RE: 2015 service pack?
Hi Leendert, Yes, there is one in the works. Thanks, Hsiao Ming -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog Sent: Tuesday, November 18, 2014 5:07 AM To: softimage@listproc.autodesk.com Subject: 2015 service pack? Given the time that has passed since the release of Softimage 2015, I was wondering if there still was a service pack in the works or if the 2015 version is perhaps deemed perfect as it is. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com attachment: winmail.dat
Re: 2015 service pack?
Thanks for the update. Greetz Leendert Hsiao Ming Chia schreef op 18-11-2014 10:20: Hi Leendert, Yes, there is one in the works. Thanks, Hsiao Ming -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: ot: unreal engine
Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com: Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It’s also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it’s just a matter of writing the shaders. You can do that in Softimage. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares *Sent:* Friday, August 22, 2014 2:04 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ot: unreal engine I still wonder why the viewport of our 3D apps is not as good as that… :-P Jordi Bares jordiba...@gmail.com On 22 Aug 2014, at 21:34, Francisco Criado malcriad...@gmail.com wrote: it seems to be, it only tales 10 minutes to build the light mapping. details here: https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 2014-08-22 17:30 GMT-03:00 David Saber davidsa...@sfr.fr: On 2014-08-22 18:55, Francisco Criado wrote: have to share this: UE4 Archviz / Lighting 2 https://www.youtube.com/watch?v=157P9gXQVWQlist=UUpL6btTFD1yTtSUeapW3fNA F. wowo, this is realtime? -- Francisco Criado visual geek DCA Lab
Re: ot: unreal engine
keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com: Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It's also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports - less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it's just a matter of writing the shaders. You can do that in Softimage. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares *Sent:* Friday, August 22, 2014 2:04 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ot: unreal engine I still wonder why the viewport of our 3D apps is not as good as that... :-P Jordi Bares jordiba...@gmail.com On 22 Aug 2014, at 21:34, Francisco Criado malcriad...@gmail.com wrote: it seems to be, it only tales 10 minutes to build the light mapping. details here: https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 2014-08-22 17:30 GMT-03:00 David Saber davidsa...@sfr.fr: On 2014-08-22 18:55, Francisco Criado wrote: have to share this: UE4 Archviz / Lighting 2 https://www.youtube.com/watch?v=157P9gXQVWQlist=UUpL6btTFD1yTtSUeapW3fNA F. wowo,
Re: ot: unreal engine
Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com: Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It’s also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it’s just a matter of writing the shaders. You can do that in Softimage. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares *Sent:* Friday, August 22, 2014 2:04 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ot: unreal engine I still wonder why the viewport of our 3D apps is not as good as that… :-P Jordi Bares jordiba...@gmail.com On 22 Aug 2014, at 21:34, Francisco Criado malcriad...@gmail.com wrote: it seems to be, it only tales 10 minutes to build the light mapping. details here: https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 2014-08-22 17:30 GMT-03:00 David
Re: ot: unreal engine
Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com: Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It’s also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it’s just a matter of writing the shaders. You can do that in Softimage. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares *Sent:* Friday, August 22, 2014 2:04 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ot: unreal engine I still wonder why the viewport of our 3D apps is not as good as that… :-P Jordi Bares jordiba...@gmail.com On 22 Aug 2014, at 21:34, Francisco Criado
Re: ot: unreal engine
No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com: Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It’s also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it’s just a matter of writing the shaders. You can do that in Softimage. Matt *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares *Sent:* Friday, August 22, 2014 2:04 PM *To:* softimage@listproc.autodesk.com
Re: ot: unreal engine
thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com: Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It's also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports - less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum for performance. Game engines will always be faster than DCC apps in that regard, and by a large factor. As for look quality, it's just a matter of writing the shaders. You can do that in
