www..
 maxon.net/en/news/press-releases/singleview/article/maxon-announces-partnership-with-side-effects-software.html

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2720Itemid=66

 Sounds pretty cool! C4D could use more proceduralism, and extra tools.
 Is it becoming a real Softimage alternative by this?

 Besides, did anyone happen to attend the Maxon presentation on FMX
 yesterday?



 

 Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus
 Schutz ist aktiv.





RE: Torn

2014-05-01 Thread Sven Constable
Sorry if i put this straight: Your bottom line is that free/opensource software 
is the way to go? That's terrifying.

 

We still have the problem of discount prices in the industry. Companies gone 
bancrupt because of this and the situation should really concern us. Not the 
US/VFX sector alone. Artists around the world working 10-16 hours sometimes to 
give profit to a job or their companies working for. 3D-Animation is ridiculous 
cheap these days and making the software available for free would be the worst.

Hardware is already cheap and become cheaper each day. Software is also cheaper 
today compared to ten years ago. Just take a look what comes out in the end: 
High quality work, thats good. But achived by monkeys often doing work barely 
for free! Just because it's so cool to do 3D?

 

The problem is, everything becomes cheaper every day. Even daily rates. But 
it's a business and thinking of it as a 'ideal world' where everything should 
become cheaper or even free scares the hell out of me.

 

sven  

   

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andres Stephens
Sent: Thursday, May 01, 2014 8:14 PM
To: softimage@listproc.autodesk.com
Subject: Re: Torn

 

Torn is the right word I think! 

I am sticking to SI till it no-longer has any juice left for the industry, like 
a dried up squeezed lemon. I still see that it is quite future proof in many 
areas, even without it’s advanced “viewport” so even after 2 years of updates 
and bugfixes, it should still do well afterwards a couple years - minus 
sculpting or realtime previz. GPU rendering and CPU rendering will still be 
ahead of the league with third party render-engines, you know the ones I’m 
talking about. It will remain future-proof for some time yet.  

But personally I am delving more into Blender, with it’s GPU+CPU render engine 
included, node based modeling addons (free) and soon node based strands and 
particles (in development) and other features that are progressively being 
developed - not to mention it’s 20 year old mature well rounded toolset - 
developed outside of commitees and corporation, even investment…. 


*Warning* My explanation is extensive and written below, needed to get it out 
there! Read at your own risk! 

Out of principle I see Blender as a powerful tool, not to mention video editing 
and Nuke like compositing all in the same package…. free… and open to 
development personally or as a community. If you’d invest cash into a software, 
with Blender, it is directly with a developer or into the foundation, or into a 
project to “test” and push and develop the software, like the Gooseberry 
Project. 

Out of conviction for future proof development in a software I’d invest hours 
(if not the majority of my life) of knowledge into it…. makes me want to stick 
to Blender. (because it’s guaranteed development by the demand of the artist, 
by investment directly into a developer, by open knowledge of what is being 
developed; and anyone has voice as to where it will go, how it will go)

I see hair, bullet physics, particles, great modeling toolset (with many 
awesome plugins), a grease pencil, NLA animation systems, dopesheet, keyframed 
animation systems, shape and morph animation with corrective blendshapes 
optional, full body IK and FK, node based shader system for Cycles, multi-scene 
management within the same session, sculpting, dynamic topology in sculpting, 
multires mesh sculpting, advanced UV editor and unwrap with texture painting 
directly into it, integrated game engine with game logic (also node based in 
some ways), and a VERY customizable interface with few icons, etc etc.. yes, it 
is not optimized in many areas… but it runs on a mac, on Linux, on pc…. 

And it’s trying to push systems for node based manipulation, aka, ICE a la 
Blender. 

And it’s free…

With a Blender pipeline, I wouldn’t need to purchase any Adobe Suite or any 
other software to compliment editing or post-fx, sculpting software, not even 
purchase 2D software (can be replaced with Krita, Gimp or Inkscape) or for 
anything else for that matter… just time and education for using such a 
software in the team… but here in Colombia (to my opinion) it’s much more 
popular than C4D or Houdini.. concerning compatibility with students/other 
studios without having to turn to Max or Maya.  As a generalist studio, it 
would be the best bet, considering the startup and the cost of a multi-software 
pipeline, which we simply can’t afford every time something gets upgraded or 
outdated. 

