Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Eric Thivierge
No and start up time has been improved a lot!
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Sebastien Sterling
Does any of this affect performance ?

On 12 May 2016 at 01:45, Sebastien Sterling 
wrote:

> So this is to do with UI building, making it more accessible.
>
> I suppose it is a little odd to offer an alternative to c++ coding, and
> then still have c++ for building interfaces :P
>
> On 12 May 2016 at 00:33, Eric Thivierge  wrote:
>
>> The Python bindings of the UI widgets is a first step and is going to be
>> worked on more going forward but this means that users can now build their
>> own stand alone applications using Python instead of C++ to use the
>> provided widgets but also their own. Users can also use the canvas.py and
>> CanvasWindow.py files as a template to build their own application
>> completely from the ground up using those files as a template on how to
>> create a Fabric client and interact with it. Referencing the FabricUI repo
>> on github for those wrapped widgets helps and if you're familiar with
>> PySide / PyQt you'll understand them pretty easily. :)
>>
>> Have a look at the Alembic Viewer as I included a few custom widgets
>> (done completely in Python) that interact with the graph that runs the
>> application to see how easy it is!
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Sebastien Sterling
So this is to do with UI building, making it more accessible.

I suppose it is a little odd to offer an alternative to c++ coding, and
then still have c++ for building interfaces :P

On 12 May 2016 at 00:33, Eric Thivierge  wrote:

> The Python bindings of the UI widgets is a first step and is going to be
> worked on more going forward but this means that users can now build their
> own stand alone applications using Python instead of C++ to use the
> provided widgets but also their own. Users can also use the canvas.py and
> CanvasWindow.py files as a template to build their own application
> completely from the ground up using those files as a template on how to
> create a Fabric client and interact with it. Referencing the FabricUI repo
> on github for those wrapped widgets helps and if you're familiar with
> PySide / PyQt you'll understand them pretty easily. :)
>
> Have a look at the Alembic Viewer as I included a few custom widgets (done
> completely in Python) that interact with the graph that runs the
> application to see how easy it is!
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Eric Thivierge
The Python bindings of the UI widgets is a first step and is going to be
worked on more going forward but this means that users can now build their
own stand alone applications using Python instead of C++ to use the
provided widgets but also their own. Users can also use the canvas.py and
CanvasWindow.py files as a template to build their own application
completely from the ground up using those files as a template on how to
create a Fabric client and interact with it. Referencing the FabricUI repo
on github for those wrapped widgets helps and if you're familiar with
PySide / PyQt you'll understand them pretty easily. :)

Have a look at the Alembic Viewer as I included a few custom widgets (done
completely in Python) that interact with the graph that runs the
application to see how easy it is!


Eric Thivierge
http://www.ethivierge.com
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Steven Caron
Basically the UI is being made in Python and some new functionality to
control the creation of Canvas with Python scripts (think Softimage's
scripting to create ICE graphs)

But it is more nuanced than that... Fabric's core has had python bindings
for a while now. The UI widgets for the Canvas application was made in C++
using Qt Framework but those widgets are now exposed so you can use them in
your own Python Qt app. Those individual widgets haven't been entirely
rewritten in Python.

On Wed, May 11, 2016 at 2:29 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

>
>
> Does this mean Canvas is no longer powered by KL ?
>
>
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Ahmidou Lyazidi
It means the standalone application is now using pyqt instead of qt c++
Le 2016-05-11 17:30, "Sebastien Sterling"  a
écrit :

> "Python! Canvas has been converted to a Python app making it
> straightforward to create purpose-built applications. Using the source code
> to the Canvas python files, you can automate the creation and modification
> of Canvas graphs without needing to know C++."
>
> Does this mean Canvas is no longer powered by KL ?
>
> On 11 May 2016 at 19:24, Eric Thivierge  wrote:
>
>> A Fabric point release - 2.2 is here! Python bindings have been
>> introduced and TDs no longer need to go through build environment woes. :)
>> Tons of bug fixes as well so checkout the release notes here for a list of
>> many of them:
>>
>> http://docs.fabric-engine.com/FabricEngine/2.2.0/HTML/ReleaseNotes/2.2.0.html
>>
>> We're also shipping v1.0 of the MODO integration and have moved to the
>> next phase of the Max integration.
>>
>> 2.2 Release Blog: http://fabricengine.com/fabric-engine-2-2/
>>
>> Python overview:
>>
>> http://fabricengine.com/fabric-engine-2-2-python-bindings-making-easier-build-fabric-applications/
>>
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: PLUG: Fabric 2.2 Released!

