Re: A camera projected making-of

2014-08-08 Thread Jason S

  
  
 Psst! c'est parce-que c'est Softimage
  
  (it's because it's Softimage) :)
  
  
  On 08/08/14 18:41, Maurício P. Cuencas wrote:


  
  Beautiful work man. Congrats.

> Date: Fri, 8 Aug 2014 18:22:35 -0400
  > From: jasonsta...@gmail.com
  > To: softimage@listproc.autodesk.com
  > Subject: A camera projected making-of
  > 
  > Hi, got around to making a making of,
  > 
  > https://vimeo.com/102120571
  > 
  > Cheers!
  > 

  


  



RE: A camera projected making-of

2014-08-08 Thread Maurício P . Cuencas
Beautiful work man. Congrats.

> Date: Fri, 8 Aug 2014 18:22:35 -0400
> From: jasonsta...@gmail.com
> To: softimage@listproc.autodesk.com
> Subject: A camera projected making-of
> 
> Hi,  got around to making a making of,
> 
> https://vimeo.com/102120571
> 
> Cheers!
> 
  

A camera projected making-of

2014-08-08 Thread Jason S

Hi,  got around to making a making of,

https://vimeo.com/102120571

Cheers!



Re: SI and Houdini

2014-08-08 Thread Jordi Bares
Final chapter now online… hope you guys have enjoyed… will be back soon with 
the ICE extra chapter but for now, this is it.

Enjoy it.

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=155229#155229

Jordi Bares
jordiba...@gmail.com

On 30 Jul 2014, at 17:22, Cristobal Infante  wrote:

> One thing I would say is refreshing about Houdini, it has yet to crash on me 
> when rendering ;)
> 
> 
> On 30 July 2014 10:10, Cristobal Infante  wrote:
> Polygonal modeling in Houdini does feel a bit clunky and slow, mostly because 
> of the viewpoirt interaction. However there are some really cool procedural 
> modeling tools that I know miss when going back to softimage.
> 
> The bad news is that you will need a second app to do most of your assets, 
> but this could be any app c4d, maya, xsi, etc.
> 
> 
> 
> 
> On 30 July 2014 08:35, Sebastien Sterling  
> wrote:
> Thanks Jordi Bears :)
> 
> 
> On 30 July 2014 08:32, Jordi Bares  wrote:
> No there is not, I discuss at the beginning the workflow in which I suggest 
> you still use XSI for modelling or a combination of Zbrush and Topogun (or 
> the likes) for a retopology approach as that is the normal workflow.
> 
> :-/
> 
> Jordi Bares
> jordiba...@gmail.com
> 
> On 29 Jul 2014, at 23:31, Matt Lind  wrote:
> 
>> There is no modelling chapter in the previous documents, which is why I 
>> asked.
>>  
>>  
>> Matt
>>  
>>  
>>  
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
>> Sent: Tuesday, July 29, 2014 3:19 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: SI and Houdini
>>  
>> All the previous documents are
>>  
>> http://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=132
>>  
>> And yes, they are big files.. will try to reduce them a bit but I guess a 
>> future task will be to put them inside an eBook or something… let's see
>>  
>> Jordi Bares
>> jordiba...@gmail.com
>>  
>> On 29 Jul 2014, at 23:12, Matt Lind  wrote:
>> 
>> 
>> Where is modeling?
>>  
>>  
>> Also, any chance of making these documents a little lighter in file size?  
>> Most of the .pdf’s are 50+ Mb each making them a bit bloated and hard to 
>> download where bandwidth is restricted.
>>  
>>  
>> Matt
>>  
>>  
>>  
>>  
>>  
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
>> Sent: Tuesday, July 29, 2014 3:09 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: SI and Houdini
>>  
>> Thanks so much, almost there.
>>  
>> Last Houdini compositing guide ready
>>  
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=153389#153389
>>  
>> I am a day or two away from finishing it all off (Except the ICE guide to 
>> Houdini which will take some extra time)
>>  
>> enjoy
>>  
>> Jordi Bares
>> jordiba...@gmail.com
>>  
>> On 28 Jul 2014, at 16:45, Orlando Esponda  wrote:
>> 
>> 
>> 
>> Thanks again Jordi, this is priceless.
>>  
>> 
>> On Sun, Jul 27, 2014 at 5:40 PM, Jordi Bares  wrote:
>> Compositing 1, 2 and 3 ready… follow the discussion and get the link here..
>>  
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=153235#153235
>>  
>> Enjoy
>>  
>> Jordi Bares
>> jordiba...@gmail.com
>>  
>> On 4 Jul 2014, at 00:59, Jordi Bares  wrote:
>> 
>> 
>> 
>> Well, texturing is now finished, moving into rendering guides. 1& 2 now 
>> online
>>  
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=151456#151456
>>  
>> Enjoy
>>  
>> Jordi Bares
>> jordiba...@gmail.com
>>  
>> On 8 Jun 2014, at 21:07, Jordi Bares  wrote:
>> 
>> 
>> 
>> A bit slower than I wanted but finally found a bit of time to wrap the 
>> animation chapter. Moving now into procedural texturing.
>>  
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=148644#148644
>>  
>> Please let me know if you guys miss something and I will do my best to add 
>> it.
>>  
>> Enjoy
>>  
>> Jordi Bares
>> jordiba...@gmail.com
>>  
>> On 29 May 2014, at 01:56, David Barosin  wrote:
>> 
>> 
>> 
>> Jordi thank you!  I've been checking out the first few chapters and 
>> thoroughly appreciating all the time and effort you put into these.
>> 
>> A truly kind act.
>> 
>> Cheers,
>>  -Dave
>>  
>>  
>>  
>> 
>> On Wed, May 28, 2014 at 7:40 PM, Nick Angus  wrote:
>> Thank you Mr Bares!
>> 
>> From: softimage-boun...@listproc.autodesk.com 
>> [softimage-boun...@listproc.autodesk.com] on behalf of Jordi Bares 
>> [jordiba...@gmail.com]
>> Sent: 29 May 2014 08:34
>> To: softimage@listproc.autodesk.com
>> Subject: Re: SI and Houdini
>> 
>> Well, seems finally found a gap to add another guide
>> 
>> Houdini procedural animation introduciton aka CHOPs ready to download
>> 
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=148076#148076
>> 
>> Jordi Bares
>> jordib

Re: Houdini Indie launched ...

2014-08-08 Thread Cristobal Infante
So you can buy a maximum of 3 indies + 3 engines, so a total of 6 render
nodes for $900 a year.

Really awesome for anyone starting up!


