Re: Fabric engine is gone

2017-11-02 Thread Andreas Bystrom
"What's funny is, I interviewed with Weta and Dneg recently and they both
asked me a lot about fabricengine (it occupied the majority of the
interviews) and expressed their intentions to leverage it more.
When this was announced, we had a meeting at Dneg.  It was like, "Crap,
well, there goes a few years of invested time for our new system built
around fabricEngine"
Weta mentioned that they were tossing their in-house node based system
they'd spent several years developing in favour of fabric."

do you really think you should be posting something that was discussed
during a private interview at these companies on a public forum like this?


On Fri, Nov 3, 2017 at 10:34 AM, Michael Amasio 
wrote:

> What's funny is, I interviewed with Weta and Dneg recently and they both
> asked me a lot about fabricengine (it occupied the majority of the
> interviews) and expressed their intentions to leverage it more.
>
> When this was announced, we had a meeting at Dneg.  It was like, "Crap,
> well, there goes a few years of invested time for our new system built
> around fabricEngine"
>
> Weta mentioned that they were tossing their in-house node based system
> they'd spent several years developing in favour of fabric.
>
> Really sad to see it go.  It looks like it needed just a few more years to
> find it's footing.  I hope someone buys it and hires a few of the
> developers to continue its progress.
> Crap is anyone at Weta right now?  Are they buying it? Go rumors!!!
>
> I feel like the core team of Fabric was like "Here's what you want, you
> just don't know it yet" and even though it was an uphill slog through the
> mire, companies were just starting to be like, "Yeah, that is what we want".
> If anything, I've seen real progress at a few places to start replacing
> DCC's with standalone python inputs.
> GUI's that gather the core information for things like rigging and CFX in
> generic containers and then pass it to the DCC for actual execution.  I've
> really enjoyed writing some stuff using USD and passing information between
> Unreal and Clarisse and Maya.
> Unreal isn't going anywhere and a lot of work I'm doing could potentially
> leave the heavy lifting deformers for a product like Ziva.
> I'm really hoping that the progress some people are making to have Unreal
> operate as a legitimate animation package continues.  It's still a ways
> off, but the potential is exciting and Unreal isn't running out of money
> anytime soon.
>
> It's nice seeing people start to realize that Maya isn't the
> here-all-end-all of necessity.
> I personally couldn't be happier if it died a quick and extremely
> unprofitable demise.
>
> I just spent the day rewriting very elegant ICE deformers into hacky Maya
> versions. *frown*
>
> Anywho upwards and downwards!
>
>
> On Oct 28, 2017 5:46 AM, "Jason S"  wrote:
>
>> I agree with everything you said..
>>
>> And I'm also saddened to see fabric close-up it's doors, especially in
>> this already diversity deprived environment.
>> & all the best to the FE team!
>>
>> On 10/27/17 17:59, Jonathan Moore wrote:
>>
>> MPC and PSYOP output some great work with Fabric Engine but in the end I
>> always felt it was too narrowly aimed at senior TD's with plenty of
>> programming experience. The success of ICE was fuelled by the compounds
>> that acted as a gateway drug to the inner workings. I thought maybe that
>> Kraken would develop into that gateway drug, but after seeing experienced
>> riggers feeling out of their comfort zone, soon realised it wasn't to be.
>>
>> When Eric Mootz joined the team I thought maybe that would bring about
>> tools for technically minded artists who weren't necessarily TD's.
>>
>> Whatever the reasons I feel for the FE team after all their hard efforts.
>> But I feel as one door closes others will open for them, folk with that
>> much talent don't remain jobless for long.
>>
>>
>> On 10/28/17 5:19, Michael Amasio wrote:
>>
>> That's too bad.
>> This is rough market.  There's not much money in developing better
>> solutions.  I guess we'll ride out our DCC's with ancient architecture, and
>> wait till one of us becomes a billionaire and funds something cutting edge.
>> I'd love to here more of the story of what happened from some of the
>> developers.
>>
>> Guess I'll finally follow you to Houdini, Oliver.
>>
>> On Oct 28, 2017 12:31 AM, "Olivier Jeannel" 
>> wrote:
>>
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__fabricengine.com&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=QbVrtghGCu8TT9LpHf6IxuVVjbGzEuP13bBOCQsJYj8&s=4wmz6iISCy_hnQyIOKW5tevnciACdEiMkU8XHriKZ_w&e=
>>> 
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, se

Re: Spherical harmonics in Softimage 2013

2016-12-05 Thread Andreas Bystrom
just out of curiosity, what do you hope to use this for? It's a fairly old
technique that tends to give your renders a "realtime/game" look.

On Tue, Dec 6, 2016 at 8:39 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I fixed it by placing SphericlaHarmonics.dll (typo to:
> SpheriCALHarmonics.dll) on the /Softimage/Application/Plugins directory.
> So it works but now I get this error:
> # WARNING : 3000 - 
> head_geo.polymsh.ICETree1.SH_GI.Cartesian2Spherical.TrigonometryNode
> node could not be evaluated correctly because of invalid input value (must
> be in the range of -1 to 1)
>
> What else do I need to check? Thanks.
>
>
> On Mon, Dec 5, 2016 at 2:31 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Error: This plugin is not installed: Evaluate SH.
>> :( please help.
>>
>> On Mon, Dec 5, 2016 at 2:28 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> HI, I just remembered this video:
>>> https://vimeo.com/71990801
>>>
>>> And wanted to take the scn for a spin on Softimage 2014 sp2. But I don´t
>>> know where
>>> to place the: SphericlaHarmonicNodes.dll ?
>>>
>>> What folder should this .dll go to?
>>> Thanks
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: XSI and Window 10, the bright future

2016-03-13 Thread Andreas Bystrom
also keep in mind it's looking increasingly likely that microsoft will turn
windows 10 into a subscription service.
windows 10 is the first major release that is "free" so it seems like they
are trying to get as many users onboard as they can before they start
charging people on a monthly/yearly basis.

as far as I know this is just a rumor, but wouldn't be surprised if it's
true.

On Mon, Mar 14, 2016 at 10:04 AM, Sven Constable 
wrote:

> Windows7 support is not discontinued. It runs until 2020. That includes
> security patches and updates.
> http://windows.microsoft.com/en-us/windows/lifecycle
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
> Sent: Sunday, March 13, 2016 9:33 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: XSI and Window 10, the bright future
>
> Its the perfect storm, XSI discontinued, Windows7 support discontinued
> (welcome virus and the like), Windows 10 privacy issues disaster and future
> upgrade obsolescence!! I wouldn’t move from Windows8 and would suggest to
> keep an eye on spare parts so you can stretch XSI as you think you need.
>
> Other than that, the issue is clear, we have to move forward and only
> Linux provides a decent strategy, the rest is way too many compromises.
>
> good luck
> jb
>
>
> > On 13 Mar 2016, at 17:47, Fabian Schnuer Gohde 
> wrote:
> >
> > Hi,
> > I've got machines with Win 8.1 Pro at the moment and with the free
> upgrade "deadline" approaching I'm thinking wether not not to take the
> plunge to Win10 during the summer.
> >
> > My main concern apart from privacy issues is that given the fact that
> there will now be continuous rolling windows upgrades that XSI will cease
> to function one fine morning. Much the same way that some programs stop
> working with MacOSX updates. And no-one will provide updates to fix that.
> >
> > I'm mostly happy with Win8.1+ClassicShell but the fact that M$ and Intel
> want upcoming hardware to require new Windows is perhaps a reason to
> update. I'm still looking to use XSi for another 3-5 years.
> >
> > Does anyone with more knowledge of Windows internals and XSI
> dependencies have an opinion on the likelyhood of M$ messing with something
> that XSI needs?
> >
> > Thank you,
> > Fabian
> >
> >
> > --
> > 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: Color at Vertices from Clusters

2015-08-03 Thread Andreas Bystrom
if I understood what you want to do correctly, you can rendermap directly
into vertex colors, so if you have materials applied on your clusters
(yuck) you can then rendermap that result.



On Tue, Aug 4, 2015 at 4:33 PM, Francisco Criado 
wrote:

> Hi list!
>
> As i never used vertex colors (shame on me) and now being in the situation
> of starting to use them frequently in our pipeline, got to ask, if there is
> any chance to create color at vertices from polygon clusters.
> Any tip is more than welcome.
>
> Francisco.
>
>
>
> --
> Sent from Gmail Mobile
>


Re: Scripting making geoapproximation local?

2015-04-27 Thread Andreas Bystrom
if you select the objects, and press + and then - to increase and then
decrease the subd level, it will make the geoApprox propery local on each
of the selected objects.
not sure if that works in the setup you have, but could be worth a shot.

On Mon, Apr 27, 2015 at 10:38 PM, Cesar Saez  wrote:

> You can add a brand new geo approximation property and it will replace the
> shared one making it unique.
>
> I don't have softimage on front of me, but it should be something like:
>
> for each in Application.Selection:
> each.AddProperty('geomapprox')
>
> Cheers
>


Re: Linux GUI weirdness

2015-04-05 Thread Andreas Bystrom
out of curiosity, what is the point in running linux if you are a small
softimage shop? I use linux every day here and can certainly see the
advantage for a big studio, but if softimage is your main app, why run an
OS that cripples it?





On Mon, Apr 6, 2015 at 4:52 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> hmm, you mean XSI's own sub windows outside the main client's? XSI does
> maximize to both monitors and snap, but honestly I don't even notice it
> anymore if I want to work on just one monitor, I just meta + middle mouse
> resize it on opening, after that I can move any window outside and over the
> desktop. That's on CentOS 6.2 to 6.6.
> If you mean dragging it off desktop, no, I don't believe it's possible, X
> lets the client window control that behaviour and I suspect mainwin, or
> whatever else deals with the windowing, has it disabled.
>
> On Sun, Apr 5, 2015 at 3:43 PM, Simon van de Lagemaat <
> si...@theembassyvfx.com> wrote:
>
>> We had the same problem and found out the font that Soft was searching
>> for, it was something odd.  I'll find out what it was on Monday and let you
>> know how we fixed it.  In fact I don't think we ever got a check but
>> instead it was some odd looking shape.
>>
>> The other massive annoyance was how Soft wants to maximise across
>> monitors and you can't drag a window off the screen, they just bump up
>> against the edges :-/, this is centos 6 however.
>>
>> On Sat, Apr 4, 2015 at 6:24 PM, Steven Caron  wrote:
>>
>>> Thanks Luc-Eric...
>>>
>>> I am not sure where to start investigating on the font subject, any
>>> pointers? but the window server tip can get me started.
>>>
>>> On Sat, Apr 4, 2015 at 4:45 PM, Luc-Eric Rousseau 
>>> wrote:
>>>
 The missing checkmark in the spreadsheet control is something about
 font substitution.  It's not a bitmap that's used, it's the checkmark
 symbol.  In.. Arial font, perhaps.  For the keyboard and the focus,
 I'm sure something can be fixed by fiddling with the window server's
 focus-follow-mouse setting.  You might need to install something to
 get access to those settings.

 On 3 April 2015 at 17:46, Steven Caron  wrote:

>>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Renderman

2015-03-23 Thread Andreas Bystrom
for playing around with it, sure, but if you use softimage I don't think
prman is a serious alternative for commercial projects these days. 3delight
will export ribs sure, but to actually get those to render in prman is a
different thing, getting shaders to work etc.

On Tue, Mar 24, 2015 at 10:59 AM, Francois Lord 
wrote:

>  Well... the non-commercial version is a damn good reason to use it. I
> sure will try it once it's available for Houdini.
>
> On 23-Mar-15 17:47, Andreas Bystrom wrote:
>
>   I think the old XSIMan by graphicprimitves was the closest you could
> get to a prman bridge, sadly the product was discontinued a long time ago..
> I tested it quite a bit when it came out, nice little plugin but the
> implementation was rather basic in a way, no render-region support etc.
>
>  there is also the opensource affogato:
> http://sourceforge.net/projects/affogato/
>
>
>  anyway, with all the renderers out there I don't see much reason to use
> prman anymore..
>
>  -Andreas
>
>
> On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman 
> wrote:
>
>> cmd line renderman is available but not sure how you would make a rib
>> with all the new shader parameters etc straight outa softimage :(
>>
>> On 23 March 2015 at 21:32, Daniel Brassard  wrote:
>> > Just received notice from Pixar that Renderman free for non-commercial
>> use
>> > is now available.
>> >
>> > Does anybody have used Renderman before with Softimage and is their a
>> bridge
>> > between Softimage and Renderman available?
>> >
>> > (yes, I have Maya too, so I can use it with Maya but I would like to
>> test
>> > Renderman with Softimage)
>> >
>> > Cheers!
>> >
>> > Dan
>> >
>> >
>>
>
>
>


Re: Renderman

2015-03-23 Thread Andreas Bystrom
I think the old XSIMan by graphicprimitves was the closest you could get to
a prman bridge, sadly the product was discontinued a long time ago.. I
tested it quite a bit when it came out, nice little plugin but the
implementation was rather basic in a way, no render-region support etc.

there is also the opensource affogato:
http://sourceforge.net/projects/affogato/


anyway, with all the renderers out there I don't see much reason to use
prman anymore..

