Re: Goodbyes (was this is the end...)
I echo many of the thank you's expressed here. Without the expertise of this list I would have never completed many of the jobs I have encountered in my career. I especially cherish the times getting to meet many of you at Matt's dinners at SIGGRAPH. Those are some of the best times in my career. I know you all will go onto success in whatever direction you head. Softie's are a special breed and not to be underestimated! I don't get a chance to crack open Softimage much anymore and 3D just isn't the same. Godspeed all. On Thu, Feb 25, 2016 at 1:21 PM, John Paynewrote: > Just checked the list after a hiatus. A big thanks and round of applause > to Mr Gabe, Eric Mootz, Guillame, Anto Matkovic, Jonah Friedman, Thiago, > Helge Mathee, > Eric Thivierge, Nika Ragua, Stephen Blair, Alan Fregtman, Andy Moorer, > Fabricio Chamon, Julian Johnson, Ciaran Moloney, Todd Akita, Paul Smith > and all the other folks who have posted tutorials, answered a question on > the list, created ICE compounds, shaders, addons and plugins or > administered a web site. > I know I've left out some names here so please forgive me. > I've had the pleasure of working with some of you in NYC and wanted to say > that all the extra time you guys put into this work, most of it unpaid and > on top of the > punishing hours this industry demands, is appreciated by me and I'm sure > everyone on the list. > I could not have accomplished most of the shots on my reel without your > efforts and It's allowed me to get home (sometimes) at a decent hour to see > my family. > > Cheers! > > > On Sun, Feb 21, 2016 at 11:57 AM, Andrew Prostrelov > wrote: > >> still use XSI and dig through api >> >> 2016-02-20 0:51 GMT+03:00 Mirko Jankovic : >> >>> would take gulag before maya any time! >>> >>> On Fri, Feb 19, 2016 at 10:48 PM, Sven Constable < >>> sixsi_l...@imagefront.de> wrote: >>> Amazing. Thank you! I was wrong about the 6 month maya punishment. Don't be too scared. It's actually only 3 month maya or *6 month in a russian gulag*. all the best :) sven *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *pedro santos *Sent:* Friday, February 19, 2016 10:15 PM *To:* Softimage Mailing List *Subject:* Re: Goodbyes (was this is the end...) Hey Sven. Yeah, I didn't use my french canadian there, eheh. Video is downloadable now. Cheers On Fri, Feb 19, 2016 at 1:53 PM, Sven Constable < sixsi_l...@imagefront.de> wrote: Very useful. Could you also make the video downloadable, for future reference? And dude, you pronounced Softimage wrong! This will prosecuted with at least 6 month in Maya. ;) *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *pedro santos *Sent:* Friday, February 19, 2016 2:11 PM *To:* Softimage Mailing List *Subject:* Re: Goodbyes (was this is the end...) Always go out with a BANG right? :D https://vimeo.com/155962323 Cheers On Fri, Feb 19, 2016 at 11:37 AM, Laurence Dodd wrote: That looks great, expensive, but great On 19 February 2016 at 03:34, Sam Cuttriss wrote: Greetings all. I only lurk occasionally. But im very appreciative of all the guidance the tinkers out there have provided over the years. curious where everyone has ended up, Im developing hand held CNC equipment these days: http://www.shapertools.com if anyone is in the bay area and wants to check it out message me. _sam On Tue, Feb 9, 2016 at 6:42 PM, Kris Rivel wrote: Still lurking too. Wish I had more time to read all the threads here. Incredibly grateful for all the help everyone has given me over the many years and all the contacts I've made. I hope it never goes away. Soft is still the best tool out there...sad that its quietly fading away. Kris On Tue, Feb 9, 2016 at 7:39 PM, Adam Sale wrote: Rules of engagement :-) On Tue, Feb 9, 2016 at 11:48 AM, Eric Turman wrote: stupid key shortcuts... *R*eturn *O*n *I*nvestment or *R*ules *O*f *E*ngagement which one? On Tue, Feb 9, 2016 at 1:46 PM, Eric Turman wrote: *R*eturn *O*n *I*nvestment On Tue, Feb 9, 2016 at 1:39 PM, Olivier Jeannel
Please explain Maya pivot points to a Softimage thinker
I'm trying to get some objects zero-ed out in Maya but keep running into what I assume is a paradigm difference between how Maya and Soft handle center points and transforms. In Soft, I can move the center/pivot and it will change the transform values. So, I can reset the center to be in the middle of the geometry and then zero the position to get the object to snap back to the world center or parent center. In Maya, moving the pivot does not seem to change the transform of the object when you move the pivot. So I can't then zero the values and get the objects to return to zero. Sometimes, the object and it's center are clearly NOT at zero but that's what the values say. There are some Local Space/World space values in the attribute editor, but I can't figure out how to get things reset properly. Any help from a Softimage perspective is appreciated.
Re: Please explain Maya pivot points to a Softimage thinker
Thanks for clearing that up. At least I know I'm not doing it wrong. That youtube clip has "the workaround" demonstrated. It's clear that this is just ingrained in the Maya users workflow. I asked a few around me how to do what I needed to do and everyone just looked confused. Needs to have a "make it work like Softimage" mode. One new things I saw in that tutorial was the Snap Together Tool. That's pretty cool. Will definitely be using that. On Wed, Nov 4, 2015 at 12:02 PM, Olivier Jeannel <facialdel...@gmail.com> wrote: > LOL ! > > On Wed, Nov 4, 2015 at 5:43 PM, Gerbrand Nel <nagv...@gmail.com> wrote: > >> Agreed... >> Rather watch this. >> https://www.youtube.com/watch?v=KmtzQCSh6xk >> It makes more sense. >> G >> >> On 04/11/2015 18:13, Sebastien Sterling wrote: >> >> This is actually quite sickening to watch, but cheers Francois, at least >> we know what we are dealing with. >> >> On 4 November 2015 at 15:46, Francois Lord <flordli...@gmail.com> wrote: >> >>> Does this help? >>> https://youtu.be/Z8zVjLoHWjk?list=PLP5KnnScX57byOldVy9rQlBRARrX6gy4b >>> >>> >>> On 2015-11-04 09:34, Byron Nash wrote: >>> >>>> I'm trying to get some objects zero-ed out in Maya but keep running >>>> into what I assume is a paradigm difference between how Maya and Soft >>>> handle center points and transforms. In Soft, I can move the center/pivot >>>> and it will change the transform values. So, I can reset the center to be >>>> in the middle of the geometry and then zero the position to get the object >>>> to snap back to the world center or parent center. In Maya, moving the >>>> pivot does not seem to change the transform of the object when you move the >>>> pivot. So I can't then zero the values and get the objects to return to >>>> zero. Sometimes, the object and it's center are clearly NOT at zero but >>>> that's what the values say. There are some Local Space/World space values >>>> in the attribute editor, but I can't figure out how to get things reset >>>> properly. >>>> >>>> Any help from a Softimage perspective is appreciated. >>>> >>> >>> >> >> >
Re: Friday Flashback #244
I got a lot of use out of BatchServe. On Fri, Oct 9, 2015 at 6:16 PM, Pierre Schiller < activemotionpictu...@gmail.com> wrote: > Oh my! Now I know where Afanasy got it's idea and interface. I believe > I had seen this back on xsi 4. This is not available nowadays...is it? > On Oct 9, 2015 1:54 PM, "Stephen Blair"wrote: > >> BatchServe 1.5 in #SOFTIMAGE|XSI 3.0 >> A demo by Chinny >> >> http://wp.me/powV4-3en >> >
Re: proper render settings for redshift
Tim, when I set all my Softimage Color Management Prefs to off the colors don't look correct in the region. I am interpreting all the input textures correctly as either sRGB or Linear as needed. I do not have Automatically Correct Color Inputs (Redshift Settings) or Apply Gamma Correction (Pass) enabled. It looks correct when I have all the boxes ticked in the Softimage Color Management prefs. On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson tim.crow...@magneticdreams.com wrote: To echo Ognjen here... We have all our Soft Color Management Prefs unchecked, and we let Redshift handle everything. If you're rendering to a color space like sRGB, then in the 'Output' tab in the RS settings, under the Gamma section, set the File Output to either 'Use Display Gamma' or 'Use Custom Gamma' set to 2.2. If you're still seeing textures washed out, then their Color Profile may be defaulting to Linear, which would cause the wash-out (since you're rendering to sRGB 2.2). Back on the Output settings tab in RS, you might also want to enable 'Automatically Correct Color Inputs', depending on your workflow. Now, I almost always add a color correction node to all my color tetxures in my shader trees, but I leave the values at their defaults. This is just to give me controls later at the shot level. I certainly don't drop the gamma to 0.45 on all the color correct nodes. That's simply not necessary if RS is handling it anyway, and XSI's color management stuff is off. -Tim On 6/18/2015 2:54 PM, Kris Rivel wrote: Thanks Ognjen. I did what you suggested but I'm still getting a slightly washed out render that's a bit brighter. Must be something else I'm missing? On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com wrote: Actually i dont think you should be color correcting your shader nodes, that doesnt sound like a very smart thing to do. All the native color managment settings in the softimage settings should be off by default, and then you leave redshift to correct everything for you, all you have to do is to make sure that your displacement images are set to linear in the image node, and color textures are set to srgb, and that you have Automatically correct color inputs switched on in the redshift settings to correct all your shader color parameters. Theres no need for anything else then that. In redshift your display gamma will be set to 2.2 and output will be linear for exr by default. On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com krisri...@gmail.com wrote: Great thanks...was hoping it was just a few settings and not tweaking each shader...but it is what it is. Is there another way via just exposure settings in Photoshop and render settings in Soft? On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: Straight to the pie: 1. For shaders (so they don´t look washed out) place a Color correction node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders will look nice again. 2. For the texture files (images), go to their adjust tab, find Color Profile (should be on linear) and there for you see it washed out. Set it to SRGB and you should see your textures in wondercolor. :) This is all assuming you already checked the boxes on FilePreferencesDisplayColor managment and ticked: Apply to: Render regions and viewports Render pass and preview Shader balls UI widgets FX Viewers. And of course checking all your gamma values are on 2.2 Hope this helps. David. On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com krisri...@gmail.com wrote: I'm a virgin to the whole linear/gamma lighting method. I'm old school and render out 8bit stuff mostly. I noticed in reshift, the default gamma setting makes everything in the region, render, etc. look light and washed out. Changing it to 1 looks normal. But if I want to properly render out exr, what should I have these set to? After rendering and wanting to do some post work in photoshop...what should my space be set to so I'm seeing/working with the right thing? Kris -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 --
Re: [Softimage] accessing single points of an object in ICE
Thanks Christian, I think I have it working now. The array stuff always confuses me. The only strange thing is that I could only get the proper position when running the final output through a Linear Interpolate set to .5. [image: Inline image 1] On Wed, Jun 17, 2015 at 1:13 PM, Christian Keller chris3...@me.com wrote: Use a build array from set node with the positions. Then a select in array with the id +/- whatever to put it on the position. You've to filter that, because you don't wanna set something on the even points. That means piping it through a filter node. Odd/even is easy with modulo... You've to set the position array into a separate variable first, otherwise it would not work with the filter node. Sure you figure that out ! -- Christian Keller Visual effects|direction m +49 179 69 36 248 chris3...@me.com Vimeo.com/channels/96149 Am 17.06.2015 um 17:52 schrieb Byron Nash byronn...@gmail.com: Digging up this old thread. I'm trying to get some data from one set of points and apply them to another set within one polygon object. I see how some of the examples shown in this thread can access one point, but what about every even or odd numbered point? I'd like the odd points to share Y position with the next even point. How can I find and apply the position data of (Vertex Index -1)? Thanks! On Mon, Dec 15, 2008 at 8:49 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Cool! I wouldn't have thought of using that. :) Good job exploring stuff, Chris, -- Alan On Mon, Dec 15, 2008 at 6:20 AM, Chris Marshall chris.marsh...@eclipsecreative.co.uk wrote: Ah Hah! Got it working. Took some grappling, but was simple solution in the end. From the original working setup where you filter the element index, if you run the output of the filter node through a Get Maximum in Set node, this gives you *just* the single vector. This is confirmed by showing the values, before this node you get zeros on the cube etc, after this node you just get the one vector values displayed at the origin. So it's only spitting out the stuff wanted. Phew! Thanks again. Chris Chris Marshall wrote: Thanks for the explanation. It does appear to be confusing. It looks like the tools for accessing sets are limited, though it might be possible to get the data required with some fiddling. I'll have a dabble. Thanks Chris javier wrote: I quickly scanned thrugh this email, I think the answer is that points in a polymesh are not part of an array but part of a set. so you are extracting the selected element in the array per point, that means all points. It seems to me that ICE is built using 2 differetn paradigmns for point access. Arrays and Sets. A particle cloud or a Polygon's points are points in the set, so youhave to either use the statistics nodes or in your case, I think getting the point by ID should do it. Im not in front of xsi, but i think you could grab the point array, enter the id index into an id node and then maybe plug into a filter node? I agree is a bit confusing Converting arrays to sets seems quite easy if the array is of vectors. you get your array and create a point cloud and stick the array into the AddPoints, then you can grab the point positions as set. I havent tried the opposite. ___ Softimage mailing list Softimage@listproc.autodesk.com http://listproc.autodesk.com/mailman/listinfo/softimage ___ Softimage mailing list Softimage@listproc.autodesk.com http://listproc.autodesk.com/mailman/listinfo/softimage
Re: [Softimage] accessing single points of an object in ICE
Digging up this old thread. I'm trying to get some data from one set of points and apply them to another set within one polygon object. I see how some of the examples shown in this thread can access one point, but what about every even or odd numbered point? I'd like the odd points to share Y position with the next even point. How can I find and apply the position data of (Vertex Index -1)? Thanks! On Mon, Dec 15, 2008 at 8:49 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Cool! I wouldn't have thought of using that. :) Good job exploring stuff, Chris, -- Alan On Mon, Dec 15, 2008 at 6:20 AM, Chris Marshall chris.marsh...@eclipsecreative.co.uk wrote: Ah Hah! Got it working. Took some grappling, but was simple solution in the end. From the original working setup where you filter the element index, if you run the output of the filter node through a Get Maximum in Set node, this gives you *just* the single vector. This is confirmed by showing the values, before this node you get zeros on the cube etc, after this node you just get the one vector values displayed at the origin. So it's only spitting out the stuff wanted. Phew! Thanks again. Chris Chris Marshall wrote: Thanks for the explanation. It does appear to be confusing. It looks like the tools for accessing sets are limited, though it might be possible to get the data required with some fiddling. I'll have a dabble. Thanks Chris javier wrote: I quickly scanned thrugh this email, I think the answer is that points in a polymesh are not part of an array but part of a set. so you are extracting the selected element in the array per point, that means all points. It seems to me that ICE is built using 2 differetn paradigmns for point access. Arrays and Sets. A particle cloud or a Polygon's points are points in the set, so youhave to either use the statistics nodes or in your case, I think getting the point by ID should do it. Im not in front of xsi, but i think you could grab the point array, enter the id index into an id node and then maybe plug into a filter node? I agree is a bit confusing Converting arrays to sets seems quite easy if the array is of vectors. you get your array and create a point cloud and stick the array into the AddPoints, then you can grab the point positions as set. I havent tried the opposite. ___ Softimage mailing list Softimage@listproc.autodesk.com http://listproc.autodesk.com/mailman/listinfo/softimage ___ Softimage mailing list Softimage@listproc.autodesk.com http://listproc.autodesk.com/mailman/listinfo/softimage
Re: Friday Flashback #227