On 8 August 2014 13:06, Srecko Micic  wrote:

> Yes that Amazon thing exist for some time. Apprentice and  HD users have
> that option too.
> Not sure about prices now, it is pretty straightforward setup and worked
> well for me, used it 2-3 times. Latest pricing I heard was from $0.12 to
> $4.99 USD per hour depends on machine.
>
>
>
>
> --
> Srecko Micic
> 3D Generalist
> ---
> Skype: srecko.micic
> Email: srecko.mi...@gmail.com
>
> On Aug 8, 2014, at 1:39 PM, Cristobal Infante  wrote:
>
> This is also interesting, not sure what the cost of rendering in amazon is
> but:
>
> "Houdini Indie also gives artists render farm access using HQueue on
> Amazon’s EC2 compute cloud."
>
>
>
> On 8 August 2014 12:26, Rob Wuijster  wrote:
>
>>  With the previous setup, you could had them converted after you
>> purchased a commercial license.
>> I guess that will still be available.
>>
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 8-8-2014 13:19, Stefan Kubicek wrote:
>>
>> They say that indie-based assets are not compatible with standard Hudini
>> licenes. What if you grow and need to switch?
>> How do you convert you existing scenes/assets to be compatible with
>> standard licenes?
>>
>>  licenses? H
>>
>> yep that's right, a few limitations but an amazing piece of kit to have
>> on your side if you are freelancer/small company. This replace the HD
>> version that used to be $99 us but was non-commercial.
>>
>>  - Only one mantra node ( I guess you could buy engine licenses? or just
>> extra indies)
>>
>>  - HD maximum res and no third party renderers
>>
>>  - Commercial use of Houdini Indie is limited to studios or artists that
>> make less than $100K USD per year
>>
>>  Besides that it has all the bells and whistles ;)
>>
>>
>> On Thursday, 7 August 2014, Maurício P. Cuencas 
>> wrote:
>>
>>>  Since nobody posted here ...
>>>
>>>
>>> http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66
>>>
>>>
>>>
>>> [image: Image]
>>>
>>> *TORONTO: Aug 7, 2014 *- Side Effects Software, an industry leader
>>> in 3D animation and visual effects software, is proud to announce the
>>> immediate release of Houdini Indie which makes all of Houdini’s animation
>>> and VFX tools available under a limited commercial license to independent
>>> animators and game makers who want to use Houdini during the incubation
>>> stage of their business.
>>>
>>> “Independent animators and game creators are the lifeblood of the
>>> entertainment industry” says Kim Davidson, President and CEO, Side Effects
>>> Software. “With Houdini Indie, they now have access to a comprehensive set
>>> of procedural tools and assets to help them experiment, innovate, and
>>> create!”
>>>
>>> Independent artists can use Houdini Indie to create animations, effects
>>> or game art. Houdini Indie includes the same procedural node-based workflow
>>> and features as the commercial version of Houdini and the physically-based
>>> Mantra renderer. Houdini Indie can be used in all stages of animation and
>>> game production including procedural modelling, character animation,
>>> lighting, rendering, effects and compositing. Houdini Indie also gives
>>> artists render farm access using HQueue on Amazon’s EC2 compute cloud.
>>>
>>> “Houdini Indie is a perfect solution for independent animators and game
>>> artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini
>>> empowered my team to rig, animate, light, render and add effects such as
>>> hair, cloth, water and smoke with off-the-shelf tools. No special wizardy.
>>> No battery of programmers. This let me focus on story and style.”
>>>
>>> [image: Image]
>>> 
>>> *Houdini Indie with "V-REX" Orbolt Asset by Fabio D'amico*
>>>
>>> Houdini Engine Indie
>>>
>>> Houdini Indie, and the standalone Houdini Engine Indie, can be used to
>>> load Houdini Digital Assets into other content creation apps such as Maya®,
>>> Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini
>>> Digital Assets can be accessed from the Orbolt Smart 3D Asset store or
>>> created in Houdini Indie for sharing with other artists.
>>>
>>> [image: Image]
>>> 
>>> *Houdini Engine Indie working inside Maya*
>>>
>>> Pricing And Availability
>>>
>>> Houdini Indie is available today for $199 USD annually while Houdini
>>> Engine Indie is available for $99 USD annually. Houdini Indie replaces
>>> Houdini Apprentice HD which was only available for non-commercial projects.
>>> Houdini Indie will recognize Apprentice HD licenses and can be used under
>>> the limited commercial license for the remainder of the annual term. The
>>> free Houdini Apprentice licens

Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Mirko Jankovic
tested and i can confirm, just open scene put play and loop and ram goes up
and up and up


On Fri, Aug 8, 2014 at 9:29 PM, Andres Stephens 
wrote:

> Here is the scene file.
>
> It has an animated frog in it - not the best I must say, but something!
>
> ***I would appreciate if you guys don't really use it for anything, as
> it's not really my design or property to share, but just for
> troubleshooting cases. *
>
> So, now that is cleared, memory leak happens with extensive animation
> playback repeats or loops - shift in view during playback, etc.
>
> Eventually all my ram is chewed up after prolonged animation playback. I
> do notice that my ram quickly clocks up during playback, not dropping down
> upon pause/stop.
>
> DOWNLOAD PROJECT
> 
>
> Thanks for taking a look at it.
>
> -Draise
>
> --
> Date: Fri, 8 Aug 2014 19:48:44 +0100
> Subject: Re: Memory Leak when animating with SI 2015
> From: tekano@gmail.com
> To: softimage@listproc.autodesk.com
>
> Without any reproducible examples it is going to be hard to nail this one
> down.  Is there a memory increase if scene is playing back on loop?
> On 8 Aug 2014 19:23, "Andres Stephens"  wrote:
>
>  Here is an example of the memory leak.
>
> I found out that this happens when I play animations on loop over an over
> again, eventually eating up all the ram and nearly forcing my OS to freeze.
>
> Fixes? How can one dump the memory cash for animation playback?
>
> -Draise
>
> PH: +57 313 811 6821
>
> *From:* Andres Stephens 
> *Sent:* ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
> *To:* softimage@listproc.autodesk.com
>
> I don't have many details on it, but I found SI hogging nearly 80% to 90%
> of my ram after animating an hour or two. I use GEAR rigs, yet I have no
> other idea what would cause this memory leak.
>
> Any pointers as to how I would troubleshoot that in SI 2015?
>
> Thanks in advance
>
> -Draise
>
> Ph: +57 313 811 6821
>
>


RE: Memory Leak when animating with SI 2015

2014-08-08 Thread Andres Stephens
Here is the scene file. 

It has an animated frog in it - not the best I must say, but something! 

**I would appreciate if you guys don't really use it for anything, as it's not 
really my design or property to share, but just for troubleshooting cases. 

So, now that is cleared, memory leak happens with extensive animation playback 
repeats or loops - shift in view during playback, etc. 

Eventually all my ram is chewed up after prolonged animation playback. I do 
notice that my ram quickly clocks up during playback, not dropping down upon 
pause/stop. 

DOWNLOAD PROJECT

Thanks for taking a look at it. 

-Draise

Date: Fri, 8 Aug 2014 19:48:44 +0100
Subject: Re: Memory Leak when animating with SI 2015
From: tekano@gmail.com
To: softimage@listproc.autodesk.com

Without any reproducible examples it is going to be hard to nail this one down. 
 Is there a memory increase if scene is playing back on loop?