-Andreas


On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman  wrote:

> cmd line renderman is available but not sure how you would make a rib
> with all the new shader parameters etc straight outa softimage :(
>
> On 23 March 2015 at 21:32, Daniel Brassard  wrote:
> > Just received notice from Pixar that Renderman free for non-commercial
> use
> > is now available.
> >
> > Does anybody have used Renderman before with Softimage and is their a
> bridge
> > between Softimage and Renderman available?
> >
> > (yes, I have Maya too, so I can use it with Maya but I would like to test
> > Renderman with Softimage)
> >
> > Cheers!
> >
> > Dan
> >
> >
>


Re: Glasswoks Lycra

2014-10-04 Thread Andreas Bystrom
as an xsilist thread grows longer, the probability of it involving redshift
approaches 1

On Sat, Oct 4, 2014 at 1:24 PM, Jason S  wrote:

>  Redshift is a noise cruncher :]
>
> (and soft is a production cruncher :] )
>
>
> On 10/03/14 20:11, Jason S wrote:
>
> Once I tried the classroom, but with literally everything everywhere
> displaced at a level of less than a pixel.. a blurry reflection scene
> material , many many area lights and with a wild camera move, to make
> motion blurred very dense displaced geo  all over the frame (with 1st bouce
> brute force GI) , to make the most nightmareish sampling task as possible,
> and rendered a 1080p frame in 14 min (to get where noise was at an
> acceptable amount) (.. and I was floored! :]
> (non-tweaked to death settings took 2h)
>
> Would have taken several -hours- if not days with anything else!
>
> Made like a full screen of (mostly noise free) fine-fine trail lines
> (under little redshift logos :] )
>
>
>
> On 10/03/14 18:44, ola.mad...@digitalcontext.se wrote:
>
> Yes, it's a really sweet setup. And it still only requires one license per
> machine even if you run separate tasks on each card.
>
>  We're using a mixtures of Titans, 780ti and tesla cards and I can only
> second what everyone else is saying. It's ridiculous fast.
>
>  O
>
>
>
> 3 okt 2014 kl. 23:57 skrev Mirko Jankovic :
>
>   yes that is exactly what I'm doing.
> 4 titans using all together when tweaking everything pulling  speed from
> them, and then in most of cases sending to Deadline with 4 of them each
> rendering 1 frame or 2 by 2.
> Really good support in Deadline for that .
>
> On Fri, Oct 3, 2014 at 11:50 PM, ola.mad...@digitalcontext.se <
> ola.mad...@digitalcontext.se> wrote:
>
>>  Yes, there seems to be a decline at 3 cards. But another great thing
>> about redshift is that you can render multiple tasks simultaneously so card
>> 1 & 2 render frame 1 and card 3 & 4 render frame 2, etc. this is fully
>> supported with Deadline (don't know about royal render, but I think someone
>> said it was supported as well).
>>
>>  Cheers
>> Ola
>>
>>
>> 3 okt 2014 kl. 21:54 skrev Ed Manning :
>>
>>On Fri, Oct 3, 2014 at 3:49 PM, Simon van de Lagemaat <
>> si...@theembassyvfx.com> wrote:
>>
>>> But still distributing one frame across two cards right?
>>>
>>>   yes.  IIR, the docs say up to 8 cards per host.  though there is a
>> decline in returns, so I think most people don't go over 3.
>>
>>
>
>
>


Re: hair rendering

2014-05-05 Thread Andreas Bystrom
like I said the min pixel width is 0.25 by default, even without the arnold
parameters property.

0.25 means that no hair strand will be thinner than 0.25 pixels in screen
space, how much the hair gets scaled up depends on how far away your camera
is, and at what resolution you render at.
I'm not sure how it's calculated exactly, but obviously the camera distance
is taken into account, which must be why you're seeing different results
between the camera view and the user view.




On Mon, May 5, 2014 at 8:47 PM, Mario Reitbauer
wrote:

> Ty guys, looks like it's rly about the min pixel width.
>
> I don't rly understand why that could cause a different result if I got
> the same size of the object in the userview and the camera.
>
> So even without an arnold parameter it shouldn't matter should it ?
> How isthe min pixel width calculated ?
> What is it using to calculate ?
>
>
> 2014-05-05 10:34 GMT+02:00 Andreas Bystrom :
>
> then it does sound like min pixel width, it could be a refresh problem
>> also, try doing a destroyScene inbetween the renders, it might be that
>> arnold uses the data from the render camera when rendering in the user view
>> and vice versa.
>>
>>
>> On Mon, May 5, 2014 at 8:24 PM, Mario Reitbauer <
>> cont...@marioreitbauer.at> wrote:
>>
>>> Sry, missed to mention that ;)
>>>
>>> Yes its Arnold. No lens shaders, same render settings in all regions.
>>>
>>>
>>> 2014-05-05 10:21 GMT+02:00 Andreas Bystrom :
>>>
>>> which renderer? if it's arnold it has the min pixel width enabled for
>>>> hair by default, this will scale hairs up in screen space to avoid
>>>> flickering when the hair strands are far away, it's 0.25 by default in
>>>> sitoa, and it might be what's causing the different look..
>>>>
>>>>
>>>>
>>>>
>>>> On Mon, May 5, 2014 at 8:13 PM, Mario Reitbauer <
>>>> cont...@marioreitbauer.at> wrote:
>>>>
>>>>> Hey guys
>>>>>
>>>>> Got a question about hair rendering.
>>>>> Anyone knows why hair rendering looks different when rendered in user
>>>>> view compared to rendering in camera view ?
>>>>>
>>>>> Got a hairy animal and the hair rendering looks more blury in the
>>>>> userview.
>>>>>
>>>>> So maybe someone allready stunbled upon this.
>>>>>
>>>>> cheers
>>>>> Mario
>>>>>
>>>>
>>>>
>>>
>>
>


Re: hair rendering

2014-05-05 Thread Andreas Bystrom
then it does sound like min pixel width, it could be a refresh problem
also, try doing a destroyScene inbetween the renders, it might be that
arnold uses the data from the render camera when rendering in the user view
and vice versa.


On Mon, May 5, 2014 at 8:24 PM, Mario Reitbauer
wrote:

> Sry, missed to mention that ;)
>
> Yes its Arnold. No lens shaders, same render settings in all regions.
>
>
> 2014-05-05 10:21 GMT+02:00 Andreas Bystrom :
>
> which renderer? if it's arnold it has the min pixel width enabled for hair
>> by default, this will scale hairs up in screen space to avoid flickering
>> when the hair strands are far away, it's 0.25 by default in sitoa, and it
>> might be what's causing the different look..
>>
>>
>>
>>
>> On Mon, May 5, 2014 at 8:13 PM, Mario Reitbauer <
>> cont...@marioreitbauer.at> wrote:
>>
>>> Hey guys
>>>
>>> Got a question about hair rendering.
>>> Anyone knows why hair rendering looks different when rendered in user
>>> view compared to rendering in camera view ?
>>>
>>> Got a hairy animal and the hair rendering looks more blury in the
>>> userview.
>>>
>>> So maybe someone allready stunbled upon this.
>>>
>>> cheers
>>> Mario
>>>
>>
>>
>


Re: hair rendering

2014-05-05 Thread Andreas Bystrom
which renderer? if it's arnold it has the min pixel width enabled for hair
by default, this will scale hairs up in screen space to avoid flickering
when the hair strands are far away, it's 0.25 by default in sitoa, and it
might be what's causing the different look..




On Mon, May 5, 2014 at 8:13 PM, Mario Reitbauer
wrote:

> Hey guys
>
> Got a question about hair rendering.
> Anyone knows why hair rendering looks different when rendered in user view
> compared to rendering in camera view ?
>
> Got a hairy animal and the hair rendering looks more blury in the userview.
>
> So maybe someone allready stunbled upon this.
>
> cheers
> Mario
>


Re: Rendering alternative to mental ray needed..

2014-03-23 Thread Andreas Bystrom
Jordi is right, biased/unbiased has very little to do with being able to
cheat things


for the record, arnold isn't entirely unbiased either, in fact I think the
whole biased/unbiased discussion is rather arbitrary, it generally has more
to do with speed than anything else


On Sun, Mar 23, 2014 at 9:53 PM, Jordi Bares  wrote:

> You can put weird non sensical numbers into an unbiased engine and would
> look as different as a biased engine.
>
> IMHO an unbiased engine will give you energy conservation, correct light
> calculation but won't limit your creativity.
>
> If you are after render artifacts then yes, with a biased engine you could
> extract those as an arty thing but I doubt you would go for that
>
> Jb
>
> Sent from my iPhone
>
> On 23 Mar 2014, at 07:29, Sebastien Sterling 
> wrote:
>
> The advantage of bias being that you can cheat, get unnatural or more
> stylistic effects versus unbiased Brute force which is more accurate and
> calculates MB and DOF at the same time.
>
>
> On 23 March 2014 07:14, Andreas Bystrom  wrote:
>
>> as far as I know, octane is a pure brute-force gpu raytracer, what's
>> unique about redshift is that it introduces biased techniques on the gpu,
>> interpolated gi etc...
>>
>> as for mr, the render engine is quite bad, but don't forget the shaders
>> are excellent, that's one thing good about mental ray.
>>
>>
>>
>>
>>
>> On Sun, Mar 23, 2014 at 8:07 PM, Emilio Hernandez wrote:
>>
>>> Well the comparison with MR handling is more in the sense of how we
>>> assembled the render tree during all tthe years that we only had MR, and
>>> its shaders.
>>>
>>> RS did an amazing job in make you feel at the home kitchen but in a
>>> totally new modern building.   So when you need to cook, you know where are
>>> all the ingredients and you are serving dinner in no time.
>>>
>>> --
>>> ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>
>>
>> --
>> Andreas Byström
>> Weta Digital
>>
>
>


-- 
Andreas Byström
Weta Digital


Re: Rendering alternative to mental ray needed..

2014-03-23 Thread Andreas Bystrom
as far as I know, octane is a pure brute-force gpu raytracer, what's unique
about redshift is that it introduces biased techniques on the gpu,
interpolated gi etc...

as for mr, the render engine is quite bad, but don't forget the shaders are
excellent, that's one thing good about mental ray.





On Sun, Mar 23, 2014 at 8:07 PM, Emilio Hernandez  wrote:

> Well the comparison with MR handling is more in the sense of how we
> assembled the render tree during all tthe years that we only had MR, and
> its shaders.
>
> RS did an amazing job in make you feel at the home kitchen but in a
> totally new modern building.   So when you need to cook, you know where are
> all the ingredients and you are serving dinner in no time.
>
> --
> ---
> Emilio Hernández   VFX & 3D animation.
>
>


-- 
Andreas Byström
Weta Digital


Re: Rendering alternative to mental ray needed..

2014-03-22 Thread Andreas Bystrom
perhaps this is derailing the thread a bit..

but lets think about cost reduction for a second, if you can produce say a
commercial for 50% less now compared to years ago, just as an example, will
that reduction in software/hardware cost equal more money in your pocket?
probably not.

in other words, perhaps it's a good idea to at least tell your clients you
are still stuck with a 5000$ a month electricity bill to do your rendering,
when in reality you are just running a single box with 2 titans ;)




On Sun, Mar 23, 2014 at 5:05 PM, Ed Manning  wrote:

> On the economic advantages of redshift or other gpu renderers.
>
> My current workstations are Mac Pro 3.1s which are left over from the
> company I shut down in 2009 (bootcamped  into Windows).  Essentially
> worthless from a CPU standpoint. Putting a single $1000 titan gpu into one
> of them makes it more efficient at rendering than any modern 16-core $8,000
> workstation running any CPU ray tracer. Putting 2 titans in them is like
> having my old 162-core blade server renderfarm without the $5000/month
> electric bill. Not to mention all the IT overhead and license costs.
>
> I have never seen a single piece of software (in concert with the
> astonishing graphics hardware that is now so cheap and still getting
> cheaper) have such a cost-reducing impact.
>
> Plus they are fanatically hard workers and great communicators.
>



-- 
Andreas Byström
Weta Digital


Re: Headus UV Layout

2014-03-09 Thread Andreas Bystrom
last time I used it, it was great, things might have changed but  back then
it worked much better than for example unfold3d.


you do need to get past the GUI though, it's not the most user friendly and
reading the manual is required before you can use it.




On Mon, Mar 10, 2014 at 11:05 AM, Sofronis Efstathiou <
sefstath...@bournemouth.ac.uk> wrote:

>  Hi,
>
>
>
> A few staff have asked to purchase licenses of Headus UV Layout for
> students. I haven't used it - any thoughts?
>
>
>
> Cheers
>
>
>
> Sofronis Efstathiou
>
> Postgraduate Framework Leader and BFX Competition and Festival Director
>
> Computer Animation Academic Group
>
> *National Centre for Computer Animation*
>
>
> Email: sefstath...@bournemouth.ac.uk
>
>
>
> Tel: +44 (0) 1202 965805
>
>
>
> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>
>
> Student Work:
>
> http://www.youtube.com/NCCA3DAnimation
>
> http://www.youtube.com/NCCADigitalFX
>
> http://www.youtube.com/NCCAAnimation
>
>
>
> 
>
>
>
> [image: Description: Description:
> C:\Users\sefstathiou\Pictures\nccalogo.jpg]
>   [image: Description: Description: C:\Users\sefstathiou\Documents\My
> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
>
>
>
>
>
> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>
>
>
> *Awarded for world-class computer animation teaching *
>
> *with wide scientific and creative applications*
>
>
>
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> Mindful Employer charter. Information about the accessibility of University
> buildings can be found on the BU DisabledGo 
> webpages
>
> This email is intended only for the person to whom it is addressed and may
> contain confidential information. If you have received this email in error,
> please notify the sender and delete this email, which must not be copied,
> distributed or disclosed to any other person.
>
> Any views or opinions presented are solely those of the author and do not
> necessarily represent those of Bournemouth University or its subsidiary
> companies. Nor can any contract be formed on behalf of the University or
> its subsidiary companies via email.
>
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> --
> This message has been scanned for viruses and
> dangerous content by *MailScanner* , and is
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-- 
Andreas Byström
Weta Digital
<><><><>

Re: SI and Houdini

2014-03-06 Thread Andreas Bystrom
interesting, from what I remember, years ago houdini used to run on windows
like softimage runs on linux - badly.

it does sound like things have changed a lot in recent years, perhaps it's
time to give it another try...


On Thu, Mar 6, 2014 at 10:57 PM, Nick Angus  wrote:

>  There was an issue with memory allocation with windows on Houdini 13
> from memory, it only effected large flip sims.  It has most probably been
> fixed by now though.  You can always grab the memalloc.dll from 12.5 if
> this is a problem anyway.
>
>
>
> If you haven't tried Houdini for a while (like I hadn't from v9 until
> 12.5) prepare to be blown away!
>
> I even figured out how to unpack and apply materials to single noded
> (multi part) Alembic cache without even reading the manual...
>
> And shattering stuff has never been simpler in any app!
>
>
>
> N
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares
> *Sent:* Thursday, 6 March 2014 7:27 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: SI and Houdini
>
>
>
> It works very well under windows, in fact, it makes quite  a lot of sense
> for small studios to use it under windows instead of linux.
>
>
>
> Running it on Mac is an option although there are a few glitches regarding
> the viewport that will soon be fixed (SideFX are working on it as we speak)
> so I would imagine it will be more or less the same experience on all 3
> environments.
>
>
>
> It is funny because SideFX have been compiling versions of Houdini for
> platforms you would not imagine, have a look at the download page to see
> what I mean... these guys are machines!
>
>
>
> hope it helps
>
>
>
> Jordi Bares
>
> jordiba...@gmail.com
>
>
>



-- 
Andreas Byström
Weta Digital


Re: SI and Houdini

2014-03-06 Thread Andreas Bystrom
out of curiosity, how well does houdini run under windows these days? it
would be interesting to know as I imagine there are a number of studios and
freelancers who aren't familiar enough with linux to make the best of it..