Re: ot: unreal engine
yea probably wont happen... so you have great connection tools taht we can only dream of. and connected only to crap software that is nightmare to work with... trust me it is easier to go through process of export and import then to work in maya ;) ofc in case you are solo or really small team wihtouth acces to bunch of tech guys to keep that crap moving... script script script... fu On Tue, Nov 18, 2014 at 2:28 PM, Marco Peixoto mpe...@gmail.com wrote: thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com : Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It’s also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE:
Re: ot: unreal engine
i don´t want to do maya, please, i don´t want to do maya! pleasee! Not again, i promess i´ll be better, i don´t want to do maya! F. 2014-11-18 10:28 GMT-03:00 Marco Peixoto mpe...@gmail.com: thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com : Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity. http://vimeo.com/m/98625270 On Friday, 22 August 2014, Matt Lind ml...@carbinestudios.com wrote: Addendum: It’s also part of the reason why 3rd party apps such as Fabric Engine can render faster than the native viewports – less overhead. Matt *From:* Matt Lind *Sent:* Friday, August 22, 2014 2:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: ot: unreal engine Not the entire reason, but a big part of it is DCC apps must spend a lot of time reading and evaluating construction histories and other user interaction whereas the displayed data in a game engine is stripped down to the bare minimum
Re: ot: unreal engine
Hold on Marco, There have been plenty of game engine dedicated plugins, including Valve Source engine, Cryengine from Crytek and Unreal Engine Development Kit and I used them quite extensively... 3ds Max was the king of game engine preferred software, but most of them switch to Maya :-D Anyway yes I agree...sometimes I think that Maya was created to test people patience...has been 4-5 months since I did the switch and I'm still fighting for some stupid stuff which required one button in Softimage...especially regarding modeling...jesus...incredibly painfull 2014-11-18 14:34 GMT+01:00 Francisco Criado malcriad...@gmail.com: i don´t want to do maya, please, i don´t want to do maya! pleasee! Not again, i promess i´ll be better, i don´t want to do maya! F. 2014-11-18 10:28 GMT-03:00 Marco Peixoto mpe...@gmail.com: thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com : Some more in his work in kotaku: http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitterutm_source=Kotaku_Twitterutm_medium=Socialflow And also a while back this Swedish apartment was done in Unreal (previously done in octane). He even offers a download if you want to test the interactivity.
Re: ot: unreal engine
They switch because as much as impossible it sound Max is even worse for character animation... That is horror story of its own, 9th circle of animators hell... On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito 3dv...@gmail.com wrote: Hold on Marco, There have been plenty of game engine dedicated plugins, including Valve Source engine, Cryengine from Crytek and Unreal Engine Development Kit and I used them quite extensively... 3ds Max was the king of game engine preferred software, but most of them switch to Maya :-D Anyway yes I agree...sometimes I think that Maya was created to test people patience...has been 4-5 months since I did the switch and I'm still fighting for some stupid stuff which required one button in Softimage...especially regarding modeling...jesus...incredibly painfull 2014-11-18 14:34 GMT+01:00 Francisco Criado malcriad...@gmail.com: i don´t want to do maya, please, i don´t want to do maya! pleasee! Not again, i promess i´ll be better, i don´t want to do maya! F. 2014-11-18 10:28 GMT-03:00 Marco Peixoto mpe...@gmail.com: thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5 minutes per frame, but just a couple of seconds. Anyway this engine looks amazing and the constant updates are improving it more and more 2014-08-22 23:18 GMT+02:00 Cristobal Infante cgc...@gmail.com: Some more in his work in kotaku:
Royal render and redshift
anyone able clarify what the earliest version of Royal Render is, that supports rendering in Soft with Redshift? not clear on the RR website we're running 6.02.015 and when submitting Redshift scenes, they render in mental ray! not ideal!! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 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: Royal render and redshift