On 8 Aug 2014 19:23, "Andres Stephens"  wrote:








Here is an example of the memory leak. 

I found out that this happens when I play animations on loop over an over 
again, eventually eating up all the ram and nearly forcing my OS to freeze. 

Fixes? How can one dump the memory cash for animation playback? 


-Draise 

PH: +57 313 811 6821

From: Andres Stephens

Sent: ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
To: softimage@listproc.autodesk.com

I don't have many details on it, but I found SI hogging nearly 80% to 90% of my 
ram after animating an hour or two. I use GEAR rigs, yet I have no other idea 
what would cause this memory leak. 


Any pointers as to how I would troubleshoot that in SI 2015? 

Thanks in advance


-Draise

Ph: +57 313 811 6821






  

Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Rob Chapman
Without any reproducible examples it is going to be hard to nail this one
down.  Is there a memory increase if scene is playing back on loop?
On 8 Aug 2014 19:23, "Andres Stephens"  wrote:

>  Here is an example of the memory leak.
>
> I found out that this happens when I play animations on loop over an over
> again, eventually eating up all the ram and nearly forcing my OS to freeze.
>
> Fixes? How can one dump the memory cash for animation playback?
>
> -Draise
>
> PH: +57 313 811 6821
>
> *From:* Andres Stephens 
> *Sent:* ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
> *To:* softimage@listproc.autodesk.com
>
> I don't have many details on it, but I found SI hogging nearly 80% to 90%
> of my ram after animating an hour or two. I use GEAR rigs, yet I have no
> other idea what would cause this memory leak.
>
> Any pointers as to how I would troubleshoot that in SI 2015?
>
> Thanks in advance
>
> -Draise
>
> Ph: +57 313 811 6821
>
>


Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Andres Stephens
Good “shot” I suppose. 

I animate between 40 to 120 frames, and it will start to eat up the ram after 
about 5-7 consecutive loops. 

Normal playback from beginning to end does not do this. I have avoided the 
looping over and over again and apparently I have no more leaks, back to my 
normal 1-2 gigs of ram usage. 

I wonder if it’s the rig - or SI? Do you want to take a look at one of my 
scenes that eats up the ram?






-Draise 

PH: +57 313 811 6821





From: Eric Turman
Sent: ‎Friday‎, ‎August‎ ‎8‎, ‎2014 ‎13‎:‎41‎ ‎
To: softimage@listproc.autodesk.com





I was just wondering if it was on and causing it, I'm shooting in the dark here 
too. 



How fast is it leaking...how many frames does it take to be noticeable?









On Fri, Aug 8, 2014 at 1:33 PM, Andres Stephens  wrote:




I was not at the time. Should I have it activated at the time of loop playback 
to see if that doesn’t give me the memory leak? I’ll.. give it a try.I feel I’m 
shooting in the dark here. 

This is all with one character, I’d hate to have this happen during crunch 
time. 







-Draise 

PH: +57 313 811 6821





From: Eric Turman
Sent: ‎Friday‎, ‎August‎ ‎8‎, ‎2014 ‎13‎:‎28‎ ‎
To: softimage@listproc.autodesk.com







Out of curiosity, are you using "Fast Playback 2D|3D Wireframe" ?




On Fri, Aug 8, 2014 at 1:21 PM, Andres Stephens  wrote:




Here is an example of the memory leak. 

I found out that this happens when I play animations on loop over an over 
again, eventually eating up all the ram and nearly forcing my OS to freeze. 

Fixes? How can one dump the memory cash for animation playback? 






-Draise 

PH: +57 313 811 6821





From: Andres Stephens
Sent: ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
To: softimage@listproc.autodesk.com







I don't have many details on it, but I found SI hogging nearly 80% to 90% of my 
ram after animating an hour or two. I use GEAR rigs, yet I have no other idea 
what would cause this memory leak. 

Any pointers as to how I would troubleshoot that in SI 2015? 

Thanks in advance






-Draise

Ph: +57 313 811 6821








-- 




-=T=- 




-- 




-=T=-

Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Eric Turman
I was just wondering if it was on and causing it, I'm shooting in the dark
here too.

How fast is it leaking...how many frames does it take to be noticeable?




On Fri, Aug 8, 2014 at 1:33 PM, Andres Stephens 
wrote:

>  I was not at the time. Should I have it activated at the time of loop
> playback to see if that doesn’t give me the memory leak? I’ll.. give it a
> try.* I feel I’m shooting in the dark here.*
>
> This is all with one character, *I’d hate to have this happen during
> crunch time.*
>
> -Draise
>
> PH: +57 313 811 6821
>
> *From:* Eric Turman 
> *Sent:* ‎Friday‎, ‎August‎ ‎8‎, ‎2014 ‎13‎:‎28‎ ‎
> *To:* softimage@listproc.autodesk.com
>
> Out of curiosity, are you using "Fast Playback 2D|3D Wireframe" ?
>
>
> On Fri, Aug 8, 2014 at 1:21 PM, Andres Stephens 
> wrote:
>
>>  Here is an example of the memory leak.
>>
>> I found out that this happens when I play animations on loop over an over
>> again, eventually eating up all the ram and nearly forcing my OS to freeze.
>>
>> Fixes? How can one dump the memory cash for animation playback?
>>
>> -Draise
>>
>> PH: +57 313 811 6821
>>
>> *From:* Andres Stephens 
>> *Sent:* ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
>> *To:* softimage@listproc.autodesk.com
>>
>>  I don't have many details on it, but I found SI hogging nearly 80% to
>> 90% of my ram after animating an hour or two. I use GEAR rigs, yet I have
>> no other idea what would cause this memory leak.
>>
>> Any pointers as to how I would troubleshoot that in SI 2015?
>>
>> Thanks in advance
>>
>> -Draise
>>
>> Ph: +57 313 811 6821
>>
>>
>
>
> --
>
>
>
>
> -=T=-
>



-- 




-=T=-


Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Andres Stephens
I was not at the time. Should I have it activated at the time of loop playback 
to see if that doesn’t give me the memory leak? I’ll.. give it a try.I feel I’m 
shooting in the dark here. 

This is all with one character, I’d hate to have this happen during crunch 
time. 






-Draise 

PH: +57 313 811 6821





From: Eric Turman
Sent: ‎Friday‎, ‎August‎ ‎8‎, ‎2014 ‎13‎:‎28‎ ‎
To: softimage@listproc.autodesk.com





Out of curiosity, are you using "Fast Playback 2D|3D Wireframe" ?




On Fri, Aug 8, 2014 at 1:21 PM, Andres Stephens  wrote:




Here is an example of the memory leak. 

I found out that this happens when I play animations on loop over an over 
again, eventually eating up all the ram and nearly forcing my OS to freeze. 

Fixes? How can one dump the memory cash for animation playback? 






-Draise 

PH: +57 313 811 6821





From: Andres Stephens
Sent: ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
To: softimage@listproc.autodesk.com







I don't have many details on it, but I found SI hogging nearly 80% to 90% of my 
ram after animating an hour or two. I use GEAR rigs, yet I have no other idea 
what would cause this memory leak. 

