Re: No -seriously, why don?t we GUMROAD for Softimage?

2017-01-25 Thread Eric Turman
If it is code you are talking about, Git is the way to go.

On Jan 25, 2017 11:10 PM, "Pierre Schiller" 
wrote:

> Thank you for your reply Matt and very interesting details about the
> insides of the SDK.
> I still use mental ray for some things. So it´s all cool there :D
>
> Let´s tackle one question at the time:
> How possible is it to integrate 3 guys working on separate locations of
> the planet to ally and work and build
> on 1 single softimage environement many 3d assets?
>
> Regards.
>
> On Wed, Jan 25, 2017 at 4:58 PM, Matt Lind  wrote:
>
>> I am available for tool development if needed.  I have extensive
>> experience
>> in most areas of the application as both a user and developer.  I have
>> experience with the SDK via scripting and C++, and have also written many
>> mental ray shaders.  Before you groan on mental ray, remember other tools
>> use mental ray behind the curtains, such as rendermap and ultimapper.  So
>> don't think strictly in terms of rendering final full frame images.
>>
>> As others have mentioned, there are limits to what can be done.  Many
>> features in Softimage were never completed, while others have bugs.  The
>> biggest issue is some hooks are missing to do the really ground breaking
>> stuff people want to integrate.
>>
>> For example, the SDK does not support the ability to define custom ICE
>> node
>> ports as references or locations.  Just about any serious ICE node you'd
>> want to develop requires at least one of those two features.  The regular
>> SDK does not support custom topology operators as has been discussed in
>> the
>> past.  Softimage real time viewport uses OpenGL 4.2 and DirectX 9.  Those
>> are limiting factors for performance in shading.  To bypass those limits,
>> you'll need to use the custom display host, but it has very limited
>> ability
>> to notify the external tool what is happening inside of Softimage to react
>> properly in context of the user experience.  Python is kind of shoe-horned
>> into the application and isn't functional in all areas.
>>
>> Therefore, most significant feature development usually requires the heavy
>> lifting be done outside the application then brought back in.  While that
>> makes the application functional, it comes at a performance cost.  The
>> exception to the rule is an exporter such as establishing a bridge to
>> another renderer, for example.  In that case, you're just spitting out
>> information.
>>
>> If you merely want to accelerate existing features by packaging multiple
>> mouse clicks into a button or providing an alternate UI, then in general
>> there shouldn't be any problems.
>>
>> Matt
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: No -seriously, why don?t we GUMROAD for Softimage?

2017-01-25 Thread Pierre Schiller
Thank you for your reply Matt and very interesting details about the
insides of the SDK.
I still use mental ray for some things. So it´s all cool there :D

Let´s tackle one question at the time:
How possible is it to integrate 3 guys working on separate locations of the
planet to ally and work and build
on 1 single softimage environement many 3d assets?

Regards.

On Wed, Jan 25, 2017 at 4:58 PM, Matt Lind  wrote:

> I am available for tool development if needed.  I have extensive experience
> in most areas of the application as both a user and developer.  I have
> experience with the SDK via scripting and C++, and have also written many
> mental ray shaders.  Before you groan on mental ray, remember other tools
> use mental ray behind the curtains, such as rendermap and ultimapper.  So
> don't think strictly in terms of rendering final full frame images.
>
> As others have mentioned, there are limits to what can be done.  Many
> features in Softimage were never completed, while others have bugs.  The
> biggest issue is some hooks are missing to do the really ground breaking
> stuff people want to integrate.
>
> For example, the SDK does not support the ability to define custom ICE node
> ports as references or locations.  Just about any serious ICE node you'd
> want to develop requires at least one of those two features.  The regular
> SDK does not support custom topology operators as has been discussed in the
> past.  Softimage real time viewport uses OpenGL 4.2 and DirectX 9.  Those
> are limiting factors for performance in shading.  To bypass those limits,
> you'll need to use the custom display host, but it has very limited ability
> to notify the external tool what is happening inside of Softimage to react
> properly in context of the user experience.  Python is kind of shoe-horned
> into the application and isn't functional in all areas.
>
> Therefore, most significant feature development usually requires the heavy
> lifting be done outside the application then brought back in.  While that
> makes the application functional, it comes at a performance cost.  The
> exception to the rule is an exporter such as establishing a bridge to
> another renderer, for example.  In that case, you're just spitting out
> information.
>
> If you merely want to accelerate existing features by packaging multiple
> mouse clicks into a button or providing an alternate UI, then in general
> there shouldn't be any problems.
>
> Matt
>
>
> --
> 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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Cinema & TV production
Video Reel 
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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Pierre Schiller
I get the analogy of SDK on blackbox. Having no support at all is horrible.

But people who made the jump, has had this experience already on their own
DCC applications by now.

Sorry, plain truth. How frikken hard could it be to extrude vector
graphics? Walk along in Blender and Modo, and you´ll see.
Anyhow.

The name of the game is visualization on RT. A pbr viewport (ICE spherical
harmonics) is proof some stuff could be implemented
but since recent .dll from nvidia are not implemented on SI2015 SP2, it´s
no surprise ICE runs slow on calculating and writting lighting
information on the fly. A fish bitting it´s tale.

At this point FE seems the only realiable thing to "translate" your work
from SI to other apps directly (develop once, deploy everywhere),
except that "everywhere" has to acquire a FE licence also, which in
addition adds another layer of real life operator on a pipeline (another
extra job step/seat to pay).

If we are all to boil it down to results and speed, it´s pretty much clear
we all got to put our eyes on Unity and
Unreal engine: they´ve break the barrier of "individual seats" and are
grasping "team development" (2 or more operators (and I mean people) work
together on the same environment, creating, modeling and asseting
everything in the game environment at the SAME TIME). And THAT is the kind
of mentalities
we need in -ANY- of the 3d applications now a days. If Softimage falls
behind, at least the collaborative part it´s something SURELY will speed
things
up. And here should be something out there that can plug environments
together for Softimage...that at least would allow small teams to
effectively
meet deadlines (here´s the gumroad idea).

That´s really my 2 cents.

Yes: I´m also transitioning fully to Unity for the Realtime engine (up to
date cuda Nvidia .dlls) and the tools they´re giving out as open source to
Render
out passes and preview stuff directly on screen without rendering times.
Pixar has also released the open source libraries that make this possible:
https://vimeo.com/180966864

Those are the kind of things we are left forcibly to move around *many 3d
packages*...so Generalistswill now have to become "specialists" which
in turn, means less income from other areas...
I hope POV for everyone means "more collaboration together", isn´t that
what this business is all about after all?

Cheers.

On Wed, Jan 25, 2017 at 4:08 PM, Mirko Jankovic 
wrote:

> Well modo did start as modeling tool alone, and lately trying to push in
> all in one DCC but will it get there.. hardly.. especially when there is no
> really reason for anyone to use it as all rounder with all the other tools
> there.
> ᐧ
>
> On Wed, Jan 25, 2017 at 9:53 PM, Jonathan Moore  > wrote:
>
>> I've been one of the Modo alpha/beta test team for a number of years now
>> and can honestly say it's nowhere near being an XSI replacement. The good
>> thing is that their new incremental development strategy has made Modo far
>> less crashy but it has a long way to go in performance terms and the new
>> procedural system has a weak UX, is even less performant than general
>> Modo's other workflows and has procedural capabilities at approx 5% of ICE
>> or Houdini. Working in Modo can often feel similar to stirring treacle.
>>
>> On the other hand nothing beats Modo for good old fashioned direct
>> modeling. Fantastic range of tools and an ever improving set of viewport
>> options. ILM turned to Modo to create a kitbashing library for Star Wars
>> Rogue One (and one that's being reused for all forthcoming content
>> requirements in the Star Wars universe). It's all based of reacquiring the
>> original 1977 models on eBay! I kind you not:
>>
>> http://www.indiewire.com/2017/01/ilm-john-knoll-star-wars-ro
>> gue-one-1201764052/
>>
>> IMHO Modo can be classed as a fantastic direct modeller at a luxury price
>> point, or an exceptionally weak DCC to replace the the higher priced
>> options of Max, Maya, Houdini and XSI. Take your pick.  :)
>>
>> On 25 January 2017 at 20:17, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Hey team, thanks to all for your honest review on this thread.
>>> To answer some of the questions : Yes, I've walked with modo for 2 years
>>> (701,901) it"just" got good because of 10.02 enhancements for game engines
>>> (too bad I am not working on the same place as 2 years ago, I got limited
>>> access to modo).
>>> Recently I went to Blender, because of the huge library of addons. But
>>> this too is a factor per se, because of the overflowing nightly builds, and
>>> no one is able to keep up (much less studios) or demands work other than
>>> modeling or rendering pack animation (which basically lowers your income so
>>> much).
>>> Blender is "growing" in the same way chimera's head. Too many task end
>>> up hitting on the software perfomance a lot of times. Cycles is getting a
>>> new faster algorithm, to vary news...
>>>

Re: No -seriously, why don?t we GUMROAD for Softimage?

2017-01-25 Thread Matt Lind
I am available for tool development if needed.  I have extensive experience 
in most areas of the application as both a user and developer.  I have 
experience with the SDK via scripting and C++, and have also written many 
mental ray shaders.  Before you groan on mental ray, remember other tools 
use mental ray behind the curtains, such as rendermap and ultimapper.  So 
don't think strictly in terms of rendering final full frame images.

As others have mentioned, there are limits to what can be done.  Many 
features in Softimage were never completed, while others have bugs.  The 
biggest issue is some hooks are missing to do the really ground breaking 
stuff people want to integrate.