ZOP/POZ/OPZ here as well. Do I sense a need for a nostalgia t-shirt featuring those three keys? ;-) On Sat, Jun 6, 2015 at 11:24 AM, Eric Turman i.anima...@gmail.com wrote: I made the transition to the s key although it felt really weird at first. I definitely was able to work faster in Softimage|3D vs. Softimage|XSI. Capability-wise, XSI blows 3D out of the water, but man, I could get work done super-fast in 3D. On Sat, Jun 6, 2015 at 4:39 AM, Rob Chapman tekano@gmail.com wrote: me too! sticky S key waaay too complicated once muscle memory of ZOP is in effect On 6 June 2015 at 00:15, Grahame Fuller grahame.ful...@autodesk.com wrote: I still use ZOP navigation whenever I fire up Softimage. I never got used to the S key – tried to a few times but quickly fell back into old habits every time. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz Sent: Friday, June 05, 2015 7:06 PM To: softimage@listproc.autodesk.com Subject: Re: Friday Flashback #227 BTW: a colleague of mine is still using the P-O-Z keys for navigating in XSI. I don't understand this but hell if he's used to it, why not :) That's me! Someone once said O is for old :) On Fri, Jun 5, 2015 at 3:32 PM, Derek Jenson derekjen...@hotmail.com mailto:derekjen...@hotmail.com wrote: The combo hot keys made Soft 3D fast. That feature never made it to XSI. -- -=T=-
OT: Sample AOV's shot
I'm teaching an intro to compositing course at a local college. Coming up is a discussion on how to comp shots with AOV passes. Does anyone know of a source to download a shot to do a test comp with? Everything I have here at the office is commercial based and probably wouldn't be ok to take into the school due to copyrights and whatnot. Certainly there are some example files out there with creative commons or open usage but I can't locate it. Anyone have any sources? Thanks Byron
Re: Sample AOV's shot
I made a quick still frame with some AOV's in Redshift with a car model I had lying around. Also, I did find one sample frame of some Vray passes in one multilayer EXR. Would be nice to locate something over some footage so they can practice matching to plate but will make do with what I have for now. I'm sure they will be thoroughly confused with just the still frames! I don't currently have the cream of the crop in students unfortunately. On Tue, May 26, 2015 at 4:42 PM, Eugene Flormata eug...@flormata.com wrote: Yahh.. but at least he can make a quick one i guess?? with the scene already set up if the links work On Tue, May 26, 2015 at 1:23 PM, Angus Davidson angus.david...@wits.ac.za wrote: Ahh though Byron was looking for background video to comp over ;)
Re: Sample AOV's shot
Awesome Fabian. I'll take a look. Thanks! On Tue, May 26, 2015 at 5:50 PM, Fabian Schnuer Gohde list@gohde.no wrote: https://www.dropbox.com/sh/vlc8ltkl9b81zhc/AABY6BIJV3qCm-4bwyufZENaa?dl=0 I made this a few years ago for a rendering course, contains a quick bit of footage and matching HDR taken here in Bergen, Norway. (HDR intensity is modified by eyeballing it in the env map settings) Contains xsi and maya scene with tracked camera and with mray setups, just opened the xsi scene and gave it a quick clean, still works a treat at first glance, it's a 2015 scene now, if that's a problem I can mail you the old un-cleaned one (v9) The Maya scene I wont touch again unless you buy me a nice house to live out the rest of my days in, recovering from that act. There is a finished sample clip, that was all done straight out xsi since comping it would have required 2 or 3 days to explain and I only had a few hours if I remember correctly. All is herewith licensed under http://creativecommons.org/licenses/by-nc/4.0/ to cover your behind, anyone else here can use it for teaching if it's helpful but please keep it on the list. There is a Stanford dragon in there, not sure about the lic on that. Password xsilist Link is valid for 7 days and upload complete in about 1h with the blessings of the gods in the cloud. Best of luck, Fabian On 26 May 2015 at 23:18, Byron Nash byronn...@gmail.com wrote: I made a quick still frame with some AOV's in Redshift with a car model I had lying around. Also, I did find one sample frame of some Vray passes in one multilayer EXR. Would be nice to locate something over some footage so they can practice matching to plate but will make do with what I have for now. I'm sure they will be thoroughly confused with just the still frames! I don't currently have the cream of the crop in students unfortunately. On Tue, May 26, 2015 at 4:42 PM, Eugene Flormata eug...@flormata.com wrote: Yahh.. but at least he can make a quick one i guess?? with the scene already set up if the links work On Tue, May 26, 2015 at 1:23 PM, Angus Davidson angus.david...@wits.ac.za wrote: Ahh though Byron was looking for background video to comp over ;)
Re: End of the ride
Thanks for all you have done over the years and your participation in the list. Keep us posted on where you end up. Byron On Wed, May 13, 2015 at 9:03 AM, Nicolas Esposito 3dv...@gmail.com wrote: Sorry to see you go Graham, all the best in the future :-) 2015-05-13 14:46 GMT+02:00 Greg Punchatz g...@janimation.com: Thanks for all the fish and the best of luck to you in the future. On Wed, May 13, 2015 at 6:08 AM, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: All the best to you, Graham! Cheers, -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Wed, May 13, 2015 at 11:50 AM, Martin Yara furik...@gmail.com wrote: I haven't had the pleasure to meet you in real life, but it is really sad. I've always enjoyed your posts and discussions in different forums and emails. Always helpful, cool and calm even when you were being attacked by angry softies. Thanks for all these years, and good luck. Martin On Wed, May 13, 2015 at 12:50 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: That's how legends retire: when they are on top. What more can I say? I really wish you the best and that you may continue inspire people on the path you choose (hopefully fabric engine) hhehhh.. Cheers. On May 12, 2015 6:00 PM, Graham Bell bell...@gmail.com wrote: I hadn't wanted to make any kind of announcement, but reading Stephens latest Flashback thread and the discussions on where peoples journey with Softimage first started, it's kinda made me realise that mine has basically ended. And as I'm posting here, I didn't want to fly under false colours, so to speak. As of the start of this month, I'm no longer at Autodesk, The bloodline of european Softimage AE's from Ben, Chinny, and James, to myself has now ended. Perhaps it's time to start earning an honest living again. lol :-)
Re: Very OT: for the love of your career.. try houdini
Does Redshift have any plans for Houdini? Have you all found there are many opportunities for remote Houdini work? I wonder since it's a smaller market share that the competent artists may be able to negotiate better circumstances like remote or better pay? On Wed, Mar 18, 2015 at 9:54 AM, Francois Lord flordli...@gmail.com wrote: If you are a Softimage power user, it will take a lot of time to get back to that level in Houdini. However, you don't need to be a Houdini power user to use Houdini. Learn the basics (basic modeling, basic UVs, basinc animation, etc) and then choose an area where you want to dive first. Most people choose simulation because it's where Houdini really excels, but you don't have to do like everyone. If you choose lookdev, you will quickly realize that Mantra is very much like Arnold. You end up being up and running very quickly, and can work on production shots. Houdini is a lot more fun to learn and work with than all the rumors I heard about it over the years. And no, it's not just for technical people. On 18-Mar-15 08:51, Leendert A. Hartog wrote: I might have quoted too much in my previous post. The idea that you're thrown back to (almost) entry-level skill set, competing against people straight out of collage is a plight, one would imagine, every Softimage user will have to suffer as it takes time to get back on track (on a serious level with new software regardless of which software he or she choses. I just expressed my concerns that in the end this wouldn't take any less long with Houdini (although the ride would undoubtedly be more enjoyable, one would think). And the sentiments towards Autodesk go without saying, I guess... ;) Greetz Leendert Gerbrand Nel schreef op 18-3-2015 om 13:23: and got to a point where I can compete against people straight out of collage.
Re: Very OT: for the love of your career.. try houdini
Like a dream Jordi. :-) On Wed, Mar 18, 2015 at 12:13 PM, Jordi Bares Dominguez jordiba...@gmail.com wrote: I agree with Francois, little steps, start with the simple stuff, from modelling and animation, rigging (SOPs specially) and lighting, then move into VEX and VFX also in chunks, fluids, pyro, then particles and last DOPs (dynamics) which is where the meat is. With regards with Redshift, I really hope so. Regarding freelance work... you will have less competition for a high end market that is desperate for talent. How does it sound? ;) jb On 18 Mar 2015, at 14:37, Byron Nash byronn...@gmail.com wrote: Does Redshift have any plans for Houdini? Have you all found there are many opportunities for remote Houdini work? I wonder since it's a smaller market share that the competent artists may be able to negotiate better circumstances like remote or better pay? On Wed, Mar 18, 2015 at 9:54 AM, Francois Lord flordli...@gmail.com wrote: If you are a Softimage power user, it will take a lot of time to get back to that level in Houdini. However, you don't need to be a Houdini power user to use Houdini. Learn the basics (basic modeling, basic UVs, basinc animation, etc) and then choose an area where you want to dive first. Most people choose simulation because it's where Houdini really excels, but you don't have to do like everyone. If you choose lookdev, you will quickly realize that Mantra is very much like Arnold. You end up being up and running very quickly, and can work on production shots. Houdini is a lot more fun to learn and work with than all the rumors I heard about it over the years. And no, it's not just for technical people. On 18-Mar-15 08:51, Leendert A. Hartog wrote: I might have quoted too much in my previous post. The idea that you're thrown back to (almost) entry-level skill set, competing against people straight out of collage is a plight, one would imagine, every Softimage user will have to suffer as it takes time to get back on track (on a serious level with new software regardless of which software he or she choses. I just expressed my concerns that in the end this wouldn't take any less long with Houdini (although the ride would undoubtedly be more enjoyable, one would think). And the sentiments towards Autodesk go without saying, I guess... ;) Greetz Leendert Gerbrand Nel schreef op 18-3-2015 om 13:23: and got to a point where I can compete against people straight out of collage.
Re: Very OT: for the love of your career.. try houdini
How are you finding your new found Houdini knowledge to be fitting into the needs of the marketplace? Are there many shops adopting it? Or are you a lone wolf or able to turnkey shots for people? I too have found Maya unintuitive and uninspiring. Houdini looks interesting but I'm wary of jumping on something that I'll never get to use. Unlike many of you here, I am in a small market so there aren't many 3D jobs to go around. On Tue, Mar 17, 2015 at 3:49 PM, Simon Reeves si...@simonreeves.com wrote: I always worry that Houdini is not such a friendly app to be used as a 'backbone' as you (Jordi) phrase it. But I'm basing that on the logic that most of our 3d artists will HAVE to use it, but that's not really the case... I've started to settle into the idea that maya is OK for being the base, (after some love) so perhaps this is the moment I need to give Houdini a proper look before I fall down into the abyss of Maya. On Tuesday, 17 March 2015, Jordi Bares Dominguez jordiba...@gmail.com wrote: That certainly is a great approach but even better is if you go in the other direction, use Houdini as the backbone and render from Mantra/Arnold/Octane/PRMan/3Dlight/whatever as the FX live inside Houdini and therefore it is the natural backbone. Ultimately you will be using a myriad of tools that will funnel “dumb” cached data (just baked geometry, particles with attributes and little more) to Houdini and from there you are free to assemble your scenes as you need to. Furthermore, if you need to scale you will find Houdini excels at that so imho it is a no brainer. hope it helps jb On 17 Mar 2015, at 18:15, Manuel Huertas Marchena lito...@hotmail.com wrote: I am wondering if any of you guys working in film use houdini for digital asset production, or is it still more of a fx tool for most part? (having said that I do realize that houdini is not and end to end solution or all kinds of assets, but still I feel that there is a lot of stuff that could/can be created using a procedural approach, ex: buildings, concept modeling, snow, rocks, trees, props...etc..) -- Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk*
Re: OT: Epic going completely crazy
What do you all think the viability is for learning something like UE4 and using that knowledge to earn income. I'm speaking mostly about opportunities other than working at a large game studio. What are the use cases in smaller markets or remote working situations? On Wed, Mar 11, 2015 at 9:35 AM, Nicolas Esposito 3dv...@gmail.com wrote: They're not the only one working on it ;) ...so I guess there will be alembic stuff available in short time 2015-03-11 14:14 GMT+01:00 Francisco Criado malcriad...@gmail.com: Hi Nicolas, the kl 360 plugin is gonna be free via github, it would be nice if they publish the alembic one too :) F. 2015-03-11 10:01 GMT-03:00 Nicolas Esposito 3dv...@gmail.com: I think they used a techinque similar to this http://www.kolor.com/livepano one, I also notice that they made a 360 viewer inside UE4, so I guess they combined that with 3d geometry inside UE4 and...well...its pretty amazing! 2015-03-11 13:34 GMT+01:00 Francisco Criado malcriad...@gmail.com: It seems this guys wrote an alembic plugin! sweet :) http://blog.kiteandlightning.la/ By the way, their last vr demo The Insurgent is pretty amazing, still wondering how they incorporated the live footage into the engine with that quality. F. 2015-03-09 10:35 GMT-03:00 Gerbrand Nel nagv...@gmail.com: I don't know about you guys, but for me the coolest thing would be, proper alembic support. I just want to use it as a render at first, so I don't care if the alembic reader is slow, as long as the render is nice and fast :) Building interactive content will come a bit later for me. G On 09/03/2015 07:18, Francisco Criado wrote: Well, this is interesting: http://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66 F. 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg zagan...@gmail.com: Has any idea negotiated a custom deal? That seems to be the most obvious way to get a cap. Obviously, that would be subject to strict NDA's but it would be interesting to know at what level in terms of gross revenue people have been able to negotiate. On 7 March 2015 at 07:27, Eric Cosky e...@cosky.com wrote: As a game dev, I have some concerns about the royalties of Unreal. It's a fantastic engine that I enjoy very much, and it may very well be the right choice in many cases but I do wish they had a cap on the royalties. If nothing else, the royalties should be carefully considered against the alternatives. I wrote a post explaining my thoughts in more detail here http://bit.ly/1zAgU6P. It came out a few days before they cut the monthly fee, but as you will see in the post that cost really was just a drop in the bucket that doesn't change the big numbers. Of course, none of this applies if you aren't subject to royalties which is bound to be a good percentage of people in this list. On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com wrote: Some more comparisons.. http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/ On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com wrote: Thanks everyone. So (just to be clear, because i don't think I was) I was trying to get vertex level animation (not morph targets) into UE4. So I want to rig and envelope a character (or object) in another app (like Soft or C4D) and animate it with bones. Then I want to cache the animation of the deforming mesh, and export that out to UE4 without the bones, just the animated mesh. I wanted to avoid FBX because, well, it is FBX and has been horribly varied and spotty with regards to stability and reliability over the years. Alembic is lighter weight, faster to load large caches, far more stable and reliable (although this is, of course, also partly dependent on the target application that hosts the importer). The only reason I mentioned morph targets is that many people that were users of UE4 had suggested that the way to get vertex level animation into UE4 was by using morph targets and doing one morph per frame manually. Seemed a bit stupid to do it by hand, to me. Am I being ridiculous to not just use FBX? Does FBX work well with vertex animation? If I was near my machine I would just try it myself, but I won't be for a while. Thanks again Perry On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado malcriad...@gmail.com wrote: Hi Perry, you can import animated models and characters wih fbx, and you have two ways, with the animation embeded or importing animations separated and then aplying them in different ways. I had an issue with an animated rope through nulls like skeletons and didnt go to well, but i'm new to unreal too so there must be some way i don't know yet. Morph targets are quite simple, on unreal engine youtube channel there is a lot of info. Nicolas, what do you think? Hope it helps. F. On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com wrote:
Re: Subscription Transition for New Software Licenses
Do you all not think that probably all software will go to a service model? Not that I'm entirely in favor one way or the other, it just seems like that's the way things are headed. I haven't minded the Adobe CC move that much. At least I can stay current and not have to bicker with the company about upgrades every year or so.
