Re: Getting close to a 3 year old EOL annyversary

2017-02-28 Thread Ognjen Vukovic
>See you later Space Software...
Bang !

On Wed, Mar 1, 2017 at 12:50 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> See you later Space Software... (do you even reference mate ? )
>
> When will the next generation of digital content creation tools/Platforms
> happen I wonder ? Fabric is beating the fanfare don't get me wrong, but it
> feels like we are late for a new member in the full solution family,
>  something that makes use of the advances made in tech... since after 1998.
>
> Also out of interest what would people like to see in It? Other then a row
> of AD ceo's heads on sticks at boot up?
>
>
> On 24 Feb 2017 02:50, "Tenshi Sama"  wrote:
>
> Amen.
>
> On Thu, Feb 23, 2017 at 3:53 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> But...who's counting
>> Anyways.. Thought about all those college students who started to train
>> in 2014 wih SI and had to switch sides to Ma or Max.
>>
>> thanks to Foundry and SideFx who really have comprehended what it's
>> like to have a tech career and reediming knowledge to their softaware (at
>> least on the lerning curve). No, really, thanks for your suport.
>>
>> Regards.
>>
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>>
>
>
>
> --
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> web: https://tenshi.carbonmade.com
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Re: Getting close to a 3 year old EOL annyversary

2017-02-28 Thread Sebastien Sterling
See you later Space Software... (do you even reference mate ? )

When will the next generation of digital content creation tools/Platforms
happen I wonder ? Fabric is beating the fanfare don't get me wrong, but it
feels like we are late for a new member in the full solution family,
 something that makes use of the advances made in tech... since after 1998.

Also out of interest what would people like to see in It? Other then a row
of AD ceo's heads on sticks at boot up?


On 24 Feb 2017 02:50, "Tenshi Sama"  wrote:

Amen.

On Thu, Feb 23, 2017 at 3:53 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> But...who's counting
> Anyways.. Thought about all those college students who started to train in
> 2014 wih SI and had to switch sides to Ma or Max.
>
> thanks to Foundry and SideFx who really have comprehended what it's
> like to have a tech career and reediming knowledge to their softaware (at
> least on the lerning curve). No, really, thanks for your suport.
>
> Regards.
>
> --
> 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: New H16 Smoothing node

2017-02-28 Thread Jonathan Moore
Hi Andy, I've just checked and Smooth 2.0 is definitely running on the CPU.
I just ran it at a ridiculously high strength (iterations) of 10,000 so I
had time to monitor the CPU and all 32 threads on my workstation run at
full kilter. I also checked my GPU load via GPU-Z and none of my (3) GPU's
had any load. I remember someone posting an OpenCL smooth implementation
last year - https://vimeo.com/172167812 - but I don't think it's connected
to anything SideFX have done in H16.

The docs mention the Attribute Blur Sop running via OpenCL on the GPU and
there's an all inclusive, non specific statement of extensive OpenCL
support in SOP's but SideFX aren't being committal as where they've
implemented it.

Anyway, the important bit is that Smooth 2.0 is massively improved on
previous versions. It's also quite interesting running the new Smooth at
crazy high iterations for more abstract effects.  ;)

On 28 February 2017 at 19:06, Andy Goehler 
wrote:

> IIRC, the new Smooth 2.0 and Attribute Blur SOPs even use OpenCL. So they
> compute on the GPU.
>
> Andy
>
> On Feb 28, 2017, at 5:54 PM, Jonathan Moore 
> wrote:
>
> but then I discover Houdini ships with a C++ compiled Smoothing node
> that's even faster!
>
>
>
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Re: New H16 Smoothing node

2017-02-28 Thread Andy Goehler
IIRC, the new Smooth 2.0 and Attribute Blur SOPs even use OpenCL. So they 
compute on the GPU.

Andy

> On Feb 28, 2017, at 5:54 PM, Jonathan Moore  wrote:
> 
> but then I discover Houdini ships with a C++ compiled Smoothing node that's 
> even faster! 