2016-05-11 Thread Sebastien Sterling
"Python! Canvas has been converted to a Python app making it
straightforward to create purpose-built applications. Using the source code
to the Canvas python files, you can automate the creation and modification
of Canvas graphs without needing to know C++."

Does this mean Canvas is no longer powered by KL ?

On 11 May 2016 at 19:24, Eric Thivierge  wrote:

> A Fabric point release - 2.2 is here! Python bindings have been introduced
> and TDs no longer need to go through build environment woes. :) Tons of bug
> fixes as well so checkout the release notes here for a list of many of them:
>
> http://docs.fabric-engine.com/FabricEngine/2.2.0/HTML/ReleaseNotes/2.2.0.html
>
> We're also shipping v1.0 of the MODO integration and have moved to the
> next phase of the Max integration.
>
> 2.2 Release Blog: http://fabricengine.com/fabric-engine-2-2/
>
> Python overview:
>
> http://fabricengine.com/fabric-engine-2-2-python-bindings-making-easier-build-fabric-applications/
>
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
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> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Change object visibility with another object?

2016-05-11 Thread Jason S

  
  
    On 05/11/16 16:55, Jason S wrote:
      > I guess this can be used to just as easily toggle or set
  anything by volume?
      > (which is cool :) )
  
  Or toggle/set anything by any testable condition :)
  
  
  On 05/11/16 16:55, Jason S wrote:


  
          On Tue,
  May 10, 2016 at 5:41 PM, Oscar Juarez 
  wrote:
          if any point is inside a volume the visibility get
  turns off. 
          You could play with averages and thresholds so it fits
  better to your needs.

I guess this can be used to just as easily toggle or set
anything by volume?
(which is cool :) )



On 05/10/16 11:42, Oscar Juarez wrote:
  
  
In my example scene, move the cube by the way.

  On Tue, May 10, 2016 at 5:41 PM,
Oscar Juarez 
wrote:

  You could try something like this:


https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0



if any point is inside a volume the visibility get
  turns off. You could play with averages and thresholds
  so it fits better to your needs.
  
  

  
On Tue, May 10, 2016 at
  4:29 PM, Morten Bartholdy 
  wrote:
  I would like to unhide a
number of objects by animating a volume and as
the objects get to be inside that volume their
visibility is set to 1.0.

I can do this for instance by setting an
_expression_ on position on a particular axis for
the controlling object, but I don't know how to
test if the geometry is inside another one and
if so set the visibility to 1.0

I know that in ICE I can test if polygons are
inside a volume and get a boolean value from
that, but it is per polygon so I can't find a
way to set object visibility with these values.

Is there a simple way to do this either via
expressions or in ICE?


Thanks - Morten
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Re: Change object visibility with another object?

2016-05-11 Thread Jason S

  
  
        On Tue,
May 10, 2016 at 5:41 PM, Oscar Juarez 
wrote:
        if any point is inside a volume the visibility get turns
off. 
        You could play with averages and thresholds so it fits
better to your needs.
  
  I guess this can be used to just as easily toggle or set anything
  by volume?
  (which is cool :) )
  
  On 05/10/16 11:42, Oscar Juarez wrote:


  In my example scene, move the cube by the way.
  
On Tue, May 10, 2016 at 5:41 PM, Oscar
  Juarez 
  wrote:
  
You could try something like this:
  
  
  https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
  
  
  
  if any point is inside a volume the visibility get
turns off. You could play with averages and thresholds
so it fits better to your needs.


  

  On Tue, May 10, 2016 at 4:29
PM, Morten Bartholdy 
wrote:
I
  would like to unhide a number of objects by
  animating a volume and as the objects get to be
  inside that volume their visibility is set to 1.0.
  
  I can do this for instance by setting an
  _expression_ on position on a particular axis for
  the controlling object, but I don't know how to
  test if the geometry is inside another one and if
  so set the visibility to 1.0
  
  I know that in ICE I can test if polygons are
  inside a volume and get a boolean value from that,
  but it is per polygon so I can't find a way to set
  object visibility with these values.
  
