Implosia FX 4.6 - Boolean core is corrupted?

2017-02-17 Thread Pierre Schiller
Hello team. I got Implosia Fx 4.6 installed on Softimage 2014 sp2, but I
keep getting this error: Boolean Core is corrupted, bypassed

I can´t perform fragmented cuts on a Lucy model.
What do I need to reinstall to fix that?

Thanks.
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Re: Maya

2017-02-17 Thread Andrew Prostrelov
> Just another day in the wonderful world of Maya...
totally agree.
The same stuff all over internet.
Every one in a pain of Maya "great" UI design, legacy crap and bugs all
over the place.
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Define components which i can't see

2017-02-17 Thread Andrew Prostrelov
Hi guys it's me again and another dope question:
Lets asume that we have array of components indices (for example edges)
randomly picked from object and array of component intersection coordinates
(3d world space or 3d local space).
We need to define, for current Camera, which components placed on a front
side of object(i can see them), and which one a placed on a backside of
object (can't see them behinde geo).

I tried to use ToolContext.Pick() and Pickbuffer mthods.
But when i use pickbuffer it miss alot and do not return any component
indices back. I assume that pickbuffer works good for polygon and big OGL
primitives and not so well for thin primitives (edge, verts).
Or maybe its a converting problem. 3D space coords are double and 2D space
coords are LONG (pixels).
So here is a part of code that i use for Pickbuffer:
CStatus LastCompAvailable(ToolContext& in_ctxt, X3DObject& in_obj)
{
if(m_intersectcoords.GetCount() > 0)
{
PolygonMesh curMesh( in_obj.GetActivePrimitive().GetGeometry()
);
LONG last_comp_idx = m_pickcomps[m_pickcomps.GetCount()-1];
CVector3 last_comp_coord =
m_intersectcoords[m_intersectcoords.GetCount()-1];
CVector3 last_comp_coord_screen_space;
in_ctxt.WorldToView(last_comp_coord,
last_comp_coord_screen_space); // convert 3D space coords to 2D space
coords
Camera cur_cam = in_ctxt.GetCamera();
CRefArray object;
object.Add(in_obj.GetRef());
PickBuffer curent_view_pickbuffer = in_ctxt.GetPickBuffer(0, 0,
0, 0, siEdgeFilter, object, siShaded);
LONG x = (LONG)last_comp_coord_screen_space.GetX();
LONG y = (LONG)last_comp_coord_screen_space.GetY();
LONG check_comp_idx =
curent_view_pickbuffer.GetComponentIndexAtPosition(x, y);
if(check_comp_idx != last_comp_idx)
return CStatus::Fail;
}
return CStatus::OK;
}

There's a chance of geo that, like a couple of mountains, can have
components with normals pointed to camera, but this components lies behind
part of geo that placed closer to current camera position, so we cannot see
them.
So dotprod+Normal method not an option i guess.
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Re: Opinion gathering

2017-02-17 Thread Jonathan Moore
It's not what you asked for but I've got pretty much all Windows builds of
Crate 2010 to 2017 in this archive.

https://d.pr/TTWU.rar

Not what you need now but it might come in handy another week. ;)

I'll ask around for a Linux build over the weekend if it can wait that long.



On 17 February 2017 at 22:11, Michael Amasio 
wrote:

> After an intense amount of arguing I've settled on getting my laptop to
> sit on the network with my soft license intact.  AD wouldn't budge.
> That'll go to crap once we finalize our 2 step authentication for marvel.
>
> Clarisse's is like kakana but better for most things.  It's the most
> backwards architecture I've seen.  But the team is great and they plop
> things in releases we need within a week or two.  We've got our aov's going
> now and that was about we needed.
> I know people looked at it as a layout tool, but I think that's really not
> worth the investment.  If you go with it it should be your renderer.
> They've talked about supporting the substance painter shaders which would
> be really nice.
>
> Their docs are a little weak and their naming is ass-backwards for all the
> api.  Still they're making that cpu sing.  I'm excited to see what happens
> when they get things dumping to the gpu.
>
> We're doing layout in unreal with lo-res geo.  Textures and shaders are an
> approximation of final look.  Hi res assets are pushed live to clarisse
> simultaneously.
> It's still getting on its feet, big snag is ue4 alembic readers on Linux.
>
> Anyone with exp in this area, give me a shout.
>
> Extra plug/extra apology (I can't actually post on this group) anyone have
> the exocortex crate compiled on Linux for Maya 2017?
> On Feb 17, 2017 1:50 PM, "Jonathan Moore" 
> wrote:
>
>> I don't have a huge amount of experience with Katana but I'd say they're
>> very loosely similar. The big difference is that Clarisse at it's heart is
>> a render engine crossed with a compositor and this in turn is connected to
>> a scene description engine. You bring everything thing in as cache files to
>> build your shot and because all assets are referenced in, it can handle
>> poly counts in the billions with ease.
>>
>> The really clever part is that you build and composite your shot within
>> the viewport using the final shot renderer. It's an exceptionally artist
>> focussed way of working and that's probably why it's gaining a strong
>> affinity with environment artists. But that's too narrow a description.
>>
>> I like that's been built from the ground up as a pipeline tool, so it's
>> not weighed down with the baggage of a traditional DCC.
>>
>> They have a very open PLE that you can explore at your leisure and the
>> learning resources they've added recently are excellent.
>>
>> The team behind it include some old school XSI folk. And because they've
>> gained a lot of traction in a relatively short space of time, there's a
>> great vibe about the community. Considering it's a big pipeline grade tool,
>> it luckily doesn't feature Foundry like pricing! :)
>>
>> You should definitely check it out.
>>
>> http://www.isotropix.com/clarisse
>>
>> On 17 February 2017 at 21:08, Artur W  wrote:
>>
>>> Is clarisse katana like application?
>>>
>>> Artur
>>>
>>> 2017-02-17 21:23 GMT+01:00 Jonathan Moore :
>>>
 I'm using clarisse's new renderer and it's been a dream.  It's quickly
> becoming my favorite over redshift for shear polygon muscle.
> I had 180 billion polygons (no proxy) in a scene on my laptop the
> other day. Still running 90 fps like a champ.


 Absolute agreement. I'm building something right now in Clarisse - 120
 million poly's (Alembic and LWO's and just about to add some VDB's into the
 mix). Not only is the frame rate flying along but the total memory
 registered in Task Manager is a smidge over 900mb.