For example, the SDK does not support the ability to define custom ICE node 
ports as references or locations.  Just about any serious ICE node you'd 
want to develop requires at least one of those two features.  The regular 
SDK does not support custom topology operators as has been discussed in the 
past.  Softimage real time viewport uses OpenGL 4.2 and DirectX 9.  Those 
are limiting factors for performance in shading.  To bypass those limits, 
you'll need to use the custom display host, but it has very limited ability 
to notify the external tool what is happening inside of Softimage to react 
properly in context of the user experience.  Python is kind of shoe-horned 
into the application and isn't functional in all areas.

Therefore, most significant feature development usually requires the heavy 
lifting be done outside the application then brought back in.  While that 
makes the application functional, it comes at a performance cost.  The 
exception to the rule is an exporter such as establishing a bridge to 
another renderer, for example.  In that case, you're just spitting out 
information.

If you merely want to accelerate existing features by packaging multiple 
mouse clicks into a button or providing an alternate UI, then in general 
there shouldn't be any problems.

Matt 


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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Mirko Jankovic
Well modo did start as modeling tool alone, and lately trying to push in
all in one DCC but will it get there.. hardly.. especially when there is no
really reason for anyone to use it as all rounder with all the other tools
there.
ᐧ

On Wed, Jan 25, 2017 at 9:53 PM, Jonathan Moore 
wrote:

> I've been one of the Modo alpha/beta test team for a number of years now
> and can honestly say it's nowhere near being an XSI replacement. The good
> thing is that their new incremental development strategy has made Modo far
> less crashy but it has a long way to go in performance terms and the new
> procedural system has a weak UX, is even less performant than general
> Modo's other workflows and has procedural capabilities at approx 5% of ICE
> or Houdini. Working in Modo can often feel similar to stirring treacle.
>
> On the other hand nothing beats Modo for good old fashioned direct
> modeling. Fantastic range of tools and an ever improving set of viewport
> options. ILM turned to Modo to create a kitbashing library for Star Wars
> Rogue One (and one that's being reused for all forthcoming content
> requirements in the Star Wars universe). It's all based of reacquiring the
> original 1977 models on eBay! I kind you not:
>
> http://www.indiewire.com/2017/01/ilm-john-knoll-star-wars-
> rogue-one-1201764052/
>
> IMHO Modo can be classed as a fantastic direct modeller at a luxury price
> point, or an exceptionally weak DCC to replace the the higher priced
> options of Max, Maya, Houdini and XSI. Take your pick.  :)
>
> On 25 January 2017 at 20:17, Pierre Schiller  com> wrote:
>
>> Hey team, thanks to all for your honest review on this thread.
>> To answer some of the questions : Yes, I've walked with modo for 2 years
>> (701,901) it"just" got good because of 10.02 enhancements for game engines
>> (too bad I am not working on the same place as 2 years ago, I got limited
>> access to modo).
>> Recently I went to Blender, because of the huge library of addons. But
>> this too is a factor per se, because of the overflowing nightly builds, and
>> no one is able to keep up (much less studios) or demands work other than
>> modeling or rendering pack animation (which basically lowers your income so
>> much).
>> Blender is "growing" in the same way chimera's head. Too many task end up
>> hitting on the software perfomance a lot of times. Cycles is getting a new
>> faster algorithm, to vary news...
>>
>> atm Houdini is more than an option for maya. I've tried Maya for
>> animation only, it crashed so many times it was absurd. Service packs come
>> out constantly, give you a sense of how unestable is.. :(
>>
>> In addition, those first 2 points on the thread should be something maybe
>> we can focus, at the end of the day, client only wants things delivered.
>> Modo can't animate 2 characters on scene without crashing (timeline issues)
>> and Blender is so badly designed at bones and other *basic* stuff, that
>> riggers just gave up, entered into python to "pale" with that stuff...plain
>> truth...
>>
>> Really, on my side, I'm hoping for a Maya 2018 or Houdini that can bring
>> all the tools a generalist takes hand on without crashing hours before
>> deadline.
>>
>> Kraken looks good, FE is amazing but it is definetly a a more TD oriented
>> than Artist (friendly names on nodes / pre armed trees to do stufff out of
>> the box)
>> I like FE.
>>
>>
>>
>> On Jan 25, 2017 9:21 AM, "Rob Wuijster"  wrote:
>>
>>> Cannot be Maya, he's loving his new choice of 3D app.. ;-P
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 25-1-2017 15:11, Softimage wrote:
>>>
>>> Hi Perry,
>>>
>>> Out of interest what did you move to?
>>>
>>> Cheers
>>>
>>> Lawrence
>>>
>>> On 25 Jan 2017, at 14:05, Perry Harovas  wrote:
>>>
>>> From my POV, I moved on years ago (right when the EOL was announced, for
>>> the most part) because the writing was on the wall. If I stuck with
>>> Softimage I would be delaying the inevitable, which is to say: having to
>>> learn a new app. It's going to happen that one day you will just not be
>>> able to do something you want to in Softimage, or it won't run in some OS
>>> you need to upgrade to for some other reason.
>>>
>>> Autodesk ensured that Softimage would have no future when it EOL'd it.
>>>
>>> Don't let the same thing happen to you.
>>> Ensure your own future and learn another app.
>>> The best way to learn? By doing. Trial by fire.
>>> Sink or swim. Watching tutorials for hours while something renders isn't
>>> the same.
>>>
>>> I implore you all to pick an application and just start using it. Look,
>>> I love(d) Softimage. It was my favorite application ever, in a career that
>>> was well over 20 years long at the point it was killed. By then, I had used
>>> it about 10 years!
>>>
>>> But I found joy in a new application and have been surprised how much I
>>> love it now. Honestly, it does get 

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Jonathan Moore
I've been one of the Modo alpha/beta test team for a number of years now
and can honestly say it's nowhere near being an XSI replacement. The good
thing is that their new incremental development strategy has made Modo far
less crashy but it has a long way to go in performance terms and the new
procedural system has a weak UX, is even less performant than general
Modo's other workflows and has procedural capabilities at approx 5% of ICE
or Houdini. Working in Modo can often feel similar to stirring treacle.

On the other hand nothing beats Modo for good old fashioned direct
modeling. Fantastic range of tools and an ever improving set of viewport
options. ILM turned to Modo to create a kitbashing library for Star Wars
Rogue One (and one that's being reused for all forthcoming content
requirements in the Star Wars universe). It's all based of reacquiring the
original 1977 models on eBay! I kind you not:

http://www.indiewire.com/2017/01/ilm-john-knoll-star-wars-rogue-one-1201764052/

IMHO Modo can be classed as a fantastic direct modeller at a luxury price
point, or an exceptionally weak DCC to replace the the higher priced
options of Max, Maya, Houdini and XSI. Take your pick.  :)

On 25 January 2017 at 20:17, Pierre Schiller  wrote:

> Hey team, thanks to all for your honest review on this thread.
> To answer some of the questions : Yes, I've walked with modo for 2 years
> (701,901) it"just" got good because of 10.02 enhancements for game engines
> (too bad I am not working on the same place as 2 years ago, I got limited
> access to modo).
> Recently I went to Blender, because of the huge library of addons. But
> this too is a factor per se, because of the overflowing nightly builds, and
> no one is able to keep up (much less studios) or demands work other than
> modeling or rendering pack animation (which basically lowers your income so
> much).
> Blender is "growing" in the same way chimera's head. Too many task end up
> hitting on the software perfomance a lot of times. Cycles is getting a new
> faster algorithm, to vary news...
>
> atm Houdini is more than an option for maya. I've tried Maya for animation
> only, it crashed so many times it was absurd. Service packs come out
> constantly, give you a sense of how unestable is.. :(
>
> In addition, those first 2 points on the thread should be something maybe
> we can focus, at the end of the day, client only wants things delivered.
> Modo can't animate 2 characters on scene without crashing (timeline issues)
> and Blender is so badly designed at bones and other *basic* stuff, that
> riggers just gave up, entered into python to "pale" with that stuff...plain
> truth...
>
> Really, on my side, I'm hoping for a Maya 2018 or Houdini that can bring
> all the tools a generalist takes hand on without crashing hours before
> deadline.
>
> Kraken looks good, FE is amazing but it is definetly a a more TD oriented
> than Artist (friendly names on nodes / pre armed trees to do stufff out of
> the box)
> I like FE.
>
>
>
> On Jan 25, 2017 9:21 AM, "Rob Wuijster"  wrote:
>
>> Cannot be Maya, he's loving his new choice of 3D app.. ;-P
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 25-1-2017 15:11, Softimage wrote:
>>
>> Hi Perry,
>>
>> Out of interest what did you move to?
>>
>> Cheers
>>
>> Lawrence
>>
>> On 25 Jan 2017, at 14:05, Perry Harovas  wrote:
>>
>> From my POV, I moved on years ago (right when the EOL was announced, for
>> the most part) because the writing was on the wall. If I stuck with
>> Softimage I would be delaying the inevitable, which is to say: having to
>> learn a new app. It's going to happen that one day you will just not be
>> able to do something you want to in Softimage, or it won't run in some OS
>> you need to upgrade to for some other reason.
>>
>> Autodesk ensured that Softimage would have no future when it EOL'd it.
>>
>> Don't let the same thing happen to you.
>> Ensure your own future and learn another app.
>> The best way to learn? By doing. Trial by fire.
>> Sink or swim. Watching tutorials for hours while something renders isn't
>> the same.
>>
>> I implore you all to pick an application and just start using it. Look, I
>> love(d) Softimage. It was my favorite application ever, in a career that
>> was well over 20 years long at the point it was killed. By then, I had used
>> it about 10 years!
>>
>> But I found joy in a new application and have been surprised how much I
>> love it now. Honestly, it does get better after you make the leap to
>> another app.
>>
>> Just ball up your fists, and jump.
>>
>> My 2 cents.
>>
>> Sent from my iPhone
>>
>> On Jan 25, 2017, at 8:17 AM, Jonathan Moore 
>> wrote:
>>
>> I have two views here.
>>
>> For personal work, I will continue to use XSI as long as it functions
>> with my operating system. But I could never advise a studio of 3 or more
>> artists to base their business model 