  Is there a simple way to do this either via
  expressions or in ICE?
  
  
  Thanks - Morten
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Re: Alembic advices

2016-05-11 Thread Ed Manning
On Wed, May 11, 2016 at 11:28 AM, Olivier Jeannel 
wrote:

> Shape plot ?
>
> Think he means Plot>Shape Manager>Write>ICEcache?

;-)
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PLUG: Fabric 2.2 Released!

2016-05-11 Thread Eric Thivierge
A Fabric point release - 2.2 is here! Python bindings have been introduced
and TDs no longer need to go through build environment woes. :) Tons of bug
fixes as well so checkout the release notes here for a list of many of them:
http://docs.fabric-engine.com/FabricEngine/2.2.0/HTML/ReleaseNotes/2.2.0.html

We're also shipping v1.0 of the MODO integration and have moved to the next
phase of the Max integration.

2.2 Release Blog: http://fabricengine.com/fabric-engine-2-2/

Python overview:
http://fabricengine.com/fabric-engine-2-2-python-bindings-making-easier-build-fabric-applications/



Eric Thivierge
http://www.ethivierge.com
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
Shape plot ?

On Wed, May 11, 2016 at 4:12 PM, Morten Bartholdy 
wrote:

> I had this a while back when importing a bunch of motion graphics animated
> tiles from C4D - dogslow when scrubbing the timeline in XSI with abc files.
>
> We received the alembic files from elsewhere so we did not have the luxury
> of changing what or how it was exported, so I had to make do. I found that
> after loading it once, I could merge all the tiles and then shapeplot them,
> and then get rid of the alembic operators. After that setting up renders
> was a breeze.
>
> Hope this helps.
>
> //Morten
>
>
>
>
> > Den 11. maj 2016 klokken 13:37 skrev Olivier Jeannel <
> facialdel...@gmail.com>:
> >
> >
> > Ah, this won't do for me in the end.
> > I'm manipulating the intrinsic transform in Dop (Sop Solver) and it seems
> > the Transform Pieces doesn't read those intrinsic transform :/
> >
> > On Wed, May 11, 2016 at 12:57 PM, Olivier Jeannel <
> facialdel...@gmail.com>
> > wrote:
> >
> > > Super sweet trick, just tested !
> > >
> > >
> > > On Wed, May 11, 2016 at 12:51 PM, Cristobal Infante 
> > > wrote:
> > >
> > >> Like this you only cache 1 point per object, and a single frame of
> > >> geometry..
> > >>
> > >> it's beautiful :)
> > >>
> > >>
> > >>
> > >>
> > >> On 11 May 2016 at 11:19, Olivier Jeannel 
> wrote:
> > >>
> > >>> So :
> > >>> Rop Output 1 frame 1 bgeo Rop
> > >>>
> > >>> then
> > >>>
> > >>> Transform piece of that Bgeo with the packed (point) of the Dopimport
> > >>> sim ?
> > >>>
> > >>> Makes sense, will try.
> > >>>
> > >>>
> > >>>
> > >>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <
> cgc...@gmail.com>
> > >>> wrote:
> > >>>
> >  one good trick in houdini is to only cache the points of the
> geometry
> >  from a RBD, and a single frame of the geo. Using "transform pieces"
> node
> >  you can then "move" your single geometry with the points. This
> makes like
> >  SO much easier, faster to iterate and no heavy geos ;)
> > 
> >  I would try a similar setup in xsi, as long as the points have a
> >  "matching attribute" you should be ok?
> > 
> > 
> > 
> >  On 11 May 2016 at 10:53, Olivier Jeannel 
> >  wrote:
> > 
> > > In houdini it is viewed as one sop (dop import). They have some
> > > piece - name - class attributes, but these are point attributes.
> > >
> > >
> > > On Wed, May 11, 2016 at 11:39 AM, Matt Morris 
> > > wrote:
> > >
> > >> Is it possible to combine the objects into one mesh before
> exporting?
> > >>
> > >> On 11 May 2016 at 10:16, Olivier Jeannel 
> > >> wrote:
> > >>
> > >>> Hi guys,
> > >>>
> > >>> I'm importing some RBD simulation from Houdini, around 1500
> pieces
> > >>> boucing around.
> > >>> I export in .abc and import with Crate (if I import with the
> > >>> "legacy" alambic import, xsi crashe)
> > >>>
> > >>> The thing is, it is super-super slow.
> > >>> I end up with 1500 objects and XSI doesn't like this much.
> > >>>
> > >>> What are the proven solutions to import an rbd sim and decently
> work
> > >>> ?
> > >>>
> > >>> Thank you :)
> > >>>
> > >>> --
> > >>> Softimage Mailing List.
> > >>> To unsubscribe, send a mail to
> > >>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in
> the
> > >>> subject, and reply to confirm.
> > >>>
> > >>
> > >>
> > >>
> > >> --
> > >> www.matinai.com
> > >>
> > >> --
> > >> Softimage Mailing List.
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> > >> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> > >> subject, and reply to confirm.
> > >>
> > >
> > >
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> > 
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RE: redshift - best 980Ti