Any pointers as to how I would troubleshoot that in SI 2015? 

Thanks in advance






-Draise

Ph: +57 313 811 6821








-- 




-=T=-

Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Eric Turman
Out of curiosity, are you using "Fast Playback 2D|3D Wireframe" ?


On Fri, Aug 8, 2014 at 1:21 PM, Andres Stephens 
wrote:

>  Here is an example of the memory leak.
>
> I found out that this happens when I play animations on loop over an over
> again, eventually eating up all the ram and nearly forcing my OS to freeze.
>
> Fixes? How can one dump the memory cash for animation playback?
>
> -Draise
>
> PH: +57 313 811 6821
>
> *From:* Andres Stephens 
> *Sent:* ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
> *To:* softimage@listproc.autodesk.com
>
> I don't have many details on it, but I found SI hogging nearly 80% to 90%
> of my ram after animating an hour or two. I use GEAR rigs, yet I have no
> other idea what would cause this memory leak.
>
> Any pointers as to how I would troubleshoot that in SI 2015?
>
> Thanks in advance
>
> -Draise
>
> Ph: +57 313 811 6821
>
>


-- 




-=T=-


Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Andres Stephens
Here is an example of the memory leak. 

I found out that this happens when I play animations on loop over an over 
again, eventually eating up all the ram and nearly forcing my OS to freeze. 

Fixes? How can one dump the memory cash for animation playback? 






-Draise 

PH: +57 313 811 6821





From: Andres Stephens
Sent: ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
To: softimage@listproc.autodesk.com





I don't have many details on it, but I found SI hogging nearly 80% to 90% of my 
ram after animating an hour or two. I use GEAR rigs, yet I have no other idea 
what would cause this memory leak. 

Any pointers as to how I would troubleshoot that in SI 2015? 

Thanks in advance






-Draise

Ph: +57 313 811 6821

EOL and using older Softimages

2014-08-08 Thread phil harbath
What was the final verdict on using older versions of Softimage,  I saw on the 
EOL page you could use up to 3 versions back.  Does that require the user to be 
on active subscription.  My case is I am on 2015 but my subscription just 
lapsed.


Phil Harbath
jamination

Re: ICE: Color Attributes on polygon islands in Motion Tools

2014-08-08 Thread Adam Seeley
Would this help?
 
http://blog.blackredking.org/?p=5


Someone might need to bump it if I'm still landing in the Spam bin.

Adam.
_

Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley




>
> From: Byron Nash 
>To: "softimage@listproc.autodesk.com"  
>Sent: Friday, 8 August 2014, 16:44
>Subject: ICE: Color Attributes on polygon islands in Motion Tools
> 
>
>
>We are working on an effect using Gustavo's Motion Tools kit. Getting stuck 
>trying to pull the color from the point cloud and put it onto the islands. 
>Anyone done this and have any tips? We are trying to get the color piped into 
>a CAV map.
>
>
>Thanks
>
>

Re: ICE: Color Attributes on polygon islands in Motion Tools

2014-08-08 Thread Byron Nash
I think we got it working using self.color instead of using the CAV. I'll
post again if a different approach worked in case anyone runs into this
later.


On Fri, Aug 8, 2014 at 11:44 AM, Byron Nash  wrote:

> We are working on an effect using Gustavo's Motion Tools kit. Getting
> stuck trying to pull the color from the point cloud and put it onto the
> islands. Anyone done this and have any tips? We are trying to get the color
> piped into a CAV map.
>
> Thanks
>


ICE: Color Attributes on polygon islands in Motion Tools

2014-08-08 Thread Byron Nash
We are working on an effect using Gustavo's Motion Tools kit. Getting stuck
trying to pull the color from the point cloud and put it onto the islands.
Anyone done this and have any tips? We are trying to get the color piped
into a CAV map.

Thanks


Re: Scene constantly stuck with geometry operators disabled.

2014-08-08 Thread Stephen Blair
Just note that if the object is clone, that script won't enable the ops
The CopyOp at the bottom is never disabled



On Fri, Aug 8, 2014 at 4:24 AM, Tim Bolland 
wrote:

> Ha no worries, thanks for the script. Really useful!
>
> Tim
>
> --
> From: car...@gmail.com
> Date: Thu, 7 Aug 2014 14:53:23 -0700
> Subject: Re: Scene constantly stuck with geometry operators disabled.
> To: softimage@listproc.autodesk.com
>
> yes, i failed to read you extremely long email outlining exactly that ;)
>
> because i was lazy here is a script to help you...
>
> # python start
> # select all the objects with disabled op stacks
> # attempts to find the bottom op in the stack and enable it and all of the
> above ops
> from sipyutils import si # win32com.client.Dispatch('XSI.Application')
>
> for item in si().Selection:
> stack = list(item.ActivePrimitive.ConstructionHistory)
> if stack:
> # order reversed
> si().DeactivateAbove(stack[-1], False)
> # python end
>
>
>
>
> On Thu, Aug 7, 2014 at 12:25 PM, Tim Bolland 
> wrote:
>
> Hi, I checked this box originally, saved the file with operators disabled
> ( and my debugging done ), then unchecked the box again thinking that the
> operators would now be enabled when I opened the scene. This isn't the
> case, It's like the disabled operators have been saved into the scene. Is
> this normal behaviour?
>
> Cheers,
>
> Tim
>
> --
> From: car...@gmail.com
> Date: Thu, 7 Aug 2014 12:11:51 -0700
> Subject: Re: Scene constantly stuck with geometry operators disabled.
> To: softimage@listproc.autodesk.com
>
>
> check your prefs, there is a mode to disable ops on load... it is for
> debugging purposes
>
>
> On Thu, Aug 7, 2014 at 12:06 PM, Tim Bolland 
> wrote:
>
> HI, I opened a scene with geometry operators disabled in order to hide a
> bunch of ICE trees at start up. I then saved it out and turned off the
> "Disable geometry operators on start up" button, expecting the next time I
> open the scene to have them re-enabled. However they are stuck on disable
> and can't find a way to turn them back on.
>
> Any ideas? I'm using 2015.
>
> Regards,
>
> Tim
>
>
>
>
>


Friday Flashback #184

2014-08-08 Thread Stephen Blair
Softimage Booth Interviews from SIGGRAPH 2004
http://wp.me/powV4-35e


Re: Houdini Indie launched ...

2014-08-08 Thread Srecko Micic
Yes that Amazon thing exist for some time. Apprentice and  HD users have that 
option too.
Not sure about prices now, it is pretty straightforward setup and worked well 
for me, used it 2-3 times. Latest pricing I heard was from $0.12 to $4.99 USD 
per hour depends on machine.