That “feature” of being free and built by the people/foundation saves my studio 
thousands of dollar per seat every time we need to upgrade or expand. And 
unlike the death of my old pal trueSpace, my first love; and now SI, my second 
love… I might place my chips in a software that doesn’t depend on the economics 
of a business nor corporation, but of the very artists/developers/studios that 

Re: Softimage-Projects from Filmakademie

2014-05-01 Thread Vincent Ullmann
Should work now. ;-)


2014-05-02 0:48 GMT+02:00 gareth bell garethb...@outlook.com:

 Fantastic work Vincent.

 Phosphoros is beautiful and Elevator's a chuckle.

 P.S. The link to your reel/breakdown doesn't work


 --
 Date: Thu, 1 May 2014 22:31:07 +0100
 Subject: Re: Softimage-Projects from Filmakademie
 From: sebastien.sterl...@gmail.com
 To: softimage@listproc.autodesk.com


 NICE !?!


 On 1 May 2014 22:11, Vincent Ullmann vincent.ullm...@googlemail.comwrote:

 Hi everyone,

 iam happy to show you some of the work we did here at Filmakademie during
 our third year of studies.
 These are Trailers produced for the ITFS-Festival in Stuttgart, but we
 were totally free in terms of story, design etc.
 They just had to be maximum 1 minute long.
 In total we had, from the very first Idea, till the final delivery about 5
 months. So for the real production only about 3 month were left.



 *Phosphoros:*
 In this trailer we tried to take something disgusting and make it
 appealing to the viewer.
 https://vimeo.com/93345597 (Password: ITFS2014)

 WebSite: http://phosphoros.net

 Some Breakdowns:
 Rig: http://vimeo.com/92522044
 Totale: http://vimeo.com/93522159
 Thorax: https://vimeo.com/93522158
 Wing: http://vimeo.com/93522573

 3D-Team:
 Manolya Külköylü (Director, Concept, Design and Animation)
 Philipp Mekus (Director, MosquitoModelling+Texturing and Compositing)
 Francesco Faranna (Producer)
 Kiril Mirkov (Bulb+Envoriment Modelling,Textuing,Shading and
 Lighting+Rendering)
 Hanna Binswanger (Rigging)
 Johannes Franz (Particle Effects)
 Vincent Ullmann (Pipeline, MosquitoShading and Lighting+Rendering)

 For the Bulb and Envoriment our Workflow was quite simple, using Softimage
 and Mudbox for Modelling and Textures.
 The Bulb had 2 Versions. The Default one, and a special one for the
 CloseUps were the Topological-Pole was in the center of the Deformation. We
 had to combine these to Versions for one Shot using ICE.
 The Mosquito was modellt in Cinema4D, sculpted in zBrush, retopologized in
 3dCoat and Textured in Mari. We painted 4 UV-Tiles for Diffuse, Spec,
 SpecRoughness, Bump and some special Maps like Transparancy on the Wings or
 GlowEffets on the Body. Also some Maps were animated in Nuke using good old
 Roto-Splines.
 The GlowEffects on the Body were made using some textures and multiple
 layers of SSS and Emission
 The big Veins inside the Wings, were procedualy made in Houdini, then
 somehow build into the Rig and animated

 Rigging and Animation was made in Softimage and cached using Alembic.

 The Particle Effects were mostly done in Houdini and renderd with Mantra.
 Only the Particles inside the Abdomen were cached via Alembic and renderd
 in Arnold.