Re: ICE: Randomized circular clump
I seem to have it working. See the screenshot for what I did. Here's what happens in the shot: I generated a bunch of points on a polygon and used a texture map to filter them. It's basically a satellite view of our state with the nighttime lights. The points of light then need to coagulate in the center of the state. It would end up looking like you just scattered them around a central point. The tree is really slow right now. I think it might be the generate sample set that I'm using to get the points to start with. On Thu, Nov 6, 2014 at 6:34 AM, patrick nethercoat patr...@brandtanim.co.uk wrote: Can you give us a bit more of an idea what you're aiming for? Animate into a round blurry shape from what/where? On 5 November 2014 18:05, gareth bell garethb...@outlook.com wrote: emit from a spherical/cylinderical volume? -- From: byronn...@gmail.com Date: Wed, 5 Nov 2014 12:56:51 -0500 Subject: ICE: Randomized circular clump To: softimage@listproc.autodesk.com I need to animate my points into a round blurry shape. Both randomize and turbulence generate a squarish volume of points. I have tried a few approaches to make them clump but haven't gotten anything yet. I'm sure it's something simple I'm overlooking. This is an unsimulated cloud. Tips appreciated Byron -- Brandt Animation www.brandtanim.co.uk 020 7734 0196
ICE: Randomized circular clump
I need to animate my points into a round blurry shape. Both randomize and turbulence generate a squarish volume of points. I have tried a few approaches to make them clump but haven't gotten anything yet. I'm sure it's something simple I'm overlooking. This is an unsimulated cloud. Tips appreciated Byron
Re: SemiOT: organizing images textures
Between *** ...looks like iTunes and Lightroom had a baby...*, and ***The interface icons look a bit like they were designed by the person who makes the Baby Einstein videos., *I think you may have a fallback career as a software reviewer Paul. :-) Thanks for sharing your comprehensive research of these tools. It's very helpful. -Byron
Re: Mouse
@sven, I'm also using a similar vertical monitor setup. I have it on the right though. I find I like the extra vertical space when dealing with layers in an AE comp. Haven't found my ideal Softimage setup for it yet. On Tue, Sep 30, 2014 at 5:08 PM, Sven Constable sixsi_l...@imagefront.de wrote: I'm also using wacoms everywhere. Regarding the dual monitor 'problem', I came up with this: If you have two 16:10 screens and you put one in portrait mode/vertical, the resulting area is nearly 16:10 again. So you can use the tablet with 1to1 proportions (no remapping from the wacom surface to the screen surface) und you utilitize the entire surface of the tablet. Well not exactly because theres a blind spot in one corner. With Softimage I'd like to have at least one big sceen for editors/ICE etc. So these will use the second (horizontal) monitor and the primary is for everything else. But I can switch to have the user cam view on the big screen and some other combinations on the fly Looks like this: http://www.imagefront.de/tmp/softimage_dual_24inch_screens.jpg cheers, sven *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Tuesday, September 30, 2014 4:55 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Mouse I'm with Gerbrand, I don't currently have a mouse connected. I've used a Wacom solely since the late 90's. I just wish Wacom made a dual monitor aspect ratio model. On Tue, Sep 30, 2014 at 10:52 AM, Gerbrand Nel nagv...@gmail.com wrote: I don't even have a mouse Wacom everything, even counterstrike and COD :) G On 2014-09-30 04:30 PM, Stephen Davidson wrote: I have used the Logitech performance wireless mouse http://www.logitech.com/en-us/product/performance-mouse-mx for over 5 years. Good, overall. Complaints? needs recharging often. The buttons will eventually wear out over time. For the pricegood value. On Tue, Sep 30, 2014 at 6:35 AM, Martin Yara furik...@gmail.com wrote: Hi ! It isn't a very common topic in this list, but what mouse are you using ? do anyone use a trackball? or something else? like a 3d connexion space navigator ? My mouse middle button is kinda broken lately (double clicks when I'm single clicking or simply doesn't do anything) so I'm looking for buying a new one. Do you have any recommendation? I used to like Logitech mice but since they changed to a metallic wheel that is almost unusable I don't buy them anymore. The last one costed me $100+ and had to return it the next day because the new wheel was a piece of garbage. And since we use a middle click quite a lot, I'm looking for something that isn't extremely hard to click like those Logitech and some Microsoft ones. I'm using a Razer Deathadder right now and so far it was perfect, until my middle click started to fail sometimes. I would buy a new Deathadder, even if it is named Deathadder, but Razer's new cloud based drivers that require internet connection and an account are a deal breaker for me. Specially if there is a possibility that I'll have to work in my client's office. Talking about middle click, Surface Pro 3 doesn't have a middle click, and the stencil buttons are unusable in anything but Microsoft OneNote or something like that, and are not configurable. At all. /SP3 rant off. cheers, Martin -- Best Regards, * Stephen P. Davidson* * (954) 552-7956 %28954%29%20552-7956* sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Glasswoks Lycra
Very nice spot. On Wed, Oct 1, 2014 at 5:41 AM, Alastair Hearsum hear...@glassworks.co.uk wrote: Thanks for the compliment. Yes Softimage and Redshift Great result from the team here at Glassworks and such a good director work with. Alastair Hearsum Head of 3d [image: GLASSWORKS] http://www.glassworks.co.uk[image: Facebook] http://www.facebook.com/pages/Glassworks/150976168270682 [image: Twitter] https://twitter.com/GlassworksVFX [image: Vimeo] https://vimeo.com/glassworksamsterdam [image: Instagram] http://instagram.com/glassworksvfx/ See our latest work *here*. http://www.glassworks.co.uk/ 33/34 Great Pulteney Street London W1F 9NP T +44 (0)20 7434 1182 glassworks.co.uk http://www.glassworks.co.uk Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. On 30/09/2014 18:55, olivier jeannel wrote: http://www.glassworks.co.uk/video/lycra-moves-yousearch-type=allterm=all Beautifull film, out of curiousity are we still speaking softimage here ?
Re: Mouse
I'm with Gerbrand, I don't currently have a mouse connected. I've used a Wacom solely since the late 90's. I just wish Wacom made a dual monitor aspect ratio model. On Tue, Sep 30, 2014 at 10:52 AM, Gerbrand Nel nagv...@gmail.com wrote: I don't even have a mouse Wacom everything, even counterstrike and COD :) G On 2014-09-30 04:30 PM, Stephen Davidson wrote: I have used the Logitech performance wireless mouse http://www.logitech.com/en-us/product/performance-mouse-mx for over 5 years. Good, overall. Complaints? needs recharging often. The buttons will eventually wear out over time. For the pricegood value. On Tue, Sep 30, 2014 at 6:35 AM, Martin Yara furik...@gmail.com wrote: Hi ! It isn't a very common topic in this list, but what mouse are you using ? do anyone use a trackball? or something else? like a 3d connexion space navigator ? My mouse middle button is kinda broken lately (double clicks when I'm single clicking or simply doesn't do anything) so I'm looking for buying a new one. Do you have any recommendation? I used to like Logitech mice but since they changed to a metallic wheel that is almost unusable I don't buy them anymore. The last one costed me $100+ and had to return it the next day because the new wheel was a piece of garbage. And since we use a middle click quite a lot, I'm looking for something that isn't extremely hard to click like those Logitech and some Microsoft ones. I'm using a Razer Deathadder right now and so far it was perfect, until my middle click started to fail sometimes. I would buy a new Deathadder, even if it is named Deathadder, but Razer's new cloud based drivers that require internet connection and an account are a deal breaker for me. Specially if there is a possibility that I'll have to work in my client's office. Talking about middle click, Surface Pro 3 doesn't have a middle click, and the stencil buttons are unusable in anything but Microsoft OneNote or something like that, and are not configurable. At all. /SP3 rant off. cheers, Martin -- Best Regards, * Stephen P. Davidson* *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Mouse
@Ed, http://ergo.contour-design.com/ergonomic-mouse/contour-mouse We have one here and I like using it. The scroll wheel on the thumb is nice. On Tue, Sep 30, 2014 at 2:56 PM, Ed Manning etmth...@gmail.com wrote: Does anyone know of a decent true 3-*button* mouse? I.e. not a scroll wheel, but an honest-to-goodness button in the middle? I've been trying to find one for years that isn't just some old-stock ball-driven mouse.
Re: VFX-UX
Godpseed on your new career direction. Thanks for participating on the list all these years. On Mon, Sep 22, 2014 at 8:46 AM, Eric Thivierge ethivie...@hybride.com wrote: Good luck Eric! From one Eric to another... Den 22. september 2014 kl. 08:15 skrev Eric Lampi ericla...@gmail.com mailto:ericla...@gmail.com: Hi All, I was getting off a plane in Austin on my way to SXSW when I read the news about Soft being discontinued. Even though, as I said for a long time, I expected it to happen, it was still a shock. That was the day I unsubscribed to this list. For a variety of reasons and for quite some time, I had been trying find something else to do. The state of the industry is pretty awful compared to even just a few years ago. Soft being killed was the last straw. I started using Soft 3D in 1995 and next year would have been 20 years since I began my 3D career in NYC. So instead of continuing on and having to learn a whole new set of tools, it was time to seriously evaluate my future in VFX. I was at the point where if one more person asked me to make a car out of smoke and turn it into 3 dragons made of water and one made out of fire, I was going to shoot myself. I decided to go in an entirely new direction and began coursework to become a User Experience (UX) designer, which I completed a short time ago. I spent a great deal of time on this list and I have to thank all of you who have pitched in over the years and helped me out. You're a great group of people. I felt a little bad having just signed off like I did, so on that note... So long and thanks for all the fish. Eric
Re: Friday Flashback #189
What year did it become free? I ran that thing as long as I could. On Fri, Sep 12, 2014 at 10:38 AM, Stephen Blair stephenrbl...@gmail.com wrote: News from 11 Dec 2002 -- Softimage|XSI BatchServe is available immediately from authorized resellers. Through December 22, it is available at the introductory price of $495 per client license or $15,000 for a site license. http://wp.me/powV4-35Z
ICE: Color Attributes on polygon islands in Motion Tools
We are working on an effect using Gustavo's Motion Tools kit. Getting stuck trying to pull the color from the point cloud and put it onto the islands. Anyone done this and have any tips? We are trying to get the color piped into a CAV map. Thanks
Re: ICE: Color Attributes on polygon islands in Motion Tools
I think we got it working using self.color instead of using the CAV. I'll post again if a different approach worked in case anyone runs into this later. On Fri, Aug 8, 2014 at 11:44 AM, Byron Nash byronn...@gmail.com wrote: We are working on an effect using Gustavo's Motion Tools kit. Getting stuck trying to pull the color from the point cloud and put it onto the islands. Anyone done this and have any tips? We are trying to get the color piped into a CAV map. Thanks
Change License from Standalone to Network?
I tried editing the setenv.bat file as illustrated by Steve Blair on the ex-si blog. It still won't grab a license. Does that approach still work? I also added the license server to the license.env. Byron
Re: Change License from Standalone to Network?
Sorry, I'm running around like a chicken with it's head cut off this week. http://upandready.typepad.com/up_and_ready/2012/08/softimage-family-changing-from-standalone-to-network-licensing.html Softimage 2015 On Wed, Aug 6, 2014 at 5:02 PM, Matt Lind ml...@carbinestudios.com wrote: Might help if you point us to the approach you tried. Also, which version of Softimage are you using? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Wednesday, August 06, 2014 1:49 PM *To:* softimage@listproc.autodesk.com *Subject:* Change License from Standalone to Network? I tried editing the setenv.bat file as illustrated by Steve Blair on the ex-si blog. It still won't grab a license. Does that approach still work? I also added the license server to the license.env. Byron
Re: Change License from Standalone to Network?
Thanks, re-installing now. On Wed, Aug 6, 2014 at 5:18 PM, Matt Lind ml...@carbinestudios.com wrote: That is the regular procedure and applies to all versions of Softimage except 2015. 2015 uses a different licensing model which mirrors the subscription updates used by other Autodesk products. That’s why you can no longer have Softimage 2015 and 2015 SP1 (when it becomes available) installed side by side on your computer. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Wednesday, August 06, 2014 2:08 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Change License from Standalone to Network? Sorry, I'm running around like a chicken with it's head cut off this week. http://upandready.typepad.com/up_and_ready/2012/08/softimage-family-changing-from-standalone-to-network-licensing.html Softimage 2015 On Wed, Aug 6, 2014 at 5:02 PM, Matt Lind ml...@carbinestudios.com wrote: Might help if you point us to the approach you tried. Also, which version of Softimage are you using? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Wednesday, August 06, 2014 1:49 PM *To:* softimage@listproc.autodesk.com *Subject:* Change License from Standalone to Network? I tried editing the setenv.bat file as illustrated by Steve Blair on the ex-si blog. It still won't grab a license. Does that approach still work? I also added the license server to the license.env. Byron
Re: Change License from Standalone to Network?