--
Srecko Micic
3D Generalist
---
Skype: srecko.micic
Email: srecko.mi...@gmail.com

On Aug 8, 2014, at 1:39 PM, Cristobal Infante  wrote:

> This is also interesting, not sure what the cost of rendering in amazon is 
> but:
> 
> "Houdini Indie also gives artists render farm access using HQueue on Amazon’s 
> EC2 compute cloud."
> 
> 
> 
> On 8 August 2014 12:26, Rob Wuijster  wrote:
> With the previous setup, you could had them converted after you purchased a 
> commercial license.
> I guess that will still be available.
>  
> 
> Rob
> 
> \/-\/\/
> On 8-8-2014 13:19, Stefan Kubicek wrote:
>> They say that indie-based assets are not compatible with standard Hudini 
>> licenes. What if you grow and need to switch? 
>> How do you convert you existing scenes/assets to be compatible with standard 
>> licenes?
>> 
>> licenses? H
>> yep that's right, a few limitations but an amazing piece of kit to have on 
>> your side if you are freelancer/small company. This replace the HD version 
>> that used to be $99 us but was non-commercial.
>> 
>> - Only one mantra node ( I guess you could buy engine licenses? or just 
>> extra indies)
>> 
>> - HD maximum res and no third party renderers
>> 
>> - Commercial use of Houdini Indie is limited to studios or artists that make 
>> less than $100K USD per year 
>> 
>> Besides that it has all the bells and whistles ;)
>> 
>> 
>> On Thursday, 7 August 2014, Maurício P. Cuencas  wrote:
>> Since nobody posted here ...
>> 
>> http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66
>> 
>>   
>> 
>> TORONTO: Aug 7, 2014 - Side Effects Software, an industry leader in 3D 
>> animation and visual effects software, is proud to announce the immediate 
>> release of Houdini Indie which makes all of Houdini’s animation and VFX 
>> tools available under a limited commercial license to independent animators 
>> and game makers who want to use Houdini during the incubation stage of their 
>> business.
>> 
>> “Independent animators and game creators are the lifeblood of the 
>> entertainment industry” says Kim Davidson, President and CEO, Side Effects 
>> Software. “With Houdini Indie, they now have access to a comprehensive set 
>> of procedural tools and assets to help them experiment, innovate, and 
>> create!”
>> 
>> Independent artists can use Houdini Indie to create animations, effects or 
>> game art. Houdini Indie includes the same procedural node-based workflow and 
>> features as the commercial version of Houdini and the physically-based 
>> Mantra renderer. Houdini Indie can be used in all stages of animation and 
>> game production including procedural modelling, character
>>animation, lighting, rendering, effects and compositing. Houdini 
>> Indie also gives artists render farm access using HQueue on Amazon’s EC2 
>> compute cloud.
>> 
>> “Houdini Indie is a perfect solution for independent animators and game 
>> artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini empowered 
>> my team to rig, animate, light, render and add effects such as hair, cloth, 
>> water and smoke with off-the-shelf tools. No special wizardy. No battery of 
>> programmers. This let me focus on story and style.”
>> 
>> 
>> Houdini Indie with "V-REX" Orbolt Asset by Fabio D'amico
>> 
>> Houdini Engine Indie
>> 
>> Houdini Indie, and the standalone Houdini Engine Indie, can be used to load 
>> Houdini Digital Assets into other content creation apps such as Maya®, 
>> Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini 
>> Digital Assets can be accessed from the Orbolt Smart 3D Asset store or 
>> created in Houdini Indie for sharing with other artists.
>> 
>> 
>> Houdini Engine Indie working inside Maya
>> 
>> Pricing And Availability
>> 
>> Houdini Indie is available today for $199 USD annually while Houdini Engine 
>> Indie is available for $99 USD annually. Houdini Indie replaces Houdini 
>> Apprentice HD which was only available for non-commercial projects. Houdini 
>> Indie will recognize Apprentice HD licenses and can be used under the 
>> limited commercial license for the remainder of the annual term. The free 
>> Houdini Apprentice license is still available for non-commercial use by 
>> students.
>> 
>> Commercial use of Houdini Indie is limited to studios or artists that make 
>> less than $100K USD per year and cannot be used in the same pipeline as 
>> commercial versions of Houdini. Houdini Indie uses its own file format for 
>> saving scenes and assets and is restricted to 1920x1080 when rendering out 
>> animations using Mantra. Houdini Indie also includes FBX

Re: Houdini Indie launched ...

2014-08-08 Thread Max Evgrafov
Yeh!. Good news ! :-D


2014-08-08 15:39 GMT+04:00 Cristobal Infante :

> This is also interesting, not sure what the cost of rendering in amazon is
> but:
>
> "Houdini Indie also gives artists render farm access using HQueue on
> Amazon’s EC2 compute cloud."
>
>
>
> On 8 August 2014 12:26, Rob Wuijster  wrote:
>
>>  With the previous setup, you could had them converted after you
>> purchased a commercial license.
>> I guess that will still be available.
>>
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 8-8-2014 13:19, Stefan Kubicek wrote:
>>
>> They say that indie-based assets are not compatible with standard Hudini
>> licenes. What if you grow and need to switch?
>> How do you convert you existing scenes/assets to be compatible with
>> standard licenes?
>>
>>  licenses? H
>>
>> yep that's right, a few limitations but an amazing piece of kit to have
>> on your side if you are freelancer/small company. This replace the HD
>> version that used to be $99 us but was non-commercial.
>>
>>  - Only one mantra node ( I guess you could buy engine licenses? or just
>> extra indies)
>>
>>  - HD maximum res and no third party renderers
>>
>>  - Commercial use of Houdini Indie is limited to studios or artists that
>> make less than $100K USD per year
>>
>>  Besides that it has all the bells and whistles ;)
>>
>>
>> On Thursday, 7 August 2014, Maurício P. Cuencas 
>> wrote:
>>
>>>  Since nobody posted here ...
>>>
>>>
>>> http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66
>>>
>>>
>>>
>>> [image: Image]
>>>
>>>  *TORONTO: Aug 7, 2014 *- Side Effects Software, an industry leader
>>> in 3D animation and visual effects software, is proud to announce the
>>> immediate release of Houdini Indie which makes all of Houdini’s animation
>>> and VFX tools available under a limited commercial license to independent
>>> animators and game makers who want to use Houdini during the incubation
>>> stage of their business.
>>>
>>> “Independent animators and game creators are the lifeblood of the
>>> entertainment industry” says Kim Davidson, President and CEO, Side Effects
>>> Software. “With Houdini Indie, they now have access to a comprehensive set
>>> of procedural tools and assets to help them experiment, innovate, and
>>> create!”
>>>
>>> Independent artists can use Houdini Indie to create animations, effects
>>> or game art. Houdini Indie includes the same procedural node-based workflow
>>> and features as the commercial version of Houdini and the physically-based
>>> Mantra renderer. Houdini Indie can be used in all stages of animation and
>>> game production including procedural modelling, character animation,
>>> lighting, rendering, effects and compositing. Houdini Indie also gives
>>> artists render farm access using HQueue on Amazon’s EC2 compute cloud.
>>>
>>> “Houdini Indie is a perfect solution for independent animators and game
>>> artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini
>>> empowered my team to rig, animate, light, render and add effects such as
>>> hair, cloth, water and smoke with off-the-shelf tools. No special wizardy.
>>> No battery of programmers. This let me focus on story and style.”
>>>
>>> [image: Image]
>>> 
>>> *Houdini Indie with "V-REX" Orbolt Asset by Fabio D'amico*
>>>
>>> Houdini Engine Indie
>>>
>>> Houdini Indie, and the standalone Houdini Engine Indie, can be used to
>>> load Houdini Digital Assets into other content creation apps such as Maya®,
>>> Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini
>>> Digital Assets can be accessed from the Orbolt Smart 3D Asset store or
>>> created in Houdini Indie for sharing with other artists.
>>>
>>> [image: Image]
>>> 
>>> *Houdini Engine Indie working inside Maya*
>>>
>>> Pricing And Availability
>>>
>>> Houdini Indie is available today for $199 USD annually while Houdini
>>> Engine Indie is available for $99 USD annually. Houdini Indie replaces
>>> Houdini Apprentice HD which was only available for non-commercial projects.
>>> Houdini Indie will recognize Apprentice HD licenses and can be used under
>>> the limited commercial license for the remainder of the annual term. The
>>> free Houdini Apprentice license is still available for non-commercial use
>>> by students.
>>>
>>> Commercial use of Houdini Indie is limited to studios or artists that
>>> make less than $100K USD per year and cannot be used in the same pipeline
>>> as commercial versions of Houdini. Houdini Indie uses its own file format
>>> for saving scenes and assets and is restricted to 1920x1080 when rendering
>>> out animations using Mantra. Houdini Indie also includes FBX input and
>>> output.
>>>
>>>
>>>
>>>
>>
>>
>>  --
>> ---
>> Stefan Kubicek
>> --