While you get a proper answer, Holger talks about some requirements, like having a user logged in. Also I've read it works on 7 but not sure if that applies for version 6 since that version is now considered not supported. http://www.royalrender.de/help7/index.html?GPUrender.html On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: anyone able clarify what the earliest version of Royal Render is, that supports rendering in Soft with Redshift? not clear on the RR website we're running 6.02.015 and when submitting Redshift scenes, they render in mental ray! not ideal!! thanks 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: Royal render and redshift
We have been using it with v6 (6.02.14) just fine. RR has to be run as an application though, not as a service. You need a licence for every node as well. On 18 November 2014 15:19, Oscar Juarez tridi.animei...@gmail.com wrote: While you get a proper answer, Holger talks about some requirements, like having a user logged in. Also I've read it works on 7 but not sure if that applies for version 6 since that version is now considered not supported. http://www.royalrender.de/help7/index.html?GPUrender.html On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: anyone able clarify what the earliest version of Royal Render is, that supports rendering in Soft with Redshift? not clear on the RR website we're running 6.02.015 and when submitting Redshift scenes, they render in mental ray! not ideal!! thanks 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 -- www.matinai.com
Re: Royal render and redshift
Adrian we have been using RR with RS for over a year and half and haven't had any trouble. If the scenes are rendering in Mental Ray, it's because Softimage is defaulting to that because something has gone wrong with loading or running the Redshift plugin/core. Are you running your RR clients as services? If so this will fail, because the GPU can't be accessed unless the client is actually logged in and the RR client is run as an application rather than a service (due to a limitation with Windows). If that's not an issue, then perhaps the Redshift Core isn't being located at render time correctly? -Tim On 11/18/2014 9:19 AM, Oscar Juarez wrote: While you get a proper answer, Holger talks about some requirements, like having a user logged in. Also I've read it works on 7 but not sure if that applies for version 6 since that version is now considered not supported. http://www.royalrender.de/help7/index.html?GPUrender.html On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer adrian.w...@fluid-pictures.com mailto:adrian.w...@fluid-pictures.com wrote: anyone able clarify what the earliest version of Royal Render is, that supports rendering in Soft with Redshift? not clear on the RR website we're running 6.02.015 and when submitting Redshift scenes, they render in mental ray! not ideal!! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Signature
Re: ot: unreal engine
Hi Nico, which aspects of Maya modelling are you finding troublesome? In my little experience with Maya this has been one of the only thing I haven't got much complaints with. There are also a few thing that we never had in xsi like the multicut tool. On 18 November 2014 14:07, Mirko Jankovic mirkoj.anima...@gmail.com wrote: They switch because as much as impossible it sound Max is even worse for character animation... That is horror story of its own, 9th circle of animators hell... On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito 3dv...@gmail.com wrote: Hold on Marco, There have been plenty of game engine dedicated plugins, including Valve Source engine, Cryengine from Crytek and Unreal Engine Development Kit and I used them quite extensively... 3ds Max was the king of game engine preferred software, but most of them switch to Maya :-D Anyway yes I agree...sometimes I think that Maya was created to test people patience...has been 4-5 months since I did the switch and I'm still fighting for some stupid stuff which required one button in Softimage...especially regarding modeling...jesus...incredibly painfull 2014-11-18 14:34 GMT+01:00 Francisco Criado malcriad...@gmail.com: i don´t want to do maya, please, i don´t want to do maya! pleasee! Not again, i promess i´ll be better, i don´t want to do maya! F. 2014-11-18 10:28 GMT-03:00 Marco Peixoto mpe...@gmail.com: thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo, means that Unreal Engine 4, being a game engine, is built to manage multiple aspect ( physics, characters movement and logic, enemies logic, particles and so on ) The video shows how good is UE4 with lighting and atmosphere, but the you actually build your scene as a game you need to do lots of compromises... Cryengine 2 was used as well for archivz and the results were stunning, and lots of companies get a license to develop just that... The main issue that I found right now is that if you want to share or send the work to your client ( as a walkthrough I mean ) you have to send ( and install ) a 1-2gb file, which most clients are not so comfortable with...otherwise you can just render a video with it...the main advantage is that you don't wait 5