On Thu, Mar 6, 2014 at 10:18 PM, Jordi Bares  wrote:

> for those who have not read what is going on in the Houdini forums, I will
> be putting together some basic guides to transition to Houdini easily and
> maintain your workflows under the new philosophy, from partitions, to
> overrides, to...
>
> I may need help so guys so don't hesitate to pop and drop a line,
> specially if you have already done the transition.
>
> see you very soon!
>
> Jordi Bares
> jordiba...@gmail.com
>
> On 6 Mar 2014, at 02:33, Francisco Criado  wrote:
>
> Already signed in, and must say it feels very comfortable how sidefx is
> receiving ex-si users!
> Thanks a lot!
> F.
>
>
> On Wednesday, March 5, 2014, Halfdan Ingvarsson 
> wrote:
>
>>  I was young and I needed the money!
>>
>> And the beer.
>>
>> Mmm... beer.
>>
>>  - 1/2
>>
>> On 14-03-05 06:55 PM, Raffaele Fragapane wrote:
>>
>> On account of having furthered something like Mental Ray in the past,
>> even if with the best intentions, I reckon all beer debt is forfeit. He's
>> lucky he's getting away lightly with just a beer forfeiting.
>> At least he seems to be working on something that's not qualified as a
>> crime against humanity these days.
>>
>>
>> On Thu, Mar 6, 2014 at 10:50 AM, Meng-Yang Lu  wrote:
>>
>>> So what's the deal?  Do we still owe him beers or are we absolved?  :P
>>>
>>>  Good to see you Halfy!
>>>
>>>  -Lu
>>>
>>>
>>>  On Wed, Mar 5, 2014 at 2:07 PM, Halfdan Ingvarsson 
>>> wrote:
>>>
 Hello there

 It's been a while.

 I thought I'd post here and let you know, since there's been a lot of
 interest in Houdini, that we've created a dedicated forum for SI users on
 the SideFX site. (http://goo.gl/cixz4s). Feel free to swing by and ask
 any questions you'd like about Houdini and SideFX. I know this is a pretty
 tough time for everyone, but I just wanted to let you know that you're all
 welcome in our community.

 Hope to see you there!

 All the best,

 - 1/2


>>>
>>
>>
>>  --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>>
>>
>


-- 
Andreas Byström
Weta Digital


Re: let me fan the flames....

2014-03-05 Thread Andreas Bystrom
yes, although that that was a rather different situation, like you said
windows came/comes bundled with IE, had microsoft been selling it/giving it
away as an entirely separate product users would have had more of a chance
of picking alternative browsers, and had that been the case I doubt the
government had gone after them at all.






On Thu, Mar 6, 2014 at 11:14 AM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> I suppose I was looking back and remembering the government going after
> Microsoft for being a monopoly because it bundled IE with Windows.
>  Netscape existed back then, as did Apple, but it didn't stop them from
> going after Microsoft.
>
> I'd be interested to see what percentage of the entire market Autodesk has
> compared to Newtek, SideFX, The Foundry, etc.
>
>
> ᐧ
>
>
> On Wed, Mar 5, 2014 at 5:09 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> People often take the whole antitrust thing a bit too far.
>> Antitrust laws, contrary to popular belief, don't prohibit de-facto
>> monopolies in any way other than those emerging maliciously or
>> aggressively. They are intended to try and avoid them, of course, but there
>> is nothing illegal to a monopoly emerging naturally as long as it doesn't
>> get exploited, once in place, to further itself in an unfair and
>> uncompetitive manner.
>> If you have a monopoly on something because you're the only provider of
>> such thing that's perfectly legal. It's oligopoly through conspiracy (cross
>> company agreements on price fixing in example) that's severely punished,
>> and monopoly through conspiracy or aggressive exploitation of an existing
>> monopolistic or quasi-monopolistic capacity that are prohibited.
>>
>> AD is also not considered a monopoly since Houdini, Modo, C4D, LW, and
>> various other hanger-ons are all available, and AD generally doesn't coerce
>> or litigate much through M&E, almost not at all compared to any other tech
>> industry.
>>
>> Lastly, to those saying the acquisition of Softimage should have been
>> stalled or blocked by antitrust, Soft had been gutted by Avid and put on a
>> fire sale and handled very dubiously by a couple entirely too career
>> focused people inside it. AD did absolutely nothing illegal or dodgy buying
>> it. They would have had had they performed an aggressive take over of sorts
>> and concurrently done something like slashing prices or offering trade-ins
>> at a loss against other platforms, effectively making a move to try and
>> sweep the market of competitors, but they did none of it.
>>
>> Don't get me wrong, I'm not fond of current or past events, but the whole
>> monopoly and antitrust discussions are honestly best left out of it. There
>> is so much more that is wrong and could be fixed before people contemplate
>> class actions and antitrust appeals that are so incredibly unlikely to go
>> anywhere other than to brush the pocket lining of a handful of lawyers.
>>
>>
>>
>> On Thu, Mar 6, 2014 at 8:38 AM, Paul Griswold <
>> pgrisw...@fusiondigitalproductions.com> wrote:
>>
>>> Well, as I posted over on CGTalk, I don't think killing Softimage was a
>>> real business decision.  If M&E account for only 7% of ADSK's revenue, and
>>> Softimage is one of the smallest components of that revenue, it's
>>> insignificant.  But, executives need to pound their chests like gorillas
>>> and proclaim to the shareholders & board that they're trimming the fat,
>>> etc., etc.  If it was truly a business decision, they could have cut a lot
>>> more than just Softimage to make an impact on the bottom line.  This was
>>> all for show IMHO.
>>>
>>> Realistically, they could cancel all of their M&E products if they're 7%
>>> of the revenue.  They own enough patents & intellectual property that they
>>> could essentially hold the industry hostage and never develop another
>>> product.  Again Joe Alter comes to mind.  Why develop anything when you can
>>> sit back and force people to pay licensing fees year after year?
>>>
>>> Hopefully enough noise is made to start stirring up some anti-trust
>>> claims.  Autodesk is clearly behaving as a monopoly at this point.
>>>
>>> -Paul
>>>
>>>
>>>
>>>
>>> ᐧ
>>>
>>>
>>> On Wed, Mar 5, 2014 at 4:09 PM, Emilio Hernandez wrote:
>>>
 Well we all still think that putting Softimage to rest is a big mistake.

 Motion Builder also has not major improvements.  So we know how all
 will end.

 "We will continue to support and develop..."



 ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-05 15:02 GMT-06:00 Jordi Bares :

 If they kill any of those the only one I think would be a mistake would
> be Motion Builder… it has great potential if they decide to actually
> develop it… it has been in limbo mode like Softimage for years now and
> killing the Mac version was truly annoying.
>
> 3DSMax… well… the archit

Re: Softimage interaction n Maya?

2014-03-04 Thread Andreas Bystrom
getting properly used to alt+qwer instead of s+xcv only takes a couple of
weeks really, but if they are going to add anything in the way of
navigation to maya it should be the ability to SRT using the mousebuttons
like in xsi, left, middle and right mouse button for XYZ... having to find
and click the maya transform gizmo in the viewport is a shit workflow.




On Wed, Mar 5, 2014 at 9:27 AM, Alexander Akbarov  wrote:

> Obviously not http://clip2net.com/s/6WRRyY
>
>
> 2014-03-04 22:23 GMT+02:00 Matt Lowery :
>
> Is there a Softimage interaction mode in Maya? (like the Maya interaction
>> mode in Soft) If not, Autodesk needs to sort that out for those of us who
>> are going to have to switch.
>>
>> m@
>>
>
>


-- 
Andreas Byström
Weta Digital


Re: Arnold skin

2014-03-03 Thread Andreas Bystrom
any clusters in the scene, and do you have local environment maps
(sta_environment shader) on any of the materials related to the eyes/irises?

I'm not sure if those things will be related to the odd behavior but I
recently saw an example where the combination of those two things caused
unpredictable results.

also, it might be better to post stuff like this on the sitoa list.


On Tue, Mar 4, 2014 at 2:00 AM, Szabolcs Matefy wrote:

> Yep, meanwhile I figured it out. It's very typical, that I submit my
> problem, then I find the solution. However, I have a recurring issue with
> transparency, I have two eyes, and sometimes when I change the light
> direction, or the camera view, the irises behind the eye lens disappear. I
> need to destroy the scene, cast some woodoo mojo and pray to make the iris
> reappear...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *nick name
> *Sent:* Monday, March 03, 2014 1:31 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Arnold skin
>
>
>
> I meant try 1si = 0.1m
>
>
>
> On Mon, Mar 3, 2014 at 2:29 PM, nick name 
> wrote:
>
> In the Advanced Settings of the SkinSSS shader there's a multiplier. Not
> sure if that's what you're looking for.
>
> However, assuming 1si = 1m might not be the wisest thing to do. Try with
> 1si = 1m and see how it goes.
>
>
>
> On Mon, Feb 24, 2014 at 4:09 PM, Szabolcs Matefy 
> wrote:
>
> Hey folks
>
>
>
> I've just downloaded Arnold, and tried to set up something (especially
> skin)
>
>
>
> I've got few question to those, who are well versed in Arnold:
>
>
>
> 1.   Is it possible to scale the SSS? Like in MR there were a scale
> conversion value, do we have it here as well?
>
> 2.   My skin looks red. Awfully red...I used the default shader lit
> with a Quad Light, nothing fancy no texture. I admit, the model is created
> in a 1 unit = 1 m system, I tried to adjust it with Radius multiplier, but
> yet I do not like the outcome...
>
> 3.   It seems, that the skin shader doesn't have a diffuse component,
> just scattering?
>
>
>
> Cheers
>
>
>
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
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>
>
>
>
>



-- 
Andreas Byström
Weta Digital


Re: rray.de/xsi for MAYA?????

2014-02-28 Thread Andreas Bystrom
kiwi beer is where it's at!

(now the thread will derail into a beer discussion which is just as well
really)


On Sat, Mar 1, 2014 at 12:54 PM, Ognjen Vukovic  wrote:

> Goddamn Czech beer, i reverted back to Czechoslovakia... :)
>
>
> On Sat, Mar 1, 2014 at 12:23 AM, Ognjen Vukovic  wrote:
>
>> It seems i misplaced a .exr extension at the end... but seriously all
>> this bailing ship mentality from people... i might just be really drunk but
>> maybe it could probably be for the best if a good part of the undecided
>> community go with the flow and go maya... and stop posting negative goddamn
>> posts in this fantastic mailing list. :) sorry for the rant, but the
>> chekoslovakian  beer got the best of me.
>>
>>
>> On Sat, Mar 1, 2014 at 12:10 AM, Emilio Hernandez wrote:
>>
>>> Haha
>>>
>>>
>>>
>>>
>>> 2014-02-28 16:58 GMT-06:00 Sebastien Sterling <
>>> sebastien.sterl...@gmail.com>:
>>>
>>> your link isn't working :P


 On 28 February 2014 23:44, Ognjen Vukovic  wrote:

> www.rraydeForMaya.com/spoonfeed.xhtml.jpg
>
> Sorry but it just seems a bit appropriate at this moment.
>
>
>
>
> On Fri, Feb 28, 2014 at 7:59 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Lol, creative crash "may all your dreams come true"
>>
>>
>> On 28 February 2014 19:20, Emilio Hernandez wrote:
>>
>>> creativecrash.com
>>>
>>>
>>>
>>>
>>> 2014-02-28 11:46 GMT-06:00 Pablo Tufaro :
>>>
>>>
 Hey guys! what a mess all these days with this news!

 rray.de/xsi

 I started to think how awsome is this resourse page for softimage,
 and if somebody knows anything similar out there?

 Cheers!

 P.


>>>
>>
>

>>>
>>
>


-- 
Andreas Byström
Weta Digital


Re: Anybody succes with the new skin shader for Arnold?

2014-02-26 Thread Andreas Bystrom
hey

glad you have a workaround, but diffuse depth = 0 means no GI at all, seems
like a shame to disable it.

I'm pretty sure you could get it working with gi enabled, but its hard to
tell without seeing a scene where the problem is.

if you attach a scene please make sure you remove all textures and make it
as simple as possible while still reproducing the issue.





On Thu, Feb 27, 2014 at 1:12 AM, Szabolcs Matefy wrote:

> Got a grab on the balls of the issue, it's the bouncing. If I decrease the
> Ray Depth of Diffuse to 0, no bouncing, no issue...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
>
> *Sent:* Wednesday, February 26, 2014 11:21 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Anybody succes with the new skin shader for Arnold?
>
>
>
> Kicking the SSS in the butt will disable this for sure. However, in all
> other place the sss looks just fine. It looks like that the SSS are
> bouncing a lot amplifying the effect. Sure, the eyelids are thinner, maybe
> I should darken the deep scatter texture there. But, the question is then,
> from where the hell it get the light to make the SSS so bright? Even if
> it's unlit...Anyway, thanks for the hint, I'll check it during the lunchbreak
> J
>
>
>
>
>
> Cheers
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Andreas Bystrom
> *Sent:* Wednesday, February 26, 2014 10:40 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Anybody succes with the new skin shader for Arnold?
>
>
>
> that looks like the deep scatter radius is way too high, are you sure it's
> within a reasonable range? try disabling it temporarily and see if it goes
> away.
>
> it could also be a model issue perhaps, is the model closed around the
> eyes, or is there anything else that might cause the sss to go crazy?
>
>
>
> also, been a while since I spent time in sitoa, but these days there seems
> to be both a shader called "skin_sss" and one called just "skin", both have
> a radius multiplier.
>
>
>
>
> On Wed, Feb 26, 2014 at 10:23 PM, Szabolcs Matefy 
> wrote:
>
> So, meanwhile I won against the displacement mapping, decreasing a bit the
> shallow scatter radius helps bringing out the details. But, I have strong
> red effect around the eyes
>
>
>
> The radii are quite reasonable, so I just don't get this glow. Especially
> that I have an eyeball in the eyesocket...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
> *Sent:* Tuesday, February 25, 2014 7:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Anybody succes with the new skin shader for Arnold?
>
>
>
>
>
> SSS softens displacement detail, in any renderer. Can you share some
> screenshots to help us understand the issues? Maybe show us what you expect
> versus what you get? Soften too much compared to what?
>
>
>
> What kind of displacement are you using? The skin shader doesn't support
> bump or autobump, if that's what you are using.
>
>
>
> Thanks
>
>
>
> Stephen
>
> Solid Angle Support
>
>
>
> On Tue, Feb 25, 2014 at 12:56 PM, Steven Caron  wrote:
>
> you should join the sitoa/mtoa mailing lists to get your answers... i have
> not used the new skin shader but from your last post you noticed there is
> no diffuse component but that is actually physically correct according to
> what marcos said.
>
>
>
> On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy 
> wrote:
>
> Hey guys
>
>
>
> I'm testing Arnold, and I found the new skin shader a little odd. First of
> all, it seems, that it softens the displacement way too much, though I made
> my character with slightly exaggerated details, and yet, those almost
> completely gone with the SSS...Could any of you show me some good result with
> realistic skin?
>
>
>
> Cheers
>
>
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain vi

Re: Anybody succes with the new skin shader for Arnold?