 Really love the way the whole viewport can be the actual render, rather
 than an OpenGL approximation. I think Clarisse and Houdini are a match made
 in heaven and the $999 price for freelancers is ace too. Dreaming of the
 day when we'll have GPU VRAM to cope with all that throughput. Something
 like Redshift inside Clarisse would keep me spinning. ;)

 On 17 February 2017 at 19:45, Tim Crowson  wrote:

> How'd that work out, Michael, asking for more Soft licenses?
>
> On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio <
> michael.ama...@gmail.com> wrote:
>
>> There's a no shortage of high paying jobs for houdini fx artists in
>> Vancouver.
>> Most studios already have it integrated in their pipelines to some
>> degree.
>> Small studios who don't already use it might gripe about the cost,
>> but the big players lean on it heavily.
>> Most studios don't have more than one or 2 licenses for c4d.  And
>> that's for 300+ artists.
>> Modo has been nice but aside from modeling, it isn't heavily
>> integrated into a lot of pipelines out here (call

Re: Opinion gathering

2017-02-17 Thread Michael Amasio
After an intense amount of arguing I've settled on getting my laptop to sit
on the network with my soft license intact.  AD wouldn't budge.
That'll go to crap once we finalize our 2 step authentication for marvel.

Clarisse's is like kakana but better for most things.  It's the most
backwards architecture I've seen.  But the team is great and they plop
things in releases we need within a week or two.  We've got our aov's going
now and that was about we needed.
I know people looked at it as a layout tool, but I think that's really not
worth the investment.  If you go with it it should be your renderer.
They've talked about supporting the substance painter shaders which would
be really nice.

Their docs are a little weak and their naming is ass-backwards for all the
api.  Still they're making that cpu sing.  I'm excited to see what happens
when they get things dumping to the gpu.

We're doing layout in unreal with lo-res geo.  Textures and shaders are an
approximation of final look.  Hi res assets are pushed live to clarisse
simultaneously.
It's still getting on its feet, big snag is ue4 alembic readers on Linux.

Anyone with exp in this area, give me a shout.

Extra plug/extra apology (I can't actually post on this group) anyone have
the exocortex crate compiled on Linux for Maya 2017?
On Feb 17, 2017 1:50 PM, "Jonathan Moore"  wrote:

> I don't have a huge amount of experience with Katana but I'd say they're
> very loosely similar. The big difference is that Clarisse at it's heart is
> a render engine crossed with a compositor and this in turn is connected to
> a scene description engine. You bring everything thing in as cache files to
> build your shot and because all assets are referenced in, it can handle
> poly counts in the billions with ease.
>
> The really clever part is that you build and composite your shot within
> the viewport using the final shot renderer. It's an exceptionally artist
> focussed way of working and that's probably why it's gaining a strong
> affinity with environment artists. But that's too narrow a description.
>
> I like that's been built from the ground up as a pipeline tool, so it's
> not weighed down with the baggage of a traditional DCC.
>
> They have a very open PLE that you can explore at your leisure and the
> learning resources they've added recently are excellent.
>
> The team behind it include some old school XSI folk. And because they've
> gained a lot of traction in a relatively short space of time, there's a
> great vibe about the community. Considering it's a big pipeline grade tool,
> it luckily doesn't feature Foundry like pricing! :)
>
> You should definitely check it out.
>
> http://www.isotropix.com/clarisse
>
> On 17 February 2017 at 21:08, Artur W  wrote:
>
>> Is clarisse katana like application?
>>
>> Artur
>>
>> 2017-02-17 21:23 GMT+01:00 Jonathan Moore :
>>
>>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
 becoming my favorite over redshift for shear polygon muscle.
 I had 180 billion polygons (no proxy) in a scene on my laptop the other
 day. Still running 90 fps like a champ.
>>>
>>>
>>> Absolute agreement. I'm building something right now in Clarisse - 120
>>> million poly's (Alembic and LWO's and just about to add some VDB's into the
>>> mix). Not only is the frame rate flying along but the total memory
>>> registered in Task Manager is a smidge over 900mb.
>>>
>>> Really love the way the whole viewport can be the actual render, rather
>>> than an OpenGL approximation. I think Clarisse and Houdini are a match made
>>> in heaven and the $999 price for freelancers is ace too. Dreaming of the
>>> day when we'll have GPU VRAM to cope with all that throughput. Something
>>> like Redshift inside Clarisse would keep me spinning. ;)
>>>
>>> On 17 February 2017 at 19:45, Tim Crowson  wrote:
>>>
 How'd that work out, Michael, asking for more Soft licenses?

 On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio <
 michael.ama...@gmail.com> wrote:

> There's a no shortage of high paying jobs for houdini fx artists in
> Vancouver.
> Most studios already have it integrated in their pipelines to some
> degree.
> Small studios who don't already use it might gripe about the cost, but
> the big players lean on it heavily.
> Most studios don't have more than one or 2 licenses for c4d.  And
> that's for 300+ artists.
> Modo has been nice but aside from modeling, it isn't heavily
> integrated into a lot of pipelines out here (call me out if I'm wrong)
>
> I'm on a dev team for a new pipeline in film.  We're really pushing a
> lot of real time work flow.
> Lots of layout and viewing happens in UE4.
>
> IMHO the real time rendering is going to start to take over in the
> next couple years.  Prerendered UE4 will pass for most TV quality 
> animation.
> I'm using clarisse's new renderer and it's been a dream.  It's quickly
> becoming my favori

Re: Opinion gathering

2017-02-17 Thread Jonathan Moore
As to the speed of final frame quality, I'd say it's faster than Arnold but
not as fast as V-Ray.
The time saving is in the production of the shots. It's an exceptionally
fluid and creative way to work.

On 17 February 2017 at 21:24, Eugene Flormata  wrote:

> are other studios just using clarisse as look dev? or are they using it
> for final render?
> because redshift is just so fast for final no flicker renders, would my
> guess that clarisse is comparable to arnold in render time be appropriate
> if it was for final render?
>
>
>> 2017-02-17 21:23 GMT+01:00 Jonathan Moore :
>>
>>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
 becoming my favorite over redshift for shear polygon muscle.
 I had 180 billion polygons (no proxy) in a scene on my laptop the other
 day. Still running 90 fps like a champ.
>>>
>>>
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> Softimage Mailing List.
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Re: Opinion gathering

2017-02-17 Thread Jonathan Moore
I don't have a huge amount of experience with Katana but I'd say they're
very loosely similar. The big difference is that Clarisse at it's heart is
a render engine crossed with a compositor and this in turn is connected to
a scene description engine. You bring everything thing in as cache files to
build your shot and because all assets are referenced in, it can handle
poly counts in the billions with ease.

The really clever part is that you build and composite your shot within the
viewport using the final shot renderer. It's an exceptionally artist
focussed way of working and that's probably why it's gaining a strong
affinity with environment artists. But that's too narrow a description.

I like that's been built from the ground up as a pipeline tool, so it's not
weighed down with the baggage of a traditional DCC.

They have a very open PLE that you can explore at your leisure and the
learning resources they've added recently are excellent.