Re: Compiling SAAphire plugins for Softimage|3D
We were all hired in 1997-1998 and never worked on Softimage|3D. Your CPU is not relevant, but you should try to have the right compiler, so Visual C++ 6 (which there is no way to get anymore). Saaphire is a C API so it will likely work with other compilers, but.. your own your own. I thought you could just import the metaclay as baked triangles and isn't there a function to convert bslines to nurbs in the effects-convert. On Mon, Nov 17, 2014 at 8:27 PM, Matt Lind speye...@hotmail.com wrote: Probably a question for Luc-Eric, Brent, Alexandre, Marc-Andre and the other long time Softimage developers who were around back in the day: I want to write a SAAphire plugin for Softimage|3D to export my old scenes as XML or some other text file format I can conjure up. Since my old data uses Bspline patches, meta clay, and other features not supported by the SI3D – XSI importer or dotXSI file format, I need to take matters into my own hands by dumping as much data as possible so it can be reinterpreted in a modern day application. Why am I wanting to do this? Mostly to severe ties with having to maintain a computer with with Softimage|3D and older versions of Softimage|XSI, as well as make the data available for my portfolio (such as for job interviews) without having to jump through tons of hoops to show it off. I have Softimage|3D 3.9.2 and associated SDK 1.9.2 installed on a computer running Windows XP (Windows 2000 is available if needed). What I don’t have is an old computer with Pentium III processors. The best I can do is my recently retired Dell Precision Workstation 470 w dual Xeons purchased new in 2004. I can run Softimage|3D successfully on that computer, but not mental ray 1.9 or SI|Particle. Not sure if that’s an issue with the operating system or hardware. My question is – can I successfully compile functional SAAphire plugins on a modern day processor such as a Xeon? If so, must I use MSVC++ 6.0 or can I use a more modern compiler? thanks, Matt
RE: Royal render and redshift
thanks guys, looks like i need to sort the login/application side of things. still not sure about workflow though for example, i have a demo version on my machine, using this to test scenes before submitting to farm (currently one machine, but i don't want to be forced to walk across the office everytime i want to set off a render, and besides, the whole point of using RR is to queue jobs!) but, when i open a scene locally with redshift set as the renderer... i run rrSubmit and redshift isn't in the drop down list of renderers. it says mental ray so when the job goes to the redshift licesnsed machine, it renders in mental ray! am i missing somethign? does the sumbimming machine also have to be logged in as RR? a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson Sent: 18 November 2014 15:47 To: softimage@listproc.autodesk.com Subject: Re: Royal render and redshift Adrian we have been using RR with RS for over a year and half and haven't had any trouble. If the scenes are rendering in Mental Ray, it's because Softimage is defaulting to that because something has gone wrong with loading or running the Redshift plugin/core. Are you running your RR clients as services? If so this will fail, because the GPU can't be accessed unless the client is actually logged in and the RR client is run as an application rather than a service (due to a limitation with Windows). If that's not an issue, then perhaps the Redshift Core isn't being located at render time correctly? -Tim On 11/18/2014 9:19 AM, Oscar Juarez wrote: While you get a proper answer, Holger talks about some requirements, like having a user logged in. Also I've read it works on 7 but not sure if that applies for version 6 since that version is now considered not supported. http://www.royalrender.de/help7/index.html?GPUrender.html On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: anyone able clarify what the earliest version of Royal Render is, that supports rendering in Soft with Redshift? not clear on the RR website we're running 6.02.015 and when submitting Redshift scenes, they render in mental ray! not ideal!! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 --
Re: 2015 service pack?
Looking forward to it. -Draise PH: +57 313 811 6821 From: Hsiao Ming Chia Sent: Tuesday, November 18, 2014 04:20:38 To: softimage@listproc.autodesk.com Hi Leendert, Yes, there is one in the works. Thanks, Hsiao Ming -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog Sent: Tuesday, November 18, 2014 5:07 AM To: softimage@listproc.autodesk.com Subject: 2015 service pack? Given the time that has passed since the release of Softimage 2015, I was wondering if there still was a service pack in the works or if the 2015 version is perhaps deemed perfect as it is. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: 2015 service pack?