Yep, changed all the values in setenv.bat and license.env. Re-installed and chose network but it still goes to standalone now. Might have to get in touch with support. On Wed, Aug 6, 2014 at 6:29 PM, Stephen Blair stephenrbl...@gmail.com wrote: Did you also change SOFTIMAGE_LICENSE_METHOD in License.env ? On Wed, Aug 6, 2014 at 5:39 PM, Matt Lind ml...@carbinestudios.com wrote: I don’t know if re-installing is necessary. Did you try editing the licpath.lic file in your 2015 installation? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Wednesday, August 06, 2014 2:26 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Change License from Standalone to Network? Thanks, re-installing now. On Wed, Aug 6, 2014 at 5:18 PM, Matt Lind ml...@carbinestudios.com wrote: That is the regular procedure and applies to all versions of Softimage except 2015. 2015 uses a different licensing model which mirrors the subscription updates used by other Autodesk products. That’s why you can no longer have Softimage 2015 and 2015 SP1 (when it becomes available) installed side by side on your computer. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Wednesday, August 06, 2014 2:08 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Change License from Standalone to Network? Sorry, I'm running around like a chicken with it's head cut off this week. http://upandready.typepad.com/up_and_ready/2012/08/softimage-family-changing-from-standalone-to-network-licensing.html Softimage 2015 On Wed, Aug 6, 2014 at 5:02 PM, Matt Lind ml...@carbinestudios.com wrote: Might help if you point us to the approach you tried. Also, which version of Softimage are you using? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Wednesday, August 06, 2014 1:49 PM *To:* softimage@listproc.autodesk.com *Subject:* Change License from Standalone to Network? I tried editing the setenv.bat file as illustrated by Steve Blair on the ex-si blog. It still won't grab a license. Does that approach still work? I also added the license server to the license.env. Byron
Re: Alembic workflow question/problem
Thanks for the tips. We seemed to overcome it by enveloping the extra bits, but that could be an issue if we get into eyeball animation. Sending you a direct link Ho. On Fri, Jul 25, 2014 at 7:12 AM, Ben Beckett nebbeck...@gmail.com wrote: In the past I cached and then cached with Alembic On 25 July 2014 12:11, Ben Beckett nebbeck...@gmail.com wrote: You could prebake there positions On 25 July 2014 10:36, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote: You might have to also export the parent hierarchy of those extra items, cause the animation is in their transforms. Do you have a scene we can help look into? From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, July 25, 2014 1:42 AM To: softimage@listproc.autodesk.com Subject: Alembic workflow question/problem I'm testing out the Alembic cache workflow to get characters from Maya to Softimage. The enveloped characters are coming in good but sometimes the parented objects don't receive the animation. Extra items like hats, glasses and eyeballs are having trouble because they aren't enveloped. It seems like I'm just missing a checkbox or something when I send it out but I can't figure it out. Right now we are using Maya 2014 and Softimage 2015. Could go to Maya 2015 if needed. Thanks for any tips! Byron
Alembic workflow question/problem
I'm testing out the Alembic cache workflow to get characters from Maya to Softimage. The enveloped characters are coming in good but sometimes the parented objects don't receive the animation. Extra items like hats, glasses and eyeballs are having trouble because they aren't enveloped. It seems like I'm just missing a checkbox or something when I send it out but I can't figure it out. Right now we are using Maya 2014 and Softimage 2015. Could go to Maya 2015 if needed. Thanks for any tips! Byron
Re: Convert strands to curves
Awesome. Thanks. On Mon, Jun 30, 2014 at 2:37 PM, gareth bell garethb...@outlook.com wrote: http://vimeo.com/13069069 How about this? -- From: byronn...@gmail.com Date: Mon, 30 Jun 2014 13:56:20 -0400 Subject: Re: Convert strands to curves To: softimage@listproc.autodesk.com Bump, is there a solution for this? On Tue, May 22, 2012 at 1:24 PM, john clausing jclausin...@yahoo.com wrote: Is there a way to convert strands to curves? i have a good result on behavior with the strands, but am having a heck of a time getting geometry to work with the strands. If i could link curves to strands, i could easily deform the geometry on the curves. any ideas? thanks all, john
Re: Best Modeling Practices question
The creature will be the focal point of one shot and reasonably large in frame. The biggest pain against the single sided membrane I'm working against it getting it surfaced cleanly. The front of the wing has volume and it was modeled with T intersections as it loops back on itself. I just see it being a case where one side or another not being able to hide the seam. I'm most of the way finished adding the other side in and stitching it back around. On Tue, Jul 1, 2014 at 11:26 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Having done, at this point, bats, dragons, flying dinos, and other types of membranes all over the place, not if you're after anything realistic looking even quarter field. SSS, translucency, occlusion, edge specs and all just don't work out. There is also a massive difference in texture between the inside of a membrane and the outside, and displacement rarely, if ever, plays well with single sided surfaces. You get at best crowd quality levels of look-dev out of one sided membranes. As for Maya's wrap deformer, it's pretty embarassing. You are usually better off with rivets on a deforming surface and using NGSkin to make the weighting bearable (it has some decent tools to deal with those cases). If you can write your own, and even that is a pain given Maya is considerably deficient in dealing with point subsets access and pairing, do, if not, the wrap deformer is like rolling the dice against bad odds. You will occasionally win, most of the time you won't. On Wed, Jul 2, 2014 at 7:52 AM, Matt Lind ml...@carbinestudios.com wrote: If the surface is thin, why do you need a backside at all? Can't you just use two-sided shading? Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, July 01, 2014 2:47 PM To: softimage@listproc.autodesk.com Subject: Re: Best Modeling Practices question It's just not the same... :( not to mention you can't edit the deformer for fringe cases of bad deformation. On Tuesday, July 01, 2014 5:16:44 PM, Sebastien Sterling wrote: you can do this in maya, with the wrap deformer ... i feel so cheap now :( -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Best Modeling Practices question
When modeling a thin object like a bat or pterosaur wing, what is considered the best approach to avoid interpenetration when rigged? I am cleaning up a purchased model and the wing has no thickness. I'm sure this will hold up ok on screen but wondering what an experienced modeler would do? Mudbox seems to hate how this model is put together and I'm about to add the other wing side in. My only reserve is that when rigged, we may have issues keeping the front and back from penetrating. I'd love to hear what some practiced riggers and animators think. Thanks, Byron
Re: Best Modeling Practices question
I'm not sure where the animation is taking place, maybe in Maya since that's where the rig exists. I mainly need to get it painted and cleaned up for now.Thanks for the tips though, they are helpful. On Tue, Jul 1, 2014 at 4:27 PM, Eric Turman i.anima...@gmail.com wrote: What Eric said, with the ICE cage. Alternatively if for some reason ICE is not an option for you,you can always GATOR it from a non-double sided, weighted wing geometry to ensure that both the top and the bottom are weighted the same. -=Eric Turman On Tue, Jul 1, 2014 at 3:20 PM, Eric Thivierge ethivie...@hybride.com wrote: What Sebastian said plus you can deform the wing membrane by a non-double sided, rigged wing geometry using the various ICE Cage deformers out there as well. We did this on Walking With Dinosaurs quite a bit. Eric T. On Tuesday, July 01, 2014 4:16:46 PM, Sebastien Sterling wrote: the wing thickness needs to match up, the verts on both sides need to match up, this way when weighted identically, the two sides of the thickness move in unison, this is easily done using the apply thickness ICE deformer, you could potentially just have that live, depending on your needs, however i don't think the out of the box ICE deformer respects uv's. i'd just freeze it, and weight it as such, an other threat of interpenetration might come from your topology being inadequate for the deformation you want to perform, mesh density can also be a big issue. if the topology is to sparse interpenetration will occur if the mesh is stresed. so - make sure both sides match, as close as possible at a vertex level. - make sure your weighting is identical on both sides of the thickness - try and fix topology if it isn't clean - make sure your mesh is dense enough to support the kind of deformations you need. hope this helps. good luck On 1 July 2014 20:21, Byron Nash byronn...@gmail.com mailto:byronn...@gmail.com wrote: When modeling a thin object like a bat or pterosaur wing, what is considered the best approach to avoid interpenetration when rigged? I am cleaning up a purchased model and the wing has no thickness. I'm sure this will hold up ok on screen but wondering what an experienced modeler would do? Mudbox seems to hate how this model is put together and I'm about to add the other wing side in. My only reserve is that when rigged, we may have issues keeping the front and back from penetrating. I'd love to hear what some practiced riggers and animators think. Thanks, Byron -- -=T=-
Re: Convert strands to curves
Bump, is there a solution for this? On Tue, May 22, 2012 at 1:24 PM, john clausing jclausin...@yahoo.com wrote: Is there a way to convert strands to curves? i have a good result on behavior with the strands, but am having a heck of a time getting geometry to work with the strands. If i could link curves to strands, i could easily deform the geometry on the curves. any ideas? thanks all, john
Hanging basket
Is there an obvious out of the box solution for simulating a basket or other rigid object being held by multiple ropes/chains? It's definitely beyond the rope sim since the rigid object has mass and is affected by gravity. Probably don't have time to RD a complex ICE solution from scratch.
OT: Looking for freelancers
We just landed a cool VFX spot and are in need of a few more people to help out. The spot involves integrating CG with live action plates in a dream like environment. We would prefer US talent and people willing to travel to us for at least part of the time. Remote work will be considered if the talent is right for the role. We are looking for folks who are able to put a full day's worth of work in so people with day jobs are discouraged at this time. The start is mid July and the delivery is Mid August. We will probably run a mixed pipeline so knowledge of various tools is a plus. We are located in Charlotte, NC. Email my work address by...@editatjoes.com with your reel if you would like to be considered. Thanks! Byron
Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?
Answering the original question. Once the announcement was made, it has created a near impossible environment for me to use Softimage. My employer already scowled at my use of SI and now he has a reason to dictate me use another app. We bought a seat of C4D and I'm trying to get up to speed in it. The only way now that I can run something through SI is if I can demonstrate a problem only solved in SI or am completely solo(freelance). Otherwise I'm hemmed in and have to use what they tell me. It was an uphill battle before fighting for Softimage but now it's a cliff face. For all those who are able to keep on going, don't take it for granted! Byron On Fri, May 23, 2014 at 9:18 AM, Luc-Eric Rousseau luceri...@gmail.comwrote: On Fri, May 23, 2014 at 8:36 AM, Jordi Bares jordiba...@gmail.com wrote: Can I ask you Luc-Eric how is that the same engine was not put in XSI? the whole HQV reinvention seems to me like I am missing something. If you ware allowed to discuss what was the behind that decision? I am sure it made sense to someone but I still don't get it. The HQV project in Softimage was small project we could do in one release. It was about finishing the already-begun MetaSL implementation in the viewport, which you could enable with an environment variable in Softimage 2010, and fixing a few things like transparency and texturing issues that have been asked for a long time. It ended up being a bit more complicated, but we still managed to do it with a few people. It's not a new viewport, it's just installing realtime shaders in the same Softimage viewing code as before. It's the same thing as the OpenGL real time shader mode. Now Viewport 2.0 in Maya or Max... those are huge multi-year project with dozens of people, and work continues. You need to change many thing in your app to modernize it to the new viewing philosophy and detach it from the old OpenGL and old ways of thinking/coding. A few years ago, when the plan for Softimage 2014 was made, nitrous and vp 2.0 were both young and struggling so it wasn't obvious at all.
Re: Whats an efficient workflow for importing .IGS?
We eventually had to get Polytrans to keep receiving engineering files from our clients. It seems to handle conversions well and takes a lot of formats. On Mon, May 19, 2014 at 2:31 PM, Ryan Maguire rpmagu...@gmail.com wrote: I haven't found a decent way of getting .IGS files into softimage without having to rebuild parts of the mesh. I have tried 3ds max and everything always imports flawlessly in that software, I guess this . I have tried exporting .FBX .OBJ. I can never get into softimage without issues. -Ryan
Re: Photoshop tree generator
Extendscript can access the hard drive as far as creating files and folders, writing and reading and deleting. Is that what you mean? A script log for both AE and PSD would be invaluable. I've submitted multiple feature requests for it. On Thu, May 8, 2014 at 5:10 AM, Doeke Wartena doeke.wart...@gmail.comwrote: take a look at processing.org it's really nice. 2014-05-08 7:50 GMT+02:00 Martin furik...@gmail.com: It isn't scripting friendly though (nor AE is). You have scriptlistener for logs but you have to close PS, activate the plugin, relaunch PS, and do the opposite after you're done. It should have an echo commands, show log or something like that. PS doesn't support Python directly so I would have to call that .py through a JavaScript to be able to execute it inside PS, so usually I just write in JavaScript. The downside is that AFAIK JavaScript doesn't have access to your hard disk like JScript does so you would have to use VBS or Python for that and call it through a JavaScript. Martin Sent from my iPhone On 2014/05/08, at 8:48, Alok Gandhi alok.gandhi2...@gmail.com wrote: Photoshop is scriptable. I have made some scripts in python for personal use. Also comtypes is a better option for dispatching instead of win32com. Sent from my iPhone On May 7, 2014, at 8:38 PM, Doeke Wartena doeke.wart...@gmail.com wrote: sad photoshop still sucks. They really should support scripting. And actions are also bad, they can help but i often end up programming in another language to get the job done.
Re: Let's Share Contacts
If it's a group primarily used to maintain a list of contacts, LinkedIn would be best. If this also needs to be a place with lots of posts back and forth, I agree that it should be something else. It seemed like the original intent of this thread was to share contact info to stay in touch. LinkedIn would be a great fit for that purpose. You could create a private group if people are worried about it getting diluted with non 'listers' On Mon, Mar 31, 2014 at 10:25 AM, Paulo César Duarte paulocdua...@gmail.com wrote: I think google groups is easier to see the posts, replying, searching subjects, I think is faster, a lot of us don't visit often linkedin, but the email is much more widely used. 2014-03-31 10:30 GMT-03:00 Diana David dianarcda...@gmail.com: A Portuguese group?! didn't know about that!! cool :D 2014-03-28 7:57 GMT+00:00 Tenshi S. tenshu...@gmail.com: Great initiative. Maybe we can create a good Softimage circles in google, skype list, or a new facebook community group. Although there is one Softimage group in facebook, but in Portuguese. On Fri, Mar 28, 2014 at 12:40 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hi All, As I see, some people are less frequent on the list these days. Some are leaving for good, others are not tuning in at all. Sooner or later, all of us will bid goodbye to each other, or the list may close. It would be awesome if we can keep in touch. Many of us are connected by twitter, google plus, facebook already but it would be great if we can have each others mail id for future. Kindly share you mail on this thread so that people who like to keep touch can keep it for records. Mine is: alokdotgandhi2002atgmaildotcom -- -- D I A N A D A V I D http://goog_1392998810www.dianadavid.webuda.com e mail: dianarcda...@gmail.com -- www.pauloduarte.ws
Re: Let's Share Contacts
Is there a way to import a list of addresses in for 'pre-approval'? The only hangup with that is many folks will have a different address associated with linkedin than here. On Mon, Mar 31, 2014 at 1:10 PM, David Saber davidsa...@sfr.fr wrote: I just created a subgroup in the Softimage XSI Linked In group. It's called : XSI Mailing List Contacts backup. Linked In users have to request being part of this group. But I don't know how to make it more private. There's no option to make it invisible. The 2666 users of the regular group may click on request membership , how will I know if they are on the mailing list? David
Re: Let's Share Contacts
How about we create a Softimage or ex-Softimage group on LinkedIn? I agree with Graham on LinkedIn being handy. Email addresses and jobs change over time. I think there already may be a Softimage user group on there, not sure if that's good enough or not. On Fri, Mar 28, 2014 at 3:04 PM, Paulo César Duarte paulocdua...@gmail.comwrote: I think we could make another google groups, any name to suggest? - softimageus...@googlegroups.com - xsi4e...@googlegroups.com paulocdua...@gmail.com 2014-03-28 15:53 GMT-03:00 Ognjen Vukovic ognj...@gmail.com: Maybe a linkedin group could be created. I know there are loads of them already but one just to stand as a backup to this list. On Fri, Mar 28, 2014 at 7:39 PM, Graham D Clark mailgrahamdcl...@gmail.com wrote: mailgrahamdcl...@gmail.com But Linked in is the best way I've been able to stay in touch with industry people, and every couple years I hire a lot if CG VFX people so it's been great to find people when needed via LinkedIn http://www.linkedin.com/in/grahamclark Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mar 27, 2014, at 10:40 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Hi All, As I see, some people are less frequent on the list these days. Some are leaving for good, others are not tuning in at all. Sooner or later, all of us will bid goodbye to each other, or the list may close. It would be awesome if we can keep in touch. Many of us are connected by twitter, google plus, facebook already but it would be great if we can have each others mail id for future. Kindly share you mail on this thread so that people who like to keep touch can keep it for records. Mine is: alokdotgandhi2002atgmaildotcom -- -- www.pauloduarte.ws
Re: Siggraph in Vancouver this year
Wish I could make it this year but am unable to. Vancouver was my last SIGGRAPH and I really enjoyed the location. Have fun! On Thu, Mar 20, 2014 at 6:54 AM, Eric Thivierge ethivie...@gmail.comwrote: Hey Greg, Not vegan. I love cheese and milk too much. :D I'm just vegetarian. Actually flexitarian. I only eat local, free range, hormone free meat. Not so easy to find all the time and sometimes go months without meat. I appreciate your efforts Adam. Thanks, Eric T. On Mar 19, 2014 10:53 PM, Adam Sale adamfs...@gmail.com wrote: Fortunately, there are lots of vegan and veggie places and hybrids in the city. I can do a little scouting to find somewhere inclusive that serves a decent number of people. Good to get on it early too, because the convention season and bookings will be in full swing in a month or so. On Wed, Mar 19, 2014 at 7:30 PM, Paul Doyle technove...@gmail.comwrote: We went to lunch recently and that was the only vegetarian option. I was not sympathetic :) Congrats on the weight loss! On 19 March 2014 22:17, Greg Punchatz g...@janimation.com wrote: OT- While I do eat meat... the last half of this year I have gone to a 15 percent meat , 80 percent veggies (nocarb veggies) and 5 percent carb... I still have a few pounds to go but I am leaner and meaner by over 45 pounds 38 inch waist to I think 32... my 34s are falling off me and just have not tried a pair of 32s on...which is my goal. Eric- I am presuming vegan?? or do you delve into the fishies? I presuming the reasons for Paul's suggestion is a lot of people are surprised that ceasar salads are chalk full of Anchovies On Wed, Mar 19, 2014 at 7:24 PM, Greg Punchatz g...@janimation.com wrote: Adam... BC style it is... I think that is a reason alone to come to siggraph this year... after this year I could use a little northern lights SOFTIMAGE STYLE!! On Wed, Mar 19, 2014 at 7:03 PM, Eric Thivierge ethivie...@gmail.com wrote: Just one request for a Veggie friendly place if possible. :) Even if it's just one dish. Eric T. Eric Thivierge http://www.ethivierge.com On Wed, Mar 19, 2014 at 8:00 PM, Adam Sale adamfs...@gmail.com wrote: For sure Matt. Keep me in the loop as to your plans... I was ok with the Brazilian food last time around, but could have done without the chicken hearts. Maybe we can all do an outing to the Amsterdam Cafe / vapor lounge , and then really chow down afterwards... lol. BC Style On Wed, Mar 19, 2014 at 2:48 PM, Matt Lind ml...@carbinestudios.com wrote: Not sure if I'm going or not as it'll be on the heels of us releasing our game, but I was planning to hold my annual dinner should I attend. If you want, we can work together to share duties. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale Sent: Wednesday, March 19, 2014 12:55 PM To: softimage@listproc.autodesk.com Subject: Siggraph in Vancouver this year Hey All.. Sigg is in my neck of the woods this year. Anyone planning to attend this year. Dinner and drinks, or other such debauchery? Adam
Re: Cinema 4D an option?