The team behind it include some old school XSI folk. And because they've
gained a lot of traction in a relatively short space of time, there's a
great vibe about the community. Considering it's a big pipeline grade tool,
it luckily doesn't feature Foundry like pricing! :)

You should definitely check it out.

http://www.isotropix.com/clarisse

On 17 February 2017 at 21:08, Artur W  wrote:

> Is clarisse katana like application?
>
> Artur
>
> 2017-02-17 21:23 GMT+01:00 Jonathan Moore :
>
>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>>> becoming my favorite over redshift for shear polygon muscle.
>>> I had 180 billion polygons (no proxy) in a scene on my laptop the other
>>> day. Still running 90 fps like a champ.
>>
>>
>> Absolute agreement. I'm building something right now in Clarisse - 120
>> million poly's (Alembic and LWO's and just about to add some VDB's into the
>> mix). Not only is the frame rate flying along but the total memory
>> registered in Task Manager is a smidge over 900mb.
>>
>> Really love the way the whole viewport can be the actual render, rather
>> than an OpenGL approximation. I think Clarisse and Houdini are a match made
>> in heaven and the $999 price for freelancers is ace too. Dreaming of the
>> day when we'll have GPU VRAM to cope with all that throughput. Something
>> like Redshift inside Clarisse would keep me spinning. ;)
>>
>> On 17 February 2017 at 19:45, Tim Crowson  wrote:
>>
>>> How'd that work out, Michael, asking for more Soft licenses?
>>>
>>> On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio <
>>> michael.ama...@gmail.com> wrote:
>>>
 There's a no shortage of high paying jobs for houdini fx artists in
 Vancouver.
 Most studios already have it integrated in their pipelines to some
 degree.
 Small studios who don't already use it might gripe about the cost, but
 the big players lean on it heavily.
 Most studios don't have more than one or 2 licenses for c4d.  And
 that's for 300+ artists.
 Modo has been nice but aside from modeling, it isn't heavily integrated
 into a lot of pipelines out here (call me out if I'm wrong)

 I'm on a dev team for a new pipeline in film.  We're really pushing a
 lot of real time work flow.
 Lots of layout and viewing happens in UE4.

 IMHO the real time rendering is going to start to take over in the next
 couple years.  Prerendered UE4 will pass for most TV quality animation.
 I'm using clarisse's new renderer and it's been a dream.  It's quickly
 becoming my favorite over redshift for shear polygon muscle.
 I had 180 billion polygons (no proxy) in a scene on my laptop the other
 day. Still running 90 fps like a champ.
 Maya is still too popular for animation (though soft is still king for
 animation), so it never hurts to know a bit.  I find it easy to write
 simple tools in Maya.  Though I'm literally throwing a block party the day
 it dies.

 Testing Ziva dynamics right now too.  It's a dream within a dream.

 Still hanging on for fabric to really come into its own.

 Sidenote: ( I hope this isn't hijacking,  it's related ) I used to run
 crowds with ice.  Massive before that.  What's the beat on crowds now? I'm
 about to run golaem though it's paces but I'm a little rusty on the crowd
 scene.

 All that aside...
 I just spent 2 days on the phone with autodesk trying to get them to
 take my damn money and sell me more soft licenses.
 On Feb 17, 2017 8:19 AM, "Andy Nicholas"  wrote:

 Absolutely. The future feels bright :)

 Great to see so many Softimage guys at the Houdini launch too!!


 On 17/02/2017 15:15, Oliver Weingarten wrote:
 > Am 17.02.2017 um 12:57 schrieb Jordi Bares:
 >> I know the feeling… discovery… what an wonderful feeling right?
 >>
 >>> On 17 Feb 2017, at 11:53, Artur W  wrote:
 >>>
 >>> Houdini is positively overwhelming. I move around quite comfo

Re: Maya

2017-02-17 Thread Eugene Flormata
yeah the last project I did we used a lot of redshift proxies, and nested
redshift proxies to save space,
it's just so hard trying to animate everything in one timeline when you
have to use it outside in another file

that makes sense that setting up render stuff inside a referenced file
would break things
but I guess I'll just have to look utilizing more proxies, or trying out
allembic
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Re: Opinion gathering

2017-02-17 Thread Eugene Flormata
are other studios just using clarisse as look dev? or are they using it for
final render?
because redshift is just so fast for final no flicker renders, would my
guess that clarisse is comparable to arnold in render time be appropriate
if it was for final render?


> 2017-02-17 21:23 GMT+01:00 Jonathan Moore :
>
>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>>> becoming my favorite over redshift for shear polygon muscle.
>>> I had 180 billion polygons (no proxy) in a scene on my laptop the other
>>> day. Still running 90 fps like a champ.
>>
>>
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Re: Opinion gathering

2017-02-17 Thread Artur W
Is clarisse katana like application?

Artur

2017-02-17 21:23 GMT+01:00 Jonathan Moore :

> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>> becoming my favorite over redshift for shear polygon muscle.
>> I had 180 billion polygons (no proxy) in a scene on my laptop the other
>> day. Still running 90 fps like a champ.
>
>
> Absolute agreement. I'm building something right now in Clarisse - 120
> million poly's (Alembic and LWO's and just about to add some VDB's into the
> mix). Not only is the frame rate flying along but the total memory
> registered in Task Manager is a smidge over 900mb.
>
> Really love the way the whole viewport can be the actual render, rather
> than an OpenGL approximation. I think Clarisse and Houdini are a match made
> in heaven and the $999 price for freelancers is ace too. Dreaming of the
> day when we'll have GPU VRAM to cope with all that throughput. Something
> like Redshift inside Clarisse would keep me spinning. ;)
>
> On 17 February 2017 at 19:45, Tim Crowson  wrote:
>
>> How'd that work out, Michael, asking for more Soft licenses?
>>
>> On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio 
>> wrote:
>>
>>> There's a no shortage of high paying jobs for houdini fx artists in
>>> Vancouver.
>>> Most studios already have it integrated in their pipelines to some
>>> degree.
>>> Small studios who don't already use it might gripe about the cost, but
>>> the big players lean on it heavily.
>>> Most studios don't have more than one or 2 licenses for c4d.  And that's
>>> for 300+ artists.
>>> Modo has been nice but aside from modeling, it isn't heavily integrated
>>> into a lot of pipelines out here (call me out if I'm wrong)
>>>
>>> I'm on a dev team for a new pipeline in film.  We're really pushing a
>>> lot of real time work flow.
>>> Lots of layout and viewing happens in UE4.
>>>
>>> IMHO the real time rendering is going to start to take over in the next
>>> couple years.  Prerendered UE4 will pass for most TV quality animation.
>>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>>> becoming my favorite over redshift for shear polygon muscle.
>>> I had 180 billion polygons (no proxy) in a scene on my laptop the other
>>> day. Still running 90 fps like a champ.
>>> Maya is still too popular for animation (though soft is still king for
>>> animation), so it never hurts to know a bit.  I find it easy to write
>>> simple tools in Maya.  Though I'm literally throwing a block party the day
>>> it dies.
>>>
>>> Testing Ziva dynamics right now too.  It's a dream within a dream.
>>>
>>> Still hanging on for fabric to really come into its own.
>>>
>>> Sidenote: ( I hope this isn't hijacking,  it's related ) I used to run
>>> crowds with ice.  Massive before that.  What's the beat on crowds now? I'm
>>> about to run golaem though it's paces but I'm a little rusty on the crowd
>>> scene.
>>>
>>> All that aside...
>>> I just spent 2 days on the phone with autodesk trying to get them to
>>> take my damn money and sell me more soft licenses.
>>> On Feb 17, 2017 8:19 AM, "Andy Nicholas"  wrote:
>>>
>>> Absolutely. The future feels bright :)
>>>
>>> Great to see so many Softimage guys at the Houdini launch too!!
>>>
>>>
>>> On 17/02/2017 15:15, Oliver Weingarten wrote:
>>> > Am 17.02.2017 um 12:57 schrieb Jordi Bares:
>>> >> I know the feeling… discovery… what an wonderful feeling right?
>>> >>
>>> >>> On 17 Feb 2017, at 11:53, Artur W  wrote:
>>> >>>
>>> >>> Houdini is positively overwhelming. I move around quite comfortably
>>> and yet I feel it is still first base stage.
>>> > Yes..and it feels like evolving with Houdini instead of taking steps
>>> > backward with AD!
>>> > --
>>> > 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.
>>>
>>> --
>>> 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.
>>
>
>
> --
> Softimage Mailing List.
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Re: Opinion gathering

