Re: Arnold future support for Softimage

2016-11-29 Thread Steven Caron
Don't hold you're breath, there is interest but no roadmap.

*written with my thumbs

On Nov 29, 2016 7:53 PM, "Pierre Schiller" 
wrote:

> Thanks ,team. So at one point Arnold will evolve to gpu render
> powerright?
>
> On Nov 29, 2016 5:11 PM, "Stephen Blair"  wrote:
>
>> And SItoA 3.15 was released on 18 Nov
>>
>> On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Hi, I just got news that Arnold 1.4.1 is out for maya:
>>> https://support.solidangle.com/display/AFMUG/1.4.1
>>>
>>> I wondered if Arnold will continue to support softimage?
>>> Thanks.
>>>
>>> --
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>>> Cinema & TV production
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Re: Arnold future support for Softimage

2016-11-29 Thread Pierre Schiller
Thanks ,team. So at one point Arnold will evolve to gpu render
powerright?

On Nov 29, 2016 5:11 PM, "Stephen Blair"  wrote:

> And SItoA 3.15 was released on 18 Nov
>
> On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Hi, I just got news that Arnold 1.4.1 is out for maya:
>> https://support.solidangle.com/display/AFMUG/1.4.1
>>
>> I wondered if Arnold will continue to support softimage?
>> Thanks.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>> --
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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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Re: Arnold future support for Softimage

2016-11-29 Thread Stephen Blair
And SItoA 3.15 was released on 18 Nov

On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hi, I just got news that Arnold 1.4.1 is out for maya:
> https://support.solidangle.com/display/AFMUG/1.4.1
>
> I wondered if Arnold will continue to support softimage?
> Thanks.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
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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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Re: Arnold future support for Softimage

2016-11-29 Thread Tenshi Sama
As far as i know, yes.

On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hi, I just got news that Arnold 1.4.1 is out for maya:
> https://support.solidangle.com/display/AFMUG/1.4.1
>
> I wondered if Arnold will continue to support softimage?
> Thanks.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
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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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Arnold future support for Softimage

2016-11-29 Thread Pierre Schiller
Hi, I just got news that Arnold 1.4.1 is out for maya:
https://support.solidangle.com/display/AFMUG/1.4.1

I wondered if Arnold will continue to support softimage?
Thanks.

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Re: soft 2010 on windows 10

2016-11-29 Thread Pierre Schiller
Sounds like frikking incompatibility issues on the OS (win 10) C++ core
libraries (Visual Studio 2015 just jammed my SI 2014 some days ago)..
Wouldn´t be that surprised...

On Tue, Nov 29, 2016 at 12:40 PM, Stephen Blair 
wrote:

>
>
> On Tue, Nov 29, 2016 at 12:15 PM, patrick nethercoat <
> patr...@brandtanim.co.uk> wrote:
>
>> Hi Stephen,
>>
>> The .log gives me a [Argument to a function is bad] and a [An item is not
>> found] error in .cpp files.
>>
>
> Like this?
> http://www.si-community.com/community/viewtopic.php?p=8315&sid=
> cac5ffd189f23bfb7002b1839c708c6c#p8315
>
>
>
>>
>> I'm clearing out + reinstalling again, anything I should be deleting
>> before reinstallation that could help here?
>>
>
> No, I don't think so.
> But if you still have license problems, then as a last resort, there was
> this:
> https://xsisupport.com/2011/01/17/resetting-standalone-
> license-activations/
>
>
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Re: soft 2010 on windows 10

2016-11-29 Thread Stephen Blair
On Tue, Nov 29, 2016 at 12:15 PM, patrick nethercoat <
patr...@brandtanim.co.uk> wrote:

> Hi Stephen,
>
> The .log gives me a [Argument to a function is bad] and a [An item is not
> found] error in .cpp files.
>

Like this?
http://www.si-community.com/community/viewtopic.php?p=8315&sid=cac5ffd189f23bfb7002b1839c708c6c#p8315



>
> I'm clearing out + reinstalling again, anything I should be deleting
> before reinstallation that could help here?
>

No, I don't think so.
But if you still have license problems, then as a last resort, there was
this:
https://xsisupport.com/2011/01/17/resetting-standalone-license-activations/
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Re: soft 2010 on windows 10

2016-11-29 Thread patrick nethercoat
Hi Stephen,

The .log gives me a [Argument to a function is bad] and a [An item is not
found] error in .cpp files.