That is great to hear! Leoung On 18/11/2014 11:50 AM, Andres Stephens wrote: Looking forward to it. -Draise PH: +57 313 811 6821 *From:* Hsiao Ming Chia mailto:hsiao.ming.c...@autodesk.com *Sent:* Tuesday, November 18, 2014 04:20:38 *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Hi Leendert, Yes, there is one in the works. Thanks, Hsiao Ming -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog Sent: Tuesday, November 18, 2014 5:07 AM To: softimage@listproc.autodesk.com Subject: 2015 service pack? Given the time that has passed since the release of Softimage 2015, I was wondering if there still was a service pack in the works or if the 2015 version is perhaps deemed perfect as it is. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Carnegie Mellon bvh files
Afternoon, evening or good morning I'm trying to use the free bvh files from Carnegie Mellon to give me a range of mocap files for some ambient crowd rep stuff (using Golaem in Maya), and the rig tagging, motor thing is only half working for me. I've got a simple rig I've set up in soft, a single chain for the clavicle and hands, two for the feet etc, simple stuff as I've never gone near character/rigging type stuff before really. The hips, legs feet chest and neck work, albeit with a bit of adjustment and the hands work also, however the shoulders and arms refuse to play ball. The bvh file itself has animation on the arms and hands but not the clavicles, but nothing gets transferred to these parts of my rig. I ran through a digital tutors movie about targeting and motion transfer and got that to work no problem but the mocap file they supplied had a lot more markers. Any body got the Carnegie Mellon stuff to work? There's so much stuff in there it seems like a mocap goldmine if i can just get it to work.. cheers, Andi. ... http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd.If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone.Please contact the sender if you believe you have received this email in error.
Re: Royal render and redshift
No sure about RS being absent from the list of renderers. RR does that automatically for us. Hmmm Have you asked about on the RS forum? -Tim On 11/18/2014 10:32 AM, adrian wyer wrote: Signature thanks guys, looks like i need to sort the login/application side of things. still not sure about workflow though for example, i have a demo version on my machine, using this to test scenes before submitting to farm (currently one machine, but i don't want to be forced to walk across the office everytime i want to set off a render, and besides, the whole point of using RR is to queue jobs!) but, when i open a scene locally with redshift set as the renderer... i run rrSubmit and redshift isn't in the drop down list of renderers. it says mental ray so when the job goes to the redshift licesnsed machine, it renders in mental ray! am i missing somethign? does the sumbimming machine also have to be logged in as RR? a *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim Crowson *Sent:* 18 November 2014 15:47 *To:* softimage@listproc.autodesk.com *Subject:* Re: Royal render and redshift Adrian we have been using RR with RS for over a year and half and haven't had any trouble. If the scenes are rendering in Mental Ray, it's because Softimage is defaulting to that because something has gone wrong with loading or running the Redshift plugin/core. Are you running your RR clients as services? If so this will fail, because the GPU can't be accessed unless the client is actually logged in and the RR client is run as an application rather than a service (due to a limitation with Windows). If that's not an issue, then perhaps the Redshift Core isn't being located at render time correctly? -Tim On 11/18/2014 9:19 AM, Oscar Juarez wrote: While you get a proper answer, Holger talks about some requirements, like having a user logged in. Also I've read it works on 7 but not sure if that applies for version 6 since that version is now considered not supported. http://www.royalrender.de/help7/index.html?GPUrender.html On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer adrian.w...@fluid-pictures.com mailto:adrian.w...@fluid-pictures.com wrote: anyone able clarify what the earliest version of Royal Render is, that supports rendering in Soft with Redshift? not clear on the RR website we're running 6.02.015 and when submitting Redshift scenes, they render in mental ray! not ideal!! thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- -- Signature
Re: ot: unreal engine
Probably its my fault because I spent much more time on rigging, but one of the annoying thing for me is the component selection ( vertex, edges, faces ) and the deformers. F8 ( or right click ) is just something that won't cope with my brain. The modeling kit is what I use quite often, but right now, if I need to model something, I just do that in Softimage and export into Maya. Funny thing is that, when using the shrink wrap, in Softimage a scan of a head ( 2milion polys ) is done in a couple of secondsin Maya it takes almost 20 seconds... I guess that in the near future I really need to start digging into all the shortcut to speed up the workflow, but right now I find it to be quite frustrating. 2014-11-18 17:22 GMT+01:00 Cristobal Infante cgc...@gmail.com: Hi Nico, which aspects of Maya modelling are you finding troublesome? In my little experience with Maya this has been one of the only thing I haven't got much complaints with. There are also a few thing that we never had in xsi like the multicut tool. On 18 November 2014 14:07, Mirko Jankovic mirkoj.anima...