Re: Houdini Indie launched ...

2014-08-08 Thread Cristobal Infante
This is also interesting, not sure what the cost of rendering in amazon is
but:

"Houdini Indie also gives artists render farm access using HQueue on
Amazon’s EC2 compute cloud."



On 8 August 2014 12:26, Rob Wuijster  wrote:

>  With the previous setup, you could had them converted after you
> purchased a commercial license.
> I guess that will still be available.
>
>
> Rob
>
> \/-\/\/
>
> On 8-8-2014 13:19, Stefan Kubicek wrote:
>
> They say that indie-based assets are not compatible with standard Hudini
> licenes. What if you grow and need to switch?
> How do you convert you existing scenes/assets to be compatible with
> standard licenes?
>
>  licenses? H
>
> yep that's right, a few limitations but an amazing piece of kit to have on
> your side if you are freelancer/small company. This replace the HD version
> that used to be $99 us but was non-commercial.
>
>  - Only one mantra node ( I guess you could buy engine licenses? or just
> extra indies)
>
>  - HD maximum res and no third party renderers
>
>  - Commercial use of Houdini Indie is limited to studios or artists that
> make less than $100K USD per year
>
>  Besides that it has all the bells and whistles ;)
>
>
> On Thursday, 7 August 2014, Maurício P. Cuencas 
> wrote:
>
>>  Since nobody posted here ...
>>
>>
>> http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66
>>
>>
>>
>> [image: Image]
>>
>>  *TORONTO: Aug 7, 2014 *- Side Effects Software, an industry leader
>> in 3D animation and visual effects software, is proud to announce the
>> immediate release of Houdini Indie which makes all of Houdini’s animation
>> and VFX tools available under a limited commercial license to independent
>> animators and game makers who want to use Houdini during the incubation
>> stage of their business.
>>
>> “Independent animators and game creators are the lifeblood of the
>> entertainment industry” says Kim Davidson, President and CEO, Side Effects
>> Software. “With Houdini Indie, they now have access to a comprehensive set
>> of procedural tools and assets to help them experiment, innovate, and
>> create!”
>>
>> Independent artists can use Houdini Indie to create animations, effects
>> or game art. Houdini Indie includes the same procedural node-based workflow
>> and features as the commercial version of Houdini and the physically-based
>> Mantra renderer. Houdini Indie can be used in all stages of animation and
>> game production including procedural modelling, character animation,
>> lighting, rendering, effects and compositing. Houdini Indie also gives
>> artists render farm access using HQueue on Amazon’s EC2 compute cloud.
>>
>> “Houdini Indie is a perfect solution for independent animators and game
>> artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini
>> empowered my team to rig, animate, light, render and add effects such as
>> hair, cloth, water and smoke with off-the-shelf tools. No special wizardy.
>> No battery of programmers. This let me focus on story and style.”
>>
>> [image: Image]
>> 
>> *Houdini Indie with "V-REX" Orbolt Asset by Fabio D'amico*
>>
>> Houdini Engine Indie
>>
>> Houdini Indie, and the standalone Houdini Engine Indie, can be used to
>> load Houdini Digital Assets into other content creation apps such as Maya®,
>> Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini
>> Digital Assets can be accessed from the Orbolt Smart 3D Asset store or
>> created in Houdini Indie for sharing with other artists.
>>
>> [image: Image]
>> 
>> *Houdini Engine Indie working inside Maya*
>>
>> Pricing And Availability
>>
>> Houdini Indie is available today for $199 USD annually while Houdini
>> Engine Indie is available for $99 USD annually. Houdini Indie replaces
>> Houdini Apprentice HD which was only available for non-commercial projects.
>> Houdini Indie will recognize Apprentice HD licenses and can be used under
>> the limited commercial license for the remainder of the annual term. The
>> free Houdini Apprentice license is still available for non-commercial use
>> by students.
>>
>> Commercial use of Houdini Indie is limited to studios or artists that
>> make less than $100K USD per year and cannot be used in the same pipeline
>> as commercial versions of Houdini. Houdini Indie uses its own file format
>> for saving scenes and assets and is restricted to 1920x1080 when rendering
>> out animations using Mantra. Houdini Indie also includes FBX input and
>> output.
>>
>>
>>
>>
>
>
>  --
> ---
> Stefan Kubicek
> ---
> keyvis digital imagery
> Alfred Feierfeilstraße 3
> A-2380 Perchtoldsdorf bei Wien
> Phone: +43/699/12614231
> www.keyvis.at ste...@keyvis.at
> -- This email and its attachments are --
> --confiden

Re: Houdini Indie launched ...

2014-08-08 Thread Rob Wuijster
With the previous setup, you could had them converted after you 
purchased a commercial license.

I guess that will still be available.



Rob

\/-\/\/

On 8-8-2014 13:19, Stefan Kubicek wrote:
They say that indie-based assets are not compatible with standard 
Hudini licenes. What if you grow and need to switch?
How do you convert you existing scenes/assets to be compatible with 
standard licenes?


licenses? H

yep that's right, a few limitations but an amazing piece of kit to
have on your side if you are freelancer/small company. This
replace the HD version that used to be $99 us but was non-commercial.