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Pierre Schiller
Hey team, thanks to all for your honest review on this thread.
To answer some of the questions : Yes, I've walked with modo for 2 years
(701,901) it"just" got good because of 10.02 enhancements for game engines
(too bad I am not working on the same place as 2 years ago, I got limited
access to modo).
Recently I went to Blender, because of the huge library of addons. But this
too is a factor per se, because of the overflowing nightly builds, and no
one is able to keep up (much less studios) or demands work other than
modeling or rendering pack animation (which basically lowers your income so
much).
Blender is "growing" in the same way chimera's head. Too many task end up
hitting on the software perfomance a lot of times. Cycles is getting a new
faster algorithm, to vary news...

atm Houdini is more than an option for maya. I've tried Maya for animation
only, it crashed so many times it was absurd. Service packs come out
constantly, give you a sense of how unestable is.. :(

In addition, those first 2 points on the thread should be something maybe
we can focus, at the end of the day, client only wants things delivered.
Modo can't animate 2 characters on scene without crashing (timeline issues)
and Blender is so badly designed at bones and other *basic* stuff, that
riggers just gave up, entered into python to "pale" with that stuff...plain
truth...

Really, on my side, I'm hoping for a Maya 2018 or Houdini that can bring
all the tools a generalist takes hand on without crashing hours before
deadline.

Kraken looks good, FE is amazing but it is definetly a a more TD oriented
than Artist (friendly names on nodes / pre armed trees to do stufff out of
the box)
I like FE.



On Jan 25, 2017 9:21 AM, "Rob Wuijster"  wrote:

> Cannot be Maya, he's loving his new choice of 3D app.. ;-P
>
>
> Rob
>
> \/-\/\/
>
> On 25-1-2017 15:11, Softimage wrote:
>
> Hi Perry,
>
> Out of interest what did you move to?
>
> Cheers
>
> Lawrence
>
> On 25 Jan 2017, at 14:05, Perry Harovas  wrote:
>
> From my POV, I moved on years ago (right when the EOL was announced, for
> the most part) because the writing was on the wall. If I stuck with
> Softimage I would be delaying the inevitable, which is to say: having to
> learn a new app. It's going to happen that one day you will just not be
> able to do something you want to in Softimage, or it won't run in some OS
> you need to upgrade to for some other reason.
>
> Autodesk ensured that Softimage would have no future when it EOL'd it.
>
> Don't let the same thing happen to you.
> Ensure your own future and learn another app.
> The best way to learn? By doing. Trial by fire.
> Sink or swim. Watching tutorials for hours while something renders isn't
> the same.
>
> I implore you all to pick an application and just start using it. Look, I
> love(d) Softimage. It was my favorite application ever, in a career that
> was well over 20 years long at the point it was killed. By then, I had used
> it about 10 years!
>
> But I found joy in a new application and have been surprised how much I
> love it now. Honestly, it does get better after you make the leap to
> another app.
>
> Just ball up your fists, and jump.
>
> My 2 cents.
>
> Sent from my iPhone
>
> On Jan 25, 2017, at 8:17 AM, Jonathan Moore 
> wrote:
>
> I have two views here.
>
> For personal work, I will continue to use XSI as long as it functions with
> my operating system. But I could never advise a studio of 3 or more artists
> to base their business model on an XSI based pipeline for all the reasons
> that Jordi Bares mentioned in a similar thread just before Xmas.
>
> If there's anyone with the technical knowhow and willingness to pump some
> new blood into XSI, I'd say it's Eric Mootz. If people are serious about
> crowdfunding some enhancements, Eric would be a good man to sound out. The
> fact that he's now a part of the Fabric Engine team is a bonus as FE is
> just the sort of tool that could be leveraged to enhance XSI from its
> frozen state (2015 SP2).
>
> On 25 January 2017 at 12:09, Olivier Jeannel 
> wrote:
>
>> Amen to that Marcus :)
>> Everything that will give me news that SI and its community is still
>> alive and doing "stuff" is GOOD.
>>
>> Le 25 janv. 2017 13:03, "Mirko Jankovic"  a
>> écrit :
>>
>>> Are you working directly for client creating animated  and CG content?
>>> Do they care what are you using to create it as long as it is done at
>>> quality level and on time?
>>>
>>> A lot of people will find them self in this situation and moving to
>>> anything any time soon would be probably killing for their business.
>>> So each to his own POV and needs.
>>>
>>>
>>> ᐧ
>>>
>>> On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:
>>>
 Just to give a different POV

 I would be very happy to support and pay for features added to
 

Re: ICE - Create Copies from Polygon Mesh problem with UV

2017-01-25 Thread Toonafish
Strange, maybe I misunderstood, but it seems to work fine here : 
https://www.dropbox.com/s/yehsmf2ajzxezcf/CopiesFromMesh.jpg?dl=0



-Ronald

On 1/25/2017 11:51, Mladen Kevic wrote:
Is there a way to include UV in copies that is generated by ICE 
node Create Copies from Polygon Mesh


i tried both stock one, and Create Copies from Polygon Mesh v2

i also tried to make some empty texture projection on empty polygon 
mesh on witch i apply ice with that compound, but i didn't get any 
kind of UVs on it.


so far i only know to get it from pointcloud to emit instances, but 
that is not solution for scene i currently working on


thanks in advance,
Mladen


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RE: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Angus Davidson
One of the only good things about the EDU slant on the Softimage EOL is that we 
are not legally allowed to teach an EOL software. As such we never had to 
agonize over having to move. There is a certain freedom in that. Moving to Maya 
has not been easy, but it has been somewhat mitigated by using Octane 
standalone which removes the shading, Lighting and rendering out of Maya. This 
has made the transition less painful. And Octane is awesome ;)

Personally however I am looking at Houdini (when I get any time from our games 
design degree expansion). looking forward to what V16 unveils.

Regards

Angus


From: Perry Harovas [perryharo...@gmail.com]
Sent: 25 January 2017 04:05 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: No -seriously, why don´t we GUMROAD for Softimage?

From my POV, I moved on years ago (right when the EOL was announced, for the 
most part) because the writing was on the wall. If I stuck with Softimage I 
would be delaying the inevitable, which is to say: having to learn a new app. 
It's going to happen that one day you will just not be able to do something you 
want to in Softimage, or it won't run in some OS you need to upgrade to for 
some other reason.

Autodesk ensured that Softimage would have no future when it EOL'd it.

Don't let the same thing happen to you.
Ensure your own future and learn another app.
The best way to learn? By doing. Trial by fire.
Sink or swim. Watching tutorials for hours while something renders isn't the 
same.

I implore you all to pick an application and just start using it. Look, I 
love(d) Softimage. It was my favorite application ever, in a career that was 
well over 20 years long at the point it was killed. By then, I had used it 
about 10 years!

But I found joy in a new application and have been surprised how much I love it 
now. Honestly, it does get better after you make the leap to another app.

Just ball up your fists, and jump.

My 2 cents.

Sent from my iPhone

On Jan 25, 2017, at 8:17 AM, Jonathan Moore 
> wrote:

I have two views here.

For personal work, I will continue to use XSI as long as it functions with my 
operating system. But I could never advise a studio of 3 or more artists to 
base their business model on an XSI based pipeline for all the reasons that 
Jordi Bares mentioned in a similar thread just before Xmas.

If there's anyone with the technical knowhow and willingness to pump some new 
blood into XSI, I'd say it's Eric Mootz. If people are serious about 
crowdfunding some enhancements, Eric would be a good man to sound out. The fact 
that he's now a part of the Fabric Engine team is a bonus as FE is just the 
sort of tool that could be leveraged to enhance XSI from its frozen state (2015 
SP2).

On 25 January 2017 at 12:09, Olivier Jeannel 
> wrote:
Amen to that Marcus :)
Everything that will give me news that SI and its community is still alive and 
doing "stuff" is GOOD.

Le 25 janv. 2017 13:03, "Mirko Jankovic" 
> a écrit :
Are you working directly for client creating animated  and CG content?
Do they care what are you using to create it as long as it is done at quality 
level and on time?

A lot of people will find them self in this situation and moving to anything 
any time soon would be probably killing for their business.
So each to his own POV and needs.


[https://mailfoogae.appspot.com/t?sender=abWlya29qLmFuaW1hdG9yQGdtYWlsLmNvbQ%3D%3D=zerocontent=dc54bee0-9c4f-4e48-8cbc-bdcd53d27933]ᐧ

On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak 
> wrote:

Just to give a different POV

I would be very happy to support and pay for features added to Softimage.

I know that a lot ppl say its time to move on Softimage is dead etc. but not 
all of us are working in a big Studio or as Freelancers.

So for us as a small studio Softimage is still and will be for a long time the 
best tool for our Jobs.

Which span from 1 day to a couple of days deadlines.

There is nothing out there which can replace Softimage atm period.

So all I´m saying is plz don´t only put your POV on the subject and tell ppl to 
move on because, there is still enough life in Softimage for me and a few 
others.