2014-02-26 Thread Andreas Bystrom
that looks like the deep scatter radius is way too high, are you sure it's
within a reasonable range? try disabling it temporarily and see if it goes
away.

it could also be a model issue perhaps, is the model closed around the
eyes, or is there anything else that might cause the sss to go crazy?

also, been a while since I spent time in sitoa, but these days there seems
to be both a shader called "skin_sss" and one called just "skin", both have
a radius multiplier.






On Wed, Feb 26, 2014 at 10:23 PM, Szabolcs Matefy wrote:

> So, meanwhile I won against the displacement mapping, decreasing a bit the
> shallow scatter radius helps bringing out the details. But, I have strong
> red effect around the eyes
>
>
>
> The radii are quite reasonable, so I just don't get this glow. Especially
> that I have an eyeball in the eyesocket...
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
> *Sent:* Tuesday, February 25, 2014 7:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Anybody succes with the new skin shader for Arnold?
>
>
>
>
>
> SSS softens displacement detail, in any renderer. Can you share some
> screenshots to help us understand the issues? Maybe show us what you expect
> versus what you get? Soften too much compared to what?
>
>
>
> What kind of displacement are you using? The skin shader doesn't support
> bump or autobump, if that's what you are using.
>
>
>
> Thanks
>
>
>
> Stephen
>
> Solid Angle Support
>
>
>
> On Tue, Feb 25, 2014 at 12:56 PM, Steven Caron  wrote:
>
> you should join the sitoa/mtoa mailing lists to get your answers... i have
> not used the new skin shader but from your last post you noticed there is
> no diffuse component but that is actually physically correct according to
> what marcos said.
>
>
>
> On Tue, Feb 25, 2014 at 9:30 AM, Szabolcs Matefy 
> wrote:
>
> Hey guys
>
>
>
> I'm testing Arnold, and I found the new skin shader a little odd. First of
> all, it seems, that it softens the displacement way too much, though I made
> my character with slightly exaggerated details, and yet, those almost
> completely gone with the SSS...Could any of you show me some good result with
> realistic skin?
>
>
>
> Cheers
>
>
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
>
>
>
>



-- 
Andreas Byström
Weta Digital


Re: Re[2]: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
yep, looks nice.

I'm also wondering if redshift can use the combined vram when using several
cards in sli mode, if you have 3 titans, can you use 3x6gb or just 6gb for
your scene?

a tree scene like that, at that rez would probably take a few hours in
arnold or vray, so even at 30m in redshift it's still very fast..

still, at 30m a frame you won't exactly be able to render full shots
without a farm, and once you work with even heavier scenes I imagine you
are looking at rendertimes of several hours per frame, and at that point I
don't think the gpu will speed anything up, quite the opposite.


On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares  wrote:

>
>
> To be clear, when Redshift goes out-of-core, it goes *into *your system
> ram. So in the end, you still need plenty of system ram for large scenes.
> But I've only got 20GB in my workstation and I'm getting very complex
> renders out of it without coming even close to that. More in the 6-8GB
> range so far. Proxies are awesome, and Redshift wisely had those from day
> one of the alpha.
>
> Now several months ago I rendered 
> this,
> but it's more along the lines of what Octavian posted. It's just one tree
> instanced a bunch of times. This rendered in about 30min at that
> resolution, on a GTX470.
>
> -Tim
>
> Very nice!! How did you light it? Sun + dome?
>
>
> --
>
>
> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
> AntivirusSchutz ist aktiv.
>
>


-- 
Andreas Byström
Weta Digital


Re: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
it's a nice example Octavian, but would be fun to try on something really
heavy, if it's only a couple of million polys it's still a pretty light
scene.

if I have time I might prepare something, it wouldn't have to be nice
looking, just dump a bunch of high-poly object in the scene and render, you
can just map a bunch of random high-rez textures on there as well..

my experience with gpu renderers is that they can be really fast on simple
scenes, but once you go over a certain complexity they grind to a halt,
redshift is supposed to deal with complexity better than some other gpu
renderers, I just haven't seen any examples yet.






On Tue, Feb 18, 2014 at 9:07 AM, Eric Lampi  wrote:

> We did some tests, on a scene with about 20,000 instanced objects on
> particles with refraction and reflection to match a Vray shader we were
> using. The rendertimes were something like 4 minutes compared to 30+
> minutes with Vray.
>
>
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/mybudoinc/animation
>
>
> On Mon, Feb 17, 2014 at 2:48 PM, Andreas Bystrom <
> andreas.byst...@gmail.com> wrote:
>
>> out of curiosity, has anyone tried a heavy production scene in redshift?
>> somewhere around 100-500m triangles with a bunch of 2k/4k textures?
>>
>> I'm seeing lots of single objects and simple scenes done with it,
>> rendering really fast, but what happens when you throw something heavier at
>> it?
>>
>> -Andreas
>>
>>
>>
>>
>> On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson <
>> tim.crow...@magneticdreams.com> wrote:
>>
>>>  "Lofted" strands aren't quite there yet, but are around the corner. All
>>> in all, Redshift really is rocking our little corner of the business. For
>>> us, it's been a game-changer.
>>>
>>> -Tim
>>>
>>>
>>> On 2/16/2014 6:33 PM, Emilio Hernandez wrote:
>>>
>>>  This is just XSI hair, but now it supports also strands.
>>>
>>>
>>>
>>>
>>>
>>>
>>> 2014-02-16 18:28 GMT-06:00 Steven Caron :
>>>
>>>> ice strands or just xsi hair?
>>>>
>>>>
>>>> On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez wrote:
>>>>
>>>>> Latest release of redshift with hair.
>>>>>
>>>>> https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg
>>>>>
>>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>>
>>
>>
>> --
>> Andreas Byström
>> Weta Digital
>>
>
>


-- 
Andreas Byström
Weta Digital


Re: Redshift3D Render

2014-02-17 Thread Andreas Bystrom
out of curiosity, has anyone tried a heavy production scene in redshift?
somewhere around 100-500m triangles with a bunch of 2k/4k textures?

I'm seeing lots of single objects and simple scenes done with it, rendering
really fast, but what happens when you throw something heavier at it?

-Andreas




On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson  wrote:

>  "Lofted" strands aren't quite there yet, but are around the corner. All
> in all, Redshift really is rocking our little corner of the business. For
> us, it's been a game-changer.
>
> -Tim
>
>
> On 2/16/2014 6:33 PM, Emilio Hernandez wrote:
>
>  This is just XSI hair, but now it supports also strands.
>
>
>
>
>
>
> 2014-02-16 18:28 GMT-06:00 Steven Caron :
>
>> ice strands or just xsi hair?
>>
>>
>> On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez wrote:
>>
>>> Latest release of redshift with hair.
>>>
>>> https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg
>>>
>>
>
> --
>
>
>
>
>


-- 
Andreas Byström
Weta Digital


Re: 3delight v4 is out for Softimage

2013-09-26 Thread Andreas Bystrom
"but still a bit bugy (sometimes hung when drawing a ender Region)"

that seems to be a problem with softimage in general, all third party
renderers I've tried has had this problem to a degree, some more than
others, even using the render region with mental ray can be very unstable
sometimes.. not saying it can't be improved, but it seems you will have to
accept a fair amount of crashes when rendering in softimage.




On Fri, Sep 27, 2013 at 9:15 AM, Aghiles Kheffache wrote:

> Hello,
>
> If you have crashes or any problems please let us know at
> supp...@3delight.com. We will make sure to fix that rapidly.
>
> Thanks,
>
> --
> Aghiles
>
> On 2013-09-26, at 3:02 PM, Andres Stephens  wrote:
>
> I’m playing with it right now, and even with the 4 core demo, it is bloody
> fast tho.. I’ve hung/crashed SI like 3 times already. Ehm.. might be human
> error.
>
> -Draise
>
> *From:* Steven Caron
> *Sent:* Thursday, September 26, 2013 13:44 
> *To:* softimage@listproc.autodesk.com
>
> the softimage plugin for vray? or vray in general?
>
>
> On Thu, Sep 26, 2013 at 11:29 AM, Eric Lampi  wrote:
>
>> Well I can tell you that at the moment, Vray is practically useless
>> compared to Arnold.
>>
>> We're using it currently, and we're all a little shocked here that it's
>> not still in beta...
>>
>> Eric
>>
>> --
>
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>



-- 
Andreas Byström
Weta Digital
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
"unsubscribe" and reply to the confirmation email.

Re: linux

2013-09-16 Thread Andreas Bystrom
try to convince alan jones that this is true...


On Tue, Sep 17, 2013 at 6:36 AM, Alan Fregtman wrote:

> I would say that yes, Maya plays nicer than Soft under Linux because there
> is no Mainwin nonsense.
>
>
>
> On Mon, Sep 16, 2013 at 7:24 AM, Andi Farhall  wrote:
>
>>
>> Crikey it's flakey. It's been nearly a dozen years since I was last in a
>> linux environment and i have to say soft is much nicer in winxx. For those
>> of you with experience in soft, maya and linux together, does maya play
>> nicer?
>>
>> cheers,
>>
>> A>
>>
>> ...
>> http://www.hackneyeffects.com/
>> https://vimeo.com/user4174293
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>> http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>> This email and any attachments to it may be confidential and are intended
>> solely for the use of the individual to whom it is addressed. Any views or
>> opinions expressed are solely those of the author and do not necessarily
>> represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email in
>> error.
>> 
>>
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>



-- 
Andreas Byström
Weta Digital
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
"unsubscribe" and reply to the confirmation email.

Re: Help me to understand workgroup

2013-09-04 Thread Andreas Bystrom
I was mostly referring to softimages plugin system actually, trying to
upgrade plugins inside of a workgroup in the middle of a large project with
lots of users can be a pain, older scenes that had previously worked fine
might break after updating, not to mention downgrading plugins again if you
find that they broke something can cause headaches as well..


for that reason if you are working on several projects its usually best to
have one workgroup per project, rather than one for the whole company.


On Wed, Sep 4, 2013 at 3:19 AM, Tim Crowson
wrote:

>  Don't worry, Daniel. Workgroups aren't perfect, but they get the job
> done. I'm not sure what 'world of pain' Andreas is talking about, although
> I know he's dealt with stuff at a very different scale than some of us. For
> what we do, and what I'm guessing you're likely to be doing, workgroups
> will treat you well.
> -Tim
>
>
>
> On 9/3/2013 7:37 AM, Andreas Bystrom wrote:
>
> like walter sobchak said: you're entering a world of pain
>
>
> On Wed, Sep 4, 2013 at 12:34 AM, Daniel Kim  wrote:
>
>> Thank you Martin
>>
>>  I will try. Hopefully it works well.
>>
>>  Thank you
>>
>>
>> On Wed, Sep 4, 2013 at 12:15 AM, Martin  wrote:
>>
>>>
>>> http://softimage.wiki.softimage.com/xsidocs/custom_basics_CreatingandUsingWorkgroups.htm
>>>
>>>  Plugin Manager, Workgroups tab, File, Create. (you can do it manually
>>> though)
>>>
>>>  Now you have a folder with an structure similar to your SI User
>>> folder. Put your plugins and uncompressed addons here (you don't
>>> necessarily need to install your addons, just use the same folder structure
>>> and it will be fine)
>>>
>>>  When you want to install an addon file to your Workgroup, not your
>>> user folder, do it with the Plugin Manager.
>>> In the Tree tab, right click in your Workgroup folder, install xsiaddon.
>>>
>>>  Martin
>>>
>>>
>>> On Tue, Sep 3, 2013 at 9:05 PM, Daniel Kim wrote:
>>>
>>>> Hi people
>>>>
>>>>  Is there any document or tutorials for workgroup setup for SI?
>>>>  I have few plugins and it's pain to upgrade one by one when new
>>>> version comes out. I heard there is a way to install plugin in workgroup
>>>> and share data with render-farm. If someone knows how to setup, please help
>>>> me.
>>>> I am using Arnold render, deadline, Redshift, and few free addons now.
>>>>
>>>>  Thank you
>>>>  Daniel
>>>>
>>>
>>>
>>
>>
>>   --
>> ---
>> Daniel Kim
>> Animation Director & Professional 3D Generalist
>> http://www.danielkim3d.com
>> ---
>>
>>
>>
>
>
> --
> Andreas Byström
> Weta Digital
>
>
> --
>
>
>
>


-- 
Andreas Byström
Weta Digital


Re: Help me to understand workgroup

2013-09-03 Thread Andreas Bystrom
like walter sobchak said: you're entering a world of pain


On Wed, Sep 4, 2013 at 12:34 AM, Daniel Kim  wrote:

> Thank you Martin
>
> I will try. Hopefully it works well.
>
> Thank you
>
>
> On Wed, Sep 4, 2013 at 12:15 AM, Martin  wrote:
>
>>
>> http://softimage.wiki.softimage.com/xsidocs/custom_basics_CreatingandUsingWorkgroups.htm
>>
>> Plugin Manager, Workgroups tab, File, Create. (you can do it manually
>> though)
>>
>> Now you have a folder with an structure similar to your SI User folder.
>> Put your plugins and uncompressed addons here (you don't necessarily need
>> to install your addons, just use the same folder structure and it will be
>> fine)
>>
>> When you want to install an addon file to your Workgroup, not your user
>> folder, do it with the Plugin Manager.
>> In the Tree tab, right click in your Workgroup folder, install xsiaddon.
>>
>> Martin
>>
>>
>> On Tue, Sep 3, 2013 at 9:05 PM, Daniel Kim  wrote:
>>
>>> Hi people
>>>
>>> Is there any document or tutorials for workgroup setup for SI?
>>> I have few plugins and it's pain to upgrade one by one when new version
>>> comes out. I heard there is a way to install plugin in workgroup and share
>>> data with render-farm. If someone knows how to setup, please help me.
>>> I am using Arnold render, deadline, Redshift, and few free addons now.
>>>
>>> Thank you
>>> Daniel
>>>
>>
>>
>
>
> --
> ---
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> ---
>
>
>


-- 
Andreas Byström
Weta Digital


Re: Hard surface modeling question

2013-08-22 Thread Andreas Bystrom
looks like your surface has more of a curve to it though, the more curved
it is the more issues like that will show up..

also, i doubt 3dsmax subdivides much different from softimage or maya for
that matter, maybe you could ask the guy to send you that piece of the
model as an obj so you can try it out.