 For Lighting we brought everything back to Softimage and renderd out a
 couple of Passes:
 - The Light from the Bulb
 - The Lights from the Envoriment
 - Some Volume Scattering
 - Some DustParticles
 - UtilityPass (Normals, Pref, P, UVs)
 - MattePass

 Comp was done in Nuke and editing in Premiere


 *Elevator:*
 https://vimeo.com/93345598 (PassWord: ITFS2014)


 Some Breakdown:
 Shameless self Promotion in my Reel at 0:58 and 1:12:
 https://vimeo.com/92148829 (Password: 2014_Reel_vu)

 Team:
 Valentin Kemmner (Director, Design, Sculpting and Animation)
 Mareike Keller (Producing)
 Jessica Tegethoff (Rigging)
 Nathalia Alencar (Texturing)
 Manuel Revior (Compositing)
 Vincent Ullmann (Pipeline, Shading,Lighing,Rendering)

 For the Pith of this Trailer, the Director build the Characters and Set as
 Minitures and Animated the hole Shot in one Weekend. Then it took us 3
 Month figuring out how to replicate the hole thing in 3D. ;-)

 Modelling, Rigging and Animation was done in Maya.
 Scultping in Mudbox and Texturing in Mari (1 8k Tile for each Character
 and 7 8k Tiles for the Set)
 Shading, Lighting and Rendering again in Softimage with Arnold. Caches
 were done with Alembic.
 And Compositing of course in Nuke



 *Spiegelei:*
 Last but not least, a third 3D-Trailer we produced.
 This was not realy a project focused on the final result, but more on
 learning and trieng new stuff.

 https://vimeo.com/93532984 (Password: ITFS2014)

 3D-Team:
 Peter Lames (Director, Compositing and lot of everything else)
 Tobias Müller (Producing)
 Jessica Thegetoff (Animation of the Ambulance and Doctors)
 Hanna Binswanger (Rigging of the Doctors and Shading+Rigging of the
 Ambulance)
 Johannes Franz (Smoke Effect for Ambulance and Coffee)


 As said, we experiemnted a bit, so litteraly every 3D-Package was involed
 in this Production:
 Modo for all the Design and Animatic-Stuff, the Egg, the Stoller, etc etc
 3dsMax for Ambulance Modelling and Shading+Rendering
 Maya+MtoA for Shading+Rendering the Doctors
 Softimage for Rigging+Animation of the Doctors+Ambulance, Rendering the
 Floor (with SitoA) and creating the cationTabe (at the end) with ICE




 Hope you enjoy watching them.
 Besides these 3 Trailer, a couple of other 

Re: Torn

2014-05-01 Thread Greg Punchatz
Its a tough one for sure,

Modo looks very nice, I really really like the UI. Great hand on tools...
some very quick and slick (but non-liniar) modeling tools.. Painting and
sculpting... Nodes that look like they are getting more powerful by the
day.. very nice default render engine. Consistency seems to be a theme in
the design.

Cons-  I am concerned about the speed and depth of its character animation
tool set as well as the lack of relational modeling. I wish they would
partner with FE to leverage its speed for moving characters.. to me the one
who cracks character speed AND great deforms with out sacrificing workflow
will come out on top. Not sure how pipeline friendly it is at this point
when it comes to scripting, referencing and render scalability. not much in
the way of 3rd party render engines the add ons and plug ins seem
gimicky and poser like.. and its user base is small.

Houdini - if we get bigger again it would make sense to have a few cuts of
this and a few power operators. But as it stand its too heavy handed for
almost everything we do, from what I can tell. And its view-port speed
makes me cry... not a tool that I would like I don't think..

C4d- Very popular in the Advertising world, AE interaction is crazy good.
Some very solid and unique tools (raybrush) unbeatable motion graphic
tools. Giant user base.

Cons- I never got its way of thinking while using body paint for years..
Trying to customize the interaction is nuts.. too many navigation commands
that should be the same thing.
Default render engine has pros - but serious cons (MB) never used thier
advanced render engine.
Character tools up to snuff?? I never looked too deep.


Maya-  Strongest of the non softimage packages for characters...Biggest
user base, lots semi easy and unique tools such as paint effects, oceans,
and a host of others. Robust poly and Nurbs toolset, Amazing viewport, GL
caching, Cloth, Hair options and like soft I know that it has the years of
battle ridden code, while dated can get any job done, and its easier the
get the folks to do it. Character speed is second to none. Great 3rd party
renderers. Very customizable. Did I say huge and talented user base?