So I would be willing to pay for development for a few features or even 
workflow improvements (scripts,etc) and that would add a lot more value do my 
work then switching DCC.

So even most of you thing the thoughts behind it are admirable, but not worth 
it I think it is worth it.


cheers
markus


Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
Although I like what you're trying to do, it's not really a viable option imho.

I know we're all (still) reluctant to move on, but at some point we have to 
admit Softimage is falling behind the curve.

Re: Hair material based on material per poly

2017-01-25 Thread Joe Bask
Hi Pierre,

Yes, I remember now.
The one that inherits the texture from underlying polygon without having to
apply UV is the very old hair version that's applied after the rendering,
that post-processing one.

Thanks a lot for the reply.

On Wed, Jan 25, 2017 at 3:28 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> You need to apply uv´s first, since the property that HAIR inhereits (and
> needs) are UV coordinates.
>
> On Tue, Jan 24, 2017 at 11:59 AM, Joe Bask 
> wrote:
>
>> Hi all,
>>
>> I used to do this long time ago in the past, but I forgot since I haven't
>> been in touch with Softimage for long.
>>
>> Is there a way to transfer material per polygon to the hair material?
>>
>> Let's say I want to transfer checkerboard pattern I made by assigning
>> every square on a grid black and white to the hair I generated on it (the
>> whole grid). I'm pretty sure this is supposed to be a straightforward
>> process, without having to apply UV map first.
>>
>> The PDF manual and CHM user manual don't explain the process but the one
>> using UV map transfer.
>>
>> Or if you have the link that explain the process, I'd be grateful if you
>> could share it here.
>>
>> Thank you very much!
>>
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>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Jonathan Moore
I do believe that Fabric Engine could be leveraged to fill some gaps. It's
never going to be ideal from a UX perspective and the biggest selling point
for me of XSI has always been the UX; but some workable extensions could be
implemented.

All that being said, 80% of my time is spent in Houdini and the main reason
I head back to XSI occasionally these days is that I love working with the
Mootzoid plugins (especially emTopolizer). I've even discovered that I find
ICE quite clunky these days in comparison to the elegance of VEX and VOPs
in Houdini. Houdini 16 will hopefully provide a few more home comforts for
XSI artists looking to make the jump to something new. And if Houdini still
feels like too much of TD's paradise, I agree that Maya is a far better
proposition than it was when Softimage's EOL was announced.

On 25 January 2017 at 17:11, Martin  wrote:

> Hi,
>
> I'm not a developer but I write some stuff we need from time to time. I
> wrote and released a weights tool some time ago because we are still
> working in Softimage and we will be using it, even if partially, for at
> least a few years so I'm trying to make our current pipeline as comfortable
> as possible (we are using SI as our main tool in our biggest project right
> now and probably will be using it for at least 1 more year).
>
> Being said that, I totally agree with Cesar. You can't develop advanced
> tools with a closed black box. You'll eventually hit a wall and you'll have
> nobody to ask for support or even a hint. If someone has the courage to
> work under this circumstances, then I'll try to support as much as
> possible. But implement new technologies that weren't considered in SI 2015
> such as a new viewport, ptex, etc, is not very realistic. I'd be happy with
> 4K resolution GUI support.
>
> A probably better idea would be adding Softimage features into other
> packages like Maya, Max, Modo, etc. I'm doing what I can in Maya but it
> isn't an easy task either.
>
> Martin
> Sent from my iPhone
>
> On 26 Jan 2017, at 0:58, Cesar Saez  wrote:
>
> Hi there,
>
> Going back to the original post, most of what you describe is not doable
> by individual developers working as freelancers (I'm assuming you are
> referring to integrating open source technologies like USD, OpenSubD, PTex
> and so on). These tasks are big and fairly involved, it's like asking for a
> full cg movie finance by a tiny community through Patreon.
>
> In addition to that, and even if there were savvy developers interested,
> I've serious doubts that it's even possible to do properly considering you
> have to work on top of closed source software not being in development,
> Softimage's current scenario directly translate to the developer having to
> workaround the missing bits of the SDK in creative ways by adding all sorts
> of hacks to the project (certainly not a pleasant work to do, you usually
> aim to find generalization and elegant solutions... going back to the movie
> example: this is equivalent to throw a unmodifiable bad script on top of
> it).
>
> I get the good intentions behind the original question, but I'm afraid all
> you can ask for at a patreon/gumroad level are scripts and relatively
> simple tools automating certain tasks that are already possible to do in
> Softimage, all the big tickets are out of the table at this point.
>
> I don't like to burst people's bubbles, but I thought a developer POV
> would help to bring some perspective to the whole Softimage survival
> landscape.
>
>
> Cheers!
> C.
>
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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Martin
Hi,

I'm not a developer but I write some stuff we need from time to time. I wrote 
and released a weights tool some time ago because we are still working in 
Softimage and we will be using it, even if partially, for at least a few years 
so I'm trying to make our current pipeline as comfortable as possible (we are 
using SI as our main tool in our biggest project right now and probably will be 
using it for at least 1 more year).

Being said that, I totally agree with Cesar. You can't develop advanced tools 
with a closed black box. You'll eventually hit a wall and you'll have nobody to 
ask for support or even a hint. If someone has the courage to work under this 
circumstances, then I'll try to support as much as possible. But implement new 
technologies that weren't considered in SI 2015 such as a new viewport, ptex, 
etc, is not very realistic. I'd be happy with 4K resolution GUI support.

A probably better idea would be adding Softimage features into other packages 
like Maya, Max, Modo, etc. I'm doing what I can in Maya but it isn't an easy 
task either.

Martin
Sent from my iPhone

> On 26 Jan 2017, at 0:58, Cesar Saez  wrote:
> 
> Hi there,
> 
> Going back to the original post, most of what you describe is not doable by 
> individual developers working as freelancers (I'm assuming you are referring 
> to integrating open source technologies like USD, OpenSubD, PTex and so on). 
> These tasks are big and fairly involved, it's like asking for a full cg movie 
> finance by a tiny community through Patreon.
> 
> In addition to that, and even if there were savvy developers interested, I've 
> serious doubts that it's even possible to do properly considering you have to 
> work on top of closed source software not being in development, Softimage's 
> current scenario directly translate to the developer having to workaround the 
> missing bits of the SDK in creative ways by adding all sorts of hacks to the 
> project (certainly not a pleasant work to do, you usually aim to find 
> generalization and elegant solutions... going back to the movie example: this 
> is equivalent to throw a unmodifiable bad script on top of it).
> 
> I get the good intentions behind the original question, but I'm afraid all 
> you can ask for at a patreon/gumroad level are scripts and relatively simple 
> tools automating certain tasks that are already possible to do in Softimage, 
> all the big tickets are out of the table at this point.
> 
> I don't like to burst people's bubbles, but I thought a developer POV would 
> help to bring some perspective to the whole Softimage survival landscape.
> 
> 
> Cheers!
> C.
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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Cesar Saez
Hi there,

Going back to the original post, most of what you describe is not doable by
individual developers working as freelancers (I'm assuming you are
referring to integrating open source technologies like USD, OpenSubD, PTex
and so on). These tasks are big and fairly involved, it's like asking for a
full cg movie finance by a tiny community through Patreon.

In addition to that, and even if there were savvy developers interested,
I've serious doubts that it's even possible to do properly considering you
have to work on top of closed source software not being in development,
Softimage's current scenario directly translate to the developer having to
workaround the missing bits of the SDK in creative ways by adding all sorts
of hacks to the project (certainly not a pleasant work to do, you usually
aim to find generalization and elegant solutions... going back to the movie
example: this is equivalent to throw a unmodifiable bad script on top of
it).

I get the good intentions behind the original question, but I'm afraid all
you can ask for at a patreon/gumroad level are scripts and relatively
simple tools automating certain tasks that are already possible to do in
Softimage, all the big tickets are out of the table at this point.

I don't like to burst people's bubbles, but I thought a developer POV would
help to bring some perspective to the whole Softimage survival landscape.


Cheers!
C.
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Re: Looking for character rigger!

2017-01-25 Thread toonafish
Hi Rob,

Just sent you a pm
 
- Ronald 

> On 25 Jan 2017, at 15:39, Rob Wuijster  wrote:
> 
> Hi,
> 
> I'm looking for a character rigger in the first -two or so- weeks in February.
> 
> If there are freelance SI character riggers still out here, and have time let 
> me know.
> You can work of-site if you want, but preferably be in the European time zone.
> 
> Just drop me an email with all info, and I'll reroute it to the persons in 
> charge. :-)
> -- 
> 
> cheers!
> 
> Rob
> \/-\/\/
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Re: Looking for character rigger!

2017-01-25 Thread Sandy Sutherland
Grrr - would have loved this, but not touched Soft in over 3 years now,
been Houdini pipelining and RND.

S.

On Wed, Jan 25, 2017 at 2:39 PM, Rob Wuijster  wrote:

> Hi,
>
> I'm looking for a character rigger in the first -two or so- weeks in
> February.
>
> If there are freelance SI character riggers still out here, and have time
> let me know.
> You can work of-site if you want, but preferably be in the European time
> zone.
>
> Just drop me an email with all info, and I'll reroute it to the persons in
> charge. :-)
>
> --
>
> cheers!
>
> Rob
> \/-\/\/
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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RE: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Andres Stephens
If I understand correctly, projects don’t usually update their pipelines midway 
through production... I think some large projects take 1 to 3 years to make and 
choosing an app like SI or the competition at this moment of time that may or 
may not be on par to SI will still make a competitive product finished in 1 to 
3 years from now.. maybe even a longer 5 year project and still be competitive. 
Till that studio finishes that product or series of products in that timeframe 
before updating their pipeline – it would makes sense to still use whatever you 
use for the pipeline today into the future without having to deal with 
development bugs and broken files with subsequent updates. I know studios still 
in windows 7, studios still with previous versions of Blender for stability 
sake, I know studios animating in older versions of Maya due to mid-production 
deadlines, I know studios using the old version of Fusion, even studios with 
old software, scripts, plugins, workflows that only run on old architecture. 
And they stick to it till the production is over. And that takes time.