2017-02-17 Thread Jonathan Moore
>
> I'm using clarisse's new renderer and it's been a dream.  It's quickly
> becoming my favorite over redshift for shear polygon muscle.
> I had 180 billion polygons (no proxy) in a scene on my laptop the other
> day. Still running 90 fps like a champ.


Absolute agreement. I'm building something right now in Clarisse - 120
million poly's (Alembic and LWO's and just about to add some VDB's into the
mix). Not only is the frame rate flying along but the total memory
registered in Task Manager is a smidge over 900mb.

Really love the way the whole viewport can be the actual render, rather
than an OpenGL approximation. I think Clarisse and Houdini are a match made
in heaven and the $999 price for freelancers is ace too. Dreaming of the
day when we'll have GPU VRAM to cope with all that throughput. Something
like Redshift inside Clarisse would keep me spinning. ;)

On 17 February 2017 at 19:45, Tim Crowson  wrote:

> How'd that work out, Michael, asking for more Soft licenses?
>
> On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio 
> wrote:
>
>> There's a no shortage of high paying jobs for houdini fx artists in
>> Vancouver.
>> Most studios already have it integrated in their pipelines to some degree.
>> Small studios who don't already use it might gripe about the cost, but
>> the big players lean on it heavily.
>> Most studios don't have more than one or 2 licenses for c4d.  And that's
>> for 300+ artists.
>> Modo has been nice but aside from modeling, it isn't heavily integrated
>> into a lot of pipelines out here (call me out if I'm wrong)
>>
>> I'm on a dev team for a new pipeline in film.  We're really pushing a lot
>> of real time work flow.
>> Lots of layout and viewing happens in UE4.
>>
>> IMHO the real time rendering is going to start to take over in the next
>> couple years.  Prerendered UE4 will pass for most TV quality animation.
>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>> becoming my favorite over redshift for shear polygon muscle.
>> I had 180 billion polygons (no proxy) in a scene on my laptop the other
>> day. Still running 90 fps like a champ.
>> Maya is still too popular for animation (though soft is still king for
>> animation), so it never hurts to know a bit.  I find it easy to write
>> simple tools in Maya.  Though I'm literally throwing a block party the day
>> it dies.
>>
>> Testing Ziva dynamics right now too.  It's a dream within a dream.
>>
>> Still hanging on for fabric to really come into its own.
>>
>> Sidenote: ( I hope this isn't hijacking,  it's related ) I used to run
>> crowds with ice.  Massive before that.  What's the beat on crowds now? I'm
>> about to run golaem though it's paces but I'm a little rusty on the crowd
>> scene.
>>
>> All that aside...
>> I just spent 2 days on the phone with autodesk trying to get them to take
>> my damn money and sell me more soft licenses.
>> On Feb 17, 2017 8:19 AM, "Andy Nicholas"  wrote:
>>
>> Absolutely. The future feels bright :)
>>
>> Great to see so many Softimage guys at the Houdini launch too!!
>>
>>
>> On 17/02/2017 15:15, Oliver Weingarten wrote:
>> > Am 17.02.2017 um 12:57 schrieb Jordi Bares:
>> >> I know the feeling… discovery… what an wonderful feeling right?
>> >>
>> >>> On 17 Feb 2017, at 11:53, Artur W  wrote:
>> >>>
>> >>> Houdini is positively overwhelming. I move around quite comfortably
>> and yet I feel it is still first base stage.
>> > Yes..and it feels like evolving with Houdini instead of taking steps
>> > backward with AD!
>> > --
>> > 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.
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Re: Opinion gathering

2017-02-17 Thread Tim Crowson
How'd that work out, Michael, asking for more Soft licenses?
On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio 
wrote:

> There's a no shortage of high paying jobs for houdini fx artists in
> Vancouver.
> Most studios already have it integrated in their pipelines to some degree.
> Small studios who don't already use it might gripe about the cost, but the
> big players lean on it heavily.
> Most studios don't have more than one or 2 licenses for c4d.  And that's
> for 300+ artists.
> Modo has been nice but aside from modeling, it isn't heavily integrated
> into a lot of pipelines out here (call me out if I'm wrong)
>
> I'm on a dev team for a new pipeline in film.  We're really pushing a lot
> of real time work flow.
> Lots of layout and viewing happens in UE4.
>
> IMHO the real time rendering is going to start to take over in the next
> couple years.  Prerendered UE4 will pass for most TV quality animation.
> I'm using clarisse's new renderer and it's been a dream.  It's quickly
> becoming my favorite over redshift for shear polygon muscle.
> I had 180 billion polygons (no proxy) in a scene on my laptop the other
> day. Still running 90 fps like a champ.
> Maya is still too popular for animation (though soft is still king for
> animation), so it never hurts to know a bit.  I find it easy to write
> simple tools in Maya.  Though I'm literally throwing a block party the day
> it dies.
>
> Testing Ziva dynamics right now too.  It's a dream within a dream.
>
> Still hanging on for fabric to really come into its own.
>
> Sidenote: ( I hope this isn't hijacking,  it's related ) I used to run
> crowds with ice.  Massive before that.  What's the beat on crowds now? I'm
> about to run golaem though it's paces but I'm a little rusty on the crowd
> scene.
>
> All that aside...
> I just spent 2 days on the phone with autodesk trying to get them to take
> my damn money and sell me more soft licenses.
> On Feb 17, 2017 8:19 AM, "Andy Nicholas"  wrote:
>
> Absolutely. The future feels bright :)
>
> Great to see so many Softimage guys at the Houdini launch too!!
>
>
> On 17/02/2017 15:15, Oliver Weingarten wrote:
> > Am 17.02.2017 um 12:57 schrieb Jordi Bares:
> >> I know the feeling… discovery… what an wonderful feeling right?
> >>
> >>> On 17 Feb 2017, at 11:53, Artur W  wrote:
> >>>
> >>> Houdini is positively overwhelming. I move around quite comfortably
> and yet I feel it is still first base stage.
> > Yes..and it feels like evolving with Houdini instead of taking steps
> > backward with AD!
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
> --
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Re: Opinion gathering

2017-02-17 Thread Michael Amasio
There's a no shortage of high paying jobs for houdini fx artists in
Vancouver.
Most studios already have it integrated in their pipelines to some degree.
Small studios who don't already use it might gripe about the cost, but the
big players lean on it heavily.
Most studios don't have more than one or 2 licenses for c4d.  And that's
for 300+ artists.
Modo has been nice but aside from modeling, it isn't heavily integrated
into a lot of pipelines out here (call me out if I'm wrong)

I'm on a dev team for a new pipeline in film.  We're really pushing a lot
of real time work flow.
Lots of layout and viewing happens in UE4.