My boss just bought us a copy during the sale they have right now. For all the mograph stuff we do it will probably come in handy. I'm not sure how much it's going to help us trying to pursue more high end VFX work though. I mentioned Houdini to him and that went nowhere. All he can think about is finding freelancers to fill seats. There probably isn't a Houdini person within 300 miles of here. Byron On Wed, Mar 12, 2014 at 3:00 PM, Leoung O'Young digim...@digimata.comwrote: I see there are a lot of discussion of Modo, Houdini and even Blender as an option excluding AD products, but not much has been talk about Cinema4D. It is definitely cheaper. Anyone else looking at it as an option? Thanks, Leoung
Re: Update to the Softtimage Transition Plan
A question related to the Suites. Am I understanding it correctly that since we have a Maya Premium Suite now that includes Softimage, we will be upgraded to the Ultimate Suite at a later time? This would include a seat of Maya and Max, correct? When would that take place? On Fri, Mar 7, 2014 at 3:18 PM, Leoung O'Young digim...@digimata.comwrote: Hi Maurice, I found out I have one 2011 Essential license which I can upgrade, the other 3 licenses are too old. Beside upgrading just that license, can I expand that license to an advance with render nodes and do I have rent options after the end of March timeline? Thanks, Leoung On 07/03/2014 3:04 PM, Maurice Patel wrote: Yes it would. If you need to scale production you will have two options. You will be able to purchase a 3 month or 1 year rental of the transition bundle to increase your Softimage seats or you can purchase the bundle itself. If you purchase the bundle new you will have the same rights as if you obtained it by transitioning from a Softimage license. Please note these options are only available to customers who own Softimage already. maurice Maurice Patel Autodesk : Tél: 514 954-7134 -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ listproc.autodesk.com] On Behalf Of Jason S Sent: Friday, March 07, 2014 2:02 PM To: softimage@listproc.autodesk.com Subject: Re: Update to the Softtimage Transition Plan Would that also extend ability to scale (get new licences) ? (at the very least for existing customers?) On 03/07/14 13:44, Maurice Patel wrote: Hi everyone, I have an update to the Softimage Transition Plan to share with you: When we created the initial Softimage transition plan our desire was to provide our customers with an easy, no-cost path to transition to either 3ds Max or Maya. We have been monitoring all of your feedback on the forums, including many direct conversations with our customers, and have made adjustments to the transition offering to address your concerns. As we had previously announced, a program is available to all Softimage customers on Subscription providing you with the option of migrating to 3ds Max or Maya via a bundle that will include a Softimage license until April 2016. Based on your feedback we will be adding the ability to continue to access Softimage indefinitely with your Subscription entitlement even after we stop support on Softimage in April 2016. We have heard you and we want to make sure you can continue to be able to access your Softimage projects even after the retirement of Softimage. Our intention was not to create more burden on you with this difficult change. As many of you have also asked about this, we would also like to clarify what will happen if you do not want to transition: your licenses will not stop working. Any licenses you have purchased are yours. They are perpetual licenses and will continue working whether you are on Subscription or not. You will continue to be able to contact support if you need to move a license to a new machine. maurice Maurice Patel Autodesk : Tél: 514 954-7134
Re: Article in La Presse, Montreal Newspaper about Softimage's retirement
So what will happen to the dev team in Asia? I assume they will be busy for another year doing bug fixes and maintenance, but after that? Also, I hate to think of the pain of the big shops having to transition like Hybride, Animal Logic, Blur... ouch. On Thu, Mar 6, 2014 at 2:46 PM, Rob Chapman tekano@gmail.com wrote: The announcement will not result in layoffs anyone wonder why? *cough* because immediately upon acquisition half left and half were moved to Maya / Games / or wherever but most definitely Away from Softimage. poor, poor Adsk tried so hard. Marc petit has invested in Fabric Engine right..?I do not understand his motivations right here with this bullshit lets rewrite history propoganda. I remember tweeting to him a few years ago about the sorry state of Softimage and the lack of any effort by Adsk to help it and his reply.. Softimage is in good hands
Re: Salvage the list.
+1 on not rushing. Autodesk isn't going to shut this thing down tomorrow. I agree that an alternative should be sought, but we have time to choose wisely. On Wed, Mar 5, 2014 at 11:42 AM, David Rivera activemotionpictu...@yahoo.com wrote: So official posting for everyone to know (and get cached on google´s bots) are: softimage.tv, and si-community ? Or vimeo channels? Please help us so the whole planet knows. Also Twitter with official account for this list, it´s a point missing. thank you all, guys. We´re really making this hard news trhough. David R. On Wednesday, March 5, 2014 11:28 AM, Francisco Criado malcriad...@gmail.com wrote: the original idea was to make a new mailing list that will not only give home to the ones that will keep using softimage, but also the ones that will migrate to other software, and coninue sharing ideas, workflows and methods to translate softimage workarounds to other software too. So the name related to softimage wouldnt work in my opinion. F. 2014-03-05 13:16 GMT-03:00 Gustavo Eggert Boehs gustav...@gmail.com: Xsi orphans Em quarta-feira, 5 de março de 2014, Leendert A. Hartog leender...@planet.nl escreveu: Naming it shouldn't pose too much of a problem: simply recall it the XSI-mailing list as opposed to Autodeskian Softimage one Leendert Leendert A. Hartog - Softimage hobbyist AKA Hirazi Blue - Administrator @, NOT the owner of si-community.com -- Gustavo E Boehs Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | http://www.gustavoeb.com.br/
Re: Retirement.....
I agree Enrique, the XSI-List is a big part of the reason Softimage was so awesome. On Tue, Mar 4, 2014 at 11:33 AM, Enrique Caballero enriquecaball...@gmail.com wrote: hopefully you all will stick around on this list, or move as a group. as I've grown to rely on this mailing list whenever I've had trouble or needed some advice. I don't think I could match this community if i tried. On Wed, Mar 5, 2014 at 12:27 AM, Doeke Wartena clankil...@gmail.comwrote: They should have included a free version for maya and max users years ago. That way the might have could sink another boat by now. I will switch in 2 years to modo or houdini. Sad softimage was sold to satan. 2014-03-04 17:24 GMT+01:00 Daniel H vfxc...@gmail.com: Ok Ed. This is the stage I'm at. 10 LET denial = 1 20 LET anger = 0 30 GOTO 40 40 IF denial = 1 THEN GOTO 50 50 LET anger = anger + 1 60 PRINT HATE, HATE, HATE, BUT LOATHE AUTODESK ENTIRELY! 70 PRINT anger 80 IF anger = 1 THEN GOTO 50 90 END You can paste it here: http://www.calormen.com/jsbasic/ It runs. :) Daniel VFXM On Tue, Mar 4, 2014 at 9:36 AM, Ed Manning etmth...@gmail.com wrote: Stage 1 lasted nearly 5 years. It's only natural to spend a few days in stage 2. The stages, popularly known by the acronym *DABDA*, include:
Re: Salvage the list.
If the list ever morphs into something new, I would like to cast a vote that it stay an email discussion list and not be a forum. I feel like lists have more accountability and are easier to keep up with. Just my $.02 On Tue, Mar 4, 2014 at 9:10 PM, Emilio Hernandez emi...@e-roja.com wrote: I totally agree with what you've said Sebastien. And I believe that SI-Communtiy is that right place for us to go, and keep it going. Many has been shared here. Knowledge, passion, dislikes, etc., and that is what have made the community so strong. I believe that we need a refresh. I have a deep respect for all the members on this list. I have recieved so much from all of you. Been said that, I apologyze if some of my actions in this list made feel anyone uncomfortable. Never meant no harm to anyone. A little bit of overpassion for the latest events. People that know me, know about my passion for my work, for my friends and my seriousness when it comes to work, to deliver, to share, to teach, and learn. It is not because my entire life swings around Softimage. It is because with Softimage I have achieved amazing things that I could only imagine before in my dreams. It is like Softimage is connected to my mind in some other ways that I haven't found in other 3d softwares. Each time I see other's work, it never stops surprising of the possibilities that in all this years I still need to explore. Well, this is my last post in this list regarding this matter. If someone would ever needs of my knowledge or hands. I will be there. Always glad to help. Trully yours Emilio Hernández (The guy with the annoying and ugly signature) --- Emilio Hernández VFX 3D animation. 2014-03-04 19:44 GMT-06:00 Sebastien Sterling sebastien.sterl...@gmail.com: You don't seem to be aware of many things these days Luc-eric :P. no... that wasn't fair of me i apologize. My point was more to the effect that we should not wait for such plans to occur. Allowing people to ease into a new routine Yes Francisco, i too think a new list would be a good option. one that represents other demographics as well would make sense Emilio, you are a true SI soldier and i share your passion, I'm not encouraging an exodus here, but instigating an initiative to safeguard the knoledge of this list, that knowledge is its members and we both know that many here will not have the choice not to transition, i'd like these people to have a place too, and i don't think a banner should be held aloft as a heavy reminder of what we have lost. it would only lead to wat ever new structure to become a mourning wall. i hope you understand (please don't hate me !) :( On 5 March 2014 01:09, Luc-Eric Rousseau luceri...@gmail.com wrote: I'm not aware of plans to shut down this list. If there were, the Google group could be used as a backup On Mar 4, 2014 7:53 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: My fellows, friends, comrades. The recent events that have befallen our community enunciate a breaking. After this nothing or very little will be the same. People will shortly be departing for uncertain pastures. One way or another, a long journey through the night awaits us all, and we will find new lights and some will find new apps to call home. But I think that it is important we take steps to preserve this community even if our paths seem to be at a crossing. For the knowledge and solace woven here, surely they can not take. If we are to move to a new list or to regroup around an existing resource, eg: SI-community, we should do so soon before someone comes along and shuts down this list scattering us to the winds of which not all of us may find their way back. I salute you all you are,were,and will be forever the best and fines this industry could hope for. - A statue of one of the old kings they must have hacked his head off. - But look ! [...] He wears a crown again, a crown of flowers like small stars.They cannot conquer forever. - J.R.R Tolkien
Fire FX
I'm putting together bid recommendations for a spot with some CG fire in it. For those that have gone through this before, what techniques should I consider. emFluid? My boss asked me to look into Maya but I know ICE a lot better than Maya's FX system. The look is trails of flames, not huge volumes of fire from explosions.
Re: Re[2]: Fire FX
Great tips guys. We have Softimage and Maya here, so potentially FumeFX or emFluid / BA shaders are both options. I just need to pick one and run with it. I'm reluctant to use Maya since I haven't done any of that type of work in it. Does FumeFX have a steep learning curve? On Mon, Mar 3, 2014 at 4:07 PM, Artur Woźniak artur.w...@gmail.com wrote: The core sim was never the problem with XSI. The problem is render and from what I heard Holger's fluid shader solves the problem. I never had the chance to use it (studio's weird politics) even though I am a huge XSI+Arnold freak. It was always fumeFX for me to save the day as you can whip out sims with great look in an instant. I know, 3DS Max. This is the only reason for me to use that. Artur Woźniak %2B48%20663%20749%20222 3D Generalist https://vimeo.com/83506156 https://vimeo.com/user3560131/videos -- Wiadomość oryginalna -- Od: Ahmidou Lyazidi ahmidou@gmail.com Do: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Wysłano: 2014-03-03 20:51:20 Temat: Re: Fire FX emFluid and Holger's fluid shader is the way to go! --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2014-03-03 19:57 GMT+01:00 Byron Nash byronn...@gmail.com: I'm putting together bid recommendations for a spot with some CG fire in it. For those that have gone through this before, what techniques should I consider. emFluid? My boss asked me to look into Maya but I know ICE a lot better than Maya's FX system. The look is trails of flames, not huge volumes of fire from explosions.
Re: Windows 8
So, to sum it all up from everyone. Windows 8 is faster and better except that it's terrible. Did I get that right? On Mon, Jan 13, 2014 at 9:19 AM, Ognjen Vukovic ognj...@gmail.com wrote: And then theres this... http://winsupersite.com/windows-8/threshold-be-called-windows-9-ship-april-2015 On Mon, Jan 13, 2014 at 11:30 AM, Nuno Conceicao nunoalexconcei...@gmail.com wrote: Its definitely faster to boot than windows 7 On Sat, Jan 11, 2014 at 2:08 AM, Emilio Hernandez emi...@e-roja.comwrote: I am about to install windows 8. Just wanted to ask if it is worth it or not. Any increase in performance? Strange issues with Softimage? Thx.