Cons- there are a lot.. but the first one is that the interface is a mess,
too many different node editors that behave completely and none of them do
what ICE does (yet).  It needs a BIG clean up, look at Modo interface,
seems very clean in comparison. I will need an extra TD on every job at
least, causing us to raise our prices and making us less competitive.  I
have no confinence in the AD culture... they DO have a great team, but they
need to revert to the culture of Discreet logic, Softimage and Alias.  They
need to be independent from the mother ships rules... Take a cue from The
Foundry, not adobe...

Softimage- Awesome all all rounder, best pass system, fast, great 3rd party
renderers... and then there is ICE. Most flexible character tools for for
working non linear.  Did I say ICE??

Cons- its going awayuser base.. tied too deeply to windows

The more I think about it the more I want to build an
Alembic/Arnold/Redshift/ Nuke pipeline and use all of the above.  Ween off
the Softimage tit slowly... trying the milk the others have to offer a bit
at a time. See what time offers us.

Unlike some of you guys I wont rule Maya out because there are to many good
people that can drive that boat... even if AD pissed me off.

Greg


On Thu, May 1, 2014 at 1:14 PM, Andres Stephens drais...@outlook.comwrote:

  Torn is the right word I think!

 I am sticking to SI till it no-longer has any juice left for the industry,
 like a dried up squeezed lemon. I still see that it is quite future proof
 in many areas, even without it’s advanced “viewport” so even after 2 years
 of updates and bugfixes, it should still do well afterwards a couple
 years - minus sculpting or realtime previz. GPU rendering and CPU rendering
 will still be ahead of the league with third party render-engines, you know
 the ones I’m talking about. It will remain future-proof for some time yet.
 

 But personally I am delving more into Blender, with it’s GPU+CPU render
 engine included, node based modeling addons (free) and soon node based
 strands and particles (in development) and other features that are
 progressively being developed - not to mention it’s 20 year old mature well
 rounded toolset - developed outside of commitees and corporation, even
 investment….

 *Warning* *My explanation is extensive and written below, needed to get
 it out there! Read at your own risk! *

 Out of principle I see Blender as a powerful tool, not to mention video
 editing and Nuke like compositing all in the same package…. free… and open
 to development personally or as a community. If you’d invest cash
 into a software, with Blender, it is directly with a developer or into the
 foundation, or into a project to “test” and push and develop the software,
 like the Gooseberry Project.

 Out of 

Torn

2014-05-01 Thread jentzen mooney
De niro, quietly but clearly express how I feel about this subject.

https://www.youtube.com/watch?v=d8Oe9SteE3Mfeature=youtube_gdata_player



On Thursday, May 1, 2014, Andres Stephens
drais...@outlook.comjavascript:_e(%7B%7D,'cvml','drais...@outlook.com');
wrote:

  **pardon my large rant, you have been warned =P**

 Concerning economics of opensource software, I see no danger. Work is not
 free, nor knowledge.

 Artwork; be it stills, previz, concept, animation, or FX… may have a price
 driven by knowledge/experience and quality driven by time it takes to do
 it. I am not sure why the prices dropped, but mainly yes, it was (in my
 opinion) because of the catch 42 syndrome: making digital media production
 became much easier (thus less knowledge/experience is needed with more
 quality for less time - thus logically dropping prices) through easier
 software, better hardware.

 Unfortunately I see the industry has forgotten a standard - the basis of
 why digital media costs what it costs.

 The demand for quality has exponentially grown with the software and the
 hardware exponentially, thus the demand for less time for more quality has
 exponentially grown also, and due to the facilitating software and hardware
 there is less demand for knowledge/experience (or so one thinks).
 Unfortunately that has been muddied, and due to the “it didn’t take you as
 long as 5 years ago for something 10 times as good, it must be cheaper!”
 things are where you think they are, with doom and gloom and competition
 with monkeys.