I'm clearing out + reinstalling again, anything I should be deleting before
reinstallation that could help here?

Thanks for helping

On 29 November 2016 at 16:43, Stephen Blair  wrote:

>
> Did you check %TEMP%\SoftimageLicense.log ?
> Maybe your license was zapped, or maybe it's the pit file.
>
> On Tue, Nov 29, 2016 at 11:06 AM, patrick nethercoat <
> patr...@brandtanim.co.uk> wrote:
>
>> Chaps,
>>
>> Bit of a problem here. I had Soft 2010 running on a win 8 laptop.
>> Since the Windows 10 upgrade it now tells fails to start with 'no
>> interactive license...' error.
>> I've tried reinstalling etc.
>>
>> Any ideas?
>>
>> Patrick
>>
>>
>> --
>> Brandt Animation
>> www.brandtanim.co.uk
>> 020 7734 0196
>> 07717 38 39 40
>>
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Re: soft 2010 on windows 10

2016-11-29 Thread Stephen Blair
Did you check %TEMP%\SoftimageLicense.log ?
Maybe your license was zapped, or maybe it's the pit file.

On Tue, Nov 29, 2016 at 11:06 AM, patrick nethercoat <
patr...@brandtanim.co.uk> wrote:

> Chaps,
>
> Bit of a problem here. I had Soft 2010 running on a win 8 laptop.
> Since the Windows 10 upgrade it now tells fails to start with 'no
> interactive license...' error.
> I've tried reinstalling etc.
>
> Any ideas?
>
> Patrick
>
>
> --
> Brandt Animation
> www.brandtanim.co.uk
> 020 7734 0196
> 07717 38 39 40
>
> --
> Softimage Mailing List.
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soft 2010 on windows 10

2016-11-29 Thread patrick nethercoat
Chaps,

Bit of a problem here. I had Soft 2010 running on a win 8 laptop.
Since the Windows 10 upgrade it now tells fails to start with 'no
interactive license...' error.
I've tried reinstalling etc.

Any ideas?

Patrick


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Re: correcting shapekeys

2016-11-29 Thread Oscar Juarez
Cool!
The script I mentioned is in Gear / Deform / Shape / Reset Shape Points

On Tue, Nov 29, 2016 at 4:02 PM, wavo  wrote:

