Re: OT: Epic going completely crazy
They're not the only one working on it ;) ...so I guess there will be alembic stuff available in short time 2015-03-11 14:14 GMT+01:00 Francisco Criado malcriad...@gmail.com: Hi Nicolas, the kl 360 plugin is gonna be free via github, it would be nice if they publish the alembic one too :) F. 2015-03-11 10:01 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I think they used a techinque similar to this http://www.kolor.com/livepano one, I also notice that they made a 360 viewer inside UE4, so I guess they combined that with 3d geometry inside UE4 and...well...its pretty amazing! 2015-03-11 13:34 GMT+01:00 Francisco Criado malcriad...@gmail.com: It seems this guys wrote an alembic plugin! sweet :) http://blog.kiteandlightning.la/ By the way, their last vr demo The Insurgent is pretty amazing, still wondering how they incorporated the live footage into the engine with that quality. F. 2015-03-09 10:35 GMT-03:00 Gerbrand Nel nagv...@gmail.com: I don't know about you guys, but for me the coolest thing would be, proper alembic support. I just want to use it as a render at first, so I don't care if the alembic reader is slow, as long as the render is nice and fast :) Building interactive content will come a bit later for me. G On 09/03/2015 07:18, Francisco Criado wrote: Well, this is interesting: http://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66 F. 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg zagan...@gmail.com: Has any idea negotiated a custom deal? That seems to be the most obvious way to get a cap. Obviously, that would be subject to strict NDA's but it would be interesting to know at what level in terms of gross revenue people have been able to negotiate. On 7 March 2015 at 07:27, Eric Cosky e...@cosky.com wrote: As a game dev, I have some concerns about the royalties of Unreal. It's a fantastic engine that I enjoy very much, and it may very well be the right choice in many cases but I do wish they had a cap on the royalties. If nothing else, the royalties should be carefully considered against the alternatives. I wrote a post explaining my thoughts in more detail here http://bit.ly/1zAgU6P. It came out a few days before they cut the monthly fee, but as you will see in the post that cost really was just a drop in the bucket that doesn't change the big numbers. Of course, none of this applies if you aren't subject to royalties which is bound to be a good percentage of people in this list. On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com wrote: Some more comparisons.. http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/ On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com wrote: Thanks everyone. So (just to be clear, because i don't think I was) I was trying to get vertex level animation (not morph targets) into UE4. So I want to rig and envelope a character (or object) in another app (like Soft or C4D) and animate it with bones. Then I want to cache the animation of the deforming mesh, and export that out to UE4 without the bones, just the animated mesh. I wanted to avoid FBX because, well, it is FBX and has been horribly varied and spotty with regards to stability and reliability over the years. Alembic is lighter weight, faster to load large caches, far more stable and reliable (although this is, of course, also partly dependent on the target application that hosts the importer). The only reason I mentioned morph targets is that many people that were users of UE4 had suggested that the way to get vertex level animation into UE4 was by using morph targets and doing one morph per frame manually. Seemed a bit stupid to do it by hand, to me. Am I being ridiculous to not just use FBX? Does FBX work well with vertex animation? If I was near my machine I would just try it myself, but I won't be for a while. Thanks again Perry On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado malcriad...@gmail.com wrote: Hi Perry, you can import animated models and characters wih fbx, and you have two ways, with the animation embeded or importing animations separated and then aplying them in different ways. I had an issue with an animated rope through nulls like skeletons and didnt go to well, but i'm new to unreal too so there must be some way i don't know yet. Morph targets are quite simple, on unreal engine youtube channel there is a lot of info. Nicolas, what do you think? Hope it helps. F. On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com wrote: I have been using UE4 for a month or so as well, and really enjoy it. One note, as far as I can tell it does not yet support Alembic import, so getting character animation (or deforming geometry animation) into UE4 is either done via a skeleton (not as painful if the animated geo is a character I suppose), or a series of one-frame morph
Re: OT: Epic going completely crazy