- Only one mantra node ( I guess you could buy engine licenses? or
just extra indies)

- HD maximum res and no third party renderers

- Commercial use of Houdini Indie is limited to studios or artists
that make less than $100K USD per year

Besides that it has all the bells and whistles ;)


On Thursday, 7 August 2014, Maurício P. Cuencas
mailto:maurici...@live.com>> wrote:

Since nobody posted here ...


http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66

Image

*TORONTO: Aug 7, 2014 *- Side Effects Software, an industry
leader in 3D animation and visual effects software, is proud
to announce the immediate release of Houdini Indie which makes
all of Houdini’s animation and VFX tools available under a
limited commercial license to independent animators and game
makers who want to use Houdini during the incubation stage of
their business.

“Independent animators and game creators are the lifeblood of
the entertainment industry” says Kim Davidson, President and
CEO, Side Effects Software. “With Houdini Indie, they now have
access to a comprehensive set of procedural tools and assets
to help them experiment, innovate, and create!”

Independent artists can use Houdini Indie to create
animations, effects or game art. Houdini Indie includes the
same procedural node-based workflow and features as the
commercial version of Houdini and the physically-based Mantra
renderer. Houdini Indie can be used in all stages of animation
and game production including procedural modelling, character
animation, lighting, rendering, effects and compositing.
Houdini Indie also gives artists render farm access using
HQueue on Amazon’s EC2 compute cloud.

“Houdini Indie is a perfect solution for independent animators
and game artists” says Chris Romano, Writer and Director,
MONSTRO! “Houdini empowered my team to rig, animate, light,
render and add effects such as hair, cloth, water and smoke
with off-the-shelf tools. No special wizardy. No battery of
programmers. This let me focus on story and style.”

Image


/Houdini Indie with "V-REX" Orbolt Asset by Fabio D'amico/

Houdini Engine Indie

Houdini Indie, and the standalone Houdini Engine Indie, can be
used to load Houdini Digital Assets into other content
creation apps such as Maya®, Cinema4D, and 3DS Max®, or game
editors such as Unity® and Unreal.® Houdini Digital Assets can
be accessed from the Orbolt Smart 3D Asset store or created in
Houdini Indie for sharing with other artists.

Image


/Houdini Engine Indie working inside Maya/

Pricing And Availability

Houdini Indie is available today for $199 USD annually while
Houdini Engine Indie is available for $99 USD annually.
Houdini Indie replaces Houdini Apprentice HD which was only
available for non-commercial projects. Houdini Indie will
recognize Apprentice HD licenses and can be used under the
limited commercial license for the remainder of the annual
term. The free Houdini Apprentice license is still available
for non-commercial use by students.

Commercial use of Houdini Indie is limited to studios or
artists that make less than $100K USD per year and cannot be
used in the same pipeline as commercial versions of Houdini.
Houdini Indie uses its own file format for saving scenes and
assets and is restricted to 1920x1080 when rendering out
animations using Mantra. Houdini Indie also includes FBX input
and output.






--
---
Stefan Kubicek
---
keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at ste...@keyvis.at
-- This email and it

Re: Houdini Indie launched ...

2014-08-08 Thread Stefan Kubicek
They say that indie-based assets are not compatible with standard Hudini  
licenes. What if you grow and need to switch?
How do you convert you existing scenes/assets to be compatible with  
standard licenes?


licenses? H
yep that's right, a few limitations but an amazing piece of kit to have  
on your side if you are freelancer/small company. This replace the HD  
version >that used to be $99 us but was non-commercial.


- Only one mantra node ( I guess you could buy engine licenses? or just  
extra indies)


- HD maximum res and no third party renderers

- Commercial use of Houdini Indie is limited to studios or artists that  
make less than $100K USD per year

Besides that it has all the bells and whistles ;)


On Thursday, 7 August 2014, Maurício P. Cuencas   
wrote:

Since nobody posted here ...

http://www.sidefx.com/index.php?option=com_content&task=view&id=2853&Itemid=66

  
TORONTO: Aug 7, 2014 - Side Effects Software, an industry leader in 3D  
animation and visual effects software, is proud to announce the  
>>immediate release of Houdini Indie which makes all of Houdini’s  
animation and VFX tools available under a limited commercial license to  
>>independent animators and game makers who want to use Houdini during  
the incubation stage of their business.


“Independent animators and game creators are the lifeblood of the  
entertainment industry” says Kim Davidson, President and CEO, Side  
>>Effects Software. “With Houdini Indie, they now have access to a  
comprehensive set of procedural tools and assets to help them  
experiment, >>innovate, and create!”


Independent artists can use Houdini Indie to create animations, effects  
or game art. Houdini Indie includes the same procedural node-based  
>>workflow and features as the commercial version of Houdini and the  
physically-based Mantra renderer. Houdini Indie can be used in all  
>>stages of animation and game production including procedural  
modelling, character animation, lighting, rendering, effects and  
compositing. >>Houdini Indie also gives artists render farm access  
using HQueue on Amazon’s EC2 compute cloud.


“Houdini Indie is a perfect solution for independent animators and game  
artists” says Chris Romano, Writer and Director, MONSTRO! >>“Houdini  
empowered my team to rig, animate, light, render and add effects such  
as hair, cloth, water and smoke with off-the-shelf tools. No >>special  
wizardy. No battery of programmers. This let me focus on story and  
style.”




Houdini Indie with "V-REX" Orbolt Asset by Fabio D'amico


Houdini Engine Indie

Houdini Indie, and the standalone Houdini Engine Indie, can be used to  
load Houdini Digital Assets into other content creation apps such as  
>>Maya®, Cinema4D, and 3DS Max®, or game editors such as Unity® and  
Unreal.® Houdini Digital Assets can be accessed from the Orbolt >>Smart  
3D Asset store or created in Houdini Indie for sharing with other  
artists.




Houdini Engine Indie working inside Maya


Pricing And Availability

Houdini Indie is available today for $199 USD annually while Houdini  
Engine Indie is available for $99 USD annually. Houdini Indie replaces  
>>Houdini Apprentice HD which was only available for non-commercial  
projects. Houdini Indie will recognize Apprentice HD licenses and can  
>>be used under the limited commercial license for the remainder of the  
annual term. The free Houdini Apprentice license is still available for  
>>non-commercial use by students.


Commercial use of Houdini Indie is limited to studios or artists that  
make less than $100K USD per year and cannot be used in the same  
>>pipeline as commercial versions of Houdini. Houdini Indie uses its  
own file format for saving scenes and assets and is restricted to  
>>1920x1080 when rendering out animations using Mantra. Houdini Indie  
also includes FBX input and output.












--
---
Stefan Kubicek
---
keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at ste...@keyvis.at
-- This email and its attachments are --
--confidential and for the recipient only--

RE: Glasswork+RedShift -- Cadbury spot

2014-08-08 Thread adrian wyer
great spot, we quoted on this, very interesting that it went from (at
initial meetings) dancing singing, animated babies, to NOT singing/dancing
cgi babies, to "we'll just shoot models"

 

then it went away, and ended up at GW being "back to dancing singing
babies"!