IMHO the real time rendering is going to start to take over in the next
couple years.  Prerendered UE4 will pass for most TV quality animation.
I'm using clarisse's new renderer and it's been a dream.  It's quickly
becoming my favorite over redshift for shear polygon muscle.
I had 180 billion polygons (no proxy) in a scene on my laptop the other
day. Still running 90 fps like a champ.
Maya is still too popular for animation (though soft is still king for
animation), so it never hurts to know a bit.  I find it easy to write
simple tools in Maya.  Though I'm literally throwing a block party the day
it dies.

Testing Ziva dynamics right now too.  It's a dream within a dream.

Still hanging on for fabric to really come into its own.

Sidenote: ( I hope this isn't hijacking,  it's related ) I used to run
crowds with ice.  Massive before that.  What's the beat on crowds now? I'm
about to run golaem though it's paces but I'm a little rusty on the crowd
scene.

All that aside...
I just spent 2 days on the phone with autodesk trying to get them to take
my damn money and sell me more soft licenses.
On Feb 17, 2017 8:19 AM, "Andy Nicholas"  wrote:

> Absolutely. The future feels bright :)
>
> Great to see so many Softimage guys at the Houdini launch too!!
>
>
> On 17/02/2017 15:15, Oliver Weingarten wrote:
> > Am 17.02.2017 um 12:57 schrieb Jordi Bares:
> >> I know the feeling… discovery… what an wonderful feeling right?
> >>
> >>> On 17 Feb 2017, at 11:53, Artur W  wrote:
> >>>
> >>> Houdini is positively overwhelming. I move around quite comfortably
> and yet I feel it is still first base stage.
> > Yes..and it feels like evolving with Houdini instead of taking steps
> > backward with AD!
> > --
> > 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.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Opinion gathering

2017-02-17 Thread Andy Nicholas
Absolutely. The future feels bright :)

Great to see so many Softimage guys at the Houdini launch too!!


On 17/02/2017 15:15, Oliver Weingarten wrote:
> Am 17.02.2017 um 12:57 schrieb Jordi Bares:
>> I know the feeling… discovery… what an wonderful feeling right?
>>
>>> On 17 Feb 2017, at 11:53, Artur W  wrote:
>>>
>>> Houdini is positively overwhelming. I move around quite comfortably and yet 
>>> I feel it is still first base stage.
> Yes..and it feels like evolving with Houdini instead of taking steps
> backward with AD!
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

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Re: Maya

2017-02-17 Thread Rob Wuijster

LOL! Sorry about that..

I mean Maya ascii.. So yes... The .ma file format ;-)


Rob Wuijster
E r...@casema.nl

\/-\/\/

On 17-2-2017 15:58, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:


Do you mean

Maya ASCII  (.ma)

or

Maya Binary (.mb)

?

Joey

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob 
Wuijster

*Sent:* Friday, February 17, 2017 5:18 AM
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 


*Subject:* Re: Maya

Oh... save eveything  in maya binary (.ma)
Rob



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Re: Maya

2017-02-17 Thread Oliver Weingarten


OMG...you must feel like in the 90s. That´s really bad..

But look, AD has put such an effort in "developing better software 
faster" and was so busy with transferring most parts of the development 
to China, that it just was not enough time to test 
stuff...sufficiently...but the stock market is doing great!


Sorry, could not resist.
oli

Am 17.02.2017 um 11:48 schrieb Artur W:

.. crashed again.

What's with that 20 000 windows telling me it's crashed. I know, I was 
there. Fuck off.


2017-02-17 11:45 GMT+01:00 Artur W >:


... and how is this ok, Autodesk?

Old render layers were screwed and this was supposed to be a new
start? Da fuck?
I mean, I'd like to think I am pretty well informed but I didn't
hear any roars, outrage bursts or any minor discontent (except for
here, of course).
We're talking basic functionality, like click and scrub.
Isn't there any backlash at all? No consequences?

Is this industry really a flock of lambs, who doesn't give a fuck?

Artur

2017-02-17 11:17 GMT+01:00 Rob Wuijster mailto:r...@casema.nl>>:

Never ever use RendeLayers and/or overrides in Reference Files.
At some point it will screw up your final scenes for
rendering. Also shading can mess up things at some point.
Create a final 'render scene' and set things up in there.

And be sure to never ever rename stuff that is referenced,
especially with scenes that have RenderLayers in them.
We found that out the hard way.

So for a recent project we decided to split everything up in
separate steps, and used Alembic extensively for the final
scene assembly, shading and rendering.
At least that worked as expected, and everybody could just
work on their parts.
Work done? Export to Alembic, and import back into another
scene. Things changed?. Export the Alembic again, reload ref.
file..

Oh... save eveything in maya binary (.ma) Rob

\/-\/\/
On 16-2-2017 22:25, Eugene Flormata wrote:

you can tell maya to not remember any windows in the settings
but sometimes it stops redshift from rendering

also reference files break the render later setup once you
start adding overrides
and overriding the in-out frames also are sometimes ignored
and referencing files with MASH in them also breaks things
once you have like 4 mash networks
and don't use turtle bake renderer, because sometimes it's
not predictable.


maya' okay to make boxes and texture boxes though.
so it's got that going for it..



On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama
mailto:tenshi...@gmail.com>> wrote:

Why people think saying the truth is bad? In what world
of dictators are we?

Saying the truth about Maya, is the best that people can
do. Maya and the s$iT that has inside is something people
in the industry already know, is just that people are
afraid to express themselves or they haven't tried other
functional programs. They tend to live like zombies
believing Maya is a god that has imperfections that needs
to be tolerated for the sake of having a job.

Wrong people. Wrong. If all the people out there that
think the same at least put a complain to their
supervisors everything, their supervisors will speak to
the above team, and the word will keep spreading until it
reach at the very top.
"Our designers, our people don't want to work with that
piece of garbage! Please do something".