I think they used a techinque similar to this http://www.kolor.com/livepano one, I also notice that they made a 360 viewer inside UE4, so I guess they combined that with 3d geometry inside UE4 and...well...its pretty amazing! 2015-03-11 13:34 GMT+01:00 Francisco Criado malcriad...@gmail.com: It seems this guys wrote an alembic plugin! sweet :) http://blog.kiteandlightning.la/ By the way, their last vr demo The Insurgent is pretty amazing, still wondering how they incorporated the live footage into the engine with that quality. F. 2015-03-09 10:35 GMT-03:00 Gerbrand Nel nagv...@gmail.com: I don't know about you guys, but for me the coolest thing would be, proper alembic support. I just want to use it as a render at first, so I don't care if the alembic reader is slow, as long as the render is nice and fast :) Building interactive content will come a bit later for me. G On 09/03/2015 07:18, Francisco Criado wrote: Well, this is interesting: http://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66 F. 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg zagan...@gmail.com: Has any idea negotiated a custom deal? That seems to be the most obvious way to get a cap. Obviously, that would be subject to strict NDA's but it would be interesting to know at what level in terms of gross revenue people have been able to negotiate. On 7 March 2015 at 07:27, Eric Cosky e...@cosky.com wrote: As a game dev, I have some concerns about the royalties of Unreal. It's a fantastic engine that I enjoy very much, and it may very well be the right choice in many cases but I do wish they had a cap on the royalties. If nothing else, the royalties should be carefully considered against the alternatives. I wrote a post explaining my thoughts in more detail here http://bit.ly/1zAgU6P. It came out a few days before they cut the monthly fee, but as you will see in the post that cost really was just a drop in the bucket that doesn't change the big numbers. Of course, none of this applies if you aren't subject to royalties which is bound to be a good percentage of people in this list. On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com wrote: Some more comparisons.. http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/ On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com wrote: Thanks everyone. So (just to be clear, because i don't think I was) I was trying to get vertex level animation (not morph targets) into UE4. So I want to rig and envelope a character (or object) in another app (like Soft or C4D) and animate it with bones. Then I want to cache the animation of the deforming mesh, and export that out to UE4 without the bones, just the animated mesh. I wanted to avoid FBX because, well, it is FBX and has been horribly varied and spotty with regards to stability and reliability over the years. Alembic is lighter weight, faster to load large caches, far more stable and reliable (although this is, of course, also partly dependent on the target application that hosts the importer). The only reason I mentioned morph targets is that many people that were users of UE4 had suggested that the way to get vertex level animation into UE4 was by using morph targets and doing one morph per frame manually. Seemed a bit stupid to do it by hand, to me. Am I being ridiculous to not just use FBX? Does FBX work well with vertex animation? If I was near my machine I would just try it myself, but I won't be for a while. Thanks again Perry On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado malcriad...@gmail.com wrote: Hi Perry, you can import animated models and characters wih fbx, and you have two ways, with the animation embeded or importing animations separated and then aplying them in different ways. I had an issue with an animated rope through nulls like skeletons and didnt go to well, but i'm new to unreal too so there must be some way i don't know yet. Morph targets are quite simple, on unreal engine youtube channel there is a lot of info. Nicolas, what do you think? Hope it helps. F. On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com wrote: I have been using UE4 for a month or so as well, and really enjoy it. One note, as far as I can tell it does not yet support Alembic import, so getting character animation (or deforming geometry animation) into UE4 is either done via a skeleton (not as painful if the animated geo is a character I suppose), or a series of one-frame morph targets to get animated deforming geometry to work. I have been told this is the way to do it, but I have yet to attempt it as it sounds very painful. Anybody using it that can verify that, or did I miss something? Thanks, Perry On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito 3dv...@gmail.com wrote: HTML5 has been added recently, but consider that the engine
Re: semi OT : running SI on a Macbook Pro
I decided to scrap the Parallels idea and ended up repartitioning my hard drive and went back to using bootcamp. Took a couple of days to wade through it though. C On 2 March 2015 at 12:05, Stephen Blair stephenrbl...@gmail.com wrote: Win 7 is not good enough. You need Win 7 SP On Mon, Mar 2, 2015 at 5:09 AM, Chris Marshall chrismarshal...@gmail.com wrote: Win 7 yes. Is the problem Soft running on Win 7 on Parallels? On 2 March 2015 at 02:40, Ivan Tay ivan@autodesk.com wrote: Hi Chris, Is the parallel image a Win 7 SP ? Softimage will not work on Win 7. -Ivan -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