> Yes this is what i mean :)
>
> thanks for the Gear-hint, Gear is already installed and still amazing i
> will have a look
>
> thanks
>
> Walter
>
>
>
>
>
>
> Am 11/29/2016 um 3:32 PM schrieb Oscar Juarez:
>
> If I understand correctly you already have some shapes correcting
> deformation for example on the arms, and now you want to add another shape
> that corrects something in the mouth, and when you try to save this shape,
> it is wrong because also includes the shape correcting the arms?
>
> If you install gear, there is a very nice script, that lets you select
> some points and a blend shape and lets you remove the shape contribution of
> those selected points so you isolate only the part that you actually need.
>
> Oscar
>
> On Tue, Nov 29, 2016 at 3:15 PM, wavo  wrote:
>
>> Hello Hardcore-Softies
>>
>> i need some help  with correcting existing shapes on an enveloped
>> character.
>> What I did so far: some shapes, some of them  linked to rotation values
>> (bones) of the rig.
>> These already correct the envelope deformation. Now I want additional
>> shapes which will correct the resulting shape, in this case when the mouth
>> is open.
>> What I tried: changing the rotation of the mouthbone to the desired
>> deformation (mouth is open) then set the value of the shape in this case
>> "smile" to 1, then switching to secondary-mode make some move component to
>> correct the geomety and after that I store a Shape key.
>> But unfortunately this new shape i not correct because this shape stores
>> also the existing deformation inside but i want only the new move
>> components!
>> Shape Preferences -reference is set to Local Relative, rest is default
>> Softimage.
>>
>> ps. I also tried this:  shape and envelope-deformation with desired
>> values, than in secondary changing the geometry ,mute the animationmixer
>> -apply shapekey , moving this new shape from the mixer/source/shape inside
>> the animationmixer than the movecomponent will be automatical deleted, and
>> i have the shape only with the new changes , its working but now the
>> shapemanager "says" that this feature is not supported! I can only link the
>> shapes oldschool via the animationmixer! now dear reader you would say
>> "wtf! this is already the solution! copy this shape and paste it to your
>> original setup scene then you have it!" but maybe there is a better way?!
>>
>> In short. correcting existing shapes with adding a new shape.
>>
>> Thanks for ideas, tricks  or lifesigns of existing softimage-user
>>
>> --
>>
>>
>> *Walter Volbers*
>> Senior Animator
>>
>> *FIFTYEIGHT* 3D
>> Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50 <%2B49%20%280%29%2069.48%2%2055.50>
>> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%2%2055.15>
>>
>>
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com  *
>>
>> 
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>>
>> *http://www.ESC58.de  *
>>
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>>
>
>
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>
>
> --
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>
> *Walter Volbers*
> Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
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Re: correcting shapekeys

2016-11-29 Thread wavo

Yes this is what i mean :)

thanks for the Gear-hint, Gear is already installed and still amazing i 
will have a look


thanks

Walter





Am 11/29/2016 um 3:32 PM schrieb Oscar Juarez:
If I understand correctly you already have some shapes correcting 
deformation for example on the arms, and now you want to add another 
shape that corrects something in the mouth, and when you try to save 
this shape, it is wrong because also includes the shape correcting the 
arms?


If you install gear, there is a very nice script, that lets you select 
some points and a blend shape and lets you remove the shape 
contribution of those selected points so you isolate only the part 
that you actually need.


Oscar

On Tue, Nov 29, 2016 at 3:15 PM, wavo > wrote:


Hello Hardcore-Softies

i need some help  with correcting existing shapes on an enveloped
character.
What I did so far: some shapes, some of them  linked to rotation
values (bones) of the rig.
These already correct the envelope deformation. Now I want
additional shapes which will correct the resulting shape, in this
case when the mouth is open.
What I tried: changing the rotation of the mouthbone to the
desired deformation (mouth is open) then set the value of the
shape in this case "smile" to 1, then switching to secondary-mode
make some move component to correct the geomety and after that I
store a Shape key.
But unfortunately this new shape i not correct because this shape
stores also the existing deformation inside but i want only the
new move components!
Shape Preferences -reference is set to Local Relative, rest is
default Softimage.

ps. I also tried this:  shape and envelope-deformation with
desired values, than in secondary changing the geometry ,mute the
animationmixer -apply shapekey , moving this new shape from the
mixer/source/shape inside the animationmixer than the
movecomponent will be automatical deleted, and i have the shape
only with the new changes , its working but now the shapemanager
"says" that this feature is not supported! I can only link the
shapes oldschool via the animationmixer! now dear reader you would
say "wtf! this is already the solution! copy this shape and paste
it to your original setup scene then you have it!" but maybe there
is a better way?!

In short. correcting existing shapes with adding a new shape.

Thanks for ideas, tricks  or lifesigns of existing softimage-user


-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50

Telefax +49 (0) 69.48 000 55.15


_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_

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--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


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_http://www.ESC58.de
_
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Re: correcting shapekeys

2016-11-29 Thread Oscar Juarez
If I understand correctly you already have some shapes correcting
deformation for example on the arms, and now you want to add another shape
that corrects something in the mouth, and when you try to save this shape,
it is wrong because also includes the shape correcting the arms?

