Re: multiple shaders on one cloud
would that work in redshift? I did not think it like the placement of shaders. From: Olivier Colchen Sent: Wednesday, April 29, 2015 4:32 AM To: softimage@listproc.autodesk.com Subject: Re: multiple shaders on one cloud Huh, it actually looks like my reply wasn't posted for some reasons ( because I included images maybe? ) Rob's solution is viable but doesn't take into account the fact you may want more than 2 shaders on your particles. You can always play around with multiple Color Switch nodes but depending on your needs it may prove bothersome. Try using a color multi-switch node in the render tree, and create an integer attribute rather than a boolean in your icetree : http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com: Sweet...thanks Rob! That's what I was thinking. On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote: just set a custom attribute per particle and use it in the render tree http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: multiple shaders on one cloud
Huh, it actually looks like my reply wasn't posted for some reasons ( because I included images maybe? ) Rob's solution is viable but doesn't take into account the fact you may want more than 2 shaders on your particles. You can always play around with multiple Color Switch nodes but depending on your needs it may prove bothersome. Try using a color multi-switch node in the render tree, and create an integer attribute rather than a boolean in your icetree : http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com: Sweet...thanks Rob! That's what I was thinking. On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote: just set a custom attribute per particle and use it in the render tree http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: multiple shaders on one cloud
not exactly like that only because Redshift does not support every native render tree node and not sure colorswitch is supported. , I used colorswitch only to demonstrate example logic, Oliviers' demonstration would work equally as well with the redshift material blender which can accept multiple shader inputs and some additional logic from integer color to plug into blend Color for each shader. On 29 April 2015 at 10:07, phil harbath phil.harb...@jamination.com wrote: would that work in redshift? I did not think it like the placement of shaders. From: Olivier Colchen Sent: Wednesday, April 29, 2015 4:32 AM To: softimage@listproc.autodesk.com Subject: Re: multiple shaders on one cloud Huh, it actually looks like my reply wasn't posted for some reasons ( because I included images maybe? ) Rob's solution is viable but doesn't take into account the fact you may want more than 2 shaders on your particles. You can always play around with multiple Color Switch nodes but depending on your needs it may prove bothersome. Try using a color multi-switch node in the render tree, and create an integer attribute rather than a boolean in your icetree : http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com: Sweet...thanks Rob! That's what I was thinking. On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote: just set a custom attribute per particle and use it in the render tree http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: The shadow over The Foundry
I totally understand what you are saying, Greg, and I see that a lot with AE. I see one person having a more stable experience, others having a less stable experience. Another with a great experience, another with intense hatred. And on and on. On the whole, in my experience and with the majority of the people I have asked, it seems more people are having issues with AE than ever before. I certainly don't doubt that you have had better experiences with it lately, and I am happy for that! On the other hand, Andy and Angus are correct about the installer. The swears that I came up with while trying to install that thing were quite unique. Anyway, what it comes down to for me, regarding this possible news is that less competition is never a good thing for the consumer. I hope this is just a rumor or if it is accurate, it doesn't come to be. Less competition would be bad, for everyone of us. On Tue, Apr 28, 2015 at 10:35 PM, Greg Punchatz g...@janimation.com wrote: Not my experience Perry, AE was unusable in my opinion until the last couple of versions or so... I had a hate for that program that ran deep until recent releases, but improvements recently has made it palatable for me. The momentum of Adobe since the move to the subscription based model, seems to me, to have improved the way they are improving things for the long term. Premiere has almost completely taken back all of the Final Cut market by creating a stronger product line..and is eating into avid sales BIG TIME. I am not sure where all this Adobe hate comes from, but they have always been the lesser evil to me. My 2cents On Tue, Apr 28, 2015 at 7:03 AM, Stefan Kubicek s...