On Thu, Aug 22, 2013 at 11:44 PM, Szabolcs Matefy wrote:

> Thanks James,
>
> ** **
>
> I thought and used similar approach but yet, here we tried to reproduce a
> similar surface that guy does, and we can’t replicate the same smoothness*
> ***
>
> ** **
>
> ** **
>
> 
>
> ** **
>
> As you see, the unsubdivided model has clearly visible shading issues, and
> the subdivided has too. I made a similar (almost identical) topology around
> the corners, and it drives us crazy…
>
> ** **
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabolcs
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *James De Colling
> *Sent:* Thursday, August 22, 2013 12:33 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Hard surface modeling question
>
> ** **
>
> what kind of shading issues are you having? and that guys model is nice,
> but certainly not perfect. and entirely possible to do in softimage with
> standard tools.
>
> ** **
>
> i model cars in softimage all the time with no hassles. just make sure you
> plan out your mesh / loops early on. make all panel cuts etc after one or
> two subdivisions down so you have the main surface already clean. also if
> your going realtime, use shading edges or hard edges...there is nothing
> else :)
>
> ** **
>
> if you really want to do tricky cuts, sometimes what I do is dupe the
> mesh, locally subdivide it a few times, then project a fairly dense curve
> onto it via shrinkwrap.
>
> ** **
>
> delete the subdivided mesh, (freeze the curve beforehand!) then use the
> curve as a snapguide for your cuts. im sure there are plenty of other ways,
> but this is what works well for me :)
>
> ** **
>
> cheers,
>
> ** **
>
> james,
>
> ** **
>
> On Thu, Aug 22, 2013 at 7:51 PM, Szabolcs Matefy 
> wrote:
>
> Hey folks. On CgSociety there is a talented guy modeling a MI-24
> helicopter. He’s using Max for the modeling, and he’s got some extremely
> powerful technique to model lids, insets, etc, without ANY SHADING ARTIFACT.
> 
>
>  
>
> I tried several things that I am aware of, but in vain, I always had
> shading issue on my model, even on extreme subdivision.
>
>  
>
> Shaded view:
> http://www.cantarel.de/external/WIP/MI-24/Mi-24_mdl_v239_view01.jpg
>
> Wireframe:
> http://www.cantarel.de/external/WIP/MI-24/Mi-24_mdl_v239_view02.jpg
>
>  
>
> And the thread itself:
> http://forums.cgsociety.org/showpost.php?p=7643118&postcount=275
>
>  
>
> So any idea would help us a lot!
>
>  
>
>  
>
> Cheers
>
>  
>
>  
>
>  
>
> Szabolcs
>
> ___
> This message contains confidential information and is intended only for
> the individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. E-mail transmission cannot be
> guaranteed to be secure or error-free as information could be intercepted,
> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
> The sender therefore does not accept liability for any errors or omissions
> in the contents of this message, which arise as a result of e-mail
> transmission. If verification is required please request a hard-copy
> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
>
> ** **
>



-- 
Andreas Byström
Weta Digital
<>

Re: Test

2013-07-04 Thread Andreas Bystrom
use gmail instead

On Fri, Jul 5, 2013 at 11:26 AM, Emilio Hernandez  wrote:

> Hello!
>
>
> 2013/7/4 Sebastien Sterling 
>
>> Hello !
>>
>>
>> On 4 July 2013 19:59, Pingo van der Brinkloev  wrote:
>>
>>> Mailbox lag. Sorry for the noise. Carry on
>>>
>>> On 04/07/2013, at 16.22, Mats Bertil Tegner <
>>> mats.bertil.teg...@gmail.com> wrote:
>>>
>>> > Pingo van der Brinkloev skrev 2013-07-04 14:40:
>>> >> anybody?
>>> >>
>>> > Yes effendi?
>>>
>>>
>>>
>>
>
>
> --
>
>


-- 
Andreas Byström
Weta Digital


Re: Quick question about arnold linear workflow

2013-06-05 Thread Andreas Bystrom
to answer your question, if you set lights and shader gamma to 2.2 it means
it will de-gamma the color inputs of your shaders and lights for you, just
like setting the texture gamma to 2.2 will make it de-gamma any 8 and 16
bit images you plug in. (it will leave float images linear just as it
should)

I used to keep them all to 2.2, but there isn't actually anything wrong
with leaving the shader and light gamma at 1.0, if you don't de-gamma your
textures they will obviously turn out milky in the final render, but the
shader and light colors are just... colors so if you don't de-gamma them it
just means you will have to adjust them differently to get the desired
result.



On Thu, Jun 6, 2013 at 12:32 PM, Manuel Huertas Marchena <
lito...@hotmail.com> wrote:

> Hi Andreas,
>
> Sure yes, I get your point well. I'll check that out tomorrow then, once
> again didn't though it was a big issue to ask here something like that, yes
> I am very aware of NDAs, etc..
>
> thanks anyways
>
>
>
>
> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio
> <http://envmanu.com> <http://envmanu.carbonmade.com/>| 
> Vimeo<http://vimeo.com/manuelhuertasmarchena>|
> Linkedin <http://www.linkedin.com/in/manuelhuertas>
>
>
> --
> Date: Thu, 6 Jun 2013 12:24:48 +1200
>
> Subject: Re: Quick question about arnold linear workflow
> From: andreas.byst...@gmail.com
> To: softimage@listproc.autodesk.com
>
>
> well, technically you and the studio you work for are still under NDA,
> thats why they have private mailing lists setup.
>
> also when you signed up you should have gotten info about what mailing
> lists are available etc.
>
> all in all I'm not sure if its a big deal posting here, but you are still
> more likely to get a better answer on the solid angle lists as the
> devs/support check those lists as well as most of the arnold users around..
>
>
>
> -Andreas
>
> On Thu, Jun 6, 2013 at 12:15 PM, Manuel Huertas Marchena <
> lito...@hotmail.com> wrote:
>
> Hi,
>
> I have access to the list at my job but I haven't use it yet to be honest,
> didn't thought it was an issue to ask something
> somehow "generic" here, as I am more used to... :)
>
>
>
>
> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio
> <http://envmanu.com> <http://envmanu.carbonmade.com/>| 
> Vimeo<http://vimeo.com/manuelhuertasmarchena>|
> Linkedin <http://www.linkedin.com/in/manuelhuertas>
>
>
> --
> From: drais...@outlook.com
> To: softimage@listproc.autodesk.com
> Subject: Re: Quick question about arnold linear workflow
> Date: Thu, 6 Jun 2013 00:10:06 +
>
>
> .. pardon the intrusion, is there an Arnold to SI (StoA) email list? I
> missed that one, I only found the MtoA email list, but that isn’t too
> helpful...
>
> -Draise
>
> *From:* Andreas Bystrom
> *Sent:* Wednesday, June 5, 2013 7:09 PM
> *To:* softimage@listproc.autodesk.com
>
> you should be asking these questions on the arnold list really
>
>
>
> On Thu, Jun 6, 2013 at 12:07 PM, Manuel Huertas Marchena <
> lito...@hotmail.com> wrote:
>
>
> Hi There,
>
> I have a doubt about setting up linear worflow in arnold/xsi, I just want
> to double check if I am setting stuff right or not.
> I do have my gamma correction settings as follows:
>
> Driver 1.0
> textures 2.2
> lights 1.0
> shaders 1.0
>
> I do use xsi's gamma at 2.2 for the preview instead of the arnold driver
> at 2.2
>
> Now my doubt comes because some guys told me that lights and shaders
> should be at 2.2 and not at 1.0, but doesn't
> lights and shaders need to be working in a linear fashion at 1.0? Still
> that make me question if maybe I was making a mistake,
> as I am not an expert in gamma correction.
>
> Please bare with me and let me know if I am working fine or if I need to
> set lights and shaders at 2.2 for proper lwf
>
> thanks!
>
>
>
> -Manuel
>
>
>
>
> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio
> <http://envmanu.com> <http://envmanu.carbonmade.com/>| 
> Vimeo<http://vimeo.com/manuelhuertasmarchena>|
> Linkedin <http://www.linkedin.com/in/manuelhuertas>
>
>
>
>
> --
> Andreas Byström
> Weta Digital
>
>
>
>
> --
> Andreas Byström
> Weta Digital
>



-- 
Andreas Byström
Weta Digital


Re: Quick question about arnold linear workflow

2013-06-05 Thread Andreas Bystrom
well, technically you and the studio you work for are still under NDA,
thats why they have private mailing lists setup.

also when you signed up you should have gotten info about what mailing
lists are available etc.

all in all I'm not sure if its a big deal posting here, but you are still
more likely to get a better answer on the solid angle lists as the
devs/support check those lists as well as most of the arnold users around..



-Andreas

On Thu, Jun 6, 2013 at 12:15 PM, Manuel Huertas Marchena <
lito...@hotmail.com> wrote:

> Hi,
>
> I have access to the list at my job but I haven't use it yet to be honest,
> didn't thought it was an issue to ask something
> somehow "generic" here, as I am more used to... :)
>
>
>
>
> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio
> <http://envmanu.com> <http://envmanu.carbonmade.com/>| 
> Vimeo<http://vimeo.com/manuelhuertasmarchena>|
> Linkedin <http://www.linkedin.com/in/manuelhuertas>
>
>
> --
> From: drais...@outlook.com
> To: softimage@listproc.autodesk.com
> Subject: Re: Quick question about arnold linear workflow
> Date: Thu, 6 Jun 2013 00:10:06 +
>
>
> .. pardon the intrusion, is there an Arnold to SI (StoA) email list? I
> missed that one, I only found the MtoA email list, but that isn’t too
> helpful...
>
> -Draise
>
> *From:* Andreas Bystrom
> *Sent:* Wednesday, June 5, 2013 7:09 PM
> *To:* softimage@listproc.autodesk.com
>
> you should be asking these questions on the arnold list really
>
>
>
> On Thu, Jun 6, 2013 at 12:07 PM, Manuel Huertas Marchena <
> lito...@hotmail.com> wrote:
>
>
> Hi There,
>
> I have a doubt about setting up linear worflow in arnold/xsi, I just want
> to double check if I am setting stuff right or not.
> I do have my gamma correction settings as follows:
>
> Driver 1.0
> textures 2.2
> lights 1.0
> shaders 1.0
>
> I do use xsi's gamma at 2.2 for the preview instead of the arnold driver
> at 2.2
>
> Now my doubt comes because some guys told me that lights and shaders
> should be at 2.2 and not at 1.0, but doesn't
> lights and shaders need to be working in a linear fashion at 1.0? Still
> that make me question if maybe I was making a mistake,
> as I am not an expert in gamma correction.
>
> Please bare with me and let me know if I am working fine or if I need to
> set lights and shaders at 2.2 for proper lwf
>
> thanks!
>
>
>
> -Manuel
>
>
>
>
> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio
> <http://envmanu.com> <http://envmanu.carbonmade.com/>| 
> Vimeo<http://vimeo.com/manuelhuertasmarchena>|
> Linkedin <http://www.linkedin.com/in/manuelhuertas>
>
>
>
>
> --
> Andreas Byström
> Weta Digital
>



-- 
Andreas Byström
Weta Digital


Re: Quick question about arnold linear workflow

2013-06-05 Thread Andreas Bystrom
you should be asking these questions on the arnold list really



On Thu, Jun 6, 2013 at 12:07 PM, Manuel Huertas Marchena <
lito...@hotmail.com> wrote:

>
> Hi There,
>
> I have a doubt about setting up linear worflow in arnold/xsi, I just want
> to double check if I am setting stuff right or not.
> I do have my gamma correction settings as follows:
>
> Driver 1.0
> textures 2.2
> lights 1.0
> shaders 1.0
>
> I do use xsi's gamma at 2.2 for the preview instead of the arnold driver
> at 2.2
>
> Now my doubt comes because some guys told me that lights and shaders
> should be at 2.2 and not at 1.0, but doesn't
> lights and shaders need to be working in a linear fashion at 1.0? Still
> that make me question if maybe I was making a mistake,
> as I am not an expert in gamma correction.
>
> Please bare with me and let me know if I am working fine or if I need to
> set lights and shaders at 2.2 for proper lwf
>
> thanks!
>
>
>
> -Manuel
>
>
>
>
> IMDB  | Portfolio
>  | 
> Vimeo|
> Linkedin 
>



-- 
Andreas Byström
Weta Digital


Re: Any Softimage users in Auckland, New Zealand?

2013-06-01 Thread Andreas Bystrom
no usergroup down here as far as I know, and I'm mostly an ex-softimager.



On Sat, Jun 1, 2013 at 10:01 PM, Daniel Kim  wrote:

> Oh, in Wellington. Is it only you? or have a group of Softimage users?
>
>
> On Sat, Jun 1, 2013 at 9:59 PM, Andreas Bystrom  > wrote:
>
>> here's one in wellington.. kind of
>>
>> doubt there are many softies in nz overall though
>>
>>
>> On Sat, Jun 1, 2013 at 9:55 PM, Daniel Kim  wrote:
>>
>>> I wish there is a Softimage user meeting in Auckland, New Zealand.
>>> Anyone have information about that? or know Softimage users in Auckland?
>>>
>>> Daniel
>>>
>>> --
>>> ---
>>> Daniel Kim
>>> Animation Director & Professional 3D Generalist
>>> http://www.danielkim3d.com
>>> ---
>>>
>>>
>>>
>>
>>
>> --
>> Andreas Byström
>> Weta Digital
>>
>
>
>
> --
> ---
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> ---
>
>
>


-- 
Andreas Byström
Weta Digital


Re: Any Softimage users in Auckland, New Zealand?