From a non-character perspective though, are we still able to do particle type stuff or is Fabric / Canvas not geared up in that way? On 12 March 2015 at 13:14, Eric Thivierge ethivie...@hybride.com wrote: One thing you kind of see / feel already is that you can start mixing things you normally couldn't in ICE. An example is to read in an alembic and have it as an input into a rig. An example is to load an alembic of your ground and have your leg solvers collide with it. Of note would be that you wouldn't actually have the alembic in your scene with the overhead that Softimage would carry with actual geo in the scene for point and poly editing. You could still draw the ground using the Inline drawing and eventually RTR but from what I've seen it doesn't impact performance hard when you do. You could also write out image sequences of where your character is walking or where meshes are colliding too since they have image libraries available. The work just needs to be done to map those areas to UV space. But it's possible. So many areas are within reach from what seems day one where with ICE we waited so long for so many features we never got. No standard tools for writing out images from ICE. :( Another major thing for me is that you can convert your code into nodes using the provided utility. You code up some methods using KL (at the level of javascript Python in syntax complexity) and you get the nodes almost for free. One thing I'm looking forward to and that I've already experienced in our current production, is how easy it is to re-use code throughout different systems. I can't go into too much detail but imagine writing a solver that works for rigs in all your DCC's and can work in specialized tools such as crowd tools too with little extra work. :) It's awesome to see things working the same across DCC's and tools. Eric T. -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
One thing you kind of see / feel already is that you can start mixing things you normally couldn't in ICE. An example is to read in an alembic and have it as an input into a rig. An example is to load an alembic of your ground and have your leg solvers collide with it. Of note would be that you wouldn't actually have the alembic in your scene with the overhead that Softimage would carry with actual geo in the scene for point and poly editing. You could still draw the ground using the Inline drawing and eventually RTR but from what I've seen it doesn't impact performance hard when you do. You could also write out image sequences of where your character is walking or where meshes are colliding too since they have image libraries available. The work just needs to be done to map those areas to UV space. But it's possible. So many areas are within reach from what seems day one where with ICE we waited so long for so many features we never got. No standard tools for writing out images from ICE. :( Another major thing for me is that you can convert your code into nodes using the provided utility. You code up some methods using KL (at the level of javascript Python in syntax complexity) and you get the nodes almost for free. One thing I'm looking forward to and that I've already experienced in our current production, is how easy it is to re-use code throughout different systems. I can't go into too much detail but imagine writing a solver that works for rigs in all your DCC's and can work in specialized tools such as crowd tools too with little extra work. :) It's awesome to see things working the same across DCC's and tools. Eric T.
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
I would think so. There is not that much in particles going on. I remember seeing some SPH examples. I would also like to see simple standalone for Fabric so there would not be the application specific splice in the middle. Its nice to hear its planned. : ) - J On 12 March 2015 at 16:41, Chris Marshall chrismarshal...@gmail.com wrote: From a non-character perspective though, are we still able to do particle type stuff or is Fabric / Canvas not geared up in that way? On 12 March 2015 at 13:14, Eric Thivierge ethivie...@hybride.com wrote: One thing you kind of see / feel already is that you can start mixing things you normally couldn't in ICE. An example is to read in an alembic and have it as an input into a rig. An example is to load an alembic of your ground and have your leg solvers collide with it. Of note would be that you wouldn't actually have the alembic in your scene with the overhead that Softimage would carry with actual geo in the scene for point and poly editing. You could still draw the ground using the Inline drawing and eventually RTR but from what I've seen it doesn't impact performance hard when you do. You could also write out image sequences of where your character is walking or where meshes are colliding too since they have image libraries available. The work just needs to be done to map those areas to UV space. But it's possible. So many areas are within reach from what seems day one where with ICE we waited so long for so many features we never got. No standard tools for writing out images from ICE. :( Another major thing for me is that you can convert your code into nodes using the provided utility. You code up some methods using KL (at the level of javascript Python in syntax complexity) and you get the nodes almost for free. One thing I'm looking forward to and that I've already experienced in our current production, is how easy it is to re-use code throughout different systems. I can't go into too much detail but imagine writing a solver that works for rigs in all your DCC's and can work in specialized tools such as crowd tools too with little extra work. :) It's awesome to see things working the same across DCC's and tools. Eric T. -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