@tidbit-images.com wrote: Well put Perry, exactly my thoughts! Speaking of Fusion: I had the pleasure of using the free version last week for 7 consecutive days in a a row, 10 hrs a day. It was blazingly fast (compared to AE anyway), did not crash once, and the look of the node tree was pleasing enough to not make my eyes bleed (as opposed to Nuke's). Even the pro version is a bargain for $1000 for what you get. +1 on all Totally agree. This news sickened me and if true, could mean great things for Fusion and nothing but bad news for the rest. I've seen the usability and stability of After Effects (AE) decline sharply over the timeframe that AE has been a rental product. Updates cause problems instead of fixing them and development has slowed (even further). Not so with Nuke. Adobe wants VFX to be accessible to the consumer, and while I don't discount the research they have done, some of which has been quite amazing, most of their focus has been on one button type of VFX solutions and not on stability and flexibility, which is what we need and what The Foundry supplies software that excels in. Rotobrush, PuppetTool, CameraTracker all designed to make as close to a one button solution as possible. These tools works great in certain situations, but when the shot gets tough, you quickly run out of options. Nuke is nothing but options, and is far more ICE-like than AE is. Having something as flexible as Nuke owned by a company that has a huge competitive market-dominating product like AE, should send chills up your spine as to how closely it matches the Autodesk Maya/Soft debacle. Sent from my iPhone Please excuse typos and brief replies. Thank you! On Apr 28, 2015, at 2:05 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: AD owned and produced a lot of stuff over the years. The various acquisitions you are thinking of in the ME group are a drop in the ocean that is their arch, viz, CAM/CAE budgets. Alias was bought for studio and the inlet in industrial CAM they missed at the time. Maya in and of itself is probably not scratching 3 or 4% of their revenue and I doubt Soft even made it to an integer number. Adobe is already a bigger company than AD for the record, and has MORE of a monopoly on its market segments than AD does. They beat AD in revenue and net by a factor of two most years. Again, I don't know what Adobe you guys are thinking of, but the one I know of is nothing to hope for. They make EA sports and AD ME look positively benign in the VFX geography. On Tue, Apr 28, 2015 at 3:49 PM, Nicolas Esposito 3dv...@gmail.com wrote: If I remember correcty Autodesk, before the big buyout in recent yearsm had only Autocad and 3ds to carry on and make good money...when they start acquiring Alias and all the others they establish themself as the company to go, simply because they were the owners. For me Adobe could possibly be the next Autodesk, but I really hope I'm wrong. 2015-04-28 7:24 GMT+02:00 Raffaele Fragapane raffsxsil...@googlemail.com: There must be another company named Adobe I'm not aware of... Adobe has had nothing but contempt for VFX for years, and people would actually get on board with this? If there is any truth to these
Re: unable to change reference model path
So you got a reference in a reference ? Or is the parent model not a reference ? In case the parent is a reference you deleted the delta of that parent model ? Have you tried storing your delta which you need, deleting the models and setting it up again with the loaded delta ? Can you change them in the external file editor and reopen your scene ? 2015-04-29 22:04 GMT+02:00 Simon van de Lagemaat si...@theembassyvfx.com: We've got a weird issue with some nested models (yes they are bad I know). I am unable to change the reference model path of a bunch of ref models that were embedded under another ref model. Manually changing the path in the scene simply snaps back to the original path and also result in instability and will crash. Changing the toc simply results in crashing on load. I'm banging my head on a wall at this point, I've deleted any deltas in those models and still no luck.
Re: unable to change reference model path
Oh, and is there allready a delta container on the first model which is under the 2nd model before you load that in ? In that case it might lead to problems when you delete the delta which comes from the model allready and not the scene. 2015-04-29 22:21 GMT+02:00 Mario Reitbauer cont...@marioreitbauer.at: So you got a reference in a reference ? Or is the parent model not a reference ? In case the parent is a reference you deleted the delta of that parent model ? Have you tried storing your delta which you need, deleting the models and setting it up again with the loaded delta ? Can you change them in the external file editor and reopen your scene ? 2015-04-29 22:04 GMT+02:00 Simon van de Lagemaat si...@theembassyvfx.com : We've got a weird issue with some nested models (yes they are bad I know). I am unable to change the reference model path of a bunch of ref models that were embedded under another ref model. Manually changing the path in the scene simply snaps back to the original path and also result in instability and will crash. Changing the toc simply results in crashing on load. I'm banging my head on a wall at this point, I've deleted any deltas in those models and still no luck.
unable to change reference model path
We've got a weird issue with some nested models (yes they are bad I know). I am unable to change the reference model path of a bunch of ref models that were embedded under another ref model. Manually changing the path in the scene simply snaps back to the original path and also result in instability and will crash. Changing the toc simply results in crashing on load. I'm banging my head on a wall at this point, I've deleted any deltas in those models and still no luck.
Re: Softimage Icon Removed from Mudbox?