2013-06-01 Thread Andreas Bystrom
here's one in wellington.. kind of

doubt there are many softies in nz overall though

On Sat, Jun 1, 2013 at 9:55 PM, Daniel Kim  wrote:

> I wish there is a Softimage user meeting in Auckland, New Zealand. Anyone
> have information about that? or know Softimage users in Auckland?
>
> Daniel
>
> --
> ---
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> ---
>
>
>


-- 
Andreas Byström
Weta Digital


Re: congrats to the Embassy for Iron Man commercial

2013-04-05 Thread Andreas Bystrom
yes, congrats

I always thought the embassy is in a league of their own


On Fri, Apr 5, 2013 at 10:56 PM, adrian wyer  wrote:

> ** ** ** ** **
>
> http://www.fxguide.com/quicktakes/the-iron-man-science-project/
>
> ** **
>
> a
>
> ** **
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829 
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com 
>
> ** **
>
> Fluid Pictures Limited is registered in **England** and **
> **Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
> ** **
>



-- 
Andreas Byström
Weta Digital


Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Andreas Bystrom
another thing I'm curious about with redshift is if you will get the exact
same image using different hardware and possibly drivers as well?

if you have a gpu renderfarm and decide to expand it a bit later you wont
be able to get the same exact hardware in the new boxes, so curious to know
if that would cause problems.



On Wed, Apr 3, 2013 at 2:40 PM, Andreas Bystrom
wrote:

> not bad at all, I'd say the grain is still a tad high, on the other hand 3
> minutes for something like that is very quick, on a newer card you should
> be able to get a very clean result in under 10 minutes which is still very
> good.
>
> so far redshift has impressed me more than any other gpu renderer, it
> seems to work quite reliably even for animation and there doesn't seem to
> be any problems with fireflies etc.
>
>
> can't wait to see more
>
>
>
> On Wed, Apr 3, 2013 at 7:37 AM, Octavian Ureche  wrote:
>
>> Speaking of the wolf
>> Was just getting ready to post it.
>>
>> So here it is:
>> https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov
>>
>> A couple of notes on it though. It had around 3 min / frame (some frames
>> i saw 2:40 min).
>> The thing is, i'm using brute force for the primary rays, since i'm still
>> trying to understand the engine, and
>> it's the slowest approach of all. Also i doubled the rays since the still
>> image to make sure it looks neat (someone mentioned noise for that one), so
>> now it's 1024 rays. Another thing i did was to lower the screen radius to 8
>> on the IPC and raise the samples per pixel to 64. Kept a pretty low setting
>> on the dof (128 samples), and put a higher sampling on the moblur (512).
>> That's why, if you look frame by frame, you will see some noise in the dof.
>>
>> All in all, given that, with proper knowledge of the engine and a
>> different primary ray approach like IC, one could surely take the
>> rendertime down, i'm still impressed by a noiseless brute force solution
>> that does dof and moblur in under 3 mins/frame. Oh, and i have a 3 year old
>> gtx470 with 1 gb vram.
>> And i just started using redshift yesterday :)
>>
>> Cheers,
>> Octav
>>
>>
>> On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker  wrote:
>>
>>> Hi Octavian,
>>>
>>>
>>> is an update/sequence render of the (animated) classroom scene available
>>> already?
>>>
>>> Would be really interesting how the DOF/MoB and GI play together with
>>> animation
>>> and how long it takes to get the results smooth across frames.
>>>
>>> Cheers,
>>>
>>>
>>> tim
>>>
>>>
>>>
>>>
>>> On 01.04.2013 23:37, Octavian Ureche wrote:
>>>
>>>> yap,
>>>>
>>>> i have some time to kill tomorrow so i'll give it a go.
>>>> see know how it turns out
>>>>
>>>>
>>>>
>>>> On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
>>>> **wrote:
>>>>
>>>>  octavian, could you render a small animation with that exact setup?
>>>>> with
>>>>> say a camera move and some animated objects inside the room?
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena >>>> >wrote:
>>>>>
>>>>>  Can someone tell me why so many renderers are CPU based? And what is
>>>>>> the
>>>>>> up and downside apart from speed.
>>>>>>
>>>>>>
>>>>>> 2013/4/1 Len Krenzler 
>>>>>>
>>>>>>It is a fantastic render engine.  That grain can easily be removed
>>>>>>> by
>>>>>>> a little tweaking and not much more render time.
>>>>>>>
>>>>>>> - Len
>>>>>>>
>>>>>>> On 4/1/2013 12:49 PM, Andres Stephens wrote:
>>>>>>>
>>>>>>> Wow, I got access to the Alpha, and I'm really digging it also! But I
>>>>>>> haven't got a sample scene to benchmark yet. But I like what you've
>>>>>>> got
>>>>>>> there, and great times!
>>>>>>>
>>>>>>> But.. are you happy with the grain in the image?
>>>>>>>
>>>>>>> Thanks for sharing the image. =)
>>>>>>>
>>&g

Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Andreas Bystrom
not bad at all, I'd say the grain is still a tad high, on the other hand 3
minutes for something like that is very quick, on a newer card you should
be able to get a very clean result in under 10 minutes which is still very
good.

so far redshift has impressed me more than any other gpu renderer, it seems
to work quite reliably even for animation and there doesn't seem to be any
problems with fireflies etc.


can't wait to see more


On Wed, Apr 3, 2013 at 7:37 AM, Octavian Ureche  wrote:

> Speaking of the wolf
> Was just getting ready to post it.
>
> So here it is:
> https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov
>
> A couple of notes on it though. It had around 3 min / frame (some frames i
> saw 2:40 min).
> The thing is, i'm using brute force for the primary rays, since i'm still
> trying to understand the engine, and
> it's the slowest approach of all. Also i doubled the rays since the still
> image to make sure it looks neat (someone mentioned noise for that one), so
> now it's 1024 rays. Another thing i did was to lower the screen radius to 8
> on the IPC and raise the samples per pixel to 64. Kept a pretty low setting
> on the dof (128 samples), and put a higher sampling on the moblur (512).
> That's why, if you look frame by frame, you will see some noise in the dof.
>
> All in all, given that, with proper knowledge of the engine and a
> different primary ray approach like IC, one could surely take the
> rendertime down, i'm still impressed by a noiseless brute force solution
> that does dof and moblur in under 3 mins/frame. Oh, and i have a 3 year old
> gtx470 with 1 gb vram.
> And i just started using redshift yesterday :)
>
> Cheers,
> Octav
>
>
> On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker  wrote:
>
>> Hi Octavian,
>>
>>
>> is an update/sequence render of the (animated) classroom scene available
>> already?
>>
>> Would be really interesting how the DOF/MoB and GI play together with
>> animation
>> and how long it takes to get the results smooth across frames.
>>
>> Cheers,
>>
>>
>> tim
>>
>>
>>
>>
>> On 01.04.2013 23:37, Octavian Ureche wrote:
>>
>>> yap,
>>>
>>> i have some time to kill tomorrow so i'll give it a go.
>>> see know how it turns out
>>>
>>>
>>>
>>> On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
>>> **wrote:
>>>
>>>  octavian, could you render a small animation with that exact setup? with
>>>> say a camera move and some animated objects inside the room?
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena >>> >wrote:
>>>>
>>>>  Can someone tell me why so many renderers are CPU based? And what is
>>>>> the
>>>>> up and downside apart from speed.
>>>>>
>>>>>
>>>>> 2013/4/1 Len Krenzler 
>>>>>
>>>>>It is a fantastic render engine.  That grain can easily be removed
>>>>>> by
>>>>>> a little tweaking and not much more render time.
>>>>>>
>>>>>> - Len
>>>>>>
>>>>>> On 4/1/2013 12:49 PM, Andres Stephens wrote:
>>>>>>
>>>>>> Wow, I got access to the Alpha, and I'm really digging it also! But I
>>>>>> haven't got a sample scene to benchmark yet. But I like what you've
>>>>>> got
>>>>>> there, and great times!
>>>>>>
>>>>>> But.. are you happy with the grain in the image?
>>>>>>
>>>>>> Thanks for sharing the image. =)
>>>>>>
>>>>>> -Draise
>>>>>>
>>>>>>
>>>>>>
>>>>>>   --
>>>>>>
>>>>>> From: okt...@gmail.com
>>>>>> Date: Mon, 1 Apr 2013 19:17:32 +0300
>>>>>> Subject: Re: Announcing Redshift - Biased GPU Renderer
>>>>>> To: softimage@listproc.autodesk.**com
>>>>>>
>>>>>> Crossposting and a little OT but i just had to share this.
>>>>>> Took some time today and finally fiddled a bit with redshift.
>>>>>> 1:41 mins on a gtx470 with the old classroom scene (10 min for
>>>>>> material
>>>>>> setup, 1 hr to figure out the settings).
>>>>>> Dof and motionblur straight from the renderer.
>>>>>>
>>>>>>   I really dig it so far.
>>>>>>
>>>>>>   Cheers,
>>>>>> Octav
>>>>>>
>>>>>>   PS.and i managed to finish the vray displacement test scene which i
>>>>>> have to cleanup and share later today.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>   [image: Inline image 1]
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> __**___
>>>>>>
>>>>>> Len Krenzler - Creative Control Media Productions
>>>>>>
>>>>>> Phone: 780.463.3126
>>>>>> www.creativecontrol.ca - l...@creativecontrol.ca
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>> --
>>>> Andreas Byström
>>>> Weta Digital
>>>>
>>>>
>>>
>>>
>>>
>
>
> --
> visual | stuff
> www.okto.ro
>



-- 
Andreas Byström
Weta Digital


Re: Vray vs Arnold Displacement

2013-04-01 Thread Andreas Bystrom
its not that simple either, you can always find test cases where vray will
be faster than arnold as well, though generally if you stick to brute force
GI I believe arnold is generally faster than vray, specially if you render
fur...




On Tue, Apr 2, 2013 at 3:20 PM, Christopher  wrote:

> I follow.  For raytracing, Arnold wins, with Vray second.
>
> Christopher
>
>   Andreas Bystrom 
>  Monday, April 01, 2013 10:15 PM
> a reyes renderer like prman or 3delight will always beat a raytracer like
> arnold or vray for displacements, so no real need to benchmark that.
>
> once you mix in heavy raytracing though the test won't so much in favor of
> 3delight..
>
>
>
>
>
>
> --
> Andreas Byström
> Weta Digital
>   Christopher 
>  Monday, April 01, 2013 9:46 PM
>  Arnold wins, can we compare Arnold to 3Delight ?
> Arnold is at 13 seconds, and VRay is at 18 seconds, maybe it is true
> nothing can beat the speed of Arnold, no wonder it gets the attention.
>
> Christopher
>
>   Raffaele Fragapane 
>  Monday, April 01, 2013 9:30 PM
> http://mashable.com/2010/08/22/how-to-undo-send-in-gmail/
>
>
>   Gustavo Eggert Boehs 
>  Monday, April 01, 2013 9:20 PM
> where is that undo email function it is 2013 already!
>
>
>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>   Gustavo Eggert Boehs 
>  Monday, April 01, 2013 9:19 PM
> i'll hide now
>
>
>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>
>


-- 
Andreas Byström
Weta Digital
<><>

Re: Vray vs Arnold Displacement

2013-04-01 Thread Andreas Bystrom
a reyes renderer like prman or 3delight will always beat a raytracer like
arnold or vray for displacements, so no real need to benchmark that.

once you mix in heavy raytracing though the test won't so much in favor of
3delight..



On Tue, Apr 2, 2013 at 2:46 PM, Christopher  wrote:

> Arnold wins, can we compare Arnold to 3Delight ?
> Arnold is at 13 seconds, and VRay is at 18 seconds, maybe it is true
> nothing can beat the speed of Arnold, no wonder it gets the attention.
>
> Christopher
>
>   Raffaele Fragapane 
>  Monday, April 01, 2013 9:30 PM
> http://mashable.com/2010/08/22/how-to-undo-send-in-gmail/
>
>
>   Gustavo Eggert Boehs 
>  Monday, April 01, 2013 9:20 PM
> where is that undo email function it is 2013 already!
>
>
>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>   Gustavo Eggert Boehs 
>  Monday, April 01, 2013 9:19 PM
> i'll hide now
>
>
>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>   Steven Caron 
>  Monday, April 01, 2013 9:08 PM
> really? i am pretty sure the unaccounted time (4.82) is actually what
> makes his render take 18+ secs. and i also believe the subdivision,
> displacement, accel build etc is indented under the bucket rendering
> because its part of the bucket rendering and not in addition to it.
>
>
>   Gustavo Eggert Boehs 
>  Monday, April 01, 2013 8:54 PM
> Thats actually 18 seconds, 13 just for bucket rendering +3 for subd, +1
> for displacement +others...
> Still thats 18 seconds with brute force GI
>
> and Arnold scores :)
>
>
>
>
>
> --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>
>


-- 
Andreas Byström
Weta Digital
<><>

Re: creating atlas textures

2013-03-31 Thread Andreas Bystrom
also, what I mentioned about using groups would only work if you're after
something simple like a planar projection

if the objects are complicated and you have already unwrapped the UVs,
simply apply a new projection and copy the UVs to that new projection,
after that you can select all of the objects and lay out the UV islands on
a single texture so that they don't overlap, then rendermap into that UV
space..