You could start a 5 year project in SI 2015 today and still be competitive, 
with less staff, less training, greater flexibility and standard industry tools.
Students learning the standard tools today will understand SI easily till 5 
years from now, when they graduate the tool will still be standard from their 
education.
Get the drift?

Unless they revamp the animation toolset in the public sector any time soon - 
like Presto in Pixar or something – it’s still on par for any new project till 
up to 5 years from now.

I think SI has a great studio workflow still that works well today as any other 
day with any other software, if not better. Taking that workflow now will still 
be relevant or better than taking another now and finishing that project 1 to 5 
years later with the same (or less experienced, still developing) pipeline.

I think people are like... imagining revolutionary software updates over the 
next 5 to 10 years and an industry and pipeline jumping on board immediately 
leaving you in the dust like some kind of stone pyramid with no use. I somewhat 
doubt Moores Law applies to computer graphics – unless you are more into games, 
and even that is mostly software agnostic these days and also develops slowly. 
Things take time to adapt.. Why hurry?

Use what makes you and your studio happy.

And yes, invest in Fabric, Redshift and people like Mootz!

I’d be down to invest in developing even new ICE stuff, education, Fabric 
examples, anything really, etc.

Do what you love with what you love.

-Draise

From: Jonathan Moore
Sent: 25 January 2017 08:18
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: No -seriously, why don´t we GUMROAD for Softimage?

I have two views here.

For personal work, I will continue to use XSI as long as it functions with my 
operating system. But I could never advise a studio of 3 or more artists to 
base their business model on an XSI based pipeline for all the reasons that 
Jordi Bares mentioned in a similar thread just before Xmas.

If there's anyone with the technical knowhow and willingness to pump some new 
blood into XSI, I'd say it's Eric Mootz. If people are serious about 
crowdfunding some enhancements, Eric would be a good man to sound out. The fact 
that he's now a part of the Fabric Engine team is a bonus as FE is just the 
sort of tool that could be leveraged to enhance XSI from its frozen state (2015 
SP2).

On 25 January 2017 at 12:09, Olivier Jeannel 
> wrote:
Amen to that Marcus :)
Everything that will give me news that SI and its community is still alive and 
doing "stuff" is GOOD.

Le 25 janv. 2017 13:03, "Mirko Jankovic" 
> a écrit :
Are you working directly for client creating animated  and CG content?
Do they care what are you using to create it as long as it is done at quality 
level and on time?

A lot of people will find them self in this situation and moving to anything 
any time soon would be probably killing for their business.
So each to his own POV and needs.


[https://mailfoogae.appspot.com/t?sender=abWlya29qLmFuaW1hdG9yQGdtYWlsLmNvbQ%3D%3D=zerocontent=dc54bee0-9c4f-4e48-8cbc-bdcd53d27933]ᐧ

On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak 
> wrote:

Just to give a different POV

I would be very happy to support and pay for features added to Softimage.

I know that a lot ppl say its time to move on Softimage is dead etc. but not 
all of us are working in a big Studio or as Freelancers.

So for us as a small studio Softimage is still and will be for a long time the 
best tool for our Jobs.

Which span from 1 day to a couple of days deadlines.

There is nothing out there which 

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Perry Harovas
It is NOT Maya. No way. I switched FROM Maya to XSI for good reason.
Going backwards was not of any interest to me. I had used Maya for almost
10 years before switching to Softimage.
I knew that was now the direction I wanted to go in.
I certainly have to do some things in Maya still, but that was the case
when Softimage was alive and well, anyway.

I moved to C4D.
That, combined with Octane, is a really killer application.

I also use Houdini when needed.

Yes, I need some plugins, but not many.
TurbulenceFD and X-Particles

It has an ICE-like environment (not as good as ICE, but very good
regardless) with Xpresso.

It is actually incredibly easy to use, but still very powerful. I can do
things in it faster than I could in either Maya or Softimage 80% of the
time. The final 20% may take longer, or be harder, but there so far has
been NOTHING I could not do inside C4D. Nothing.

I chose not to originally reveal what I switched to only because I didn't
want this
to be a "Maya vs. C4D vs. Houdini vs. Soft vs. Lightwave vs. Modo vs. Max"
type of thread.

The point is, chose what you want to switch to after playing around with
all the contenders, then make the decision to make the jump. If you don't,
you are just trying to avoid the inevitable, and losing time you could be
spending learning that new application.

Your mileage may vary, your situation my be more difficult, or specific,
etc. but eventually, you are going to HAVE TO switch to something.

Why not switch now?




On Wed, Jan 25, 2017 at 9:21 AM, Rob Wuijster  wrote:

> Cannot be Maya, he's loving his new choice of 3D app.. ;-P
>
> Rob
>
> \/-\/\/
>
> On 25-1-2017 15:11, Softimage wrote:
>
> Hi Perry,
>
> Out of interest what did you move to?
>
> Cheers
>
> Lawrence
>
> On 25 Jan 2017, at 14:05, Perry Harovas  wrote:
>
> From my POV, I moved on years ago (right when the EOL was announced, for
> the most part) because the writing was on the wall. If I stuck with
> Softimage I would be delaying the inevitable, which is to say: having to
> learn a new app. It's going to happen that one day you will just not be
> able to do something you want to in Softimage, or it won't run in some OS
> you need to upgrade to for some other reason.
>
> Autodesk ensured that Softimage would have no future when it EOL'd it.
>
> Don't let the same thing happen to you.
> Ensure your own future and learn another app.
> The best way to learn? By doing. Trial by fire.
> Sink or swim. Watching tutorials for hours while something renders isn't
> the same.
>
> I implore you all to pick an application and just start using it. Look, I
> love(d) Softimage. It was my favorite application ever, in a career that
> was well over 20 years long at the point it was killed. By then, I had used
> it about 10 years!
>
> But I found joy in a new application and have been surprised how much I
> love it now. Honestly, it does get better after you make the leap to
> another app.
>
> Just ball up your fists, and jump.
>
> My 2 cents.
>
> Sent from my iPhone
>
> On Jan 25, 2017, at 8:17 AM, Jonathan Moore 
> wrote:
>
> I have two views here.
>
> For personal work, I will continue to use XSI as long as it functions with
> my operating system. But I could never advise a studio of 3 or more artists
> to base their business model on an XSI based pipeline for all the reasons
> that Jordi Bares mentioned in a similar thread just before Xmas.
>
> If there's anyone with the technical knowhow and willingness to pump some
> new blood into XSI, I'd say it's Eric Mootz. If people are serious about
> crowdfunding some enhancements, Eric would be a good man to sound out. The
> fact that he's now a part of the Fabric Engine team is a bonus as FE is
> just the sort of tool that could be leveraged to enhance XSI from its
> frozen state (2015 SP2).
>
> On 25 January 2017 at 12:09, Olivier Jeannel 
> wrote:
>
>> Amen to that Marcus :)
>> Everything that will give me news that SI and its community is still
>> alive and doing "stuff" is GOOD.
>>
>> Le 25 janv. 2017 13:03, "Mirko Jankovic"  a
>> écrit :
>>
>>> Are you working directly for client creating animated  and CG content?
>>> Do they care what are you using to create it as long as it is done at
>>> quality level and on time?
>>>
>>> A lot of people will find them self in this situation and moving to
>>> anything any time soon would be probably killing for their business.
>>> So each to his own POV and needs.
>>>
>>>
>>> ᐧ
>>>
>>> On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:
>>>
 Just to give a different POV

 I would be very happy to support and pay for features added to
 Softimage.

 I know that a lot ppl say its time to move on Softimage is dead etc.
 but not all of us are working in a big Studio or as Freelancers.

 So for us as a small studio 

Looking for character rigger!

2017-01-25 Thread Rob Wuijster

Hi,

I'm looking for a character rigger in the first -two or so- weeks in 
February.


If there are freelance SI character riggers still out here, and have 
time let me know.
You can work of-site if you want, but preferably be in the European time 
zone.


Just drop me an email with all info, and I'll reroute it to the persons 
in charge. :-)


--

cheers!

Rob
\/-\/\/

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

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Rob Wuijster

Cannot be Maya, he's loving his new choice of 3D app.. ;-P

Rob

\/-\/\/

On 25-1-2017 15:11, Softimage wrote:

Hi Perry,

Out of interest what did you move to?

Cheers

Lawrence

On 25 Jan 2017, at 14:05, Perry Harovas > wrote:


From my POV, I moved on years ago (right when the EOL was announced, 
for the most part) because the writing was on the wall. If I stuck 
with Softimage I would be delaying the inevitable, which is to say: 
having to learn a new app. It's going to happen that one day you will 
just not be able to do something you want to in Softimage, or it 
won't run in some OS you need to upgrade to for some other reason.


Autodesk ensured that Softimage would have no future when it EOL'd it.

Don't let the same thing happen to you.
Ensure your own future and learn another app.
The best way to learn? By doing. Trial by fire.
Sink or swim. Watching tutorials for hours while something renders 
isn't the same.