If you install gear, there is a very nice script, that lets you select some
points and a blend shape and lets you remove the shape contribution of
those selected points so you isolate only the part that you actually need.

Oscar

On Tue, Nov 29, 2016 at 3:15 PM, wavo  wrote:

> Hello Hardcore-Softies
>
> i need some help  with correcting existing shapes on an enveloped
> character.
> What I did so far: some shapes, some of them  linked to rotation values
> (bones) of the rig.
> These already correct the envelope deformation. Now I want additional
> shapes which will correct the resulting shape, in this case when the mouth
> is open.
> What I tried: changing the rotation of the mouthbone to the desired
> deformation (mouth is open) then set the value of the shape in this case
> "smile" to 1, then switching to secondary-mode make some move component to
> correct the geomety and after that I store a Shape key.
> But unfortunately this new shape i not correct because this shape stores
> also the existing deformation inside but i want only the new move
> components!
> Shape Preferences -reference is set to Local Relative, rest is default
> Softimage.
>
> ps. I also tried this:  shape and envelope-deformation with desired
> values, than in secondary changing the geometry ,mute the animationmixer
> -apply shapekey , moving this new shape from the mixer/source/shape inside
> the animationmixer than the movecomponent will be automatical deleted, and
> i have the shape only with the new changes , its working but now the
> shapemanager "says" that this feature is not supported! I can only link the
> shapes oldschool via the animationmixer! now dear reader you would say
> "wtf! this is already the solution! copy this shape and paste it to your
> original setup scene then you have it!" but maybe there is a better way?!
>
> In short. correcting existing shapes with adding a new shape.
>
> Thanks for ideas, tricks  or lifesigns of existing softimage-user
>
> --
>
>
> *Walter Volbers*
> Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
> --
> Softimage Mailing List.
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correcting shapekeys

2016-11-29 Thread wavo

Hello Hardcore-Softies

i need some help  with correcting existing shapes on an enveloped character.
What I did so far: some shapes, some of them  linked to rotation values 
(bones) of the rig.
These already correct the envelope deformation. Now I want additional 
shapes which will correct the resulting shape, in this case when the 
mouth is open.
What I tried: changing the rotation of the mouthbone to the desired 
deformation (mouth is open) then set the value of the shape in this case 
"smile" to 1, then switching to secondary-mode make some move component 
to correct the geomety and after that I store a Shape key.
But unfortunately this new shape i not correct because this shape stores 
also the existing deformation inside but i want only the new move 
components!
Shape Preferences -reference is set to Local Relative, rest is default 
Softimage.


ps. I also tried this:  shape and envelope-deformation with desired 
values, than in secondary changing the geometry ,mute the animationmixer 
-apply shapekey , moving this new shape from the mixer/source/shape 
inside the animationmixer than the movecomponent will be automatical 
deleted, and i have the shape only with the new changes , its working 
but now the shapemanager "says" that this feature is not supported! I 
can only link the shapes oldschool via the animationmixer! now dear 
reader you would say "wtf! this is already the solution! copy this shape 
and paste it to your original setup scene then you have it!" but maybe 
there is a better way?!


In short. correcting existing shapes with adding a new shape.

Thanks for ideas, tricks  or lifesigns of existing softimage-user


--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_
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Re: Particle volume rendering problem

2016-11-29 Thread Chris Marshall
Hi Sven,
You know, when I read your original post I was thinking your problem
sounded familiar. From what I remember it took me ages to figure out that
it was the Surface Deform node, which is so weird to cause a render issue
like this.