There is no standard particle system / nodes currently but eventually there will be. Nothing stopping you from doing one yourself or someone else doing it. I think TD's will have good employment opportunities in the short and long term with this kind of work. It's not a bad thing. :) Eric T. On Thursday, March 12, 2015 10:46:53 AM, Juhani Karlsson wrote: I would think so. There is not that much in particles going on. I remember seeing some SPH examples. I would also like to see simple standalone for Fabric so there would not be the application specific splice in the middle. Its nice to hear its planned. : ) - J On 12 March 2015 at 16:41, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: From a non-character perspective though, are we still able to do particle type stuff or is Fabric / Canvas not geared up in that way? On 12 March 2015 at 13:14, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: One thing you kind of see / feel already is that you can start mixing things you normally couldn't in ICE. An example is to read in an alembic and have it as an input into a rig. An example is to load an alembic of your ground and have your leg solvers collide with it. Of note would be that you wouldn't actually have the alembic in your scene with the overhead that Softimage would carry with actual geo in the scene for point and poly editing. You could still draw the ground using the Inline drawing and eventually RTR but from what I've seen it doesn't impact performance hard when you do. You could also write out image sequences of where your character is walking or where meshes are colliding too since they have image libraries available. The work just needs to be done to map those areas to UV space. But it's possible. So many areas are within reach from what seems day one where with ICE we waited so long for so many features we never got. No standard tools for writing out images from ICE. :( Another major thing for me is that you can convert your code into nodes using the provided utility. You code up some methods using KL (at the level of javascript Python in syntax complexity) and you get the nodes almost for free. One thing I'm looking forward to and that I've already experienced in our current production, is how easy it is to re-use code throughout different systems. I can't go into too much detail but imagine writing a solver that works for rigs in all your DCC's and can work in specialized tools such as crowd tools too with little extra work. :) It's awesome to see things working the same across DCC's and tools. Eric T. -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk http://www.mintmotion.co.uk -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi http://www.vimeo.com/talvi
Re: BSuite - BStudio -- BUF Software
Probably works with polygonal modeling, without that wouldn't stand a chance in the market today. With the announcement of Bstudio, I wonder how would be the development of Voodoo from Rhythm and Hues studio, will be released to the public soon? It's an amazing software. 2015-03-12 1:46 GMT-03:00 Raffaele Fragapane raffsxsil...@googlemail.com: I wonder if the UI is still an identical clone to the old Soft|3D and whether they added polygons or not :) The original B-Studio was bastardized BPatches only and it was heavily targeted towards photogrammetry and tracking. On Thu, Mar 12, 2015 at 7:50 AM, Jason S jasonsta...@gmail.com wrote: On 03/09/15 12:42, Sebastien Sterling wrote: would really nee to lnow what it's like. i seem to remember Maguff having its on propitiatory software, which eventually got phased out for maya and renderman. Me too can't wait to see performance, usability ... and wonder about their renderer, (path tracing performance, etc..) .. if they will open-up to other renders, and how is their SDK (in general, or not to mention for eventual Fabric support) how the different modules work together.. Otherwise it would be funny if it turned out to be more awkward, unforgiving, or more complicated than the few (or essentially the *one*) other currently available high-end solution(s). But I would seriously doubt that, from what can be gathered to date, it should at least be considerably refined and straight forward, especially considering that it's very much like a born in production, production software. Along with what seems to be it's own shotgun, among the other modules that seem to cover many or most production aspects while all being made to work together. Unless that perception was largely from myth, which I'd hardly think so ... (imagine Soft without even Avid, where it was perhaps less, but also like a stepchild, how