 

gotta love clients eh?

 

great work guys, silky renders!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: 08 August 2014 03:37
To: softimage@listproc.autodesk.com
Subject: Re: Glasswork+RedShift -- Cadbury spot

 

Lol! loved the description too.. talking about the scalability, flexibility,
and 'quick/easy high level accessibility' of RS 
(which also very much applies to the host app used) :)


On 08/07/14 14:51, Marc-Andre Carbonneau wrote:

Oh Alastair and team, why didn't you share earlier! ;)

 

http://vimeo.com/101585188

 

Good job Glasswork. Made me smile :)

 



RE: Scene constantly stuck with geometry operators disabled.

2014-08-08 Thread Tim Bolland
Ha no worries, thanks for the script. Really useful!
Tim

From: car...@gmail.com
Date: Thu, 7 Aug 2014 14:53:23 -0700
Subject: Re: Scene constantly stuck with geometry operators disabled.
To: softimage@listproc.autodesk.com

yes, i failed to read you extremely long email outlining exactly that ;)
because i was lazy here is a script to help you...
# python start# select all the objects with disabled op stacks

# attempts to find the bottom op in the stack and enable it and all of the 
above opsfrom sipyutils import si# 
win32com.client.Dispatch('XSI.Application')


for item in si().Selection:stack = 
list(item.ActivePrimitive.ConstructionHistory)if stack:# order 
reversedsi().DeactivateAbove(stack[-1], False)

# python end



On Thu, Aug 7, 2014 at 12:25 PM, Tim Bolland  wrote:





Hi, I checked this box originally, saved the file with operators disabled ( and 
my debugging done ), then unchecked the box again thinking that the operators 
would now be enabled when I opened the scene. This isn't the case, It's like 
the disabled operators have been saved into the scene. Is this normal behaviour?


Cheers,
Tim
From: car...@gmail.com
Date: Thu, 7 Aug 2014 12:11:51 -0700
Subject: Re: Scene constantly stuck with geometry operators disabled.


To: softimage@listproc.autodesk.com

check your prefs, there is a mode to disable ops on load... it is for debugging 
purposes



On Thu, Aug 7, 2014 at 12:06 PM, Tim Bolland  wrote:





HI, I opened a scene with geometry operators disabled in order to hide a bunch 
of ICE trees at start up. I then saved it out and turned off the "Disable 
geometry operators on start up" button, expecting the next time I open the 
scene to have them re-enabled. However they are stuck on disable and can't find 
a way to turn them back on. 




Any ideas? I'm using 2015.
Regards,
Tim

  

  

  

Re: ultimate SOFTIMAGE|UeberTage 2014, Friday, September 19th 2014

2014-08-08 Thread Stefan Kubicek

Awesome!
I hope I can make it again.





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Stefan Kubicek
---
keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at ste...@keyvis.at
-- This email and its attachments are --
--confidential and for the recipient only--

Re: ultimate SOFTIMAGE|UeberTage 2014, Friday, September 19th 2014

2014-08-08 Thread Eric Mootz

PS: I'll be there, of course ;)



RE: Softimage to Modo

2014-08-08 Thread Nick Angus
I am starting to get the feeling that most Softimage guys will eventually be 
Houdini guys. ; )

Sent from my Windows Phone

From: Eric Mootz
Sent: ‎8/‎08/‎2014 5:43 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage to Modo

He, he, if I had to do production work and had to switch to another
package then Houdini would be my first choice.
Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has
everything one needs.
I will probably be meeting some Houdini guys at the Softimage Ubertage
this year, pretty sure that will be very interesting.

Am 08.08.2014 09:28, schrieb Simon van de Lagemaat:
> Would be neat to see Houdini get some loving.  How do you find it for
> development?  We've been using it for fx work for years now and have a
> small but capable team of guys.  Looks like we'll be moving lighting
> over there as well.  Losing ICE will suck and Houdini is really the
> only thing that comes close to being able to replicate what it did IMO.



Re: Softimage to Modo

2014-08-08 Thread Eric Mootz
He, he, if I had to do production work and had to switch to another 
package then Houdini would be my first choice.
Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has 
everything one needs.
I will probably be meeting some Houdini guys at the Softimage Ubertage 
this year, pretty sure that will be very interesting.


Am 08.08.2014 09:28, schrieb Simon van de Lagemaat:
Would be neat to see Houdini get some loving.  How do you find it for 
development?  We've been using it for fx work for years now and have a 
small but capable team of guys.  Looks like we'll be moving lighting 
over there as well.  Losing ICE will suck and Houdini is really the 
only thing that comes close to being able to replicate what it did IMO.




Re: ultimate SOFTIMAGE|UeberTage 2014, Friday, September 19th 2014

2014-08-08 Thread Eric Mootz

Nice! Thanks for this, Oliver!!


Re: Softimage to Modo

2014-08-08 Thread Simon van de Lagemaat
Would be neat to see Houdini get some loving.  How do you find it for
development?  We've been using it for fx work for years now and have a
small but capable team of guys.  Looks like we'll be moving lighting over
there as well.  Losing ICE will suck and Houdini is really the only thing
that comes close to being able to replicate what it did IMO.


On Thu, Aug 7, 2014 at 9:28 AM, Eric Mootz  wrote:

> @Tim: Modo was always high on my radar. It took so long to really start
> porting stuff to Modo due to lack of time and also because Modo did not
> have the necessary feature set yet (e.g. the particle system).
>
> @Paulo: Modo has really evolved in the past two years and porting stuff
> like emPolygonizer and emFlock is now possible, at least I believe so.
> Note that there are also plans to port plugins to other packages, namely
> Fabric Engine, Maya and Houdini, possibly Cinema 4D, too.
>
>


ultimate SOFTIMAGE|UeberTage 2014, Friday, September 19th 2014

2014-08-08 Thread Oliver Weingarten

Image

Hi there!

It took a long time this year, but I?m happy to announce the ultimate 
SOFTIMAGE|UeberTage event this year...!
Due to EOL of Soft, it was quite hard to find enough sponsors. Still 
there are not enough, but I will make it some how.


SOFTIMAGE|UeberTage 2014 will take place on Friday, September 19th in 
Siegen, Germany, as usual.
Somewhere around 10.00h - 18.00h. Registration will be possible within 
the next days.


I don?t know by now, but there might be a fee of around 10 Euro this 
year to cover the cost. I hope you understand ;)


If you have interest in holding a presentation, please feel free to send 
me an PM. If you like to sponsor our event, feel free to get in contact 
with me..!


http://www.softimage-uebertage.de


Stay tuned!!

cheers,
oliver


Re: Softimage to Modo

2014-08-08 Thread Eric Mootz

True. Let's see how the Modo SDK develops. It is still fairly young.

Am 07.08.2014 18:39, schrieb Angus Davidson:

Hi Eric

Once the documentation is in place will that make things a lot easier for
the average person to dig into the sdk.

Some SDK¹s even with great documentation are not great to use.

Kind regards

Angus