I implore you all to pick an application and just start using it. 
Look, I love(d) Softimage. It was my favorite application ever, in a 
career that was well over 20 years long at the point it was killed. 
By then, I had used it about 10 years!


But I found joy in a new application and have been surprised how much 
I love it now. Honestly, it does get better after you make the leap 
to another app.


Just ball up your fists, and jump.

My 2 cents.

Sent from my iPhone

On Jan 25, 2017, at 8:17 AM, Jonathan Moore 
> wrote:



I have two views here.

For personal work, I will continue to use XSI as long as it 
functions with my operating system. But I could never advise a 
studio of 3 or more artists to base their business model on an XSI 
based pipeline for all the reasons that Jordi Bares mentioned in a 
similar thread just before Xmas.


If there's anyone with the technical knowhow and willingness to pump 
some new blood into XSI, I'd say it's Eric Mootz. If people are 
serious about crowdfunding some enhancements, Eric would be a good 
man to sound out. The fact that he's now a part of the Fabric Engine 
team is a bonus as FE is just the sort of tool that could be 
leveraged to enhance XSI from its frozen state (2015 SP2).


On 25 January 2017 at 12:09, Olivier Jeannel > wrote:


Amen to that Marcus :)
Everything that will give me news that SI and its community is
still alive and doing "stuff" is GOOD.

Le 25 janv. 2017 13:03, "Mirko Jankovic"
> a
écrit :

Are you working directly for client creating animated  and
CG content?
Do they care what are you using to create it as long as it
is done at quality level and on time?

A lot of people will find them self in this situation and
moving to anything any time soon would be probably killing
for their business.
So each to his own POV and needs.


ᐧ

On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak
> wrote:

Just to give a different POV

I would be very happy to support and pay for features
added to Softimage.

I know that a lot ppl say its time to move on Softimage
is dead etc. but not all of us are working in a big
Studio or as Freelancers.

So for us as a small studio Softimage is still and will
be for a long time the best tool for our Jobs.

Which span from 1 day to a couple of days deadlines.

There is nothing out there which can replace Softimage
atm period.

So all I´m saying is plz don´t only put your POV on the
subject and tell ppl to move on because, there is still
enough life in Softimage for me and a few others.

So I would be willing to pay for development for a few
features or even workflow improvements (scripts,etc) and
that would add a lot more value do my work then
switching DCC.

So even most of you thing the thoughts behind it are
admirable, but not worth it I think it is worth it.


cheers
markus


Am 25/01/2017 um 12:22 schrieb Rob Wuijster:

Although I like what you're trying to do, it's not
really a viable option imho.

I know we're all (still) reluctant to move on, but at
some point we have to admit Softimage is falling behind
the curve.
Despite it's great workflow and ease of use.
Not to mention the rapid decline of Softimage related
jobs that are out there. Which is even more important a
factor for a freelancer.


Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Softimage
Hi Perry,

Out of interest what did you move to?

Cheers 

Lawrence 

> On 25 Jan 2017, at 14:05, Perry Harovas  wrote:
> 
> From my POV, I moved on years ago (right when the EOL was announced, for the 
> most part) because the writing was on the wall. If I stuck with Softimage I 
> would be delaying the inevitable, which is to say: having to learn a new app. 
> It's going to happen that one day you will just not be able to do something 
> you want to in Softimage, or it won't run in some OS you need to upgrade to 
> for some other reason. 
> 
> Autodesk ensured that Softimage would have no future when it EOL'd it. 
> 
> Don't let the same thing happen to you.
> Ensure your own future and learn another app. 
> The best way to learn? By doing. Trial by fire. 
> Sink or swim. Watching tutorials for hours while something renders isn't the 
> same. 
> 
> I implore you all to pick an application and just start using it. Look, I 
> love(d) Softimage. It was my favorite application ever, in a career that was 
> well over 20 years long at the point it was killed. By then, I had used it 
> about 10 years! 
> 
> But I found joy in a new application and have been surprised how much I love 
> it now. Honestly, it does get better after you make the leap to another app. 
> 
> Just ball up your fists, and jump.
> 
> My 2 cents. 
> 
> Sent from my iPhone
> 
>> On Jan 25, 2017, at 8:17 AM, Jonathan Moore  
>> wrote:
>> 
>> I have two views here.
>> 
>> For personal work, I will continue to use XSI as long as it functions with 
>> my operating system. But I could never advise a studio of 3 or more artists 
>> to base their business model on an XSI based pipeline for all the reasons 
>> that Jordi Bares mentioned in a similar thread just before Xmas.
>> 
>> If there's anyone with the technical knowhow and willingness to pump some 
>> new blood into XSI, I'd say it's Eric Mootz. If people are serious about 
>> crowdfunding some enhancements, Eric would be a good man to sound out. The 
>> fact that he's now a part of the Fabric Engine team is a bonus as FE is just 
>> the sort of tool that could be leveraged to enhance XSI from its frozen 
>> state (2015 SP2).
>> 
>>> On 25 January 2017 at 12:09, Olivier Jeannel  wrote:
>>> Amen to that Marcus :)
>>> Everything that will give me news that SI and its community is still alive 
>>> and doing "stuff" is GOOD.
>>> 
>>> Le 25 janv. 2017 13:03, "Mirko Jankovic"  a 
>>> écrit :
 Are you working directly for client creating animated  and CG content?
 Do they care what are you using to create it as long as it is done at 
 quality level and on time?
 
 A lot of people will find them self in this situation and moving to 
 anything any time soon would be probably killing for their business. 
 So each to his own POV and needs.
 
 
 ᐧ
 
> On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:
> Just to give a different POV
> 
> I would be very happy to support and pay for features added to Softimage.
> 
> I know that a lot ppl say its time to move on Softimage is dead etc. but 
> not all of us are working in a big Studio or as Freelancers.
> 
> So for us as a small studio Softimage is still and will be for a long 
> time the best tool for our Jobs.
> 
> Which span from 1 day to a couple of days deadlines. 
> There is nothing out there which can replace Softimage atm period.
> 
> So all I´m saying is plz don´t only put your POV on the subject and tell 
> ppl to move on because, there is still enough life in Softimage for me 
> and a few others.
> 
> So I would be willing to pay for development for a few features or even 
> workflow improvements (scripts,etc) and that would add a   lot more 
> value do my work then switching DCC.
> 
> So even most of you thing the thoughts behind it are admirable, but not 
> worth it I think it is worth it.
> 
> 
> 
> cheers
> markus
> 
> 
>> Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
>> Although I like what you're trying to do, it's not really a viable 
>> option imho.
>> 
>> I know we're all (still) reluctant to move on, but at some point we have 
>> to admit Softimage is falling behind the curve.
>> Despite it's great workflow and ease of use.
>> Not to mention the rapid decline of Softimage related jobs that are out 
>> there. Which is even more important a factor for a freelancer.
>> 
>> Over here there's - afaik - only one post studio left using Softimage, 
>> and that will probably change in the near future.
>> So to be able to pay the bills, clinging on to Softimage for 
>> post-production related work isn't an option for a lot of people.
>> 
>> With the above, there are basically two options, one is 

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Perry Harovas
From my POV, I moved on years ago (right when the EOL was announced, for the 
most part) because the writing was on the wall. If I stuck with Softimage I 
would be delaying the inevitable, which is to say: having to learn a new app. 
It's going to happen that one day you will just not be able to do something you 
want to in Softimage, or it won't run in some OS you need to upgrade to for 
some other reason. 

Autodesk ensured that Softimage would have no future when it EOL'd it. 

Don't let the same thing happen to you.
Ensure your own future and learn another app. 
The best way to learn? By doing. Trial by fire. 
Sink or swim. Watching tutorials for hours while something renders isn't the 
same. 

I implore you all to pick an application and just start using it. Look, I 
love(d) Softimage. It was my favorite application ever, in a career that was 
well over 20 years long at the point it was killed. By then, I had used it 
about 10 years! 

But I found joy in a new application and have been surprised how much I love it 
now. Honestly, it does get better after you make the leap to another app. 

Just ball up your fists, and jump.

My 2 cents. 

Sent from my iPhone

> On Jan 25, 2017, at 8:17 AM, Jonathan Moore  wrote:
> 
> I have two views here.
> 
> For personal work, I will continue to use XSI as long as it functions with my 
> operating system. But I could never advise a studio of 3 or more artists to 
> base their business model on an XSI based pipeline for all the reasons that 
> Jordi Bares mentioned in a similar thread just before Xmas.
> 
> If there's anyone with the technical knowhow and willingness to pump some new 
> blood into XSI, I'd say it's Eric Mootz. If people are serious about 
> crowdfunding some enhancements, Eric would be a good man to sound out. The 
> fact that he's now a part of the Fabric Engine team is a bonus as FE is just 
> the sort of tool that could be leveraged to enhance XSI from its frozen state 
> (2015 SP2).
> 
>> On 25 January 2017 at 12:09, Olivier Jeannel  wrote:
>> Amen to that Marcus :)
>> Everything that will give me news that SI and its community is still alive 
>> and doing "stuff" is GOOD.
>> 
>> Le 25 janv. 2017 13:03, "Mirko Jankovic"  a écrit 
>> :
>>> Are you working directly for client creating animated  and CG content?
>>> Do they care what are you using to create it as long as it is done at 
>>> quality level and on time?
>>> 
>>> A lot of people will find them self in this situation and moving to 
>>> anything any time soon would be probably killing for their business. 
>>> So each to his own POV and needs.
>>> 
>>> 
>>> ᐧ
>>> 
 On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:
 Just to give a different POV
 
 I would be very happy to support and pay for features added to Softimage.
 