it would have been treated.. represented cared for... and how that would have affected adoption/perception) Looks a bit like Houdini in terms of them remaining themselves, with all the way up to management being into it (except with perhaps more of a hands-on production side to them) I think the edge of Both Softimage (3D) and uptil now XSI, is that while being advanced, they were (arguably quite a bit more than others) made and refined (all the way down to little silly details) with everyday production in mind, simplifying procedures, and making things super sturdy in however unconventional way they are used. I don't know in the later years, but I recall how at least through special projects, how we were in constant back and forth between various shops, and with at least some product managers being somewhat artsy themselves. And I would hope (while being rather confident) this solution would also have such an edge, and wouldn't be surprised seeing it become the only other one, other than the only other (non-specialized) one. The only caveat I see to date, is the exclusive Linux/Mac support, which if it indeed turned out to be really great, I would go for booting in Linux, and Virtualboxing Windows for other secondary things. (and/or perhaps later-on, no Windows at all) (fingers crossed) -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- paulo-duarte.com
Re: OT Some great Maya work
I would also suggest this https://vimeo.com/trilateral/videos Those guys are amazing! Side note: the Kid face rig has 500 FACs blend shapes, and has been used for the UE4 Kite demo...stunning really! 2015-03-12 18:46 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com: For all the crap we give Maya you can still do some amazing work. This is probably the best Facial Rigging/ Texturing I have ever seen. https://vimeo.com/121259910 www.johnrichardsanchez.com
leonardkoch.com is down
Hi Guys, anyone else having trouble with Leonards website? I was just about to go grab LK Fabric At least its a heads up for Leonard. Does anyone have a local backup? Cheers Daniel
OT Some great Maya work
For all the crap we give Maya you can still do some amazing work. This is probably the best Facial Rigging/ Texturing I have ever seen. https://vimeo.com/121259910 www.johnrichardsanchez.com
Re: leonardkoch.com is down
Hi Daniel, I'm sorry that happened. I'm moving domain registrars because the old one was horrible and in the process of moving the domain said horrible registrar has screwed me a bit. The domain should be up again in about 1 or 2 days. In the meantime you can just go to: https://leonard-koch.squarespace.com to access the site. Again, sorry about the inconvenience. Thanks for the heads-up. Also thanks to Czarek for letting me know about this email. Cheers Leonard On Thu, Mar 12, 2015 at 5:47 PM, Daniel Sweeney dan...@northforge.co.uk wrote: Hi Guys, anyone else having trouble with Leonards website? I was just about to go grab LK Fabric At least its a heads up for Leonard. Does anyone have a local backup? Cheers Daniel
EMPTY PAGE
Hello, This is my friends work down in Softimage. It won first prise of CTLPDX FILMS festival. http://www.centralportland.org/ctlpdxfilms Now it needs your votes for Viewster's online festival. Watch it and Please vote and share if you like it, thanks. http://www.viewster.com/movie/1293-19326-000/empty-page/?fb_ref=share Modeling down in 3ds max, texture in Mudbox and Photoshop, animation and render down in Softimage with Arnold and composite in Nuke.
Re: leonardkoch.com is down
Hi Leonard, No worries, it more to let you know something has happened. Thanks for the head up on the square space one. Cheers, hope it all gets sorted! Daniel Sweeney 3D Creative Director *Mobile:* +44 (0)7743429771 *Email:* dan...@northforge.co.uk *Web:* http://northforge.co.uk On Thu, Mar 12, 2015 at 4:57 PM, Leonard Koch leonardkoch...@gmail.com wrote: Hi Daniel, I'm sorry that happened. I'm moving domain registrars because the old one was horrible and in the process of moving the domain said horrible registrar has screwed me a bit. The domain should be up again in about 1 or 2 days. In the meantime you can just go to: https://leonard-koch.squarespace.com to access the site. Again, sorry about the inconvenience. Thanks for the heads-up. Also thanks to Czarek for letting me know about this email. Cheers Leonard On Thu, Mar 12, 2015 at 5:47 PM, Daniel Sweeney dan...@northforge.co.uk wrote: Hi Guys, anyone else having trouble with Leonards website? I was just about to go grab LK Fabric At least its a heads up for Leonard. Does anyone have a local backup? Cheers Daniel
Re: EMPTY PAGE
Nice, but i can't see the link of the video. On Thu, Mar 12, 2015 at 3:56 PM, Saeed Kalhor ndman...@gmail.com wrote: Hello, This is my friends work down in Softimage. It won first prise of CTLPDX FILMS festival. http://www.centralportland.org/ctlpdxfilms Now it needs your votes for Viewster's online festival. Watch it and Please vote and share if you like it, thanks. http://www.viewster.com/movie/1293-19326-000/empty-page/?fb_ref=share Modeling down in 3ds max, texture in Mudbox and Photoshop, animation and render down in Softimage with Arnold and composite in Nuke.