Cheers

Chris




On 25 November 2016 at 13:49, Sven Constable 
wrote:

> I tried with different cameras. Rotated and translated both cam and point
> cloud.  The missing particles stays the same even if rendered from
> different angles. Like a boolean cut.
> Seems I found out whats causing it even I have no idea why it should. The
> ICE tree contains a 'Surface Deform'node. When disconnected everything
> renders ok.
> There was a post on the list some time ago (ICE and Mental Ray - seen
> anything like this?) from Chris Marshall, talking about render problems
> with the Slide on Surface node. The 'Surface Deform' compound I used,
> contains this node as well.
>
> I may test with a demo of Arnold. But since the client wants a more
> stylised look, I dumped the particle approach anyway.
>
> Thanks everyone.
> sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of pete...@skynet.be
> Sent: Wednesday, November 23, 2016 8:56 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Particle volume rendering problem
>
> I've seen this sort of behavior as well.
> In my case it had to do with having camera and cube perfectly aligned
> -both with orientations zeroed out, or 90 degrees for instance- or the
> camera being close to one side of the cube, looking straight at it. Same
> when going from outside to inside a volume, at the moment you are
> intersecting the side. It's a situation you easily run into in a test
> setup, or when rigging the camera in certain ways.
> I think MR is trying to be smart and cull a few triangles intermittently
> (despite render settings), which messes with the volume - but that's just
> my interpretation.
> In any case, adding a very small rotation to either cube or camera, say
> .001 on some axis, eliminated the problem for me. It's worth a shot.
> (With a particle cloud the bounding box is always aligned with the world
> axis - so you'd have to rotate the camera)
>
>
> -Original Message-
> From: Morten Bartholdy
> Sent: Monday, November 21, 2016 10:28 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Particle volume rendering problem
>
> I don't know what is going on, but it could look like bounding box issues.
> In Arnold and Redshift if the bounds are not set correctly for
> volumetrics, I get something similar, only very consistently and not random.
>
> MB
>
>
> > Den 18. november 2016 klokken 20:36 skrev Sven Constable
> > :
> >
> >
> > sorry, broken links
> >
> >
> >
> > http://www.imagefront.de/tmp/correct_frame.JPG
> >
> > http://www.imagefront.de/tmp/problem_frame.JPG
> >
> > http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
> >
> >
> >
> >
> >
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven
> > Constable
> > Sent: Friday, November 18, 2016 8:33 PM
> > To: softimage@listproc.autodesk.com
> > Subject: RE: Particle volume rendering problem
> >
> >
> >
> > Did some more tests and it looks like it's not even the shader.
> > Problem accours also with a standard phong. Interestingly the shape of
> > the cloud
> > changes(!) when rendered with a phong shader.
> >
> >
> >
> > some pics:
> > http://www.imagefront.de/tmp/correct_frame.JPG
> > 
> >
> > http://www.imagefront.de/tmp/problem_frame.JPG
> > 
> >
> > http://www.imagefront.de/tmp/problem_frame_w_phong.JPG
> > 
> >
> >
> >
> > Maybe I'll check with another renderer when I have time.
> >
> > sven
> >
> >
> >
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> > Schoenberger
> > Sent: Friday, November 18, 2016 11:32 AM
> > To: softimage@listproc.autodesk.com
> > Subject: RE: Particle volume rendering problem
> >
> >
> >
> > Please reduce the lookup table size of the shader.
> >
> > See "Lookup Table" and "Setting up Lookup table":
> >
> > http://softimage.wiki.softimage.com/xsidocs/particles_shaders_Particle
> > Volume
> > ICE.htm
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Holger Schönberger
> > technical director
> > The day has 24 hours, if that does not suffice, I will take the night
> >
> >
> >
> >
> >
> >
> >   _
> >
> >
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven
> > Constable
> > Sent: Friday, November 18, 2016 1:57 AM
> > To: softimage@listproc.autodesk.com
> > Subject: Particle volume rendering problem
> >
> > Hey list,
> >
> >
> >
> > I did some tests for an upcoming project and rendering doesn't work as
> > expected. Just basic ICE 

Re: Softimage 3d review

2016-11-29 Thread David Saber

Thanks!!! Good memories


On 2016-10-24 07:50, Fabian Schnuer Gohde wrote:
I came across this article by chance today and found it mildly 
entertaining.


https://books.google.no/books?id=PQnEyUwwXt8C&pg=PA218

-Fabian


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