Stop living in fear people. Say Maya is the WORST THING
that happen to the industry. AD is the worst thing that
happen to the industry. Maybe just maybe if we speak at
high decibels AD will listen and for the love of god they
will FIX all those SIMPLE little things. WE DON"T WANT
WORKAROUNDS, we want the tool WORKS., that's all.

my 2cents,



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 with
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Re: Opinion gathering

2017-02-17 Thread Oliver Weingarten
Am 17.02.2017 um 12:57 schrieb Jordi Bares:
> I know the feeling… discovery… what an wonderful feeling right?
>
>> On 17 Feb 2017, at 11:53, Artur W  wrote:
>>
>> Houdini is positively overwhelming. I move around quite comfortably and yet 
>> I feel it is still first base stage.
>
Yes..and it feels like evolving with Houdini instead of taking steps 
backward with AD!
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RE: Maya

2017-02-17 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Do you mean

Maya ASCII  (.ma)
  or
Maya Binary (.mb)
?

Joey

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Friday, February 17, 2017 5:18 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Maya


Oh... save eveything  in maya binary (.ma)



Rob



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Re: Maya

2017-02-17 Thread Srecko Micic
This was one of main reasons why I switched to XSI from Maya. So things did
not change much than

On Fri, Feb 17, 2017 at 11:17 AM, Rob Wuijster  wrote:

> Never ever use RendeLayers and/or overrides in Reference Files.
> At some point it will screw up your final scenes for rendering. Also
> shading can mess up things at some point.
> Create a final 'render scene' and set things up in there.
>
> And be sure to never ever rename stuff that is referenced, especially with
> scenes that have RenderLayers in them.
> We found that out the hard way.
>
> So for a recent project we decided to split everything up in separate
> steps, and used Alembic extensively for the final scene assembly, shading
> and rendering.
> At least that worked as expected, and everybody could just work on their
> parts.
> Work done? Export to Alembic, and import back into another scene. Things
> changed?. Export the Alembic again, reload ref. file..
>
> Oh... save eveything  in maya binary (.ma)
>
> Rob
>
> \/-\/\/
> On 16-2-2017 22:25, Eugene Flormata wrote:
>
> you can tell maya to not remember any windows in the settings
> but sometimes it stops redshift from rendering
>
> also reference files break the render later setup once you start adding
> overrides
> and overriding the in-out frames also are sometimes ignored
> and referencing files with MASH in them also breaks things once you have
> like 4 mash networks
> and don't use turtle bake renderer, because sometimes it's not predictable.
>
>
> maya' okay to make boxes and texture boxes though.
> so it's got that going for it..
>
>
>
> On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama  wrote:
>
>> Why people think saying the truth is bad? In what world of dictators are
>> we?
>>
>> Saying the truth about Maya, is the best that people can do. Maya and the
>> s$iT that has inside is something people in the industry already know, is
>> just that people are afraid to express themselves or they haven't tried
>> other functional programs. They tend to live like zombies believing Maya is
>> a god that has imperfections that needs to be tolerated for the sake of
>> having a job.
>>
>> Wrong people. Wrong. If all the people out there that think the same at
>> least put a complain to their supervisors everything, their supervisors
>> will speak to the above team, and the word will keep spreading until it
>> reach at the very top.
>> "Our designers, our people don't want to work with that piece of garbage!
>> Please do something".
>>
>> Stop living in fear people. Say Maya is the WORST THING that happen to
>> the industry. AD is the worst thing that happen to the industry. Maybe just
>> maybe if we speak at high decibels AD will listen and for the love of god
>> they will FIX all those SIMPLE little things. WE DON"T WANT WORKAROUNDS, we
>> want the tool WORKS., that's all.
>>
>> my 2cents,
>>
>
>
> --
> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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>



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---
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Skype:srecko.micic
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Re: Opinion gathering

2017-02-17 Thread Jordi Bares
I know the feeling… discovery… what an wonderful feeling right?

> On 17 Feb 2017, at 11:53, Artur W  wrote:
> 
> Houdini is positively overwhelming. I move around quite comfortably and yet I 
> feel it is still first base stage.

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Re: Opinion gathering

2017-02-17 Thread Artur W
Houdini is positively overwhelming. I move around quite comfortably and yet
I feel it is still first base stage.

2017-02-17 10:35 GMT+01:00 Jordi Bares :

> You certainly can do it but it is more cumbersome, I have done it before
> and wasn’t complicated but it wasn’t as slick as Softimage.
>
> The way you would do it (roughly speaking is)
>
> - Bake your animation curves onto a clip files (yep, you can do that)
> easily
>
> - Using CHOPs (channel operators) you will load those clips and manipulate
> them to build all your blending, loops, etc…
>
> - After all the manipulations you will export those channels back to the
> rig (just using the Export node)
>
>
> BUT,
>
> On the way you gain proper signal processing (which will allow you to do
> things you can’t even dream of doing in Softimage), you will be able to do
> advanced OS piping (imagine one houdini session running some computations
> and piping that data over the network to feed your animation operations),
> you will also be able to connect devices (hello MIDI) effortlessly, and
> many many other things.
>
> All in all, you will loose things, you will gain things… in my particular
> case I rather move forward rather than stay on an abandoned ship in the
> middle of the Pacific, so I am happy to trade X for Y and carry on.
>
> Hope it helps
> jb
>
>
>
>
> On 17 Feb 2017, at 06:02, phil harbath 
> wrote:
>
> so there really is no (easy) way of creating clips of animation based on a
> character set (or whatever) and loop them and blend them into other clips,
> I hate to describe it that way since I am kind of repeating my question
> about if houdini can emulate the mixer in Softimage (and perhaps sharing
> clips among like models).
>
> thanks
>
> *From:* Jordi Bares
> *Sent:* Thursday, February 16, 2017 2:15 PM
> *To:* Official Softimage Users Mailing List.https://groups.google.
> com/forum/#!forum/xsi_list
> *Subject:* Re: Opinion gathering
>
> Below
>
> Sent from my iPhone
>
> On 16 Feb 2017, at 18:47, phil harbath 
> wrote:
>
> I am very curious on how people feel about houdini’s character animation
> tools.  I am reluctant to move on from Softimage until there is something
> out there that is at least close to being on par with it.
>
>
> It is pretty similar and although you will miss a few things (like the
> mixer) you will get others (like muscles, advanced rigging, chops,...)
>
> Don't worry and give it a go
>
> Specifically the Shape Manager, non-destructive weights, and the animation
> mixer really help me get the job done, and when it comes to the negative
> things I hear about Maya it has kept me from making the leap in that
> direction even though I theoretically own 2 copies,  I really am hoping
> that Houdini is close because I really only want to make a change once.
>
>
> Shape management you do it out of the box through nodal workflow. Not as
> slick but more powerful.
>
> Non-destructive is the name of the game.
>
> No mixer but you have animation layers (although a bit wonky)
>
> Rigging is way way better in Houdini
>
> Hope it helps
>
> Jb
>
>
> thanks
>
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Re: Maya

2017-02-17 Thread Artur W
.. crashed again.

What's with that 20 000 windows telling me it's crashed. I know, I was
there. Fuck off.