 I know that a lot ppl say its time to move on Softimage is dead etc. but 
 not all of us are working in a big Studio or as Freelancers.
 
 So for us as a small studio Softimage is still and will be for a long time 
 the best tool for our Jobs.
 
 Which span from 1 day to a couple of days deadlines. 
 There is nothing out there which can replace Softimage atm period.
 
 So all I´m saying is plz don´t only put your POV on the subject and tell 
 ppl to move on because, there is still enough life in Softimage for me and 
 a few others.
 
 So I would be willing to pay for development for a few features or even 
 workflow improvements (scripts,etc) and that would add a lot more value do 
 my work then switching DCC.
 
 So even most of you thing the thoughts behind it are admirable, but not 
 worth it I think it is worth it.
 
 
 
 cheers
 markus
 
 
> Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
> Although I like what you're trying to do, it's not really a viable option 
> imho.
> 
> I know we're all (still) reluctant to move on, but at some point we have 
> to admit Softimage is falling behind the curve.
> Despite it's great workflow and ease of use.
> Not to mention the rapid decline of Softimage related jobs that are out 
> there. Which is even more important a factor for a freelancer.
> 
> Over here there's - afaik - only one post studio left using Softimage, 
> and that will probably change in the near future.
> So to be able to pay the bills, clinging on to Softimage for 
> post-production related work isn't an option for a lot of people.
> 
> With the above, there are basically two options, one is Maya, the other 
> Houdini.
> Maya isn't that bad to switch to, it has become better with the latest 
> releases workflow wise. And it more or less behaves the same as Softimage 
> in many ways.
> Houdini is a different beast, and will take some serious getting used to 

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Jonathan Moore
I have two views here.

For personal work, I will continue to use XSI as long as it functions with
my operating system. But I could never advise a studio of 3 or more artists
to base their business model on an XSI based pipeline for all the reasons
that Jordi Bares mentioned in a similar thread just before Xmas.

If there's anyone with the technical knowhow and willingness to pump some
new blood into XSI, I'd say it's Eric Mootz. If people are serious about
crowdfunding some enhancements, Eric would be a good man to sound out. The
fact that he's now a part of the Fabric Engine team is a bonus as FE is
just the sort of tool that could be leveraged to enhance XSI from its
frozen state (2015 SP2).

On 25 January 2017 at 12:09, Olivier Jeannel  wrote:

> Amen to that Marcus :)
> Everything that will give me news that SI and its community is still alive
> and doing "stuff" is GOOD.
>
> Le 25 janv. 2017 13:03, "Mirko Jankovic"  a
> écrit :
>
>> Are you working directly for client creating animated  and CG content?
>> Do they care what are you using to create it as long as it is done at
>> quality level and on time?
>>
>> A lot of people will find them self in this situation and moving to
>> anything any time soon would be probably killing for their business.
>> So each to his own POV and needs.
>>
>>
>> ᐧ
>>
>> On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:
>>
>>> Just to give a different POV
>>>
>>> I would be very happy to support and pay for features added to Softimage.
>>>
>>> I know that a lot ppl say its time to move on Softimage is dead etc. but
>>> not all of us are working in a big Studio or as Freelancers.
>>>
>>> So for us as a small studio Softimage is still and will be for a long
>>> time the best tool for our Jobs.
>>>
>>> Which span from 1 day to a couple of days deadlines.
>>>
>>> There is nothing out there which can replace Softimage atm period.
>>>
>>> So all I´m saying is plz don´t only put your POV on the subject and tell
>>> ppl to move on because, there is still enough life in Softimage for me and
>>> a few others.
>>>
>>> So I would be willing to pay for development for a few features or even
>>> workflow improvements (scripts,etc) and that would add a lot more value do
>>> my work then switching DCC.
>>>
>>> So even most of you thing the thoughts behind it are admirable, but not
>>> worth it I think it is worth it.
>>>
>>>
>>> cheers
>>> markus
>>>
>>>
>>> Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
>>>
>>> Although I like what you're trying to do, it's not really a viable
>>> option imho.
>>>
>>> I know we're all (still) reluctant to move on, but at some point we have
>>> to admit Softimage is falling behind the curve.
>>> Despite it's great workflow and ease of use.
>>> Not to mention the rapid decline of Softimage related jobs that are out
>>> there. Which is even more important a factor for a freelancer.
>>>
>>> Over here there's - afaik - only one post studio left using Softimage,
>>> and that will probably change in the near future.
>>> So to be able to pay the bills, clinging on to Softimage for
>>> post-production related work isn't an option for a lot of people.
>>>
>>> With the above, there are basically two options, one is Maya, the other
>>> Houdini.
>>> Maya isn't that bad to switch to, it has become better with the latest
>>> releases workflow wise. And it more or less behaves the same as Softimage
>>> in many ways.
>>> Houdini is a different beast, and will take some serious getting used to
>>> due to the node based and procedural innards, but will give you tons of
>>> freedom to play with.
>>>
>>> So, like I said, the thoughts behind it are admirable, but it might be
>>> time to start looking at something else for future developments.
>>>
>>> Rob
>>> \/-\/\/
>>>
>>> On 24-1-2017 21:11, Pierre Schiller wrote:
>>>
>>> Gum"road" to:
>>>
>>> * Someone developing PBR viewport (an addon using Py, maybe with new
>>> Nvidia cuda .dlls?)
>>> * Someone developing custom libraries (so every time something Open
>>> Source comes up
>>> it can be implemented through).
>>>
>>> I know I would join a patreon or gumroad for that.
>>>
>>> Because, and excuse me, Open source blender -addon maddness- it´s a
>>> chimera (everyone developing at the same time, so many new things because
>>> no one holds the "fryer by the handles"! (no one filters what´s really
>>> necessary for the application to grow healthy)...
>>>
>>> If that´s what´s going on on an Open source environment (and yes,
>>> organization leads to neatness and efficiency), I´d much rather join
>>> Gumroad or Patreon for anyone who´s willingly able to code what´s mentioned
>>> on this thread.
>>>
>>> Just and ideajust...an idea..
>>>
>>> Best regards.
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>>
>>> --
>>> Softimage Mailing 

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Olivier Jeannel
Amen to that Marcus :)
Everything that will give me news that SI and its community is still alive
and doing "stuff" is GOOD.

Le 25 janv. 2017 13:03, "Mirko Jankovic"  a
écrit :

> Are you working directly for client creating animated  and CG content?
> Do they care what are you using to create it as long as it is done at
> quality level and on time?
>
> A lot of people will find them self in this situation and moving to
> anything any time soon would be probably killing for their business.
> So each to his own POV and needs.
>
>
> ᐧ
>
> On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:
>
>> Just to give a different POV
>>
>> I would be very happy to support and pay for features added to Softimage.
>>
>> I know that a lot ppl say its time to move on Softimage is dead etc. but
>> not all of us are working in a big Studio or as Freelancers.
>>
>> So for us as a small studio Softimage is still and will be for a long
>> time the best tool for our Jobs.
>>
>> Which span from 1 day to a couple of days deadlines.
>>
>> There is nothing out there which can replace Softimage atm period.
>>
>> So all I´m saying is plz don´t only put your POV on the subject and tell
>> ppl to move on because, there is still enough life in Softimage for me and
>> a few others.
>>
>> So I would be willing to pay for development for a few features or even
>> workflow improvements (scripts,etc) and that would add a lot more value do
>> my work then switching DCC.
>>
>> So even most of you thing the thoughts behind it are admirable, but not
>> worth it I think it is worth it.
>>
>>
>> cheers
>> markus
>>
>>
>> Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
>>
>> Although I like what you're trying to do, it's not really a viable option
>> imho.
>>
>> I know we're all (still) reluctant to move on, but at some point we have
>> to admit Softimage is falling behind the curve.
>> Despite it's great workflow and ease of use.
>> Not to mention the rapid decline of Softimage related jobs that are out
>> there. Which is even more important a factor for a freelancer.
>>
>> Over here there's - afaik - only one post studio left using Softimage,
>> and that will probably change in the near future.
>> So to be able to pay the bills, clinging on to Softimage for
>> post-production related work isn't an option for a lot of people.
>>
>> With the above, there are basically two options, one is Maya, the other
>> Houdini.
>> Maya isn't that bad to switch to, it has become better with the latest
>> releases workflow wise. And it more or less behaves the same as Softimage
>> in many ways.
>> Houdini is a different beast, and will take some serious getting used to
>> due to the node based and procedural innards, but will give you tons of
>> freedom to play with.
>>
>> So, like I said, the thoughts behind it are admirable, but it might be
>> time to start looking at something else for future developments.
>>
>> Rob
>> \/-\/\/
>>
>> On 24-1-2017 21:11, Pierre Schiller wrote:
>>
>> Gum"road" to:
>>
>> * Someone developing PBR viewport (an addon using Py, maybe with new
>> Nvidia cuda .dlls?)
>> * Someone developing custom libraries (so every time something Open
>> Source comes up
>> it can be implemented through).
>>
>> I know I would join a patreon or gumroad for that.
>>
>> Because, and excuse me, Open source blender -addon maddness- it´s a
>> chimera (everyone developing at the same time, so many new things because
>> no one holds the "fryer by the handles"! (no one filters what´s really
>> necessary for the application to grow healthy)...
>>
>> If that´s what´s going on on an Open source environment (and yes,
>> organization leads to neatness and efficiency), I´d much rather join
>> Gumroad or Patreon for anyone who´s willingly able to code what´s mentioned
>> on this thread.
>>
>> Just and ideajust...an idea..
>>
>> Best regards.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
>> mfg
>>
>> Markus Cermak
>> 3D-Animation Compositing
>>
>> Leiss Postproduction GmbH
>> Adresse: Zirkusgasse 13/4 A-1020 Wien
>> Tel: +43/1/218 96 48
>> Fax: +43/1/218 96 48/10
>> Mail: off...@leiss.at
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Mirko Jankovic
> *http://www.cgfolio.com/mirko-jankovic
> *
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some 

Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Mirko Jankovic
Are you working directly for client creating animated  and CG content?
Do they care what are you using to create it as long as it is done at
quality level and on time?