Of course it does work and I can personally vouch for it's production value as a time saver. I did introduce this tool to a few artists while working at Modus. They were more than happy to use it. Although, the fbx format always seemed buggy due to version conflicts. But for transfer of limited data, it worked well. I think it was used a lot. Specially in the pre-alembic era. Sent from my iPhone On 29-Apr-2015, at 10:55 pm, Ed Manning etmth...@gmail.com wrote: On Wed, Apr 29, 2015 at 11:14 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: great! then you won't miss it. For once I agree unreservedly with Luc-Eric! Some of the complaining here reminds me of the old joke: The food is terrible here! Yes, and such small portions!
Re: Re: Softimage Icon Removed from Mudbox?
On Wed, Apr 29, 2015 at 11:14 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: great! then you won't miss it. For once I agree unreservedly with Luc-Eric! Some of the complaining here reminds me of the old joke: The food is terrible here! Yes, and such small portions!
OT: Job for small studio or individuals with head tracking experience.
Hi, there will be a future production for a feature length indie movie in which I´d gladly would love to enter in connection with small VFX team studios with previous experiencie on head tracking, for VFX shots. If you´re on one or know a team of VFX artist with head tracking experiencie, please contact me. Thanks. :) David R. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: OT: Job for small studio or individuals with head tracking experience.
Would you be interested in working together with a Freelancer team ? 2015-04-30 0:23 GMT+02:00 Pierre Schiller activemotionpictu...@gmail.com: Hi, there will be a future production for a feature length indie movie in which I´d gladly would love to enter in connection with small VFX team studios with previous experiencie on head tracking, for VFX shots. If you´re on one or know a team of VFX artist with head tracking experiencie, please contact me. Thanks. :) David R. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: OT: Job for small studio or individuals with head tracking experience.
Sure. I´m basically making assitance for a veteran in vfx. So I guess it´s ok. He wants to see previous work experience on reels, if you´d please provide one and contact email, I´ll forward him the data. Thanks. :) On Wed, Apr 29, 2015 at 5:36 PM, Mario Reitbauer cont...@marioreitbauer.at wrote: Would you be interested in working together with a Freelancer team ? 2015-04-30 0:23 GMT+02:00 Pierre Schiller activemotionpictu...@gmail.com : Hi, there will be a future production for a feature length indie movie in which I´d gladly would love to enter in connection with small VFX team studios with previous experiencie on head tracking, for VFX shots. If you´re on one or know a team of VFX artist with head tracking experiencie, please contact me. Thanks. :) David R. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: Softimage Icon Removed from Mudbox?
On 28 April 2015 at 21:38, Sven Constable sixsi_l...@imagefront.de wrote: I never used that send to xyz. It was just too autodesk. I always wondered why to clutter a menue with somthing that’s basically not more than an export function. So you don't know what it is. It creates a live link between the two running apps, so with a single click the objects will update incrementally in the other app live, not just reload the whole scene. It's the same thing as import/export file menu option if you're just doing that once, but if you're working in two apps in parallel, tweaking on one side and the other, it's a lot less clicking around and manually reloading From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S. Sent: Wednesday, April 29, 2015 2:48 AM To: softimage@listproc.autodesk.com Subject: Re: Softimage Icon Removed from Mudbox? Thanks for the info.. About the paragraph... who wrote that s _ _t ? =/ Is not worth the effort? wtf... Argh, i just... argh! On Tue, Apr 28, 2015 at 2:53 AM, Stefan Kubicek s...@tidbit-images.com wrote: 1.) afaik there will be no Softimage 2016. 2.) The Send to functionality only works across applications of same version number, hence from one 2016 app to another, not from 2016 to one from 2015. 3.) Since the version of Softimage bundled with ECS Ultimate 2016 will be version 2015, Send to does not work and has been removed. Read: Our programmers would need to invest 5 minutes to adjust the Send To code in each application of the ECS (which we sell/sold to you for an enormous amount of money) to make it work across different versions of our applications (which we bought from all over the world in the first place, just because we could) and our fbx format (which our part-time interns have been working on for the last 10 years in an attempt to implement hard edge support and iron out the bugs from each respective previous intern). We hence decided it's not worth the effort, especially for an EOL software (for which we also took an inordinate amount of money from you).
Aw: Re: Softimage Icon Removed from Mudbox?