2016-05-11 Thread Andi Farhall
I looked at the asus strix 980ti. Couldn't actually fit it into my t7600 so 
something to watch out for also.
https://www.epsilonpc.co.uk/asus-strix-gtx980ti-dc3oc-6gd5-gaming-nvidia-geforce-gtx-980-ti-6gb.html

A.




...http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21http://www.flickr.com/photos/lord_hackney/http://spylon.tumblr.com/This
 email and any attachments to it may be confidential and are intended solely 
for the use of the individual to whom it is addressed. Any views or opinions 
expressed are solely those of the author and do not necessarily represent those 
of Hackney Effects Ltd.If you are not the intended recipient of this email, you 
must neither take any action based upon its contents, nor copy or show it to 
anyone.Please contact the sender if you believe you have received this email in 
error.

Date: Mon, 9 May 2016 12:51:25 +0100
Subject: redshift - best 980Ti
From: adammsee...@gmail.com
To: softimage@listproc.autodesk.com

Hi Folks,
Wondered if there was a favoured 980ti for Redshift?

This seems to be the fastest but is it the best?

Zotac GeForce GTX 980 Ti AMP Extreme 6 
GBhttps://www.amazon.co.uk/Zotac-GeForce-Extreme-PCI-E-Graphics/dp/B00YOJ91YO/ref=sr_1_2



gtx1080 released at $599 soon though.. plenty of tumbling prices straight after 
I assume.


Tricky time to buy.

Adam.

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Re: Alembic advices

2016-05-11 Thread Morten Bartholdy
I had this a while back when importing a bunch of motion graphics animated 
tiles from C4D - dogslow when scrubbing the timeline in XSI with abc files.

We received the alembic files from elsewhere so we did not have the luxury of 
changing what or how it was exported, so I had to make do. I found that after 
loading it once, I could merge all the tiles and then shapeplot them, and then 
get rid of the alembic operators. After that setting up renders was a breeze.

Hope this helps.