2017-02-17 11:45 GMT+01:00 Artur W :

> ... and how is this ok, Autodesk?
>
> Old render layers were screwed and this was supposed to be a new start? Da
> fuck?
> I mean, I'd like to think I am pretty well informed but I didn't hear any
> roars, outrage bursts or any minor discontent (except for here, of course).
> We're talking basic functionality, like click and scrub.
> Isn't there any backlash at all? No consequences?
>
> Is this industry really a flock of lambs, who doesn't give a fuck?
>
> Artur
>
> 2017-02-17 11:17 GMT+01:00 Rob Wuijster :
>
>> Never ever use RendeLayers and/or overrides in Reference Files.
>> At some point it will screw up your final scenes for rendering. Also
>> shading can mess up things at some point.
>> Create a final 'render scene' and set things up in there.
>>
>> And be sure to never ever rename stuff that is referenced, especially
>> with scenes that have RenderLayers in them.
>> We found that out the hard way.
>>
>> So for a recent project we decided to split everything up in separate
>> steps, and used Alembic extensively for the final scene assembly, shading
>> and rendering.
>> At least that worked as expected, and everybody could just work on their
>> parts.
>> Work done? Export to Alembic, and import back into another scene. Things
>> changed?. Export the Alembic again, reload ref. file..
>>
>> Oh... save eveything  in maya binary (.ma)
>>
>> Rob
>>
>> \/-\/\/
>> On 16-2-2017 22:25, Eugene Flormata wrote:
>>
>> you can tell maya to not remember any windows in the settings
>> but sometimes it stops redshift from rendering
>>
>> also reference files break the render later setup once you start adding
>> overrides
>> and overriding the in-out frames also are sometimes ignored
>> and referencing files with MASH in them also breaks things once you have
>> like 4 mash networks
>> and don't use turtle bake renderer, because sometimes it's not
>> predictable.
>>
>>
>> maya' okay to make boxes and texture boxes though.
>> so it's got that going for it..
>>
>>
>>
>> On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama  wrote:
>>
>>> Why people think saying the truth is bad? In what world of dictators
>>> are we?
>>>
>>> Saying the truth about Maya, is the best that people can do. Maya and
>>> the s$iT that has inside is something people in the industry already know,
>>> is just that people are afraid to express themselves or they haven't tried
>>> other functional programs. They tend to live like zombies believing Maya is
>>> a god that has imperfections that needs to be tolerated for the sake of
>>> having a job.
>>>
>>> Wrong people. Wrong. If all the people out there that think the same at
>>> least put a complain to their supervisors everything, their supervisors
>>> will speak to the above team, and the word will keep spreading until it
>>> reach at the very top.
>>> "Our designers, our people don't want to work with that piece of
>>> garbage! Please do something".
>>>
>>> Stop living in fear people. Say Maya is the WORST THING that happen to
>>> the industry. AD is the worst thing that happen to the industry. Maybe just
>>> maybe if we speak at high decibels AD will listen and for the love of god
>>> they will FIX all those SIMPLE little things. WE DON"T WANT WORKAROUNDS, we
>>> want the tool WORKS., that's all.
>>>
>>> my 2cents,
>>>
>>
>>
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Re: Maya

2017-02-17 Thread Artur W
... and how is this ok, Autodesk?

Old render layers were screwed and this was supposed to be a new start? Da
fuck?
I mean, I'd like to think I am pretty well informed but I didn't hear any
roars, outrage bursts or any minor discontent (except for here, of course).
We're talking basic functionality, like click and scrub.
Isn't there any backlash at all? No consequences?

Is this industry really a flock of lambs, who doesn't give a fuck?

Artur

2017-02-17 11:17 GMT+01:00 Rob Wuijster :

> Never ever use RendeLayers and/or overrides in Reference Files.
> At some point it will screw up your final scenes for rendering. Also
> shading can mess up things at some point.
> Create a final 'render scene' and set things up in there.
>
> And be sure to never ever rename stuff that is referenced, especially with
> scenes that have RenderLayers in them.
> We found that out the hard way.
>
> So for a recent project we decided to split everything up in separate
> steps, and used Alembic extensively for the final scene assembly, shading
> and rendering.
> At least that worked as expected, and everybody could just work on their
> parts.
> Work done? Export to Alembic, and import back into another scene. Things
> changed?. Export the Alembic again, reload ref. file..
>
> Oh... save eveything  in maya binary (.ma)
>
> Rob
>
> \/-\/\/
> On 16-2-2017 22:25, Eugene Flormata wrote:
>
> you can tell maya to not remember any windows in the settings
> but sometimes it stops redshift from rendering
>
> also reference files break the render later setup once you start adding
> overrides
> and overriding the in-out frames also are sometimes ignored
> and referencing files with MASH in them also breaks things once you have
> like 4 mash networks
> and don't use turtle bake renderer, because sometimes it's not predictable.
>
>
> maya' okay to make boxes and texture boxes though.
> so it's got that going for it..
>
>
>
> On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama  wrote:
>
>> Why people think saying the truth is bad? In what world of dictators are
>> we?
>>
>> Saying the truth about Maya, is the best that people can do. Maya and the
>> s$iT that has inside is something people in the industry already know, is
>> just that people are afraid to express themselves or they haven't tried
>> other functional programs. They tend to live like zombies believing Maya is
>> a god that has imperfections that needs to be tolerated for the sake of
>> having a job.
>>
>> Wrong people. Wrong. If all the people out there that think the same at
>> least put a complain to their supervisors everything, their supervisors
>> will speak to the above team, and the word will keep spreading until it
>> reach at the very top.
>> "Our designers, our people don't want to work with that piece of garbage!
>> Please do something".
>>
>> Stop living in fear people. Say Maya is the WORST THING that happen to
>> the industry. AD is the worst thing that happen to the industry. Maybe just
>> maybe if we speak at high decibels AD will listen and for the love of god
>> they will FIX all those SIMPLE little things. WE DON"T WANT WORKAROUNDS, we
>> want the tool WORKS., that's all.
>>
>> my 2cents,
>>
>
>
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Re: Maya

2017-02-17 Thread Rob Wuijster

Never ever use RendeLayers and/or overrides in Reference Files.
At some point it will screw up your final scenes for rendering. Also 
shading can mess up things at some point.

Create a final 'render scene' and set things up in there.

And be sure to never ever rename stuff that is referenced, especially 
with scenes that have RenderLayers in them.

We found that out the hard way.

So for a recent project we decided to split everything up in separate 
steps, and used Alembic extensively for the final scene assembly, 
shading and rendering.
At least that worked as expected, and everybody could just work on their 
parts.
Work done? Export to Alembic, and import back into another scene. Things 
changed?. Export the Alembic again, reload ref. file..


Oh... save eveything in maya binary (.ma) Rob

\/-\/\/
On 16-2-2017 22:25, Eugene Flormata wrote:

you can tell maya to not remember any windows in the settings
but sometimes it stops redshift from rendering

also reference files break the render later setup once you start 
adding overrides

and overriding the in-out frames also are sometimes ignored
and referencing files with MASH in them also breaks things once you 
have like 4 mash networks
and don't use turtle bake renderer, because sometimes it's not 
predictable.



maya' okay to make boxes and texture boxes though.
so it's got that going for it..