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
This certainly looks amazing, but the obvious question is how similar is this to ICE? What are the differences, benefits, positives, negatives, etc etc It certainly looks a lot like ICE! Which I like! On 12 March 2015 at 00:00, Paul Doyle technove...@gmail.com wrote: We have a standalone, it just doesn't have the viewport hooked in yet (but you can do all the data processing you like). The next alpha will have it. The standalone is for building specialised applications (viewers, playback tools etc). Canvas graphs move seamlessly between the Fabric standalone and other Spliced DCCs. It's pretty cool :) On 11 March 2015 at 19:56, Sebastien Sterling sebastien.sterl...@gmail.com wrote: I suppose, it would be awfully interesting to have a small standalone environment in which to test deformers and solvers independently of other apps, but that might start to look worryingly like a DCC :P all in good time ;) On 11 March 2015 at 20:58, Paul Doyle technove...@gmail.com wrote: Paul is on the alpha, but waiting until we have the viewport for the standalone (or the Softimage integration. We have already implemented a bunch of deformers, including delta mush: http://fabricengine.com/rigging-toolbox/ (although not yet in the DFG). It's all KL... On 11 March 2015 at 16:56, Sebastien Sterling sebastien.sterl...@gmail.com wrote: i suppose an interesting one to try would be delta mush, a few pwoplw came up with that by themselves. What ever happened to Pooby ? On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com wrote: Created a new section to track demos people build in the test group: http://fabricengine.com/canvas-user-demos/ http://fabricengine.com/canvas-user-demos/ Hopefully there'll be a lot more in there soon :) On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com wrote: Ah thanks. That's good to know. On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge ethivie...@hybride.com wrote: Hey Leonard, You can set an environment variable that Canvas looks to for custom presets. You then make folders within it and can organize them that way. It's already very easy to organize the presets. Eric T. On 3/10/2015 9:36 AM, Leonard Koch wrote: This looks really great. Congratulations on getting it into beta. It would be interesting to know if those presets are first class citizens. Can the presets be loaded through the same panel as the built-in nodes. I assume that you could just put them in the same folders, but a system for managing, separating and versioning them would be cool. Also +1 for color coding. This seriously looks great guys! -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Thanks Paul, I'll take a look on si-community. Looks exciting though. On 12 March 2015 at 11:24, Paul Doyle technove...@gmail.com wrote: Hi Chris - there are a few people from this list on our alpha, so they might come and answer that question. Lifted from my response to a similar question on si-community: That's a really lengthy topic that I would rather someone like EricT covered I also don't want to get into 'but ICE can do that...' conversations. ICE is a great system, but unfortunately it's stuck within Softimage. The biggest differences that I usually raise: 1) Fabric was designed as a general compute engine that we then built a 3D layer on top of. ICE started out as a particle system that became more generalised over time. Fabric is extremely broad and can tackle any processing task. People tend to hit certain limitations with ICE due to the original purpose of the design. 2) ICE is extremely well-integrated within Softimage. Fabric is more like Bifrost (my understanding at least) in that it is a self-contained unit that is being accessed through the host application. This means that... 3) Fabric is completely portable. We can move data and the tools for working on that data (including manipulation etc) between Spliced applications and inside our standalone C++ application. The downside is we can only be as integrated as the host SDK allows us to be. 4) Openness - everything bar the core engine is written in KL, which is human-readable. You can change pretty much any aspect of the system. 