//Morten




> Den 11. maj 2016 klokken 13:37 skrev Olivier Jeannel :
> 
> 
> Ah, this won't do for me in the end.
> I'm manipulating the intrinsic transform in Dop (Sop Solver) and it seems
> the Transform Pieces doesn't read those intrinsic transform :/
> 
> On Wed, May 11, 2016 at 12:57 PM, Olivier Jeannel 
> wrote:
> 
> > Super sweet trick, just tested !
> >
> >
> > On Wed, May 11, 2016 at 12:51 PM, Cristobal Infante 
> > wrote:
> >
> >> Like this you only cache 1 point per object, and a single frame of
> >> geometry..
> >>
> >> it's beautiful :)
> >>
> >>
> >>
> >>
> >> On 11 May 2016 at 11:19, Olivier Jeannel  wrote:
> >>
> >>> So :
> >>> Rop Output 1 frame 1 bgeo Rop
> >>>
> >>> then
> >>>
> >>> Transform piece of that Bgeo with the packed (point) of the Dopimport
> >>> sim ?
> >>>
> >>> Makes sense, will try.
> >>>
> >>>
> >>>
> >>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante 
> >>> wrote:
> >>>
>  one good trick in houdini is to only cache the points of the geometry
>  from a RBD, and a single frame of the geo. Using "transform pieces" node
>  you can then "move" your single geometry with the points. This makes like
>  SO much easier, faster to iterate and no heavy geos ;)
> 
>  I would try a similar setup in xsi, as long as the points have a
>  "matching attribute" you should be ok?
> 
> 
> 
>  On 11 May 2016 at 10:53, Olivier Jeannel 
>  wrote:
> 
> > In houdini it is viewed as one sop (dop import). They have some
> > piece - name - class attributes, but these are point attributes.
> >
> >
> > On Wed, May 11, 2016 at 11:39 AM, Matt Morris 
> > wrote:
> >
> >> Is it possible to combine the objects into one mesh before exporting?
> >>
> >> On 11 May 2016 at 10:16, Olivier Jeannel 
> >> wrote:
> >>
> >>> Hi guys,
> >>>
> >>> I'm importing some RBD simulation from Houdini, around 1500 pieces
> >>> boucing around.
> >>> I export in .abc and import with Crate (if I import with the
> >>> "legacy" alambic import, xsi crashe)
> >>>
> >>> The thing is, it is super-super slow.
> >>> I end up with 1500 objects and XSI doesn't like this much.
> >>>
> >>> What are the proven solutions to import an rbd sim and decently work
> >>> ?
> >>>
> >>> Thank you :)
> >>>
> >>> --
> >>> Softimage Mailing List.
> >>> To unsubscribe, send a mail to
> >>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> >>> subject, and reply to confirm.
> >>>
> >>
> >>
> >>
> >> --
> >> www.matinai.com
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to
> >> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> >> subject, and reply to confirm.
> >>
> >
> >
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> >
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> >>>
> >>>
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> >>
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
Ah, this won't do for me in the end.
I'm manipulating the intrinsic transform in Dop (Sop Solver) and it seems
the Transform Pieces doesn't read those intrinsic transform :/

On Wed, May 11, 2016 at 12:57 PM, Olivier Jeannel 
wrote:

> Super sweet trick, just tested !
>
>
> On Wed, May 11, 2016 at 12:51 PM, Cristobal Infante 
> wrote:
>
>> Like this you only cache 1 point per object, and a single frame of
>> geometry..
>>
>> it's beautiful :)
>>
>>
>>
>>
>> On 11 May 2016 at 11:19, Olivier Jeannel  wrote:
>>
>>> So :
>>> Rop Output 1 frame 1 bgeo Rop
>>>
>>> then
>>>
>>> Transform piece of that Bgeo with the packed (point) of the Dopimport
>>> sim ?
>>>
>>> Makes sense, will try.
>>>
>>>
>>>
>>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante 
>>> wrote:
>>>
 one good trick in houdini is to only cache the points of the geometry
 from a RBD, and a single frame of the geo. Using "transform pieces" node
 you can then "move" your single geometry with the points. This makes like
 SO much easier, faster to iterate and no heavy geos ;)

 I would try a similar setup in xsi, as long as the points have a
 "matching attribute" you should be ok?



 On 11 May 2016 at 10:53, Olivier Jeannel 
 wrote:

> In houdini it is viewed as one sop (dop import). They have some
> piece - name - class attributes, but these are point attributes.
>
>
> On Wed, May 11, 2016 at 11:39 AM, Matt Morris 
> wrote:
>
>> Is it possible to combine the objects into one mesh before exporting?
>>
>> On 11 May 2016 at 10:16, Olivier Jeannel 
>> wrote:
>>
>>> Hi guys,
>>>
>>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>>> boucing around.
>>> I export in .abc and import with Crate (if I import with the
>>> "legacy" alambic import, xsi crashe)
>>>
>>> The thing is, it is super-super slow.
>>> I end up with 1500 objects and XSI doesn't like this much.
>>>
>>> What are the proven solutions to import an rbd sim and decently work
>>> ?
>>>
>>> Thank you :)
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> www.matinai.com
>>
>> --
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
Super sweet trick, just tested !