On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama > wrote:


Why people think saying the truth is bad? In what world of
dictators are we?

Saying the truth about Maya, is the best that people can do. Maya
and the s$iT that has inside is something people in the industry
already know, is just that people are afraid to express themselves
or they haven't tried other functional programs. They tend to live
like zombies believing Maya is a god that has imperfections that
needs to be tolerated for the sake of having a job.

Wrong people. Wrong. If all the people out there that think the
same at least put a complain to their supervisors everything,
their supervisors will speak to the above team, and the word will
keep spreading until it reach at the very top.
"Our designers, our people don't want to work with that piece of
garbage! Please do something".

Stop living in fear people. Say Maya is the WORST THING that
happen to the industry. AD is the worst thing that happen to the
industry. Maybe just maybe if we speak at high decibels AD will
listen and for the love of god they will FIX all those SIMPLE
little things. WE DON"T WANT WORKAROUNDS, we want the tool WORKS.,
that's all.

my 2cents,



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Re: Maya

2017-02-17 Thread Artur W
I hope you're right. I really do mean that.

Artur

2017-02-17 11:00 GMT+01:00 Jordi Bares :

>
> > On 17 Feb 2017, at 00:28, Artur W  wrote:
> >
> > What pisses me off the most is that Autodesk thrives on industry
> pipeline dependence and inability to instant switch. Finances, knowledge
> base, sentiment, artist base are reasons why it is so simple for Autodesk
> just to keep everyone in check. All big and small studios are committed to
> keep the status quo, because it is cheaper and safer.
>
> There is a fair amount of truth in your statement but think for a second
> what has happened with Shake/Nuke… or even Renderman/Arnold!!
>
> > We can all switch to Houdini or whatever but let's be honest, Who's
> gonna use make it main app for animation, modeling, rendering. Even
> seasoned artists consider Houdini too complex, too much time consuming, too
> much tool for the job.
>
> The ground is shifting for many reasons but economically makes as much
> sense as artistically, so it is only a matter of time. Game companies have
> understood that already (just check any new AAA games and see for yourself)
>
> It won’t take long to start seeing rigging and animation done in Houdini,
> it is surely more efficient and economically viable than having to maintain
> 2 packages, plugins, configurations, especial glue to pass data back and
> forth...
>
> > I will continue to learn Houdini but to be honest I like to light and
> render. I love Arnold and Redshift and they're both on Houdini.
>
> You have it easy then…
>
> jb
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Re: Maya

2017-02-17 Thread Jordi Bares

> On 17 Feb 2017, at 00:28, Artur W  wrote:
> 
> What pisses me off the most is that Autodesk thrives on industry pipeline 
> dependence and inability to instant switch. Finances, knowledge base, 
> sentiment, artist base are reasons why it is so simple for Autodesk just to 
> keep everyone in check. All big and small studios are committed to keep the 
> status quo, because it is cheaper and safer.

There is a fair amount of truth in your statement but think for a second what 
has happened with Shake/Nuke… or even Renderman/Arnold!! 

> We can all switch to Houdini or whatever but let's be honest, Who's gonna use 
> make it main app for animation, modeling, rendering. Even seasoned artists 
> consider Houdini too complex, too much time consuming, too much tool for the 
> job.

The ground is shifting for many reasons but economically makes as much sense as 
artistically, so it is only a matter of time. Game companies have understood 
that already (just check any new AAA games and see for yourself)

It won’t take long to start seeing rigging and animation done in Houdini, it is 
surely more efficient and economically viable than having to maintain 2 
packages, plugins, configurations, especial glue to pass data back and forth... 

> I will continue to learn Houdini but to be honest I like to light and render. 
> I love Arnold and Redshift and they're both on Houdini.

You have it easy then…

jb
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Re: Opinion gathering

2017-02-17 Thread Jordi Bares
You certainly can do it but it is more cumbersome, I have done it before and 
wasn’t complicated but it wasn’t as slick as Softimage.

The way you would do it (roughly speaking is)

- Bake your animation curves onto a clip files (yep, you can do that) 
easily

- Using CHOPs (channel operators) you will load those clips and 
manipulate them to build all your blending, loops, etc… 

- After all the manipulations you will export those channels back to 
the rig (just using the Export node)


BUT,

On the way you gain proper signal processing (which will allow you to do things 
you can’t even dream of doing in Softimage), you will be able to do advanced OS 
piping (imagine one houdini session running some computations and piping that 
data over the network to feed your animation operations), you will also be able 
to connect devices (hello MIDI) effortlessly, and many many other things.

All in all, you will loose things, you will gain things… in my particular case 
I rather move forward rather than stay on an abandoned ship in the middle of 
the Pacific, so I am happy to trade X for Y and carry on.

Hope it helps
jb




> On 17 Feb 2017, at 06:02, phil harbath  wrote:
> 
> so there really is no (easy) way of creating clips of animation based on a 
> character set (or whatever) and loop them and blend them into other clips, I 
> hate to describe it that way since I am kind of repeating my question about 
> if houdini can emulate the mixer in Softimage (and perhaps sharing clips 
> among like models).
>  
> thanks
>  
> From: Jordi Bares <>
> Sent: Thursday, February 16, 2017 2:15 PM
> To: Official Softimage Users Mailing 
> List.https://groups.google.com/forum/#!forum/xsi_list <>
> Subject: Re: Opinion gathering
>  
> Below 
> 
> Sent from my iPhone
> 
> On 16 Feb 2017, at 18:47, phil harbath > wrote:
> 
>> I am very curious on how people feel about houdini’s character animation 
>> tools.  I am reluctant to move on from Softimage until there is something 
>> out there that is at least close to being on par with it. 
>  
> It is pretty similar and although you will miss a few things (like the mixer) 
> you will get others (like muscles, advanced rigging, chops,...)
>  
> Don't worry and give it a go
> 
>> Specifically the Shape Manager, non-destructive weights, and the animation 
>> mixer really help me get the job done, and when it comes to the negative 
>> things I hear about Maya it has kept me from making the leap in that 
>> direction even though I theoretically own 2 copies,  I really am hoping that 
>> Houdini is close because I really only want to make a change once.
>  
> Shape management you do it out of the box through nodal workflow. Not as 
> slick but more powerful.
>  
> Non-destructive is the name of the game.
>  
> No mixer but you have animation layers (although a bit wonky)
>  
> Rigging is way way better in Houdini
>  
> Hope it helps
>  
> Jb
> 
>>  
>> thanks
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Re: Maya

2017-02-17 Thread Gerbrand Nel
On 2017/02/17 2:28 AM, Artur W wrote:
> Even seasoned artists consider Houdini too complex, too much time 
> consuming, too much tool for the job.

Houdini might be slower to create something initially, but when the 
director storms in, and changes something this is where you overtake 
the poor fools using maya

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