 Concerning opensource software, I am not saying it’s “free” software, just
 available without a direct transaction type free. If you want to keep it
 alive, you directly invest in the developers and projects, or develop it
 yourself paying your own developers with cold hard WORK.

 What is a software without it’s developer?

 Concerning the particular case of Blender, you can invest  (and I
 encourage it) directly with a developer or a project or a piece of code -
 not just the software. It gives you more power as to how you want your tool
 to work, and how it will be developed over the longterm.

 Concerning making life cost the “worth the trouble” when it comes to the
 media industry and what it takes to make media, giving the artist a good
 run for the money he is given, then yes, the death of Softimage was GREAT
 for the industry. We can keep charging MORE for the “time” and
 knowledge/experience we would need to do the same job, a job we could have
 done “easier” in Softimage - a tool that makes us do more with less time.
 Forget efficiency!

 But I differ, just because a tool is more available or “easier” to use or
 more “efficient” at doing a certain task does NOT make the job cheaper.

 Yes, Time drives price, Time drives Quality. Efficiency of the tool drives
 Time, and Quality. Knowledge of the tool drives Time and Quality and
 Efficiency. Experience drives Time and Efficiency.

 Cost for your project should be based off the (Quality=Time) +
 (Time/Efficiency) + (Knowledge*Experience[=Efficiency]).

 So, less time you are given drives for less quality, thus the amount that
 would cost. More time, more quality, more expensive. Less time, due to
 efficiency, similar quality, would give you more cost, thus adding to the
 cost; then the knowledge you’d need to achieve the experience which
 drives for such efficiency would also drive that cost to more. So the more
 knowledge you have grows your experience, experience drives efficiency - it
 took time for that knowledge that drives experience, so that costs. All
 experience drives your efficiency, thus driving the cost for more - even if
 it’s less time but similar quality.

 All those factors drive how much your work is worth.

 So, a tool that saves you time, the hardware that makes it easier for you
 to drive the quality, and the time you save for more quality SHOULD NOT
 drop the price, because granted, the knowledge of your tool and the
 experience you’d need for efficiency should actually drive the price,
 not “how easy it is”.

 The industry needs to realize that for the time it took for similar
 qualities of more time in the past is because of the “experience”
 and “knowledge” that drives efficiency, and due to efficiency it is now
 taking less time, but should have the same if not more cost. They still
 think the experience and knowledge is the same as it was 10 years ago, thus
 dropping prices, but really it isn’t. They forget the factor of efficiency.



 I can see the fear you have that a developer would miss out because prices
 are dropping for the artists because he’s much more efficient (thanks to
 him we can do what we do today). So companies that develop software have
 lost, because the artists is being shorthanded because the industry has
 forgotten that efficiency and less time for more quality SHOULD make it
 MORE expensive - not less, and the artist lives with that, not affording to
 invest in more efficiency, being 

Dart Throw Compound equivalent?

2014-05-01 Thread Steve Pratt
Hi Guys,

like all of you I've been spending a lot of time trying to decide where to
from here?

One of the tools I use constantly in my day to day job is Julian Johnson's
awesome Dart Throw ICE compound, for spritzing (those small condensation
drops that appear on cold drink cans and bottles). It's unique feature is
that it prevents my instance spheres from touching/overlapping each other.
You can't have drops of water overlap or penetrate each other as in the
real world they would simply merge into one drop.

Does anyone have any idea if there is an equivalent particle tool in other
apps, or does one of our alternatives have an ICE-like tool that would
allow the development of one?

I've been assessing Blender, Modo and C4D and currently leaning towards
Blender.