On Wed, May 11, 2016 at 12:51 PM, Cristobal Infante 
wrote:

> Like this you only cache 1 point per object, and a single frame of
> geometry..
>
> it's beautiful :)
>
>
>
>
> On 11 May 2016 at 11:19, Olivier Jeannel  wrote:
>
>> So :
>> Rop Output 1 frame 1 bgeo Rop
>>
>> then
>>
>> Transform piece of that Bgeo with the packed (point) of the Dopimport sim
>> ?
>>
>> Makes sense, will try.
>>
>>
>>
>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante 
>> wrote:
>>
>>> one good trick in houdini is to only cache the points of the geometry
>>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>>> you can then "move" your single geometry with the points. This makes like
>>> SO much easier, faster to iterate and no heavy geos ;)
>>>
>>> I would try a similar setup in xsi, as long as the points have a
>>> "matching attribute" you should be ok?
>>>
>>>
>>>
>>> On 11 May 2016 at 10:53, Olivier Jeannel  wrote:
>>>
 In houdini it is viewed as one sop (dop import). They have some piece -
 name - class attributes, but these are point attributes.


 On Wed, May 11, 2016 at 11:39 AM, Matt Morris 
 wrote:

> Is it possible to combine the objects into one mesh before exporting?
>
> On 11 May 2016 at 10:16, Olivier Jeannel 
> wrote:
>
>> Hi guys,
>>
>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>> boucing around.
>> I export in .abc and import with Crate (if I import with the "legacy"
>> alambic import, xsi crashe)
>>
>> The thing is, it is super-super slow.
>> I end up with 1500 objects and XSI doesn't like this much.
>>
>> What are the proven solutions to import an rbd sim and decently work ?
>>
>> Thank you :)
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
> www.matinai.com
>
> --
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> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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Re: Alembic advices

2016-05-11 Thread Cristobal Infante
Like this you only cache 1 point per object, and a single frame of
geometry..

it's beautiful :)




On 11 May 2016 at 11:19, Olivier Jeannel  wrote:

> So :
> Rop Output 1 frame 1 bgeo Rop
>
> then
>
> Transform piece of that Bgeo with the packed (point) of the Dopimport sim ?
>
> Makes sense, will try.
>
>
>
> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante 
> wrote:
>
>> one good trick in houdini is to only cache the points of the geometry
>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>> you can then "move" your single geometry with the points. This makes like
>> SO much easier, faster to iterate and no heavy geos ;)
>>
>> I would try a similar setup in xsi, as long as the points have a
>> "matching attribute" you should be ok?
>>
>>
>>
>> On 11 May 2016 at 10:53, Olivier Jeannel  wrote:
>>
>>> In houdini it is viewed as one sop (dop import). They have some piece -
>>> name - class attributes, but these are point attributes.
>>>
>>>
>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris  wrote:
>>>
 Is it possible to combine the objects into one mesh before exporting?

 On 11 May 2016 at 10:16, Olivier Jeannel 
 wrote:

> Hi guys,
>
> I'm importing some RBD simulation from Houdini, around 1500 pieces
> boucing around.
> I export in .abc and import with Crate (if I import with the "legacy"
> alambic import, xsi crashe)
>
> The thing is, it is super-super slow.
> I end up with 1500 objects and XSI doesn't like this much.
>
> What are the proven solutions to import an rbd sim and decently work ?
>
> Thank you :)
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



 --
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 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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>>>
>>>
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Re: Alembic advices

2016-05-11 Thread Cristobal Infante
sorry you were right, packed other wise what's the point ;)

transform pieces PORTS (from left to right)
1-> single geo (must have name attribute)
2-> point cached (must have name attribute)
3-> first frozen frame of point data

On 11 May 2016 at 11:25, Cristobal Infante  wrote:

> unpacked ;)
>
> On 11 May 2016 at 11:19, Olivier Jeannel  wrote:
>
>> So :
>> Rop Output 1 frame 1 bgeo Rop
>>
>> then
>>
>> Transform piece of that Bgeo with the packed (point) of the Dopimport sim
>> ?
>>
>> Makes sense, will try.
>>
>>
>>
>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante 
>> wrote:
>>
>>> one good trick in houdini is to only cache the points of the geometry
>>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>>> you can then "move" your single geometry with the points. This makes like
>>> SO much easier, faster to iterate and no heavy geos ;)
>>>
>>> I would try a similar setup in xsi, as long as the points have a
>>> "matching attribute" you should be ok?
>>>
>>>
>>>
>>> On 11 May 2016 at 10:53, Olivier Jeannel  wrote:
>>>
 In houdini it is viewed as one sop (dop import). They have some piece -
 name - class attributes, but these are point attributes.