Oh and it also never works! What a feat! Gesendet:Mittwoch, 29. April 2015 um 16:19 Uhr Von:Luc-Eric Rousseau luceri...@gmail.com An:softimage@listproc.autodesk.com softimage@listproc.autodesk.com Betreff:Re: Softimage Icon Removed from Mudbox? On 28 April 2015 at 21:38, Sven Constable sixsi_l...@imagefront.de wrote: I never used that send to xyz. It was just too autodesk. I always wondered why to clutter a menue with somthing thats basically not more than an export function. So you dont know what it is. It creates a live link between the two running apps, so with a single click the objects will update incrementally in the other app live, not just reload the whole scene. Its the same thing as import/export file menu option if youre just doing that once, but if youre working in two apps in parallel, tweaking on one side and the other, its a lot less clicking around and manually reloading From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S. Sent: Wednesday, April 29, 2015 2:48 AM To: softimage@listproc.autodesk.com Subject: Re: Softimage Icon Removed from Mudbox? Thanks for the info.. About the paragraph... who wrote that s _ _t ? =/ Is not worth the effort? wtf... Argh, i just... argh! On Tue, Apr 28, 2015 at 2:53 AM, Stefan Kubicek s...@tidbit-images.com wrote: 1.) afaik there will be no Softimage 2016. 2.) The Send to functionality only works across applications of same version number, hence from one 2016 app to another, not from 2016 to one from 2015. 3.) Since the version of Softimage bundled with ECS Ultimate 2016 will be version 2015, Send to does not work and has been removed. Read: Our programmers would need to invest 5 minutes to adjust the Send To code in each application of the ECS (which we sell/sold to you for an enormous amount of money) to make it work across different versions of our applications (which we bought from all over the world in the first place, just because we could) and our fbx format (which our part-time interns have been working on for the last 10 years in an attempt to implement hard edge support and iron out the bugs from each respective previous intern). We hence decided its not worth the effort, especially for an EOL software (for which we also took an inordinate amount of money from you).
Re: Softimage Icon Removed from Mudbox?
Because it's not a redundant copy of I/O commands with presets, it also keeps the data in sync instead of forcing you to unload/reload. It was actually pretty useful, and I don't know why people insist it didn't work, it worked fine. When I was still using Mudbox I used it frequently enough without issue. On Wed, Apr 29, 2015 at 11:38 AM, Sven Constable sixsi_l...@imagefront.de wrote: I never used that send to xyz. It was just too autodesk. I always wondered why to clutter a menue with somthing that’s basically not more than an export function. sven
Re: Softimage Icon Removed from Mudbox?
It and goZ are huge time savers! Huge! It does seem to me this would fall into the AD should do it I the SPs until the Soft support being promised until 2016 It is just a few lines of code Luc, can you do us old softies a favor and send the request the send up the ranks to send to apps back in? Did Maya and Max lose their send to soft connections too? I think we are in our right to ask for this small gesture from AD Thanks for listening Luc... I know there is nothing you can promise, but give it a shot for those of us you used to your clients. g Sent from my iPhone On Apr 29, 2015, at 8:40 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Because it's not a redundant copy of I/O commands with presets, it also keeps the data in sync instead of forcing you to unload/reload. It was actually pretty useful, and I don't know why people insist it didn't work, it worked fine. When I was still using Mudbox I used it frequently enough without issue. On Wed, Apr 29, 2015 at 11:38 AM, Sven Constable sixsi_l...@imagefront.de wrote: I never used that send to xyz. It was just too autodesk. I always wondered why to clutter a menue with somthing that’s basically not more than an export function. sven
RE: The shadow over The Foundry
Premiere and AE are not the source of the angst. Photoshop and “software as a service” is. -- Joey __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Goehler Sent: Wednesday, April 29, 2015 12:32 AM To: softimage@listproc.autodesk.com Subject: Re: The shadow over The Foundry On Apr 29, 2015, at 04:35, Greg Punchatz g...@janimation.commailto:g...@janimation.com wrote: I am not sure where all this Adobe hate comes from,… It starts with the installer… Andy
Re: Softimage Icon Removed from Mudbox?