@gmail.com wrote: They switch because as much as impossible it sound Max is even worse for character animation... That is horror story of its own, 9th circle of animators hell... On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito 3dv...@gmail.com wrote: Hold on Marco, There have been plenty of game engine dedicated plugins, including Valve Source engine, Cryengine from Crytek and Unreal Engine Development Kit and I used them quite extensively... 3ds Max was the king of game engine preferred software, but most of them switch to Maya :-D Anyway yes I agree...sometimes I think that Maya was created to test people patience...has been 4-5 months since I did the switch and I'm still fighting for some stupid stuff which required one button in Softimage...especially regarding modeling...jesus...incredibly painfull 2014-11-18 14:34 GMT+01:00 Francisco Criado malcriad...@gmail.com: i don´t want to do maya, please, i don´t want to do maya! pleasee! Not again, i promess i´ll be better, i don´t want to do maya! F. 2014-11-18 10:28 GMT-03:00 Marco Peixoto mpe...@gmail.com: thats why I wrote keep dreaming... even when Soft was active there was basically no exporters for any game engine... its not now they they will appear On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito 3dv...@gmail.com wrote: No one is going to spend time to develop this in Softimage unfortunately ( unless you really have nothing else to do :D ) 2014-11-18 13:47 GMT+01:00 Cristobal Infante cgc...@gmail.com: Exactly the same with houdini engine, the API is there to make for soft. Will anyone do it? I doubt it, time to move on if you need this tools On 18 November 2014 12:44, Francisco Criado malcriad...@gmail.com wrote: Well, its based on python scripting and they are giving away the code: https://bitbucket.org/m2u/m2u/ https://bitbucket.org/m2u/m2uue4plugin F. 2014-11-18 9:36 GMT-03:00 Marco Peixoto mpe...@gmail.com: keep dreaming :) On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado malcriad...@gmail.com wrote: Very nice! would be great to have this tool under Softimage hood... F. 2014-11-17 5:37 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I haven't tried it yet, but for Maya users this is pretty cool! Interactive sync - M2UE4 https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4highlight=maya+to+unreal+engine 2014-11-06 14:18 GMT+01:00 Cristobal Infante cgc...@gmail.com: Some new interesting tests: https://www.youtube.com/watch?v=gC0PdspqNYk https://www.youtube.com/watch?v=vfZD22zMnUY On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote: Martin, In the unreal forum that was posted earlier in this mail you can read that for those movies he only spent 10 minutes aprox for baking lights. F. El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió: Outstanding quality ! I've never written a shader, and I guess I misunderstood you but are you saying that this quality is achievable in SI with custom shaders? even with that crappy viewer? BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is real time. I'm guessing it isn't, just like all the cinematics we see in games nowadays, pre-rendered with real time shaders. Martin On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata eug...@flormata.com wrote: https://www.youtube.com/watch?v=rOkJ1-vnh-s this doesn't really look baked though On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: It's all about baking. Recently, I made some arch viz app for Andriod and iOS and I was able to achieve good quality. It was for unity and I did all the baking in soft. Sent from my iPhone On 23-Aug-2014, at 4:06 am, Nicolas Esposito 3dv...@gmail.com wrote: Consider that this is a kind of tech demo,
Re: Carnegie Mellon bvh files
Maybe try their Acclaim format. You grab the .asf file (skeleton) and apply the .amc (motion) to it. Import it using FileImportAcclaim... From there you could try a rig to rig transfer in motor. Just fyi the source data from CMU is pretty noisy. It will need a bit of clean up. Motor may take some fussing before you get the workflow but I've been able to get data across. Another fyi. There are a bunch of motor files that come with the install of Softimage which are pretty decent. Cleaner than the cmu data. C:\Program Files\Autodesk\Softimage 2014 SP2\Data\XSI_SAMPLES\Actions On Tue, Nov 18, 2014 at 1:33 PM, Andi Farhall hack...@outlook.com wrote: Afternoon, evening or good morning I'm trying to use the free bvh files from Carnegie Mellon to give me a range of mocap files for some ambient crowd rep stuff (using Golaem in Maya), and the rig tagging, motor thing is only half working for me. I've got a simple rig I've set up in soft, a single chain for the clavicle and hands, two for the feet etc, simple stuff as I've never gone near character/rigging type stuff before really. The hips, legs feet chest and neck work, albeit with a bit of adjustment and the hands work also, however the shoulders and arms refuse to play ball. The bvh file itself has animation on the arms and hands but not the clavicles, but nothing gets transferred to these parts of my rig. I ran through a digital tutors movie about targeting and motion transfer and got that to work no problem but the mocap file they supplied had a lot more markers. Any body got the Carnegie Mellon stuff to work? There's so much stuff in there it seems like a mocap goldmine if i can just get it to work.. cheers, Andi. ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error.