5) Extensibility - you can open any node and edit the KL code directly. You can create new nodes by writing KL. Those nodes will be as performant as any preset we provide. 6) Performance - Fabric is extremely fast. With transparent GPU compilation we are able to leverage GPUs for compute without requiring you to do anything other than write KL. There are much more significant technical differences but I won't cover that here. You'll see some demos from us in the next week or two that will show some of the breadth of Fabric. There are some other big features coming as well in the next few drops. If I want to get any point across to people about FE2.0 and Canvas, it's this: Canvas is a visual programming front-end for everything that Fabric can already do. If there's a demo on our website or vimeo channel, you can build that with Canvas. This is not a 'new' system, it is just a new way of working with Fabric. Thanks, Paul On 12 March 2015 at 06:38, Chris Marshall chrismarshal...@gmail.com wrote: This certainly looks amazing, but the obvious question is how similar is this to ICE? What are the differences, benefits, positives, negatives, etc etc It certainly looks a lot like ICE! Which I like! -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: Introducing Canvas - visual programming for Fabric Engine 2.0
Hi Chris - there are a few people from this list on our alpha, so they might come and answer that question. Lifted from my response to a similar question on si-community: That's a really lengthy topic that I would rather someone like EricT covered I also don't want to get into 'but ICE can do that...' conversations. ICE is a great system, but unfortunately it's stuck within Softimage. The biggest differences that I usually raise: 1) Fabric was designed as a general compute engine that we then built a 3D layer on top of. ICE started out as a particle system that became more generalised over time. Fabric is extremely broad and can tackle any processing task. People tend to hit certain limitations with ICE due to the original purpose of the design. 2) ICE is extremely well-integrated within Softimage. Fabric is more like Bifrost (my understanding at least) in that it is a self-contained unit that is being accessed through the host application. This means that... 3) Fabric is completely portable. We can move data and the tools for working on that data (including manipulation etc) between Spliced applications and inside our standalone C++ application. The downside is we can only be as integrated as the host SDK allows us to be. 4) Openness - everything bar the core engine is written in KL, which is human-readable. You can change pretty much any aspect of the system. 5) Extensibility - you can open any node and edit the KL code directly. You can create new nodes by writing KL. Those nodes will be as performant as any preset we provide. 6) Performance - Fabric is extremely fast. With transparent GPU compilation we are able to leverage GPUs for compute without requiring you to do anything other than write KL. There are much more significant technical differences but I won't cover that here. You'll see some demos from us in the next week or two that will show some of the breadth of Fabric. There are some other big features coming as well in the next few drops. If I want to get any point across to people about FE2.0 and Canvas, it's this: Canvas is a visual programming front-end for everything that Fabric can already do. If there's a demo on our website or vimeo channel, you can build that with Canvas. This is not a 'new' system, it is just a new way of working with Fabric. Thanks, Paul On 12 March 2015 at 06:38, Chris Marshall chrismarshal...@gmail.com wrote: This certainly looks amazing, but the obvious question is how similar is this to ICE? What are the differences, benefits, positives, negatives, etc etc It certainly looks a lot like ICE! Which I like!