 On Wed, May 11, 2016 at 11:39 AM, Matt Morris 
 wrote:

> Is it possible to combine the objects into one mesh before exporting?
>
> On 11 May 2016 at 10:16, Olivier Jeannel 
> wrote:
>
>> Hi guys,
>>
>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>> boucing around.
>> I export in .abc and import with Crate (if I import with the "legacy"
>> alambic import, xsi crashe)
>>
>> The thing is, it is super-super slow.
>> I end up with 1500 objects and XSI doesn't like this much.
>>
>> What are the proven solutions to import an rbd sim and decently work ?
>>
>> Thank you :)
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
> www.matinai.com
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


 --
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 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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>>>
>>>
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>>
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Re: Alembic advices

2016-05-11 Thread Cristobal Infante
unpacked ;)

On 11 May 2016 at 11:19, Olivier Jeannel  wrote:

> So :
> Rop Output 1 frame 1 bgeo Rop
>
> then
>
> Transform piece of that Bgeo with the packed (point) of the Dopimport sim ?
>
> Makes sense, will try.
>
>
>
> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante 
> wrote:
>
>> one good trick in houdini is to only cache the points of the geometry
>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>> you can then "move" your single geometry with the points. This makes like
>> SO much easier, faster to iterate and no heavy geos ;)
>>
>> I would try a similar setup in xsi, as long as the points have a
>> "matching attribute" you should be ok?
>>
>>
>>
>> On 11 May 2016 at 10:53, Olivier Jeannel  wrote:
>>
>>> In houdini it is viewed as one sop (dop import). They have some piece -
>>> name - class attributes, but these are point attributes.
>>>
>>>
>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris  wrote:
>>>
 Is it possible to combine the objects into one mesh before exporting?

 On 11 May 2016 at 10:16, Olivier Jeannel 
 wrote:

> Hi guys,
>
> I'm importing some RBD simulation from Houdini, around 1500 pieces
> boucing around.
> I export in .abc and import with Crate (if I import with the "legacy"
> alambic import, xsi crashe)
>
> The thing is, it is super-super slow.
> I end up with 1500 objects and XSI doesn't like this much.
>
> What are the proven solutions to import an rbd sim and decently work ?
>
> Thank you :)
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



 --
 www.matinai.com

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
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>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
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>>
>>
>> --
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
So :
Rop Output 1 frame 1 bgeo Rop

then

Transform piece of that Bgeo with the packed (point) of the Dopimport sim ?

Makes sense, will try.



On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante 
wrote:

> one good trick in houdini is to only cache the points of the geometry from
> a RBD, and a single frame of the geo. Using "transform pieces" node you can
> then "move" your single geometry with the points. This makes like SO much
> easier, faster to iterate and no heavy geos ;)
>
> I would try a similar setup in xsi, as long as the points have a "matching
> attribute" you should be ok?
>
>
>
> On 11 May 2016 at 10:53, Olivier Jeannel  wrote:
>
>> In houdini it is viewed as one sop (dop import). They have some piece -
>> name - class attributes, but these are point attributes.
>>
>>
>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris  wrote:
>>
>>> Is it possible to combine the objects into one mesh before exporting?
>>>
>>> On 11 May 2016 at 10:16, Olivier Jeannel  wrote:
>>>
 Hi guys,

 I'm importing some RBD simulation from Houdini, around 1500 pieces
 boucing around.
 I export in .abc and import with Crate (if I import with the "legacy"
 alambic import, xsi crashe)

 The thing is, it is super-super slow.
 I end up with 1500 objects and XSI doesn't like this much.

 What are the proven solutions to import an rbd sim and decently work ?

 Thank you :)

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>> www.matinai.com
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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Re: Alembic advices

2016-05-11 Thread Olivier Jeannel
In houdini it is viewed as one sop (dop import). They have some piece -
name - class attributes, but these are point attributes.