Re: rumor, Soft dead within the next year
When switching over to Redshift, are you all typically redoing the shaders using the Redshift ones or trying to rely on the compatibility with standard ones? I'm interested to check it out but would like to approach it correctly. Thanks, Byron On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez emi...@e-roja.com wrote: It sounds promising. I don't know. The funny thing is that Quadros actually render slower than GTX in my experience. As they have lower CUDA cores. My GTX470 alone rendered faster than a Quadro 3000. As the GTX is more focused to games and Quadros to faster video display processing, the Quadros have a lower memory bandwith and less CUDA cores. At least from the last comparisions I have doing in the Nvidia site. Actually I was planning to upgrade my GTX470 to a GTX 780Ti instead of the Titan. A few bucks off the price and it has excellent specs. GTX 780 Ti GPU Engine Specs: 2880CUDA Cores 875Base Clock (MHz) 928Boost Clock (MHz) 210Texture Fill Rate (GigaTexels/sec) GTX 780 Ti Memory Specs: 7.0 GbpsMemory Clock 3072 MBStandard Memory Config GDDR5Memory Interface 384-bitMemory Interface Width 336Memory Bandwidth (GB/sec) From this numbers what you are looking for, is to see which GPU will perform faster are the number of CUDA Cores and the memory bandwith. The higher the better. As the memory bandwith is how fast the data can be transfered to memory to be processed by the CUDA cores. Some guys are already using Redshift with RoyalRender. I don't how fast they are rendering, but now you can have a render farm with cheap processors and a couple of this GPU inside. A quick example. The same scene in round numbers per frame in my machine. Arnold: 15 min Redhsfit: 4 min So you can expect at least a reduction of 73% in your render times. 2014/1/8 Dan Yargici danyarg...@gmail.com Anyone tried using gpubox with Redshift? http://renegatt.com/ On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson magic...@bellsouth.netwrote: +1 here. Redshift is faster on one machine than Mentalray on two of the same CPU (i7 950) and I am using a Nvidia Quadro FX 3800 (older card) I would imagine multiple CUDA cards would be lightning fast. Redshift is also so well integrated into Softimage. Very little learning to be up and running in a short time. Basically, just a few custom shaders, the rest are the existing shaders. Well worth the $100 Beta and then $300 more when the first release comes out. The tech support is outstanding. I was an Alpha user. Very happy. On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.comwrote: Hey Sebastian have you tried Redshift. The beta is only 100USD and it works like a charm, it is full integrated into Softimage and unless you are going to do Hair or Strands it is worth every penny. Specially for a one man show. Forget about CPU and use the GPU. In my case I can continue working while I am rendering and that is surely a big added value. Faster than MR and faster than Arnold, and zero flickering with GI in animation. 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com 9000€... it's going to be tough, but your worth it :) On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote: Maybe true but one thing to keep in mind is you don't have to spend extra money for mental ray (at least no significant amount). For one man shows like me mr is still useful. I use it on a small farm with 8 nodes plus the workstation. Switching to arnold will cost me 9000€ . Thats roughly the same cost that my whole DCC apps are about. I see mr like I see the FXTree...it's does not compete to nuke but it's integrated in soft and already there. I agree that there aren't any reasons to stay with mr except the the expense factor and legacy things. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Monday, January 06, 2014 12:12 PM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Now while we are at it. I´m currently preparing assets that need to be free of 3rd party functionality. This means I have to set them up with a mR shading network to start folks off with. mental ray. The common thing between 3DSMax, Maya and Softimage. Please. Kill it. It´s not getting anyone anywhere anymore. I don´t want to discuss details or legacy reasons. Kill it. It´s over. It won´t come back. Selling three different DCC apps that actually share the fact that you will first have to invest in a 3rd party renderer to get something looking half way decent out of them can´t be the most ideal situation but a pretty nice way of creating an industry standard of wasting people´s life with forcing them in personal overtime. What a crap. Really. Provide a renderer that actually works as advertised. Or
Re: Redshift3D Render
I'm pretty excited about GPU rendering as a concept and this is the first time I've tried it in a DCC app. I have to say it's really nice to be doing Render Region renders and never peg out the CPU. I typically have a lot of things open and switch around a lot and having the CPU free to run other things is a big plus. On Wed, Jan 8, 2014 at 5:13 PM, Tim Leydecker bauero...@gmx.de wrote: For a current list of features available as well as a roadmap, I would like to suggest to just go and give it a free try: https://www.redshift3d.com/get-redshift Yes, actually you don´t even have to commit to spending $100 directly, the Free Beta Trial gives you 30 days of full access to Redshift. A special benefit of this free trial option is that you could actually try out how a bunch of machines would run using redshift in a farm or knot. Reading the docs doesn´t require a login: http://docs.redshift3d.com/Default.html Redshift is a really well balanced renderer and I wholehartedly trust in it´s success. With the above opportunity available it is a good time to test it in your production scenario and wheight it against VRay and Arnold, which are also both very nice plattforms with enough momentum to also be around for quite a while. I am sure Redshift is a valuable addition to that arsenal. Cheers, tim On 08.01.2014 22:44, Emilio Hernandez wrote: Backing up Tim, in the forums there is actually a hair test in Softimage with a simple phong shader. And IMHO it looks nice. 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crowson@ magneticdreams.com They've stated pretty clearly that Hair and Strand support is the next big thing to come... shouldn't be too long now... -Tim On 1/8/2014 3:36 PM, Daniel Kim wrote: I found some weird result of displacement map with Redshift. Elevation is okay, but sometimes I could see weird connection of UVM. All UVM boders wasn't smooth and I had no idea how to fix it. Arnold has that option though : / But more option I need is... hair @__@ and ICE strand --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com --- On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez emi...@e-roja.commailto: emi...@e-roja.com wrote: Displacement and bump map are there and they work beautiful. They event implement a scalar change range into the displacement node. 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com mailto: tim.crow...@magneticdreams.com I'll repost what I said in the other thread We started using Redshift back in March and pretty much use it exclusively now. Of course it all depends on the needs of the project (and there are still some real limitations). The RS dev team is top notch though. I'm really excited to see how things will be at the end of this calendar year. Redshift development is progressing at a fantastic rate, and the pricing is very competitive. For facilities, even small ones, it does require that you spend some time considering your hardware and infrastructure, especially if you want to start converting CPU farms for GPU rendering, or augmenting them. Fortunately, Redshift isn't licensed per GPU, but per machine, and that should provide some breathing room. To be honest (and I realize we have many Arnold folks here), here at Magnetic we evaluated our rendering options (MR, vRay, 3Delight, Arnold). I even started working on a Soft-to-Modo pipeline. Among these Arnold was the clear winner. That said, we felt that to be useful for us in production, Arnold was too costly a solution for us, both financially and in render time, /considering the kinds of projects we do/ . Then Redshift came along and despite its infancy, really turned our heads. We cautiously began using it on productions, and it has since proven itself for us. Again, it all depends on what kind of project you're working on! You need to evaluate it for yourself of course, but for smaller houses like us, it allows us to produce better looking content faster, while staying in Softimage. And in this economy, we can't argue with that. -Tim On 1/8/2014 2:53 PM, Paul Griswold wrote: I've been using it along side Arnold for quite a while now. I just finished a project for CES entirely in Redshift. I think Redshift falls more into the category of a VRay competitor rather than Arnold. Redshift isn't open the way Arnold is I don't think they intend it to be. I've found it to be extremely fast and stable in most cases, but being just out of alpha there
Object Label Framebuffer is different on each frame
I just rendered a pass and added a, Object Label framebuffer to it. Every frame is a different color for each object. I've never seen this before and am not sure how to correct it. Thanks for any help. Byron
Re: positivity
The positivity is appreciated. After spending the last month or so mostly working in another package I appreciate Softimage even more than I already did. I agree that keeping the outflow of head turning work can attract users and change perceptions. Merry Christmas and Happy New year to all! On Fri, Dec 20, 2013 at 7:24 AM, Morten Bartholdy x...@colorshopvfx.dkwrote: Very well put Adrian. I am as concerned as anyone about the future of my favorite tool but the future lies in may ways in our hands, as we are in a position to nudge things in the direction we want. Positivity is generally a good mindset, and it certainly applies here. I miss Porls bright observations on life in general BTW :) Morten Bartholdy VFX Supervisor gimmickvfx.com Den 20. december 2013 kl. 12:50 skrev adrian wyer adrian.w...@fluid-pictures.com: Hey guys, just wanted to raise some points regarding the general mood of users and the future of our little group Lately the list has been falling into the habit of turning many threads into a doom saying, end-of-the-world kind of vibe (not discounting my self here) When i first joined this list (and the much missed Discussion list) it was an invaluable resource for shared knowledge, instruction, encouragement and feedback (both positive and negative) also it was great place to find out about cheese and monkeys! (i'm looking at you Ed) While i still find the list to be a hugely valuable resource for techniques and news, we are occasionally running into the doom laden tech equivalent of Godwin's law! This list is a gift, as many of you know, when compared with other online forums/mailing lists, in that it's mostly self moderated and, on the whole, a nice place to hang out. There's obviously been some doubt and uncertainty regarding the future of our software (no different from many other package's forums, the industry IS constantly shifting), and believe me i have a VERY vested interest in the continued use of Soft, i have NO intention of abandoning ship at the first sign of choppy waters. (frankly i'd rather step away from the computer, than be forced to learn an older/inferior application) But there IS a future, the app isn't dead, the community might be smaller, but there is still a wealth of skill and experience here, and i hope, by force of will, we'll be able to keep the fires burning! If anything is going to bring about the end of Softimage as we know it, it won't be some bean counter in an office at Autodyne (cyberdesk?) it will be the lack of users While we can't 'make' autodesk push soft, our work speaks volumes for it's quality, and that work is getting better and more high profile than it's been in ages. What we CAN do is tell people in the industry how enabling the software is, how it helps us hit deadlines, create amazing imagery and break technical boundaries that other DCC apps really do struggle with. By spreading the word other software users and students get to hear what a great app it is, they might try it, they might get hooked, and then we benefit by having a new talent pool. If there's demand, then more courses will be taught using the app and as long as freelancers keep coming up through the ranks, there'll be a demand for new versions of the software (and new innovations and features) I have friends who've come across from other apps to use Soft, primarily for ICE, but then have realised what a great all round app it is come for the ICE, stay for the object model/rendertree/passes etc, etc, etc! I'm not preaching/ranting (much) i just want to put it on a public space that i love my software, i believe we are empowered to help keep it alive, and they'll get it off me when they pry it from my cold dead fingers!! oh and merry christmas, you cheesy monkey boys (and girls) 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
Re: Image Modeler alternatives?? looking for something with 32bit import/export functionality.
Take a look at this one. http://www.agisoft.ru/products/photoscan I have messed with the demo but don't own it. The stuff they have on the site is pretty impressive. On Mon, Dec 16, 2013 at 2:32 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: I haven't done much more than play with it, but I thought 123D Catch could do something like that. -Paul ᐧ On Mon, Dec 16, 2013 at 2:25 PM, Rob Wuijster r...@casema.nl wrote: Hi all, As Image Modeler still works, but slowly starting to show it's age (no HDRI /32bit file input), I'm looking for something similar. Something I can use to (re)create a scene from a HDRI panorama or set of stills, and being able to project the HDRI image back on top of the geo. After that export to FBX or alike and import into Softimage. Unfortunately 16bit is the best you get with ImageModeler. It's too bad the app is dead now. :-\ So Tips and links appreciated. P.S. I know about Nuke's 8 new modeling tools, but that's a bit on the expensive side, same with Mari ;-) -- cheers, Rob \/-\/\/
Re: Static Turbulence
Thanks guys. Paul's video is exactly the problem I had. I think I figured out the step one of his video and will be taking it to the next step based on his approach. On Wed, Dec 11, 2013 at 12:34 PM, olivier jeannel olivier.jean...@noos.frwrote: Paul Smith propose something, I think in this video : https://vimeo.com/66054707 Le 11/12/2013 04:13, Eric Lampi a écrit : No it wouldn't, I misunderstood what he was using it with. Thanks Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 7:16 PM, Benoit Delaunay delaunay@gmail.comwrote: Eric, I don't think it would work if the mesh is animated with an enveloppe or another deformer. Byron I had the exact same problem a few weeks ago and fixed it with the xocean compound. Voronoi noise is quite nice :)
Static Turbulence
I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron
Re: Static Turbulence
Yes, it wasn't that. The issue was my ground was moving around and ended up getting different turbulence values as it moved through space. Maybe it's a result of the FBX cache? I think I found a way to fix it, however un-elegant. I made a copy of the original and froze it. Created an ice tree to calculate the turbulence offset and stored it. Then in the animated version added that offset value to the mesh. Seems to work. On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: Did you turn off Is Animated? gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: softimage@listproc.autodesk.com Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron
Re: AE Help request
Are you trying to scale the render in the Output Module? If so, don't. I would suggest using one the of the presets in Adobe Media Encoder to start. If you need to scale the comp, be sure to use Use Maximum Render Quality and Render at Maximum Depth. One of those switches uses a bicubic scaler which is better. On Wed, Nov 13, 2013 at 1:08 PM, Angus Davidson angus.david...@wits.ac.zawrote: And apologies for not changing the thread title Hi Guys Quick question. We are having a lot of issues in after effects (which I don’t know – I can get it to work in Nuke but I don’t have the time to redo all of their comps) where we are getting a lot of pixilation on the final AE render. Currently using H264 max quality, streaming off which has always worked well in the past. This is AE6. I have checked the image sequences and they are great. Anyone have a suggested codec / setting which is not prone to this. As this is a student render its at half HD i.e. 1280 x 720 not not the best of resolutions to begin with. Kind regards Angus From: Angus Davidson angus.david...@wits.ac.za Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 13 November 2013 at 8:00 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Freeze ICE tree to geometry Hi Guys Quick question. We are having a lot of issues in after effects (which I don’t know – I can get it to work in Nuke but I don’t have the time to redo all of their comps) where we are getting a lot of pixilation on the final AE render. Currently using H264 max quality, streaming off which has always worked well in the past. This is AE6. I have checked the image sequences and they are great. Anyone have a suggested codec / setting which is not prone to this. As this is a student render its at half HD i.e. 1280 x 720 not not the best of resolutions to begin with. Kind regards Angus From: Chris Marshall chrismarshal...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 13 November 2013 at 7:35 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Freeze ICE tree to geometry Hi, Just following this thread up. Is there a way of freezing instanced ICE geometry, into a single poly object? I DON'T need it to be live, just want to bake it. Thought this might be doable without plugins. Thanks Chris On 4 November 2013 17:56, Jonny Grew jonny.g...@gmail.com wrote: Cheers Andreas - I know about that one and know it works a treat but the studio I'm working at doesn't have it. Have heard about em_topolizer2 too and price wise I might be able to convince them to spend some money but ideally I was looking for something that could do it without having to go through a laborious process of trying to get money spent!! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com http://www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 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 Jonny Grew 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. On 4 November 2013 17:52, Vincent Langer m...@vincentlanger.com wrote: Or em_topolizer2 - it is awesome!! cheers, Vincent 2013/11/4 Andreas Böinghoff boeingh...@s-farm.de Check Momentum - Geometry Tools - Instancer. It creates for you a polygon mesh with all our Instances in it. Its live, but is merged! If your mashes are not to big that could be a way. Andreas On 11/4/2013 6:39 PM, Jonny Grew wrote: Following on from my thread about issues of importing and ICE Cache for my MB feather tools it's been recommended I start another thread to see if anyone can point out a script/tool to convert my instanced geometry (multiple instanced objects) to geometry. - Hopefully this remains live so I can point cache it out for the render scene for submitting to the farm. It seems that PolyMesh Duplicate only allows one instance Taking a look at guillaume's 'create poly mesh from instance shape'. Any more recommendations or pointers out there?! Cheers Jonny -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701
Re: AE Help request
Yeah, I *never* do any compression out of AE. I always use AME, or Episode or something else. On Wed, Nov 13, 2013 at 5:41 PM, Adam Seeley adam_see...@yahoo.com wrote: Once you get salad involved there's bound to be trouble. You could try rendering the comp out using a high MoJpeg setting and then re-encode straight out of QT for an H264. I find QT will give a better compression than AE. Adam - http://www.linkedin.com/in/adamseeleyukhttp://www.linkedin.com/profile/view?id=21162305 https://vimeo.com/adamseeley https://vimeo.com/album/2280465 -- *From:* Angus Davidson angus.david...@wits.ac.za *To:* softimage@listproc.autodesk.com softimage@listproc.autodesk.com *Sent:* Wednesday, 13 November 2013, 19:12 *Subject:* Re: AE Help request Hi Byron No scaling involved. In more testing I found that they have a vinaigrette type effect that might be the source of the problem. Kind regards Angus From: Byron Nash byronn...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 13 November 2013 at 9:01 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: AE Help request Are you trying to scale the render in the Output Module? If so, don't. I would suggest using one the of the presets in Adobe Media Encoder to start. If you need to scale the comp, be sure to use Use Maximum Render Quality and Render at Maximum Depth. One of those switches uses a bicubic scaler which is better. On Wed, Nov 13, 2013 at 1:08 PM, Angus Davidson angus.david...@wits.ac.za wrote: And apologies for not changing the thread title Hi Guys Quick question. We are having a lot of issues in after effects (which I don’t know – I can get it to work in Nuke but I don’t have the time to redo all of their comps) where we are getting a lot of pixilation on the final AE render. Currently using H264 max quality, streaming off which has always worked well in the past. This is AE6. I have checked the image sequences and they are great. Anyone have a suggested codec / setting which is not prone to this. As this is a student render its at half HD i.e. 1280 x 720 not not the best of resolutions to begin with. Kind regards Angus From: Angus Davidson angus.david...@wits.ac.za Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 13 November 2013 at 8:00 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Freeze ICE tree to geometry Hi Guys Quick question. We are having a lot of issues in after effects (which I don’t know – I can get it to work in Nuke but I don’t have the time to redo all of their comps) where we are getting a lot of pixilation on the final AE render. Currently using H264 max quality, streaming off which has always worked well in the past. This is AE6. I have checked the image sequences and they are great. Anyone have a suggested codec / setting which is not prone to this. As this is a student render its at half HD i.e. 1280 x 720 not not the best of resolutions to begin with. Kind regards Angus From: Chris Marshall chrismarshal...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Wednesday 13 November 2013 at 7:35 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Freeze ICE tree to geometry Hi, Just following this thread up. Is there a way of freezing instanced ICE geometry, into a single poly object? I DON'T need it to be live, just want to bake it. Thought this might be doable without plugins. Thanks Chris On 4 November 2013 17:56, Jonny Grew jonny.g...@gmail.com wrote: Cheers Andreas - I know about that one and know it works a treat but the studio I'm working at doesn't have it. Have heard about em_topolizer2 too and price wise I might be able to convince them to spend some money but ideally I was looking for something that could do it without having to go through a laborious process of trying to get money spent!! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com http://www.jonnygrew.com/* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 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 Jonny Grew 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. On 4 November 2013 17:52, Vincent Langer m
Controlling the roll per point of a curve deform?