On Mon, Apr 1, 2013 at 5:25 PM, Andreas Bystrom
wrote:

> I believe you can group the 3 objects, then apply a UV projection to that
> group and it should share the projection manipulator between the objects,
> note that you will still have one uv property on each object, I don't think
> you can actually share one set of uvs between several objects, but doing it
> this way allows you to manipulate the projection as if the objects were
> merged..
>
> as for the texture itself, you will need to use rendermap to transfer the
> texture between the different UV spaces.
>
> as long as the new UV set doesn't have overlapping UVs between the
> different objects you should be able to transfer all the separate tetxures
> into one single map
>
>
> On Mon, Apr 1, 2013 at 5:17 PM, carl callewaert  wrote:
>
>> But that does not create 1 texture that is an atlas texture of the 3
>> separate texture.
>> Merging create 3 cluster with 3 material with each their own texture.
>> This is super bad for drawcalls in a game engine.
>>
>> c
>>
>> From: Luca 
>> Reply-To: 
>> Date: Monday, 1 April, 2013 12:04 AM
>> To: 
>> Subject: Re: creating atlas textures
>>
>> Maybe you want to MERGE the objects. It will create 1 object. It will be
>> considered as a unique object. So normally one knows when to use Merge.
>>
>> - Select the 3 objects.
>> - (MODEL module) > (Create) Poly.Mesh > Merge.
>> Then follow the options.
>>
>>
>>
>>
>>
>>
>>
>>
>> 2013/4/1 Christopher 
>>
>>> Make one object a parent and the other the children, then branch select
>>> and apply the material, I hope I'm right off the top of my head ? :)
>>>
>>> Christopher
>>>
>>>   carl callewaert 
>>>  Sunday, March 31, 2013 10:02 PM
>>> In my scene are 3 object with each a texture and each their UV.
>>>
>>> Is there an easy way to create 1 material with the 3 texture
>>> combined in 1 texture and 1 uv?
>>>
>>> c
>>>   Jordi Bares 
>>>  Sunday, March 31, 2013 5:56 PM
>>> Finally managed to get  a moment to re-subscribe.
>>>
>>> Jordi Bares
>>> jordiba...@gmail.com
>>>
>>>
>>
>>
>> --
>> ...superpositiviii...qualunque cosa accada!...
>>
>
>
>
> --
> Andreas Byström
> Weta Digital
>



-- 
Andreas Byström
Weta Digital
<>

Re: creating atlas textures

2013-03-31 Thread Andreas Bystrom
I believe you can group the 3 objects, then apply a UV projection to that
group and it should share the projection manipulator between the objects,
note that you will still have one uv property on each object, I don't think
you can actually share one set of uvs between several objects, but doing it
this way allows you to manipulate the projection as if the objects were
merged..

as for the texture itself, you will need to use rendermap to transfer the
texture between the different UV spaces.

as long as the new UV set doesn't have overlapping UVs between the
different objects you should be able to transfer all the separate tetxures
into one single map

On Mon, Apr 1, 2013 at 5:17 PM, carl callewaert  wrote:

> But that does not create 1 texture that is an atlas texture of the 3
> separate texture.
> Merging create 3 cluster with 3 material with each their own texture. This
> is super bad for drawcalls in a game engine.
>
> c
>
> From: Luca 
> Reply-To: 
> Date: Monday, 1 April, 2013 12:04 AM
> To: 
> Subject: Re: creating atlas textures
>
> Maybe you want to MERGE the objects. It will create 1 object. It will be
> considered as a unique object. So normally one knows when to use Merge.
>
> - Select the 3 objects.
> - (MODEL module) > (Create) Poly.Mesh > Merge.
> Then follow the options.
>
>
>
>
>
>
>
>
> 2013/4/1 Christopher 
>
>> Make one object a parent and the other the children, then branch select
>> and apply the material, I hope I'm right off the top of my head ? :)
>>
>> Christopher
>>
>>   carl callewaert 
>>  Sunday, March 31, 2013 10:02 PM
>> In my scene are 3 object with each a texture and each their UV.
>>
>> Is there an easy way to create 1 material with the 3 texture
>> combined in 1 texture and 1 uv?
>>
>> c
>>   Jordi Bares 
>>  Sunday, March 31, 2013 5:56 PM
>> Finally managed to get  a moment to re-subscribe.
>>
>> Jordi Bares
>> jordiba...@gmail.com
>>
>>
>
>
> --
> ...superpositiviii...qualunque cosa accada!...
>



-- 
Andreas Byström
Weta Digital
<>

Re: Softimage 2014

2013-03-26 Thread Andreas Bystrom
if the grass is greener to you on the other side go jump the fence



On Wed, Mar 27, 2013 at 10:47 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> http://www.autodesk.com/products/autodesk-maya/features
>
> This update (Accelerated modelling tool set) pretty much seems to
> obliterate any advantage Softimage has over maya modeling wise, irony being
> most features on display are based of softimage modelling workflow. and
> that was just one update, one feature...
>
>
> On 26 March 2013 22:30, Mirko Jankovic  wrote:
>
>> ot.. you know that you are working for too long when you wanna scroll in
>> internet browser with SI key and mouse controls...
>>
>>
>> On Tue, Mar 26, 2013 at 10:27 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> yes and no, relax is its own operation, yes it is available from the
>>> deformer > relax menu, and it does a good job on selections, be they poly
>>> edge or point., but there is always a slight incongruety along the border
>>> of the selection, in maya you can paint these deformations which offers
>>> amazing precision with a stylus and the ability to really home in on the
>>> areas you want to work in, without upsetting other areas. its actually kind
>>> of surreal that Mudbox doesn't have a Relax operation come to think of it...
>>>
>>> On 26 March 2013 22:16, Stephan Haidacher  wrote:
>>>
  relax: isnt that basically what "deform->smooth" does?


 On 3/26/2013 10:07 PM, phil harbath wrote:

  I’m been asking for that for several versions now.

  *From:* Sebastien Sterling 
 *Sent:* Tuesday, March 26, 2013 5:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage 2014

  i wish there was something like artisan/sculpt deformation/paint
 deformation, softimage has an awsome modeling flow that hardly ever gets
 broken by tedious navigation, and where as there are ways  of pluging
 weightmaps, i'd really love to see some form of sculpting deformation a la
 push pull smooth and most of all Relax ! maya still get notable modelling
 updates, maybe softimage doesn't need them as much but it would really
 consolidate the modelling.

   No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date:
 03/11/13
 Internal Virus Database is out of date.



 --
   Stephan Haidacher  Freelance 3D Artist/Compositor  www.shaidacher.com

>>>
>>>
>>
>


-- 
Andreas Byström
Weta Digital


Re: select edges on mesh in one direction

2012-10-12 Thread Andreas Bystrom
if it's a tube then what I wrote in my original post would work fine,
select one edgering around the tube first, then select all edgeloops
extending from that selection..
I remember rctools used to be able to do that really easily, from what I
remember, with xsis native tools you can't do this in an easy way, afaik
there's no builtin tool that will take a bunch of edges and select their
corresponding edgeloops, you need to manually select each loop one by one,
but I could be wrong.

I'd see if you can get rctools working in current builds, it sounds like
that would speed things up a lot for you.



On Sat, Oct 13, 2012 at 5:08 PM, Kris Rivel  wrote:

> Sorry for the confusion.  I have very dense mesh...kind of like a long
> twisty tube.  I want to select just the edges traveling either along its
> vertical axis, or just the ones perpendicular to that...the rings making up
> the tube.  I was manually selecting edge loops, pulling a big curve from
> that, using an addon to pull the subcurves, then a script to put a new thin
> tube along each curve...but now I'm tripling the amount of original curves
> and wondering if there's a better way to generate this kind of wire mesh.
>
> Kris
>
>
> On Fri, Oct 12, 2012 at 10:00 PM, Matt Lind wrote:
>
>> If the goal is to simply select a line of edges, then the range selection
>> tool can do that.  You pick an edge, press ALT, then pick another edge and
>> Softimage selects the shortest path between the two edges.  If the edges
>> are on the same line, then it’s a clean result, otherwise a lot of zig-zags
>> will result, which is what I think Kris wants to avoid.
>>
>> ** **
>>
>> To answer Kris’s other question, yes a curve can be extracted from a mesh
>> via Model > [Create] Curve > Extract from Edges.  From ICE or script you’ll
>> have to code it yourself by traversing the edge and collecting the vertex
>> IDs and positions in the order you want the curve drawn.
>>
>> ** **
>>
>> Matt
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andreas Bystrom
>> *Sent:* Friday, October 12, 2012 6:53 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: select edges on mesh in one direction
>>
>> ** **
>>
>> depends how the mesh is constructed, but sometimes you can simply first
>> do a "select edgering" and with that result selected do a "select edgeloop"
>> command.
>>
>>
>> 
>>
>> On Sat, Oct 13, 2012 at 2:47 PM, Matt Lind 
>> wrote:
>>
>> Define one direction.   As in, what is your point of reference for
>> defining the direction?
>>
>>  
>>
>>  
>>
>> Matt
>>
>>  
>>
>>  
>>
>>  
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
>> *Sent:* Friday, October 12, 2012 6:45 PM
>> *To:* Softimage List
>> *Subject:* select edges on mesh in one direction
>>
>>  
>>
>> Is it possible to select edges along a mesh traveling in direction only?
>> I'm trying to extract hundreds of edges along a mesh but only want the ones
>> running across the surface in one direction.  Any scripts or tools that do
>> this?  Possible to generate curves or strands in direction on a mesh via
>> ICE or something?
>>
>> Kris
>>
>>
>>
>>
>> --
>> Andreas Byström
>> Lighting TD - Weta Digital
>>
>
>


-- 
Andreas Byström
Lighting TD - Weta Digital


Re: select edges on mesh in one direction

2012-10-12 Thread Andreas Bystrom
depends how the mesh is constructed, but sometimes you can simply first do
a "select edgering" and with that result selected do a "select edgeloop"
command.



On Sat, Oct 13, 2012 at 2:47 PM, Matt Lind  wrote:

> Define one direction.   As in, what is your point of reference for
> defining the direction?
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
> *Sent:* Friday, October 12, 2012 6:45 PM
> *To:* Softimage List
> *Subject:* select edges on mesh in one direction
>
> ** **
>
> Is it possible to select edges along a mesh traveling in direction only?
> I'm trying to extract hundreds of edges along a mesh but only want the ones
> running across the surface in one direction.  Any scripts or tools that do
> this?  Possible to generate curves or strands in direction on a mesh via
> ICE or something?
>
> Kris
>



-- 
Andreas Byström
Lighting TD - Weta Digital


Re: how to constrain a model to another model

2012-09-28 Thread Andreas Bystrom
are you using reference models? I know there can be issues with those when
you have nested models., i.e one model parented under another.



On Sat, Sep 29, 2012 at 3:31 PM, Demian Kurejwowski
wrote:

> i have 2 models,
> a girl thats carring a cat.
>
> if i pose constraint the cat to the hand of the girl,i can animate the
> scene,  but when i reload the scene, the constraint is lost,
> i am assuming that xsi doesn allow that.
>
> is there a trick, or a work around for that?
>
> thanks guys.
>



-- 
Andreas Byström
Lighting TD - Weta Digital


Re: CLSID error and XSI base

2012-09-14 Thread Andreas Bystrom
while on the subject, what's the reason that xsi has always handled this
case so poorly? a missing plugin would always render the scene
non-functional but having xsi clean up and basically destroy the scene just
because a plugin is missing or even a different version was installed isn't
terrific.





On Sat, Sep 15, 2012 at 3:49 AM, Ben Rogall <
xsi_l...@shaders.moederogall.com> wrote:

> The original is here:
> http://shaders.moederogall.**com/ 
>
> Haven't touched that page in a long time.
>
> Ben
>
>
> On 9/14/2012 10:27 AM, Luc-Eric Rousseau wrote:
>
>> it sounds like it; the clsid probably changed in the process.  I could
>> find zbumb for xsi with google search.. it shouldn't be too hard
>>
>> On Fri, Sep 14, 2012 at 10:44 AM, Eric Thivierge 
>> wrote:
>>
>>> If I remember correctly zbump was integrated as the default bump shader a
>>> while back. Am I correct Luc-Eric?
>>>
>>> --**--
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>
>


-- 
Andreas Byström
Lighting TD - Weta Digital


Re: In case you missed it..

2012-09-12 Thread Andreas Bystrom
"My regret is only that I
don't jump onto the Maya wagon back then, but stayed in Softimage|3D.
I should have switched and learned MEL."

Not I,  having to learn something as filthy as maya as my first app most
likely would have caused me to give up and try something else..

in fact I started out in both max and maya but never got anywhere til I
tried softimage...

long live the good old days!

On Wed, Sep 12, 2012 at 8:19 PM, Stefan Andersson wrote:

> On Wed, Sep 12, 2012 at 1:07 AM, Maurice Patel
>  wrote:
> > this thread http://yfrog.com/h0t6exxtj:
> > Although I can't say I am particularly fond of that diagram myself (it's
> > rather ugly), it actually came out of a study commissioned from a third
>
> Funny how everyone from Autodesk tells us they "dont agree" or "think
> it's ugly". But still they decide to use it.
>
> I remember when Discreet Logic was bought. Funny thing happened... the
> Logic went away.
>
> But Autodesk is not the only one to blame. It's the people who ran the
> Softimage company back in the late 90's. The battle was actually lost
> the year 2000 with the release of Softimage|XSI. Maya had gained so
> much popularity, and when Sumatra was finally released we were given a
> software that could only do Nurbs and only render with Mental Ray. It
> was totally useless and closed. Maya was the total opposite, useful
> and open.
>
> What we are seeing now is actually something that happened 12 years
> ago. The battle was lost already back then. My regret is only that I
> don't jump onto the Maya wagon back then, but stayed in Softimage|3D.
> I should have switched and learned MEL.
>
> Anyhow.
>
> As you were...
>
> /stefan
>
>
> --
> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>



-- 
Andreas Byström
Lighting TD - Weta Digital


Re: Trying out backburner

2012-08-29 Thread Andreas Bystrom
yes I was being ironic about alfred, it looks like it was made during the
toystory 1 days and hasn't been touched since..

but no, not using tractor here..

out of curiosity have you had a look at alan jones opensource renderfarm
manager:
http://sourceforge.net/projects/splish/



On Thu, Aug 30, 2012 at 6:32 PM, Stefan Andersson wrote:

> No, Tractor. Alfred is the old crappy stuff, Tractor is the new shiny
> thing with a Python API :)
>
> Are you guys using it?
>
> Regards
> Stefan
>
>
> On Thursday, August 30, 2012, Andreas Bystrom wrote:
>
>> alfred
>>
>> On Thu, Aug 30, 2012 at 6:13 PM, Stefan Andersson wrote:
>>
>> I gave up. Didn't even work with maya, Linux permission swamp.
>>
>> So anyone using tractor? We are about to switch to a new dispatcher since
>> rush is... Let's just say that it hasn't changed much the last 5 years. So
>> we are testing everything out there.
>>
>> Best regards
>> Stefan
>>
>>
>> On Wednesday, August 29, 2012, Stefan Andersson wrote:
>>
>> this is from the log file
>>
>>
>> 2012/08/29 11:41:33 INF Receiving new job from 192.168.0.102
>> 2012/08/29 11:41:34 INF Job 'jobName' received and ready
>> 2012/08/29 11:41:34 INF Launching 'Command Line Tool'
>> 2012/08/29 11:41:34 INF New task assigned: 1
>> 2012/08/29 11:41:34 INF [ServerMessage]ProcessStarted processId=7397
>> 2012/08/29 11:41:34 INF No $home variable set.
>> 2012/08/29 11:41:34 ERR Task error: Cmdjob adapter: Process exit
>> abnormally,Exit code is 1
>>
>> 2012/08/29 11:41:34 ERR Cmdjob adapter: Process exit abnormally,Exit code
>> is 1
>>
>> 2012/08/29 11:41:34 INF Application is down
>>
>>
>>
>>
>> On Wed, Aug 29, 2012 at 11:28 AM, Stefan Andersson 
>> wrote:
>>
>> yes,
>>
>>
>> http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=18699866&linkID=9242259
>>
>> the submit is commandline based, so it will work with just about any
>> program.
>>
>> All I get is this error message (from the manager, carl is the slave):
>> carl Cmdjob adapter: Process exit abnormally,Exit code is 1
>>
>> Here is the submit command.
>>
>> /usr/discreet/backburner/cmdjob -jobName:SoftimageRender_2
>> -workpath:/usr/discreet/backburner -logPath:/tmp -group:Softimage -progress
>> -userRights 
>> -manager:moe.madcrew.se"/usr/Softimage/Softimage_2012.SAP/Application/bin/xsibatch"
>>  -r -scene
>> "/madcrew/projects/TESTING_/000_dev/000_010_DEV/3d/scenes/light/000_010_light_005a_sa.scn"
>> -startframe 401 -endframe 402 -pass bea_clean -script
>> "/madcrew/applications/madcrew/skull/lib/madcrew/render/softimage_render_path.py"
>> -lang Python
>>
>> regards
>> stefan
>>
>>
>>
>> On Wed, Aug 29, 2012 at 11:20 AM, Stefan Kubicek 
>> wrote:
>>
>> There is Backburner on Linux?
>>
>>
>>
>>  Anyone been able to use it on Linux? I've been trying to get it up and
>> running, and so far I can submit jobs but it never starts to render...
>> ergh..
>>
>> So if anyone have any helpful tips it would be most welcome.
>>
>> /s
>>
>>
>>
>>
>>
>> --
>> --**-
>> Stefan Kubicek   Co-founder
>> --**-
>>   keyvis digital imagery
>>  Wehrgasse 9 - Grüner Hof
>>1050 Vienna  Austria
>> Phone:+43/699/12614231
>> --- www.keyvis.at  ste...@keyvis.at ---
>> --  This email and its attachments are
>> --confidential and for the recipient only--
>>
>>
>>
>>
>> --
>> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>>
>>
>>
>>
>> --
>> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>>
>>
>>
>> -
>>
>> --
>> Andreas Byström
>> Lighting TD - Weta Digital
>>
>>
>
> --
> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>



-- 
Andreas Byström
Lighting TD - Weta Digital


Re: Trying out backburner

2012-08-29 Thread Andreas Bystrom
alfred

On Thu, Aug 30, 2012 at 6:13 PM, Stefan Andersson wrote:

> I gave up. Didn't even work with maya, Linux permission swamp.
>
> So anyone using tractor? We are about to switch to a new dispatcher since
> rush is... Let's just say that it hasn't changed much the last 5 years. So
> we are testing everything out there.
>
> Best regards
> Stefan
>
>
> On Wednesday, August 29, 2012, Stefan Andersson wrote:
>
>> this is from the log file
>>
>>
>> 2012/08/29 11:41:33 INF Receiving new job from 192.168.0.102
>> 2012/08/29 11:41:34 INF Job 'jobName' received and ready
>> 2012/08/29 11:41:34 INF Launching 'Command Line Tool'
>> 2012/08/29 11:41:34 INF New task assigned: 1
>> 2012/08/29 11:41:34 INF [ServerMessage]ProcessStarted processId=7397
>> 2012/08/29 11:41:34 INF No $home variable set.
>> 2012/08/29 11:41:34 ERR Task error: Cmdjob adapter: Process exit
>> abnormally,Exit code is 1
>>
>> 2012/08/29 11:41:34 ERR Cmdjob adapter: Process exit abnormally,Exit code
>> is 1
>>
>> 2012/08/29 11:41:34 INF Application is down
>>
>>
>>
>>
>> On Wed, Aug 29, 2012 at 11:28 AM, Stefan Andersson 
>> wrote:
>>
>>> yes,
>>>
>>>
>>> http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=18699866&linkID=9242259
>>>
>>> the submit is commandline based, so it will work with just about any
>>> program.
>>>
>>> All I get is this error message (from the manager, carl is the slave):
>>> carl Cmdjob adapter: Process exit abnormally,Exit code is 1
>>>
>>> Here is the submit command.
>>>
>>> /usr/discreet/backburner/cmdjob -jobName:SoftimageRender_2
>>> -workpath:/usr/discreet/backburner -logPath:/tmp -group:Softimage -progress
>>> -userRights 
>>> -manager:moe.madcrew.se"/usr/Softimage/Softimage_2012.SAP/Application/bin/xsibatch"
>>>  -r -scene
>>> "/madcrew/projects/TESTING_/000_dev/000_010_DEV/3d/scenes/light/000_010_light_005a_sa.scn"
>>> -startframe 401 -endframe 402 -pass bea_clean -script
>>> "/madcrew/applications/madcrew/skull/lib/madcrew/render/softimage_render_path.py"
>>> -lang Python
>>>
>>> regards
>>> stefan
>>>
>>>
>>>
>>> On Wed, Aug 29, 2012 at 11:20 AM, Stefan Kubicek 
>>> wrote:
>>>
 There is Backburner on Linux?



  Anyone been able to use it on Linux? I've been trying to get it up and
> running, and so far I can submit jobs but it never starts to
> render...
> ergh..
>
> So if anyone have any helpful tips it would be most welcome.
>
> /s
>
>
>
>

 --
 --**-
 Stefan Kubicek   Co-founder
 --**-
   keyvis digital imagery
  Wehrgasse 9 - Grüner Hof
1050 Vienna  Austria
 Phone:+43/699/12614231
 --- www.keyvis.at  ste...@keyvis.at ---
 --  This email and its attachments are
 --confidential and for the recipient only--


>>>
>>>
>>> --
>>> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>>>
>>
>>
>>
>> --
>> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>>
>
>
> --
> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>



-- 
Andreas Byström
Lighting TD - Weta Digital


Re: Windows 8 - anyone?

2012-08-18 Thread Andreas Bystrom
"You realize that there are still a ton of people that are still running
windows XP, right? You also seem to be forgetting Vista (which I actually
liked, but most other people didn’t)."

ofcourse, there are still people using win2k/nt even.

also i did not forget vista, i ran it myself for years and was quite happy
with it, win7 is better but overall vista wasn't that terrible either.

also having used Linux for almost 2 years at work I've realized you can get
used to and be quite happy with anything, its just a matter of using it
long enough really, even though I still would never bother using linux at
home..

On Sun, Aug 19, 2012 at 9:42 AM, Sam Bowling  wrote:

>   You realize that there are still a ton of people that are still running
> windows XP, right? You also seem to be forgetting Vista (which I actually
> liked, but most other people didn’t).
>
>  *From:* Andreas Bystrom 
> *Sent:* Saturday, August 18, 2012 1:05 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: Windows 8 - anyone?
>
> ". So... I've installed Windows7 on my workstation at home. And so far I'm
> really impressed with the speed and the response from the system. Softimage
> works a lot smoother on Windows7 than on CentOS 6.3."
>
> hmm, it's not april did hell just freeze over? actually the day alan
> jones writes something like that will be the day hell truly freezes over..
>
> on a serious note, for every single windows release that's about to come
> out since win2k I've heard the same exact thing "this will be terrible, I'm
> staying with win  forever" yet those same people somehow upgraded
> throughout the years and found themselves quite happy...
>
>
>
> On Sat, Aug 18, 2012 at 6:55 PM, Stefan Andersson wrote:
>
>> It's not any better in the Linux Camp. Everyone is moving towards tablet
>> use. But what boggles me is that... how can the developers themselves stand
>> it?
>>
>> On a side note.
>>
>> I've been using Linux for a long time now, but got fed up with crappy
>> wacom drivers and the crippled paint applications. So... I've installed
>> Windows7 on my workstation at home. And so far I'm really impressed with
>> the speed and the response from the system. Softimage works a lot smoother
>> on Windows7 than on CentOS 6.3.
>>
>> Anyhow, going to take a shower now since I feel quite dirty.
>>
>> And I think Windows 8 will be as Vista, a "side-note". They are already
>> talking about Windows9.
>>
>> regards
>> stefan
>>
>>
>> On Fri, Aug 17, 2012 at 8:01 PM, Sylvain Lebeau  wrote:
>>
>>> this makes me think about Apple rumour to let go the dev on the mac
>>> pros...
>>>
>>> Seem's everybody is going nuts on the mobile thing. And all professional
>>> market get's ignored!!
>>>
>>> i wont be able to do Arnold render regions on my f-ing iphone!
>>> wtf is going on with these guys!?
>>>
>>>
>>> sly
>>>
>>> --
>>>
>>> *Sylvain Lebeau // SHED**
>>> *V-P/Visual effects supervisor
>>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>>> T 514 849-1555 <514%20849-1555> F 514 849-5025 
>>> WWW.SHEDMTL.COM<http://www.shedmtl.com/><
>>> http://WWW.SHEDMTL.COM <http://www.shedmtl.com/>>
>>>
>>>
>>>
>>>
>>>   Paul Griswold 
>>> Friday, August 17, 2012 12:18 PM
>>>  My main Win 7 workstation has been really acting flaky lately.
>>> Microsoft has just release Windows 8 RTM, so I was wondering if anyone had
>>> tested it out yet?
>>>
>>> I realize there are plenty of opinions on the whole Metro interface, but
>>> I'm just wondering if it's stable and if Softimage will run under it.
>>>
>>> I need to take a weekend and reformat this machine & start over anyway.
>>>
>>> Thanks,
>>>
>>> Paul
>>>
>>>
>>
>>
>> --
>> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>>
>
>
>
> --
> Andreas Byström
> Lighting TD - Weta Digital
>
>


-- 
Andreas Byström
Lighting TD - Weta Digital
<>

Re: OT: Windows 8 - anyone?

2012-08-18 Thread Andreas Bystrom
". So... I've installed Windows7 on my workstation at home. And so far I'm
really impressed with the speed and the response from the system. Softimage
works a lot smoother on Windows7 than on CentOS 6.3."

hmm, it's not april did hell just freeze over? actually the day alan
jones writes something like that will be the day hell truly freezes over..

on a serious note, for every single windows release that's about to come
out since win2k I've heard the same exact thing "this will be terrible, I'm
staying with win  forever" yet those same people somehow upgraded
throughout the years and found themselves quite happy...



On Sat, Aug 18, 2012 at 6:55 PM, Stefan Andersson wrote:

> It's not any better in the Linux Camp. Everyone is moving towards tablet
> use. But what boggles me is that... how can the developers themselves stand
> it?
>
> On a side note.
>
> I've been using Linux for a long time now, but got fed up with crappy
> wacom drivers and the crippled paint applications. So... I've installed
> Windows7 on my workstation at home. And so far I'm really impressed with
> the speed and the response from the system. Softimage works a lot smoother
> on Windows7 than on CentOS 6.3.
>
> Anyhow, going to take a shower now since I feel quite dirty.
>
> And I think Windows 8 will be as Vista, a "side-note". They are already
> talking about Windows9.
>
> regards
> stefan
>
>
> On Fri, Aug 17, 2012 at 8:01 PM, Sylvain Lebeau  wrote:
>
>> this makes me think about Apple rumour to let go the dev on the mac
>> pros...
>>
>> Seem's everybody is going nuts on the mobile thing. And all professional
>> market get's ignored!!
>>
>> i wont be able to do Arnold render regions on my f-ing iphone!
>> wtf is going on with these guys!?
>>
>>
>> sly
>>
>> --
>>
>> *Sylvain Lebeau // SHED**
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
>> http://WWW.SHEDMTL.COM >
>>
>>
>>
>>
>>   Paul Griswold 
>>  Friday, August 17, 2012 12:18 PM
>> My main Win 7 workstation has been really acting flaky lately.  Microsoft
>> has just release Windows 8 RTM, so I was wondering if anyone had tested it
>> out yet?
>>
>> I realize there are plenty of opinions on the whole Metro interface, but
>> I'm just wondering if it's stable and if Softimage will run under it.
>>
>> I need to take a weekend and reformat this machine & start over anyway.
>>
>> Thanks,
>>
>> Paul
>>
>>
>
>
> --
> stefan andersson - digital janitor - http://sanders3d.wordpress.com
>



-- 
Andreas Byström
Lighting TD - Weta Digital
<>

Re: Overscan

2012-08-10 Thread Andreas Bystrom
multiply the camera fov by 1.1 and also multiply the render resolution by
the same and you should be set



On Sat, Aug 11, 2012 at 5:47 PM, Nick Angus  wrote:

>  Hey folks, 
>
> ** **
>
> This old chestnut has come up, I need to render overscan by 10%, any of
> you good folks have any scripts, or useful tools to help with this tedious
> task?
>
> ** **
>
> Cheers, Nick
>
> ** **
>
> ** **
>
> ** **
>



-- 
Andreas Byström
Lighting TD - Weta Digital


Re: new Altima ad from Framestore NY

2012-07-10 Thread Andreas Bystrom
yes, ice+arnold for the particle stuff.

Tim Borgmann, Chris Keller and mr Mootz

On Tue, Jul 10, 2012 at 7:19 PM, Ahmidou Lyazidi wrote:

> That would be cool as Framestore is not Softimage based AFAIK
>
>
> 2012/7/10 Nick Angus 
>
>>  Was anyone from here involved?  Has ICE written all over it….
>>
>> ** **
>>
>> https://vimeo.com/44288380
>>
>> ** **
>>
>> ** **
>>
>> N
>>
>> ** **
>>
>> [image: Description: ALT_signature_NANGUS]
>>
>> ** **
>>
>
>
>
> --
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>


-- 
Andreas Byström
Lighting TD - Weta Digital
<>