Thanks guys,
Steve

-- 
*Twenty years from now you will be more disappointed with the things that
you didn't do than by the ones you did do. So throw off the bowlines. Sail
away from the safe harbour. Catch the trade winds in your sails. Explore.
Dream. Discover.* - Mark Twain


RE: Torn

2014-05-01 Thread Sam Bowling
I’ve been looking around at alternatives to Softimage and not having any luck. 
Modo have some great features, but the interface is just crap. There are way 
too many different layouts for things that should mostly be done in one or 
maybe 2 different layouts. Things like snapping rotations (or snapping in 
general) seem to require you to click checkboxes or be enabled in other menus 
where in Softimage, you can just hold down a modifier key to enable most of 
those functions without dropping your current tool.  Modo seems full of tons of 
one use tools, whereas in Softimage I have a few tools that I use most of the 
time that cover 99% of what I need to do. I was looking up rigging in Modo the 
other day and it’s a mess. After you draw out you bones you have to go in 
manually and correct all your individual joint rotations so they work 
correctly. In the amount of time the guy built a basic spine I could have had 
the entire character skeleton done in Softimage with working IK. After massing 
with Modo for a short time I usually give up in frustration at the terribly 
slow and clunky interface. Sure I could probably get used to it in time and be 
productive, but why should I have to settle for such and inferior and slow UI 
and workflow. The whole layer based approach to modeling makes me want to punch 
kittens. 

 

I also tried Blender which seems to get a lot of praise because it is free and 
has all these gee-whiz features, but again, the interface on that program is 
horrid. Sure it’s better than the old one, but it’s still terrible. Also, all 
the development seems to be on these qee-whiz features and some things like 
beveling are mostly useless. This is one of the problems with open source 
programs, no one wants to write the simple mundane features, they would rather 
write the big flashy features so they can brag about them and the simple tools 
get left unfinished, on never even added. 

 

When I initially switched from lightwave to Softimage, everything was just 
amazing. The workflow was amazing, the documentation and tutorials were some of 
the best I’d ever seen at the time (these have both declined since Autodesk 
took over). Being able to get help with a tool by hitting  F1 while in the tool 
and having the help open to the information for that tool was just amazing. 
Being able to crate basic tools or automat repetitive tasks by just copying 
from the history to the script editor was great and allowed me to do things I 
could never have done with my meager scripting abilities. All the things that 
make Softimage a great tool have been in there for years most of them since V4 
or 5 which was the time I started using it. It’s just mind boggling that there 
really isn’t another program out there that even comes close to workflow and 
ease of use that Softimage has had for years. Where I work I do 3d animation 
part time, sometimes not using Softimage for weeks, and it’s great that 
Softimage has such a great interface where I can still find even the most 
rarely used tool without spending tons of time searching for it. With Modo I 
have trouble finding tools I used 5 minutes ago.

 

So I’m probably going to be sticking with Softimage for quite some time. 

 

On a side note, it looks like Autodesk is putting even less effort into 
developing Mudbox than it is with Softimage, so I gave 3- Coat another try and 
I’m really impressed with it. I hated it when I used it several years ago, but 
now it blows Mudbox out of the water and is much, much more user friendly that 
the mess that is called Zbrush. I did some retopo work with 3d-coat recently 
and I like it much, much more than Topogun. I absolutely love the Voxel 
sculpting tools. So, it looks like Autodesk is going to be missing out on any 
future money from me. 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, May 01, 2014 6:06 AM
To: softimage@listproc.autodesk.com
Subject: Re: Torn

 

Or stay with softimage till there is actualy something like it.. maybe next. 
Couple years

On May 1, 2014 3:02 PM, olivier jeannel olivier.jean...@noos.fr wrote:

You should go toward C4D since it's the one I'm planning to get into :) (and 
some houdini too)
Read that message and obey.

Le 01/05/2014 14:49, Chris Marshall a écrit :

Complete generalist, working in tv, corporate, architecture, medical, FX, 
simulations etc etc. It's probably easier to say what I don't do, which is any 
character stuff, though I've done a bit of that too. Everything else is 
included.
So software of choice in this scenario.Softimage.
Obvious alternative choice of software.None

As a small company with limited resources, we don't want to have to build a 
'pipeline' of software, just to do what Softimage already does in one hit. I 
appreciate times are changing, but I'm not jumping until I'm sure which way to 
go.

Nuffsed yo!

;-) lol