Where does Softimage get the starting point of the roll value in a curve deform? I'm working on one of the classic gift bow tying animation. In the modelling and animation process I'd like to be able to control how and where the ribbon is twisting. I see that the ICE curve deform has a roll fcurve but how can I assign the roll to the curve itself? -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: OT: How low can you go (Hardware)
Also, the cost of buying an AD product from scratch is something to budget for. At least with Adobe stuff you can get in at an affordable monthly rate. I guess you could rent from AD for a bit? On Fri, Sep 13, 2013 at 4:28 PM, Tim Leydecker bauero...@gmx.de wrote: I would like to advise having a sour bite off reality first. Very simplified and overly black and white dramatised into a nutshell: You´ll need enough funds to cover at least 4-6 months of your costs of living (including everything from rent to taxhealthcare). That is if you plan on taking on your own clients and working from at home, which means you have to kickstart yourself into a full-fledged, responsible businessperson, office manager, IT guy, producer and artist while making rounds for new contacts, finding the opportunity, getting the job, doing it, delivering it and waiting for it to get paid. I would like to advise you look into just freelancing, e.g. you get booked by a company, they bring you in, you work there on their equipment and you leave them with a smile when you´re done. That´s hard enough to get into but doesn´t give you the burden of having to invest into personal equipment on top of securing your cost of living for the first few months. Judging from your email adress, you may want to look into utopiapeople.comor vfxjobs.com Remote 3D jobs (e.g. working from home) are quite rare, it´s far more common to bring in freelancers (including the travelaccomodation expenses) as needed in my personal experience. Concept design or highly specialized tasks can be an exception. Even if you land just a junior position, you should expect/gain a reasonably good day rate and hopefully at decent work experience out of working at a new shop. Another thing to realize is that working freelance means you may have to embrace months of downtime as natural and don´t just expect to multiply your day rate by 180 days/year, which some fellow employees may tend to do when you´re judged on what you ask per day. That can lead to some tension and misbehaviour. Everybody seems to forget about all the taxes, too. Cheers, tim P.S: I don´t have an SSD here but would advise you make sure you have at least 16 or 24 GB of RAM. On 13.09.2013 21:01, Johan Forsgren wrote: Hey all, I'm currently hold a permanent position i small studio, but I'm starting to wonder if freelancing isn't the way to go for me, This brings me to the question of hardware, and I'm wondering if any of you freelancers can't give your input on what the minimum spec for a workstation should be. I cant afford anything beyond basic, really the no 1 reason that I'm thinking about freelancing is the complete lack of zero's on my bank statement. But it also limits my options equipment-wise quite a bit. I'm thinking something-ish like this: intel i5-3350P 8 gig ram geforce 640 gtm no ssd :( So I guess my question here is if there's possible to do simpler 3d work on a personal workstation like this? I understand that its POSSIBLE but how badly will I want to chew my arm of after say 6 months of freelancing doing product viz and motion graphics? -- JOHAN FORSGREN CG ARTIST Phone + 46 31 752 20 00 johan.forsg...@edithouse.se mailto: johan.forsgren@**edithouse.se johan.forsg...@edithouse.se Direct + 46 31 752 20 07Follow Edithouse at at twitter.com/edithouse http://www.twitter.com/**edithousehttp://www.twitter.com/edithouse example's logo http://www.edithouse.se/ Edit house Film Works www.edithouse.se http://www.edithouse.se/ Lilla Bommen 4a, S-411 04 Göteborg, Sweden www.twitter.com/edithouse http://www.twitter.com/**edithouse http://www.twitter.com/edithouse
Re: Softimage Rental?
In contrast, it seems Adobe is trying harder to innovate than AD. If AD is following, let's hope they start following in that regard as well. $0.02 On Mon, Sep 9, 2013 at 1:17 PM, Angus Davidson angus.david...@wits.ac.zawrote: Apart from the glaring omission of SI from that list the things that worries me in the FAQ is that rental options dont have previous version rights. Unless I have read that incorrectly your SOL if your client needs you to work on a older version. One wonders how much if any thought has gone into this at all. -- *From:* Rob Wuijster [r...@casema.nl] *Sent:* 09 September 2013 05:38 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Softimage Rental? not seeing Softimage on that list Rob \/-\/\/ On 9-9-2013 17:18, Eric Thivierge wrote: So are we going to be getting a rental option? http://www.autodesk.com/buy/us-prices - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3392 / Virus Database: 3222/6648 - Release Date: 09/08/13 This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: Nike Evolution and a community thank you
Very nice work and professional writeup Andy. Thanks for sharing the information. Doing comprehensive recaps like that really help build the community and encourage positive mind-share about these workflows and tool choices. On Fri, Aug 2, 2013 at 1:47 PM, Rob Chapman tekano@gmail.com wrote: Royale has been kind enough to agree to share the system out to the community, through Leonard, some time after the final project wraps bravo! I dont think Royale are a maya only studio anymore after this and congrats to thier team for embracing pretty radical changes to an existing pipeline. hopefully other studios will see the swift advantageous moves of Softimage joining the party. Its a really good idea giving this stuff out afterwards as a) someone could come up with something even more creative with it b) it forces you to evolve the next level as everyone has the same capabilities now :) in my opinion, strands and threading effects are enjoying a bit of a 'lens flare' or 'morph' stage right now and seem pretty popular in advertising gimmick. but I also think that Softimage strands implementation have (thus far) only just scratched the surface of what is possible visually, we are only let down by the so called advertising *creatives* imagination.. so yes, am looking forward to seeing the rest of the spots and seeing how the LKfabric turned out and how this latest fad will evolve. cue Rhythim Is Rhythim's 'Strings of Life' http://www.youtube.com/watch?v=qiCEGXGm-z0 have a great weekend y'all On 2 August 2013 19:10, Meng-Yang Lu ntmon...@gmail.com wrote: Nice one Andy! I really do feel Soft's strengths are these type of jobs requiring creative ways to build various objects. Just wanted to point out the mark of a great supe is one who graciously credits the team for their hard work. Again, pretty stellar work considering the time and the budget. -Lu On Thu, Aug 1, 2013 at 9:05 PM, Andy Moorer andymoo...@gmail.com wrote: Hi gang. I wanted to give a shout out to the folks who worked on Nike Evolution, it just posted. Those who weren't involved, this is a pretty nice story... A young studio, Royale, got interested in this ICE buzz and invited a number of us from the list to visit the studio and work on a commercial. Their designers had been watching cool stuff on ICE for a while, admiring Tim Borgmanns work and the tools Eric was writing, and had tried Exocortex's tools for maya. They decided this was pretty neat and when they got a chance to reach out, they took it. The brief was to take what Digital Domain had accomplished (about a year ago?) with Biomorph and introduce a new product with an effect similar to the Biomorph knitting sequence... But with a small team, for a very short produvtion duration and a fraction of the budget. Oh and three commercials, not 1. These are the times we live in. Given this challenge, Royale turned to the ICE community they had been eyeing... names were passed around and folks talked to and consulted. In the end I wound up CG sup, leaning heavily on Ciaran Moloney as lighting lead and Leonard Kotch as a tool builder. Steven Caron took a short break from Whiskytree to lend a hand with some pipeline tools and general expertise, Billy Morrison dove in with me on VFX, and aside from that we had the help and assistance of Royale's maya artists and designers. And not a few of you on the list helped by offering the studio names and advice when contacted. So the job was greenlit and we started the clock - about three weeks, from installing Softimage to delivery. http://youtu.be/932FiLPe4kc We rented a farm and populated it with 25 Arnold nodes, the folks at SolidAngle were awesome, plugged everything in and made the spot. Our principal tool was ICE, specifically a very cool and robust system Leonard Kotch put many hard hours in to create which we called LKFabric and inspired by the example Psyop's Jonah Froedman has set earlier, Anto's knit the strands, and earlier work Polynoid did with their carbon spot. Leonard went all the way with LKFabric... it let us manage some of the complexity of trying to get the major components of the shoe to weave themselves procedurally, from fibers, to threads, to cloth. Because the next spot, which we're wrapping up right now, required us to get in on individual fibers in extreme macro shots, Leonard built the system in an abstracted out manner, unsimulated, and supporting motion blur etc. I would send him pages and pages of feedback and requests, and he chewed away at it like a trouper. Pretty outstanding Leonard, I owe you many beers. Royale has been kind enough to agree to share the system out to the community, through Leonard, some time after the final project wraps. Ciaran, Billy and Steven worked similarly hard and with the same good cheer we see so often
Default Pedestrian Rig
What's the easiest way to get some more animations onto the Default Pedestrian? The rigs in the menus don't fit his scale and I rather have some IK in there than try to FK the whole thing. I don't have a lot of time to make a rig, I just need something simple. Thanks
Re: Default Pedestrian Rig
Yeah, the crown one. MOTOR kept blowing it up, but I'm sure I just did something kooky. On Tue, May 14, 2013 at 5:23 PM, Adam Sale adamfs...@gmail.com wrote: or are you referring to the pedestrian used for crowd? On Tue, May 14, 2013 at 2:23 PM, Adam Sale adamfs...@gmail.com wrote: MOTOR? Tag the rig and load some MOTOR files? On Tue, May 14, 2013 at 2:09 PM, Byron Nash byronn...@gmail.com wrote: What's the easiest way to get some more animations onto the Default Pedestrian? The rigs in the menus don't fit his scale and I rather have some IK in there than try to FK the whole thing. I don't have a lot of time to make a rig, I just need something simple. Thanks
Re: CrowdFX: Animation States
OK, I think that sort of answers my question. You have to use *Define Animation States* node to set up the states right? Where does that node plug into for the defining? On Thu, May 9, 2013 at 10:18 PM, Chris Chia chris.c...@autodesk.com wrote: Hello Byron, You could do the following. 1. CrowdFx Simulation New Basic Crowd 2. CrowdFx Actors Inspect Actor Proxies 3. Use the Import in the ActorProxies PPG 4. In the same PPG, Select your model and Click on Inspect Animations 5. Bring your action sources and apply the actions. 6. CrowdFx Crowd Draw Directional Emitter 7. CrowdFx Simulation Inspect Crowd Simulation Tree 8. You can now Define the Animation States in the Crowd.Point_Cloud.Animation_Blending,Animation_Definition. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, May 10, 2013 4:18 AM To: softimage@listproc.autodesk.com Subject: CrowdFX: Animation States I'm trying to set up a basic stadium crowd. I have tried following the help docs and used the New Crowd with Collision Avoidance and also New Basic Crowd. I have the actors emitting properly and I have set the velocity to 0 since I want them to stay put. I'm getting tripped up with the States though. In the Behavior tree the Set Animation State node does not include the 3 animations I chose when I imported the actor. I do see those animations if I drill into the Get Animations Sources Core node. How do I get those actions to show up for use in the States tree?
Re: CrowdFX: Animation States
Actually, after looking at the sample scenes again, I don't see the Define Animation State node anywhere. When I get a default pedestrian and a basic pedestrian crowd, I still don't get the animation sources to show up in the drop down box inside Set Animation State node. On Fri, May 10, 2013 at 9:33 AM, Byron Nash byronn...@gmail.com wrote: OK, I think that sort of answers my question. You have to use *Define Animation States* node to set up the states right? Where does that node plug into for the defining? On Thu, May 9, 2013 at 10:18 PM, Chris Chia chris.c...@autodesk.comwrote: Hello Byron, You could do the following. 1. CrowdFx Simulation New Basic Crowd 2. CrowdFx Actors Inspect Actor Proxies 3. Use the Import in the ActorProxies PPG 4. In the same PPG, Select your model and Click on Inspect Animations 5. Bring your action sources and apply the actions. 6. CrowdFx Crowd Draw Directional Emitter 7. CrowdFx Simulation Inspect Crowd Simulation Tree 8. You can now Define the Animation States in the Crowd.Point_Cloud.Animation_Blending,Animation_Definition. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, May 10, 2013 4:18 AM To: softimage@listproc.autodesk.com Subject: CrowdFX: Animation States I'm trying to set up a basic stadium crowd. I have tried following the help docs and used the New Crowd with Collision Avoidance and also New Basic Crowd. I have the actors emitting properly and I have set the velocity to 0 since I want them to stay put. I'm getting tripped up with the States though. In the Behavior tree the Set Animation State node does not include the 3 animations I chose when I imported the actor. I do see those animations if I drill into the Get Animations Sources Core node. How do I get those actions to show up for use in the States tree?
Re: CrowdFX: Animation States
Nevermind, I found it. If it was written down in the docs I missed it. You need to define each state in the* Animation Definition* compound in the *Animation Blending* tree. I'm sure I'll be back with a thousand more questions shortly. ;-) On Fri, May 10, 2013 at 9:52 AM, Byron Nash byronn...@gmail.com wrote: Actually, after looking at the sample scenes again, I don't see the Define Animation State node anywhere. When I get a default pedestrian and a basic pedestrian crowd, I still don't get the animation sources to show up in the drop down box inside Set Animation State node. On Fri, May 10, 2013 at 9:33 AM, Byron Nash byronn...@gmail.com wrote: OK, I think that sort of answers my question. You have to use *Define Animation States* node to set up the states right? Where does that node plug into for the defining? On Thu, May 9, 2013 at 10:18 PM, Chris Chia chris.c...@autodesk.comwrote: Hello Byron, You could do the following. 1. CrowdFx Simulation New Basic Crowd 2. CrowdFx Actors Inspect Actor Proxies 3. Use the Import in the ActorProxies PPG 4. In the same PPG, Select your model and Click on Inspect Animations 5. Bring your action sources and apply the actions. 6. CrowdFx Crowd Draw Directional Emitter 7. CrowdFx Simulation Inspect Crowd Simulation Tree 8. You can now Define the Animation States in the Crowd.Point_Cloud.Animation_Blending,Animation_Definition. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, May 10, 2013 4:18 AM To: softimage@listproc.autodesk.com Subject: CrowdFX: Animation States I'm trying to set up a basic stadium crowd. I have tried following the help docs and used the New Crowd with Collision Avoidance and also New Basic Crowd. I have the actors emitting properly and I have set the velocity to 0 since I want them to stay put. I'm getting tripped up with the States though. In the Behavior tree the Set Animation State node does not include the 3 animations I chose when I imported the actor. I do see those animations if I drill into the Get Animations Sources Core node. How do I get those actions to show up for use in the States tree?
Re: CrowdFX: Animation States
Thanks for the tips Adam. Some parts of it are beginning to make sense but I still have that wandering in the dark feeling. I'm only needing to do a fairly simple stadium crowd for wide shots. I think the hardest parts are going to be dealing with the quantity of characters and getting them exported to the people rendering them. On Fri, May 10, 2013 at 12:24 PM, Adam Sale adamfs...@gmail.com wrote: Yes, and also remember that for move based states, you should have all the action sources in the one move state listed from slowest to fastest velocity so the crowd can pick the appropriate source based on the actors velocity. I didn't come up with a better way to treat idle based actions, other than having them added as one action per state. So with 4 idle actions, I used 4 states with unique names. Not sure if thats the best way to handle it, but I found it easy this way to pick and choose the appropriate state to pull based on the logic in the Behavior ICE tree. Also make sure that you define state transitions to account for all of the possible permutations from one state to another, and make sure you define whether or not the transition is bi-directional or one directional. Crowd makes a lot of sense once you have gone through it a couple of times. I really enjoy the changes that were made for 2014. Adam On Fri, May 10, 2013 at 7:31 AM, Byron Nash byronn...@gmail.com wrote: Nevermind, I found it. If it was written down in the docs I missed it. You need to define each state in the* Animation Definition* compound in the *Animation Blending* tree. I'm sure I'll be back with a thousand more questions shortly. ;-) On Fri, May 10, 2013 at 9:52 AM, Byron Nash byronn...@gmail.com wrote: Actually, after looking at the sample scenes again, I don't see the Define Animation State node anywhere. When I get a default pedestrian and a basic pedestrian crowd, I still don't get the animation sources to show up in the drop down box inside Set Animation State node. On Fri, May 10, 2013 at 9:33 AM, Byron Nash byronn...@gmail.com wrote: OK, I think that sort of answers my question. You have to use *Define Animation States* node to set up the states right? Where does that node plug into for the defining? On Thu, May 9, 2013 at 10:18 PM, Chris Chia chris.c...@autodesk.comwrote: Hello Byron, You could do the following. 1. CrowdFx Simulation New Basic Crowd 2. CrowdFx Actors Inspect Actor Proxies 3. Use the Import in the ActorProxies PPG 4. In the same PPG, Select your model and Click on Inspect Animations 5. Bring your action sources and apply the actions. 6. CrowdFx Crowd Draw Directional Emitter 7. CrowdFx Simulation Inspect Crowd Simulation Tree 8. You can now Define the Animation States in the Crowd.Point_Cloud.Animation_Blending,Animation_Definition. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Friday, May 10, 2013 4:18 AM To: softimage@listproc.autodesk.com Subject: CrowdFX: Animation States I'm trying to set up a basic stadium crowd. I have tried following the help docs and used the New Crowd with Collision Avoidance and also New Basic Crowd. I have the actors emitting properly and I have set the velocity to 0 since I want them to stay put. I'm getting tripped up with the States though. In the Behavior tree the Set Animation State node does not include the 3 animations I chose when I imported the actor. I do see those animations if I drill into the Get Animations Sources Core node. How do I get those actions to show up for use in the States tree?