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Re: New H16 Smoothing node

2017-02-28 Thread Jonathan Moore
Houdini releases always seem to have so many great features behind the
headlines that become day to day workhorses.

I came across the improvements in the Smooth node as I was exploring the
new 'Compiled Block SOP' feature with ome old VEX snippets that Shawn
Lipowski shared as part of his VEX course a few years back (code for
Laplacian/Taubin smoothing). The VEX method was just as good as the new
Smoothing node in H16 but it was slow because it had to be iterated a fair
number of times via a ForEach and the old ForEach wasn't multithreaded. The
new 'Compiled SOP Block' solved that problem but then I discover Houdini
ships with a C++ compiled Smoothing node that's even faster!

At least I learnt a few things about the new 'Compiled SOP Block' so it
wasn't a complete waste of time. :)


On 28 February 2017 at 15:28, Ed Schiffer  wrote:

> this is brilliant... thanks for sharing.
> I still haven't checked this one. it's so much to see!!
>
>
>
> On 28 February 2017 at 10:31, Jonathan Moore 
> wrote:
>
>> Loving the new H16 Smooth node. As in previous version of Houdini, this
>> smooths the topology of a Mesh without adding to the poly count. In
>> previous versions of Houdini it employed a Laplacian (Gaussian) smoothing
>> algorithm which did the job but tended to blur the detail too much.
>>
>> The new version in H16 is a huge improvement and includes a 'Method'
>> setting (topology dependent, but the Curvature-Dominant is my pick of the
>> bunch). This employs a two-step Laplacian operator to inflate the mesh
>> after smoothing, for volume/detail preservation.
>>
>> It's especially useful on scanned geometry or geometry that has been
>> derived via Houdini's VDB tools. The example below shows the new smoothing
>> on a 1million triangle scan (top image) vs the unsmoothed version (bottom).
>> And check out the snazzy new improved PBR shading in the H16 viewport. Nice!
>>
>>
>>
>>
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>
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Re: New H16 Smoothing node

2017-02-28 Thread Ed Schiffer
this is brilliant... thanks for sharing.
I still haven't checked this one. it's so much to see!!



On 28 February 2017 at 10:31, Jonathan Moore 
wrote:

> Loving the new H16 Smooth node. As in previous version of Houdini, this
> smooths the topology of a Mesh without adding to the poly count. In
> previous versions of Houdini it employed a Laplacian (Gaussian) smoothing
> algorithm which did the job but tended to blur the detail too much.
>
> The new version in H16 is a huge improvement and includes a 'Method'
> setting (topology dependent, but the Curvature-Dominant is my pick of the
> bunch). This employs a two-step Laplacian operator to inflate the mesh
> after smoothing, for volume/detail preservation.
>
> It's especially useful on scanned geometry or geometry that has been
> derived via Houdini's VDB tools. The example below shows the new smoothing
> on a 1million triangle scan (top image) vs the unsmoothed version (bottom).
> And check out the snazzy new improved PBR shading in the H16 viewport. Nice!
>
>
>
>
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> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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>



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New H16 Smoothing node

2017-02-28 Thread Jonathan Moore
Loving the new H16 Smooth node. As in previous version of Houdini, this
smooths the topology of a Mesh without adding to the poly count. In
previous versions of Houdini it employed a Laplacian (Gaussian) smoothing
algorithm which did the job but tended to blur the detail too much.

The new version in H16 is a huge improvement and includes a 'Method'
setting (topology dependent, but the Curvature-Dominant is my pick of the
bunch). This employs a two-step Laplacian operator to inflate the mesh
after smoothing, for volume/detail preservation.

It's especially useful on scanned geometry or geometry that has been
derived via Houdini's VDB tools. The example below shows the new smoothing
on a 1million triangle scan (top image) vs the unsmoothed version (bottom).
And check out the snazzy new improved PBR shading in the H16 viewport. Nice!
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