On Wed, May 11, 2016 at 11:39 AM, Matt Morris  wrote:

> Is it possible to combine the objects into one mesh before exporting?
>
> On 11 May 2016 at 10:16, Olivier Jeannel  wrote:
>
>> Hi guys,
>>
>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>> boucing around.
>> I export in .abc and import with Crate (if I import with the "legacy"
>> alambic import, xsi crashe)
>>
>> The thing is, it is super-super slow.
>> I end up with 1500 objects and XSI doesn't like this much.
>>
>> What are the proven solutions to import an rbd sim and decently work ?
>>
>> Thank you :)
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
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>
> --
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Re: Alembic advices

2016-05-11 Thread Matt Morris
Is it possible to combine the objects into one mesh before exporting?

On 11 May 2016 at 10:16, Olivier Jeannel  wrote:

> Hi guys,
>
> I'm importing some RBD simulation from Houdini, around 1500 pieces boucing
> around.
> I export in .abc and import with Crate (if I import with the "legacy"
> alambic import, xsi crashe)
>
> The thing is, it is super-super slow.
> I end up with 1500 objects and XSI doesn't like this much.
>
> What are the proven solutions to import an rbd sim and decently work ?
>
> Thank you :)
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Alembic advices

2016-05-11 Thread Olivier Jeannel
Hi guys,

I'm importing some RBD simulation from Houdini, around 1500 pieces boucing
around.
I export in .abc and import with Crate (if I import with the "legacy"
alambic import, xsi crashe)

The thing is, it is super-super slow.
I end up with 1500 objects and XSI doesn't like this much.

What are the proven solutions to import an rbd sim and decently work ?

Thank you :)
--
Softimage Mailing List.
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Re: redshift - best 980Ti

2016-05-11 Thread Adam Seeley
Hi Matt,

I'll look into that, cheers. I was going to get a new card as the ebay
prices weren't that far off for with the 980ti, but the titan x cards look
like a better bet.

Has anyone experienced any preferences for make?

EVGA, MSI, ASUS... is there any real difference?

Cheers,

Adam.

On 9 May 2016 at 12:59, Matt Morris  wrote:

> I wouldn't go for one of those right now, for several reasons. The 1080
> does look like it will be the card to beat for a while. If you have to
> purchase now, there are bucket loads of titan X cards being sold on ebay
> for around £500 - the extra memory will help more than a few extra Hz on an
> overclocked 980ti. Overclocking on the GPU can lead to instability in
> redshift, so be careful if you're looking at highly clocked cards. Better
> bet is to go with a solid reference cooler design, that pumps hot air
> outside the case, rather than circulating it inside, so there's no issue
> with the card overheating and downclocking/crashing. With one card you
> might be fine, but if you add more than one then it can be an issue.
>
>
>
> On 9 May 2016 at 12:51, Adam Seeley  wrote:
>
>> Hi Folks,
>>
>> Wondered if there was a favoured 980ti for Redshift?
>>
>> This seems to be the fastest but is it the best?
>>
>> Zotac GeForce GTX 980 Ti AMP Extreme 6 GB
>> https://www.amazon.co.uk/Zotac-GeForce-Extreme-PCI-E-Graphics/dp/B00YOJ91YO/ref=sr_1_2
>>
>>
>>
>> gtx1080 released at $599 soon though.. plenty of tumbling prices straight
>> after I assume.
>>
>>
>> Tricky time to buy.
>>
>> Adam.
>>
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Re: Change object visibility with another object?

2016-05-11 Thread Morten Bartholdy
Ah, arrays. I had the other bits set up but know next to nothing about arrays. 
Thanks a lot Oscar - this is exactly what I need :-)

//Morten



> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez :
> 
> 
> You could try something like this:
> 
> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
> 
> if any point is inside a volume the visibility get turns off. You could
> play with averages and thresholds so it fits better to your needs.
> 
> On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy 
> wrote:
> 
> > I would like to unhide a number of objects by animating a volume and as
> > the objects get to be inside that volume their visibility is set to 1.0.
> >
> > I can do this for instance by setting an expression on position on a
> > particular axis for the controlling object, but I don't know how to test if
> > the geometry is inside another one and if so set the visibility to 1.0
> >
> > I know that in ICE I can test if polygons are inside a volume and get a
> > boolean value from that, but it is per polygon so I can't find a way to set
> > object visibility with these values.
> >
> > Is there a simple way to do this either via expressions or in ICE?
> >
> >
> > Thanks - Morten
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