Re: ot: unreal engine
Nicolas, may i ask if you are using unreal toolset for rigging? thanks, F. -- Francisco Criado visual geek DCA Lab
Re: ot: unreal engine
Hi Francisco, Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works pretty good! Not knowing python scripting is a huge downside for me, so having this free rigging tool is really a huge timesaver. Step by step I'm extending this rig functionality in order to integrate my custom ( re-usable ) facial rig into the body rig and everything works fine. I'm really digging Unreal Engine 4, the Blueprint system has a similar feel to ICE, and its really intuitive :) 2014-11-18 21:32 GMT+01:00 Francisco Criado malcriad...@gmail.com: Nicolas, may i ask if you are using unreal toolset for rigging? thanks, F. -- Francisco Criado visual geek DCA Lab
Re: Compiling SAAphire plugins for Softimage|3D
Alexandre worked on Softimage|3D, not sure if he's still with Autodesk. I purchased Visual C++ 6.0 in the 1990's to learn programming. I still have the discs and service packs which is why I'm considering this little mini project. I just don't want to go through the effort of installing everything only to find out I overlooked something critical. I'm mostly worried about using the wrong operating system or installing on incompatible hardware. But if you say CPU is not important, that makes me feel a little better. BTW - you can still purchase Visual C++ 6.0 on Amazon.com as an open box buy. Ironically, the price hasn't changed much in 15 years. Meta clay does not translate. Each meta clay element is converted to a null with scale values to match the influence settings (radius) of the meta element. Many other settings such as isosurface resolution, magnetism, and blending groups are lost. I have many scenes / projects which use meta clay on IK chains to produce seamless skin for characters (because subdivision surfaces and NURBS blending didn't exist at the time). If I write my own exporter, I'd dump all meta clay settings and import as a custom property so it can be read and converted to something else that maybe exocortex or a blob shader could handleor a dynamic re-meshing plugin I write myself. Patch surfaces get converted to NURBS in the translation. Shape of the surface is not considered, only the positions of the hull's control points. The problem is BSpline patch phantom points lie outside the surface boundaries while NURBS surface phantom points lie between the first and 2nd row of points resulting in a really ugly conversion as point positions get shifted. Since I am using the BSpline patches as skeletal envelopes and those envelopes have a minimal number of control points (because they were used for games development) the resulting conversion is nowhere near acceptable. The only option I have with the SI3D -- XSI translator is to go back into Softimage|3D and manually convert the patch envelopes to polygons before exporting each and every scene. Since there's no scripting in Softimage|3D (spreadsheet queries would be the closest thing to automation), that would be a ton of manual labor and prone to human error. Model Effect Convert will convert a patch to whatever you choose, but it doesn't preserve meta data such as envelope weights in the process - or not the way you'd like. You have to use GC Convert and a host of other plugins which were introduced in v3.9. At least one of them had a bug resulting in fatal crash, but I don't remember the specifics off the top of my head and I don't have the patch for that particular bug. I did the SI3D -- XSI conversion back in 2002 which took more than 4 months, but all that was lost when upgrading to a new computer earlier this year. Looking over my old notes to review what worked and what didn't, I've concluded writing a plugin to dump scene data would be a lot less work and would likely deliver better results as there are more options available today than 15 years ago.assuming I can get a plugin to successfully compile and function. Matt Date: Tue, 18 Nov 2014 11:33:36 -0500 From: Luc-Eric Rousseau luceri...