A lot of people will find them self in this situation and moving to
anything any time soon would be probably killing for their business.
So each to his own POV and needs.


ᐧ

On Wed, Jan 25, 2017 at 12:52 PM, Markus Cermak  wrote:

> Just to give a different POV
>
> I would be very happy to support and pay for features added to Softimage.
>
> I know that a lot ppl say its time to move on Softimage is dead etc. but
> not all of us are working in a big Studio or as Freelancers.
>
> So for us as a small studio Softimage is still and will be for a long time
> the best tool for our Jobs.
>
> Which span from 1 day to a couple of days deadlines.
>
> There is nothing out there which can replace Softimage atm period.
>
> So all I´m saying is plz don´t only put your POV on the subject and tell
> ppl to move on because, there is still enough life in Softimage for me and
> a few others.
>
> So I would be willing to pay for development for a few features or even
> workflow improvements (scripts,etc) and that would add a lot more value do
> my work then switching DCC.
>
> So even most of you thing the thoughts behind it are admirable, but not
> worth it I think it is worth it.
>
>
> cheers
> markus
>
>
> Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
>
> Although I like what you're trying to do, it's not really a viable option
> imho.
>
> I know we're all (still) reluctant to move on, but at some point we have
> to admit Softimage is falling behind the curve.
> Despite it's great workflow and ease of use.
> Not to mention the rapid decline of Softimage related jobs that are out
> there. Which is even more important a factor for a freelancer.
>
> Over here there's - afaik - only one post studio left using Softimage,
> and that will probably change in the near future.
> So to be able to pay the bills, clinging on to Softimage for
> post-production related work isn't an option for a lot of people.
>
> With the above, there are basically two options, one is Maya, the other
> Houdini.
> Maya isn't that bad to switch to, it has become better with the latest
> releases workflow wise. And it more or less behaves the same as Softimage
> in many ways.
> Houdini is a different beast, and will take some serious getting used to
> due to the node based and procedural innards, but will give you tons of
> freedom to play with.
>
> So, like I said, the thoughts behind it are admirable, but it might be
> time to start looking at something else for future developments.
>
> Rob
> \/-\/\/
>
> On 24-1-2017 21:11, Pierre Schiller wrote:
>
> Gum"road" to:
>
> * Someone developing PBR viewport (an addon using Py, maybe with new
> Nvidia cuda .dlls?)
> * Someone developing custom libraries (so every time something Open Source
> comes up
> it can be implemented through).
>
> I know I would join a patreon or gumroad for that.
>
> Because, and excuse me, Open source blender -addon maddness- it´s a
> chimera (everyone developing at the same time, so many new things because
> no one holds the "fryer by the handles"! (no one filters what´s really
> necessary for the application to grow healthy)...
>
> If that´s what´s going on on an Open source environment (and yes,
> organization leads to neatness and efficiency), I´d much rather join
> Gumroad or Patreon for anyone who´s willingly able to code what´s mentioned
> on this thread.
>
> Just and ideajust...an idea..
>
> Best regards.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> mfg
>
> Markus Cermak
> 3D-Animation Compositing
>
> Leiss Postproduction GmbH
> Adresse: Zirkusgasse 13/4 A-1020 Wien
> Tel: +43/1/218 96 48
> Fax: +43/1/218 96 48/10
> Mail: off...@leiss.at
>
>
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>



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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Markus Cermak

Just to give a different POV

I would be very happy to support and pay for features added to Softimage.

I know that a lot ppl say its time to move on Softimage is dead etc. but 
not all of us are working in a big Studio or as Freelancers.


So for us as a small studio Softimage is still and will be for a long 
time the best tool for our Jobs.


Which span from 1 day to a couple of days deadlines.

There is nothing out there which can replace Softimage atm period.

So all I´m saying is plz don´t only put your POV on the subject and tell 
ppl to move on because, there is still enough life in Softimage for me 
and a few others.


So I would be willing to pay for development for a few features or even 
workflow improvements (scripts,etc) and that would add a lot more value 
do my work then switching DCC.


So even most of you thing the thoughts behind it are admirable, but not 
worth it I think it is worth it.



cheers
markus

Am 25/01/2017 um 12:22 schrieb Rob Wuijster:
Although I like what you're trying to do, it's not really a viable 
option imho.


I know we're all (still) reluctant to move on, but at some point we 
have to admit Softimage is falling behind the curve.

Despite it's great workflow and ease of use.
Not to mention the rapid decline of Softimage related jobs that are 
out there. Which is even more important a factor for a freelancer.


Over here there's - afaik - only one post studio left using Softimage, 
and that will probably change in the near future.
So to be able to pay the bills, clinging on to Softimage for 
post-production related work isn't an option for a lot of people.


With the above, there are basically two options, one is Maya, the 
other Houdini.
Maya isn't that bad to switch to, it has become better with the latest 
releases workflow wise. And it more or less behaves the same as 
Softimage in many ways.
Houdini is a different beast, and will take some serious getting used 
to due to the node based and procedural innards, but will give you 
tons of freedom to play with.


So, like I said, the thoughts behind it are admirable, but it might be 
time to start looking at something else for future developments.

Rob
\/-\/\/
On 24-1-2017 21:11, Pierre Schiller wrote:

Gum"road" to:

* Someone developing PBR viewport (an addon using Py, maybe with new 
Nvidia cuda .dlls?)
* Someone developing custom libraries (so every time something Open 
Source comes up

it can be implemented through).

I know I would join a patreon or gumroad for that.

Because, and excuse me, Open source blender -addon maddness- it´s a 
chimera (everyone developing at the same time, so many new things 
because no one holds the "fryer by the handles"! (no one filters 
what´s really necessary for the application to grow healthy)...


If that´s what´s going on on an Open source environment (and yes, 
organization leads to neatness and efficiency), I´d much rather join 
Gumroad or Patreon for anyone who´s willingly able to code what´s 
mentioned on this thread.


Just and ideajust...an idea..

Best regards.

--
Portfolio 2013 
Cinema & TV production
Video Reel 


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




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--
mfg

Markus Cermak
3D-Animation Compositing

Leiss Postproduction GmbH
Adresse: Zirkusgasse 13/4 A-1020 Wien
Tel: +43/1/218 96 48
Fax: +43/1/218 96 48/10
Mail: off...@leiss.at

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Re: No -seriously, why don´t we GUMROAD for Softimage?

2017-01-25 Thread Rob Wuijster
Although I like what you're trying to do, it's not really a viable 
option imho.


I know we're all (still) reluctant to move on, but at some point we have 
to admit Softimage is falling behind the curve.

Despite it's great workflow and ease of use.
Not to mention the rapid decline of Softimage related jobs that are out 
there. Which is even more important a factor for a freelancer.


Over here there's - afaik - only one post studio left using Softimage, 
and that will probably change in the near future.
So to be able to pay the bills, clinging on to Softimage for 
post-production related work isn't an option for a lot of people.


With the above, there are basically two options, one is Maya, the other 
Houdini.
Maya isn't that bad to switch to, it has become better with the latest 
releases workflow wise. And it more or less behaves the same as 
Softimage in many ways.
Houdini is a different beast, and will take some serious getting used to 
due to the node based and procedural innards, but will give you tons of 
freedom to play with.


So, like I said, the thoughts behind it are admirable, but it might be 
time to start looking at something else for future developments.



Rob
\/-\/\/

On 24-1-2017 21:11, Pierre Schiller wrote:

Gum"road" to:

* Someone developing PBR viewport (an addon using Py, maybe with new 
Nvidia cuda .dlls?)
* Someone developing custom libraries (so every time something Open 
Source comes up

it can be implemented through).

I know I would join a patreon or gumroad for that.

Because, and excuse me, Open source blender -addon maddness- it´s a 
chimera (everyone developing at the same time, so many new things 
because no one holds the "fryer by the handles"! (no one filters 
what´s really necessary for the application to grow healthy)...


If that´s what´s going on on an Open source environment (and yes, 
organization leads to neatness and efficiency), I´d much rather join 
Gumroad or Patreon for anyone who´s willingly able to code what´s 
mentioned on this thread.


Just and ideajust...an idea..

Best regards.

--
Portfolio 2013 
Cinema & TV production
Video Reel 


--
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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ICE - Create Copies from Polygon Mesh problem with UV

2017-01-25 Thread Mladen Kevic
Is there a way to include UV in copies that is generated by ICE node Create
Copies from Polygon Mesh

i tried both stock one, and Create Copies from Polygon Mesh v2

i also tried to make some empty texture projection on empty polygon mesh on
witch i apply ice with that compound, but i didn't get any kind of UVs on
it.

so far i only know to get it from pointcloud to emit instances, but that is
not solution for scene i currently working on

thanks in advance,
Mladen
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Re: houdini stability

2017-01-25 Thread Gerbrand Nel
Funny, As I'm about to reply with nothing but praise for houdini, my 
houdini crashed.
Cool thing is: it saved a backup as it crashed, and I lost nothing.
I was being silly though. I was modelling while the redshift ipr was 
rendering.
So yes, I'd say it is stable :)
G
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