RE: semi OT : running SI on a Macbook Pro
I did a quick try for Soft 2015 SP in Win 8.1 on Parallels 10 on a iMac and it did launch. I will see if I have a Win 7 Sp image to try it out... -Ivan From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall [chrismarshal...@gmail.com] Sent: Thursday, March 12, 2015 6:40 PM To: softimage@listproc.autodesk.com Subject: Re: semi OT : running SI on a Macbook Pro I decided to scrap the Parallels idea and ended up repartitioning my hard drive and went back to using bootcamp. Took a couple of days to wade through it though. C On 2 March 2015 at 12:05, Stephen Blair stephenrbl...@gmail.commailto:stephenrbl...@gmail.com wrote: Win 7 is not good enough. You need Win 7 SP On Mon, Mar 2, 2015 at 5:09 AM, Chris Marshall chrismarshal...@gmail.commailto:chrismarshal...@gmail.com wrote: Win 7 yes. Is the problem Soft running on Win 7 on Parallels? On 2 March 2015 at 02:40, Ivan Tay ivan@autodesk.commailto:ivan@autodesk.com wrote: Hi Chris, Is the parallel image a Win 7 SP ? Softimage will not work on Win 7. -Ivan -- [http://mintmotion.co.uk/img/mint.png] Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.ukhttp://www.mintmotion.co.uk attachment: winmail.dat
Re: EMPTY PAGE
the second link that Saeed Kalhor provided take you directly to the short On Thu, Mar 12, 2015 at 6:00 PM, Tenshi S. tenshu...@gmail.com wrote: Nice, but i can't see the link of the video. On Thu, Mar 12, 2015 at 3:56 PM, Saeed Kalhor ndman...@gmail.com wrote: Hello, This is my friends work down in Softimage. It won first prise of CTLPDX FILMS festival. http://www.centralportland.org/ctlpdxfilms Now it needs your votes for Viewster's online festival. Watch it and Please vote and share if you like it, thanks. http://www.viewster.com/movie/1293-19326-000/empty-page/?fb_ref=share Modeling down in 3ds max, texture in Mudbox and Photoshop, animation and render down in Softimage with Arnold and composite in Nuke. -- -=T=-
Re: OT Some great Maya work
No doubt.. really great/awesome things can be done with any package, I recall hyperealistic face talking done in lightwave that you couldnt beleive was cg, even up to really close. But, there's always this 'but'. In this case, In soft it would take longer to copile shaders on view mode change, but shading can be just as advanced, But for most of everything else... shape wheights and sking crease displacement based on controller translations etc ... Maya blendshape correction workflow among other things to setup, is really not as stramlined :-/ And you would normally only need to tweak final RT shading for games, but otherwise, it makes neat videos. Otherwise it's mostly a question of doing it (by a very talented artist... ), and capturing-it And this makes me more impressed at the artist than Maya. Indeed awesome work though! On 03/12/15 13:46, John Richard Sanchez wrote: For all the crap we give Maya you can still do some amazing work. This is probably the best Facial Rigging/ Texturing I have ever seen. https://vimeo.com/121259910 www.johnrichardsanchez.com
Re: OT: Houdini cluster materials
I've got no idea what the `Merge` node internally does memory-wise but I don't really care as an user because it is not made to be an optimization method as you think. In proper data-flow graphs like the one exposed in Houdini, certain nodes can generate new data streams while others can manipulate the data from the stream they're being connected to. A `Merge` node simply takes two—or more—data streams and put them into a single one. This is a core concept when you have to deal with such graphs—it is so essential that the `Merge` node is probably one of the most used nodes in Houdini. Groups in Houdini share roughly the same purpose than clusters from Softimage. They are a core concept in Houdini as every node understand them. What you can do with clusters, you can do with groups, and much more out of the box. On 10 March 2015 at 22:27, Jason S jasonsta...@gmail.com wrote: Does it internally reinterpret duplicates (or hold in memory and scene description) the entire object as many times as there are local sub-object attibutes? (like Maya?) Which defeats the purpose of using merged objects as optimization method (despite Maya having a --not that much of an-- easier time dealing with large object counts) Because apart how soft can handle many-many polys at a time, (especially so today comparatively) you can very easily treat sub-objects (clusters) as just regular objects assinging properties like materials, visibility, ... selecting, transforming and sorting them in groups, therefore quite a bit further amplifying that maximum reach in scene complexity while remaining humanly manage-ably workable. (benefit also very much applicable for non-insanely-complex scenes) On 03/10/15 5:50, Gerbrand Nel wrote: Thanks man.. it really is that simple!! On 10/03/2015 06:16, Christopher Crouzet wrote: There's a `Material` node in the SOP context to apply different materials on a same object. You can insert it before you merge your objects or apply it to different groups. On 10 March 2015 at 11:09, Gerbrand Nel nagv...@gmail.com wrote: Hey guys Quick houdini question. In soft I can make cluster for materials. In houdini I always end up with some merged thing with multiple objects in there. As far as I can tell, we assign materials at the object level, but what do I do if I want different materials for the different things that makes up my object? I know this is a RTFM question, but the FM is thick, and I'm lazy Thanks G -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com -- Christopher Crouzet *http://christophercrouzet.com* http://christophercrouzet.com