Re: OT: Epic going completely crazy

2015-03-12 Thread Nicolas Esposito
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

2015-03-12 Thread Nicolas Esposito
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

2015-03-12 Thread Chris Marshall
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

2015-03-12 Thread Chris Marshall
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

2015-03-12 Thread Eric Thivierge
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

2015-03-12 Thread Juhani Karlsson
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

2015-03-12 Thread Eric Thivierge
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

2015-03-12 Thread Paulo Cesar Duarte
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

2015-03-12 Thread Nicolas Esposito
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

2015-03-12 Thread Daniel Sweeney
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

2015-03-12 Thread John Richard Sanchez
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

2015-03-12 Thread Leonard Koch
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

2015-03-12 Thread Saeed Kalhor
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

2015-03-12 Thread Daniel Sweeney
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

2015-03-12 Thread Tenshi S.
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

2015-03-12 Thread Chris Marshall
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

2015-03-12 Thread Chris Marshall
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

2015-03-12 Thread Paul Doyle
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

2015-03-12 Thread Ivan Tay
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

2015-03-12 Thread Eric Turman
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

2015-03-12 Thread Jason S

  
  
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

2015-03-12 Thread Christopher Crouzet
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