@gmail.com Subject: Re: Compiling SAAphire plugins for Softimage|3D To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com We were all hired in 1997-1998 and never worked on Softimage|3D. Your CPU is not relevant, but you should try to have the right compiler, so Visual C++ 6 (which there is no way to get anymore). Saaphire is a C API so it will likely work with other compilers, but.. your own your own. I thought you could just import the metaclay as baked triangles and isn't there a function to convert bslines to nurbs in the effects-convert. On Mon, Nov 17, 2014 at 8:27 PM, Matt Lind speye...@hotmail.com wrote: Probably a question for Luc-Eric, Brent, Alexandre, Marc-Andre and the other long time Softimage developers who were around back in the day: I want to write a SAAphire plugin for Softimage|3D to export my old scenes as XML or some other text file format I can conjure up. Since my old data uses Bspline patches, meta clay, and other features not supported by the SI3D ? XSI importer or dotXSI file format, I need to take matters into my own hands by dumping as much data as possible so it can be reinterpreted in a modern day application. Why am I wanting to do this? Mostly to severe ties with having to maintain a computer with with Softimage|3D and older versions of Softimage|XSI, as well as make the data available for my portfolio (such as for job interviews) without having to jump through tons of hoops to show it off. I have Softimage|3D 3.9.2 and associated SDK 1.9.2 installed on a computer running Windows XP (Windows 2000 is available if needed). What I don?t have is an old computer with Pentium III processors. The best I can do is
Re: Compiling SAAphire plugins for Softimage|3D
I last used Visual C++ 6.0 on Vista, it works fine and there is no link between the runtime environment and the code it produces. Worse case you would have run it in an XP VM. Some bits of the compiler are 16-bit so you need to have a 32-bit version of windows, because 64-bit Windows doesn't run 16-bit executables. Alexandre is still at Autodesk, he works on Shotgun with a few other former Softimage|3D buddies. On Tue, Nov 18, 2014 at 7:19 PM, Matt Lind speye...@hotmail.com wrote: Alexandre worked on Softimage|3D, not sure if he's still with Autodesk. I purchased Visual C++ 6.0 in the 1990's to learn programming. I still have the discs and service packs which is why I'm considering this little mini project. I just don't want to go through the effort of installing everything only to find out I overlooked something critical. I'm mostly worried about using the wrong operating system or installing on incompatible hardware. But if you say CPU is not important, that makes me feel a little better. BTW - you can still purchase Visual C++ 6.0 on Amazon.com as an open box buy. Ironically, the price hasn't changed much in 15 years.
Re: inverted uv's not baking with rendermap?
tried the extract geo trick, same result. I would have thought exporting as obj and reimporting would strip it of any weirdness though. in the end, we did the bakes in maya, worked fine. needed the maya derivatives checkbox turned on, but the result was as expected. from here on we'll keep baking through maya, for the uv's but also due to another fact rendermap only supports 1 thread when doing final gather processing. another issue unlikely to get fixed now. Cheers James, On Tue Nov 18 2014 at 10:18:53 AM olivier jeannel olivier.jean...@noos.fr wrote: Top of my head : Select all polygons, then extract polygon. Sometimes helps to clean a geometry. Le 17/11/2014 21:46, James De Colling a écrit : got a weird one here. im baking out lighting onto some objects for some realtime assets. rendermap seems to be falling over when dealing with inverted (then frozen) objects? if I turn on front (or back!) faces only in rendermap options, I get some pretty random faces not rendering. its different for each of the 4 objects in my scene. 4 meshes, 3 are scaled and rotated in -1 then transforms frozen all normals are fine, i can export to maya / unity no problem. no overlapping faces. nice clean geo. (maya batch bake with mr/fg works fine, just would much prefer to get it done entirely with softimage) ive tried merging all the geo together and resplitting it, ive exported it as obj and reimported. same problem...only when baking with rendermap. any ideas? Cheers James,