It would be a very welcome functionality, especially when being dealt an old Softimage 2015 along with everything else labeled 2016 as part of a new suite package. In the past, I found it difficult to run differently labeled versions, e.g. Softimage 2012 with Maya 2014 or Mudbox 2014 simultaneously, due to lmtools telling me there´s no license available, that could well be a setup error on my end or a misunderstanding of the suite licensing scheme but if that´s the root of the problem, that Softimage2015 +Mudbox2016 will not easily serve themselves in sharing a (suite)license, then it would be a good time to adress that, too? Cheers, tim Am 30.04.2015 um 06:20 schrieb Raffaele Fragapane: Yeah, I reckon they should add it back in. AD has back pedalled on some minor things like this before, so it might still happen, and it would be a welcome grace to a userbase that has, frankly speaking, already been slighted pretty hard. It certainly won't happen though if part of that user base takes the pessimist approach and claims it never worked, when it did, or because they don't need it assumes other don't either. On Thu, Apr 30, 2015 at 12:52 PM, Greg Punchatz g...@janimation.com mailto:g...@janimation.com wrote: It and goZ are huge time savers! Huge! It does seem to me this would fall into the AD should do it I the SPs until the Soft support being promised until 2016 It is just a few lines of code Luc, can you do us old softies a favor and send the request the send up the ranks to send to apps back in? Did Maya and Max lose their send to soft connections too? I think we are in our right to ask for this small gesture from AD Thanks for listening Luc... I know there is nothing you can promise, but give it a shot for those of us you used to your clients. g Sent from my iPhone
Re: Softimage Icon Removed from Mudbox?
Yeah, I reckon they should add it back in. AD has back pedalled on some minor things like this before, so it might still happen, and it would be a welcome grace to a userbase that has, frankly speaking, already been slighted pretty hard. It certainly won't happen though if part of that user base takes the pessimist approach and claims it never worked, when it did, or because they don't need it assumes other don't either. On Thu, Apr 30, 2015 at 12:52 PM, Greg Punchatz g...@janimation.com wrote: It and goZ are huge time savers! Huge! It does seem to me this would fall into the AD should do it I the SPs until the Soft support being promised until 2016 It is just a few lines of code Luc, can you do us old softies a favor and send the request the send up the ranks to send to apps back in? Did Maya and Max lose their send to soft connections too? I think we are in our right to ask for this small gesture from AD Thanks for listening Luc... I know there is nothing you can promise, but give it a shot for those of us you used to your clients. g Sent from my iPhone
Re: Re: Softimage Icon Removed from Mudbox?
great! then you won't miss it. On 29 April 2015 at 10:26, Leo Quensel le...@gmx.de wrote: Oh and it also never works! What a feat! Gesendet: Mittwoch, 29. April 2015 um 16:19 Uhr Von: Luc-Eric Rousseau luceri...@gmail.com An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Betreff: Re: Softimage Icon Removed from Mudbox? On 28 April 2015 at 21:38, Sven Constable sixsi_l...@imagefront.de wrote: I never used that send to xyz. It was just too autodesk. I always wondered why to clutter a menue with somthing that’s basically not more than an export function. So you don't know what it is. It creates a live link between the two running apps, so with a single click the objects will update incrementally in the other app live, not just reload the whole scene. It's the same thing as import/export file menu option if you're just doing that once, but if you're working in two apps in parallel, tweaking on one side and the other, it's a lot less clicking around and manually reloading From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi S. Sent: Wednesday, April 29, 2015 2:48 AM To: softimage@listproc.autodesk.com Subject: Re: Softimage Icon Removed from Mudbox? Thanks for the info.. About the paragraph... who wrote that s _ _t ? =/ Is not worth the effort? wtf... Argh, i just... argh! On Tue, Apr 28, 2015 at 2:53 AM, Stefan Kubicek s...@tidbit-images.com wrote: 1.) afaik there will be no Softimage 2016. 2.) The Send to functionality only works across applications of same version number, hence from one 2016 app to another, not from 2016 to one from 2015. 3.) Since the version of Softimage bundled with ECS Ultimate 2016 will be version 2015, Send to does not work and has been removed. Read: Our programmers would need to invest 5 minutes to adjust the Send To code in each application of the ECS (which we sell/sold to you for an enormous amount of money) to make it work across different versions of our applications (which we bought from all over the world in the first place, just because we could) and our fbx format (which our part-time interns have been working on for the last 10 years in an attempt to implement hard edge support and iron out the bugs from each respective previous intern). We hence decided it's not worth the effort, especially for an EOL software (for which we also took an inordinate amount of money from you).