CrowdFX: Animation States
I'm trying to set up a basic stadium crowd. I have tried following the help docs and used the New Crowd with Collision Avoidance and also New Basic Crowd. I have the actors emitting properly and I have set the velocity to 0 since I want them to stay put. I'm getting tripped up with the States though. In the *Behavior* tree the *Set Animation State *node does not include the 3 animations I chose when I imported the actor. I do see those animations if I drill into the *Get Animations Sources Core* node. How do I get those actions to show up for use in the States tree?
Re: Softimage Jedi Training
I'm interested. ICE and topics on pulling things off in short turnaround are helpful. Any kind of workflow tips and practices are really helpful. I recall the live event you guys did at SIGGRAPH was super informative for someone like me who works in a vacuum. Watching other people do high end work teaches you a lot. On Thu, Mar 28, 2013 at 8:52 AM, javier gonzalez javi09warr...@gmail.comwrote: Record the class and more people will be interested. 2013/3/28 Adam Sale adamfs...@gmail.com The whole kit looks like it would be interesting. A scheduled class would be tough for me to make as well what with kids / sched. If there were some sort of archived classes we could check out on our own time after delivery of your live sessions, that would be awesome. On Thu, Mar 28, 2013 at 8:28 AM, John Clausing jclausin...@yahoo.comwrote: It would be impossible for me to make any scheduled class,. But if you record it a la Ted, I'll buy it! ICE, rigging, ICE Sent from my iPhone On Mar 28, 2013, at 12:53 AM, Bradley Gabe witha...@gmail.com wrote: Hi Softimage Users! I have only a few more months before I'm off to grad school full time and thought it might be mutually beneficial for our community to come up with some sort of Softimage Jedi training regimen in order to impart some wisdom, while at the same time helping me stash away some funds to pay for cappuccinos when I have to pull all-nighters for my exams. Something I was thinking about, (in an effort not to overlap any of Raffaele's excellent training work) rather than creating a bunch of videos, was to set up a class using GoToMeeting where we can distribute scene data and solve problems interactively. This would allow real time questions and feedback, but more importantly, provide insight into the problem solving process, and how decisions are made along the way, which is something the video course format doesn't provide. For all students, I would provide an extensive package of custom tools to add to the problem solving arsenal. What I'm curious to learn is, what areas of technical animation in Softimage would users be most interested in learning? For example: - Basic rigging (fundamentals) - Advanced rigging (secondary and tertiary animation control) - Designing custom deformers using ICE (facial animation, volume retention, etc) - Adding secondary effects under short deadline (flesh jiggle, springs, muscle effects) - Using scripting for problem solving - Developing custom tools using the Softimage UI - Developing custom tools using PySide UI - Understanding ICE (fundamentals) - Other -Bradley
Re: Softimage Jedi Training
What kind of length and frequency are you thinking? Is this one long class or several sessions stretched out weekly? I'm sure that will play into the availability of everyone. On Thu, Mar 28, 2013 at 2:02 PM, Bradley Gabe witha...@gmail.com wrote: Thanks for the feedback everyone. So it seems like the consensus is to do a live class with a handful of people and record the event, then edit the results into a video package for everyone else. Anyone who's been to one of my live events could vouch for the notion that I tend to keep things pretty well structured and moving along, even when we stop and discuss process or get alternative techniques. My only concern would then be finding participants for the live class, when everyone might just want to wait for the videos later. :-) -Bradley
Re: Rendering to video and formats
the performance of a high end NLE station – even if things have certainly come a long way. Just my 2 cent and random thoughts. *From:* Byron Nash byronn...@gmail.com *Sent:* Wednesday, March 20, 2013 10:16 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Rendering to video and formats Most of the stuff we work with on the commercial side is 1920x1080 - 23.976fps because that is the resolution and frame rate most commercials are shot with. On rare occasions we work in 29.97 and 1280x720. Youtube and Vimeo support 1920x1080 these days so I just prefer to go full raster even if the target is web use. On Tue, Mar 19, 2013 at 12:57 PM, Stephen Davidson magic...@bellsouth.net wrote: Hi Joey, Most of my stuff ends up in broadcast. I use 1280 x 1080 1.5 pixel aspect ratio and 1.7778 picture aspect ratio (16x9) I use this because it conforms to DVCPRO 100 specs. I use After Effects to composite my animation layers so I can dial up the final output format there, depending on what edit system is being used for the final edit. I also stick to 29.97 unless strobing motion is an issue. If it is an issue, then I render 60fps and deal with either the motion blur or field interlacing in After Effects. I hope this helps. On Tue, Mar 19, 2013 at 12:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Hi folks, Its been several years since I’ve had to deal with this so I thought I would ask what the current practice is for most folks now that HD has really taken hold. For the record I have experience with standard def video going back to 1 inch type C and U-matic almost 30 years ago. In recent time we had a fairly decent workflow rendering to D1/DV resolution and compositing to DV QT/AVI for efficient video output. However, I’m not sure what the standard practice is today regarding a similar workflow with HD. Further I’m finding the high end 1080 formats to be quite expensive regarding render time, disk capacity, and playback efficiency. So the questions I have are: 1. What is the most common rendering resolution you use for 3D? 2. What video format/hertz are you targeting/using? 3. What is the best or most efficient HD format for compositing/rendering straight to a video playback file which can then be read into a non-linear editor, in my case Premiere Pro or Final Cut? In general I’m looking for a silver bullet approach similar to the old: 720x480-QuicktimeDV-Final Cut approach. (720x480-MS DV AVI-Premiere Pro for the Adobe folks). I expect everyone is using 16:9 today and 4:3 is obsolete so how does this translate to a modern HD format and for that matter which HD format. I realize all of this today is dependent on whether your focused on 720 or 1080 and may also be dependent upon the broadcast production equipment you are using. What I’m mostly interested in is what is the most efficient render format to quickly get me to a native non-linear editing file and maintain long term viability. I’m also interested in anyone thoughts regarding hertz as well. As an OLD video guy, I’m inclined to gravitate towards the 30/29.97 fps. But frankly don’t have a clue what the accepted standard is these days in HD since at one time 60p was the holy grail. I’m not currently limited to a specific video hardware platform as we have no specific dedicated broadcast equipment. Everything is delivered via multimedia at the moment, however, there may come a time when editing in a dedicated editing suite may become necessary. Thanks -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -- Best Regards, * Stephen P. Davidson** **(954) 552-7956** *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com/ http://www.3danimationmagic.com/
Re: Adobe Maxon join forces
I think the point is that it would not take much effort at all for AD to add minimal export functions to export camera and nulls to AE. We don't need the kitchen sink, just a reliable camera and some nulls. On Tue, Mar 19, 2013 at 7:04 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Have you seen C4D's integration though? It is by far one of their strongest points, and unlikely to be beaten anytime soon. It's only natural though, they made a huge impact in the motion graphics market, and that's a core feature for them that sees both time invested in dev and a lot of user feedback and interest. But yeah, you should have a look :) It has a very extensive I/O for scene elements, names, edl-like entry points, timeline, passes and settings. I don't think AD will ever have the reason to, or the userbase rolling things around, Maxon does in those regards. On Wed, Mar 20, 2013 at 3:59 AM, Stephen Davidson magic...@bellsouth.netwrote: I have been using Softimage/XSI with After Effects for over 20 years and find them to be quite compatible. What do you want to work better? Maybe I can help. On Tue, Mar 19, 2013 at 12:04 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: I really wish Softimage worked better with After Effects. http://blogs.adobe.com/aftereffects/2013/03/and-now-for-something-slightly-different-ae-and-cinema-4d.html#comments -Paul -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Rendering to video and formats
Most of the stuff we work with on the commercial side is 1920x1080 - 23.976fps because that is the resolution and frame rate most commercials are shot with. On rare occasions we work in 29.97 and 1280x720. Youtube and Vimeo support 1920x1080 these days so I just prefer to go full raster even if the target is web use. On Tue, Mar 19, 2013 at 12:57 PM, Stephen Davidson magic...@bellsouth.netwrote: Hi Joey, Most of my stuff ends up in broadcast. I use 1280 x 1080 1.5 pixel aspect ratio and 1.7778 picture aspect ratio (16x9) I use this because it conforms to DVCPRO 100 specs. I use After Effects to composite my animation layers so I can dial up the final output format there, depending on what edit system is being used for the final edit. I also stick to 29.97 unless strobing motion is an issue. If it is an issue, then I render 60fps and deal with either the motion blur or field interlacing in After Effects. I hope this helps. On Tue, Mar 19, 2013 at 12:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Hi folks, ** ** Its been several years since I’ve had to deal with this so I thought I would ask what the current practice is for most folks now that HD has really taken hold. ** ** For the record I have experience with standard def video going back to 1 inch type C and U-matic almost 30 years ago. In recent time we had a fairly decent workflow rendering to D1/DV resolution and compositing to DV QT/AVI for efficient video output. ** ** However, I’m not sure what the standard practice is today regarding a similar workflow with HD. Further I’m finding the high end 1080 formats to be quite expensive regarding render time, disk capacity, and playback efficiency. ** ** So the questions I have are: ** ** **1. **What is the most common rendering resolution you use for 3D? ** ** **2. **What video format/hertz are you targeting/using? ** ** **3. **What is the best or most efficient HD format for compositing/rendering straight to a video playback file which can then be read into a non-linear editor, in my case Premiere Pro or Final Cut? ** ** In general I’m looking for a silver bullet approach similar to the old: * *** 720x480-QuicktimeDV-Final Cut approach. (720x480-MS DV AVI-Premiere Pro for the Adobe folks). ** ** I expect everyone is using 16:9 today and 4:3 is obsolete so how does this translate to a modern HD format and for that matter which HD format. ** ** I realize all of this today is dependent on whether your focused on 720 or 1080 and may also be dependent upon the broadcast production equipment you are using. What I’m mostly interested in is what is the most efficient render format to quickly get me to a native non-linear editing file and maintain long term viability. ** ** I’m also interested in anyone thoughts regarding hertz as well. As an OLD video guy, I’m inclined to gravitate towards the 30/29.97 fps. But frankly don’t have a clue what the accepted standard is these days in HD since at one time 60p was the holy grail. ** ** I’m not currently limited to a specific video hardware platform as we have no specific dedicated broadcast equipment. Everything is delivered via multimedia at the moment, however, there may come a time when editing in a dedicated editing suite may become necessary. ** ** Thanks ** ** -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. ** ** -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 *sdavid...@3danimationmagic.com *Any sufficiently advanced technology is indistinguishable from magic* - Arthur C. Clarke http://www.3danimationmagic.com
Re: Clumps and chunks of material
Nice, that's a gem. Thanks for the link Nick and for the files Andy. On Sat, Feb 16, 2013 at 3:50 AM, Nick Angus n...@altvfx.com wrote: Have you check out Andy’s file? http://vimeo.com/groups/ice/videos/59750442 Some great ideas in there! ** ** N ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Thursday, 14 February 2013 12:29 AM *To:* softimage@listproc.autodesk.com *Subject:* Clumps and chunks of material ** ** I am working on a shot where a large heavy object lands in a grassy area. I'd like to have nice crumbly dirt clods go flying when it impacts. So far I haven't gotten anything that makes the particles clump together. Momentum RBD gives nice results for rock like objects. I've tried some Lagoa approaches but can't get anything usable so far. Anyone have any tips on direction to head?
Re: Render Tree: Transfer Modes unpredictable
Matt, I did notice that the alpha value made a difference but I can't get anything usable when it's not 0 or 1. I'll look into the Color Basic Ed, thanks. On Fri, Feb 1, 2013 at 2:58 PM, Ed Manning etmth...@gmail.com wrote: transfer modes are the devil. Other than alpha blending and mix modes, I try to avoid the mix nodes altogether. use the color basic if you want a true multiply. On Fri, Feb 1, 2013 at 2:39 PM, Matt Morris matt...@gmail.com wrote: It gets multiplied by the alpha value as well, which is probably what is darkening your texture. This seems completely wrong to me too... On 01/02/2013, Byron Nash byronn...@gmail.com wrote: Does anyone else feel like the transfer modes in the Mix nodes do not behave as expected? When I try multiplying a texture over another, I get darkening in the white areas. Maybe Softimage doesn't do the same math that I'm used to with Adobe products that I'm used to? Shouldn't the white areas of a texture when multiplying have no effect? Byron -- www.matinai.com
Re: Normal shader for Softimage ?
Digging up an old thread here. What settings for the Scalar change range are needed in the Normal pass setup? I'm not getting correct results in Normality. I have : Vector State(Normals) - Vector Coordinate Conversion (Normals Camera) - Vector to Scalar - Scalar Change Range (feeding R and G channels)- Incidence (inverted feeding B channel) - RGBA Combine - Constant Material On Wed, Jan 25, 2012 at 10:34 AM, Stephen Davidson magic...@bellsouth.netwrote: Hi Steven, I just tried your method and it is MUCH better. Thanks. That tutorial, that I posted, is not very good, then. Just curious, though Why do you put a constant material between the RGBA_Combine and the Material Surface port? Couldn't I just hook the RGBA Combiner directly into the Material Surface port? I don't see any difference. I obviously need to learn more about the render tree. :) On Thu, Jan 19, 2012 at 1:56 AM, Steven Caron car...@gmail.com wrote: can't you just recreate the shader he makes in the tutorial? i watched the tutorial up until he goes into nuke. we dont have a 'samplerInfo' node but we have the components necessary.. vector state node set to normal vector vector coordinate converter, set to normal, and to camera vector to scalars use some scalar change range nodes like he does, one for x and one for y then combine them using rgba combine node also an incidence node for the 'facing ratio'. make sure you invert it. took me almost the same amount of time it took me to watch the tutorial :0 s On Wed, Jan 18, 2012 at 10:18 PM, Adrian Lopez vfxw...@gmail.com wrote: Been experimenting with Eric's emPolygonizer 3, and I want to fake refraction using a normal map pass.. as done herehttp://cgmotionbox.com/2011/10/using-a-maya-normal-shader-for-rendering-refraction-pass/, for comping in ae using the Normality plugin. The problem is, I cant find a straightforward Normals Shader for softimage. Everything I find is some convoluted process involving ultimapper or some reatime shader.. Is there really no such shader available for our beloved Soft? -- Adrian Lopez CEO.Producer.Director Liquid Light Digital www.liquidlightdigital.com -- Best Regards, * Stephen P. Davidson** **(954) 552-7956 *sdavid...@3danimationmagic.com http://www.3danimationmagic.com Check My BLOGhttp://3danimationmagic.blogspot.com My Website is *GREEN*, Is yours? [image: affiliate_link]http://www.fatcow.com/join/index.bml?AffID=626478
Re: Surface Flowing Particles
On this topic, what's a good way to grow the particles organically. For example, have particles grow or change outwardly from a point of origin? Similar to how a moss or other growth would encompass an object. On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman tekano@gmail.com wrote: not really :) so this move to closest location now worked as expected then or not? if the 'hand' or surface is moving or deforming you could also account for a velocity force from the closest location as well. point position is not the only thing you can get from a location. On 29 January 2013 18:13, Nuno Conceicao nunoalexconcei...@gmail.comwrote: This actually gives an undesired result, basically the particles kind of stay inert not really following the surface (that is deforming/moving underneath) imagine u have a ball on your hand and move it quickly, the ball inertia makes it stay where it is then it drops/sticks to the closest surface (could be your other hand or the floor) :) What i really want is for them to move on the skin surface, lets say from the tip of your index finger to the base of the finger, while your hand is moving... Hope this makes my point a bit clearer :) On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: If you use the get closest location - then the position it returns you can feed right into a self.PointPosition set data node - if you type into the search box 'set point position' then you should find a node. If you put that setup after any other forces or move nodes, then it will make the movements then stick the points to the surface. S. * * Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [ nunoalexconcei...@gmail.com] *Sent:* 29 January 2013 19:31 *To:* softimage@listproc.autodesk.com *Subject:* Re: Surface Flowing Particles Sorry, Rob, not really sure what you mean with set closest location On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman tekano@gmail.comwrote: also a get closest location (your surface) set closest location will stick your particles to the surface but still allow them to move around with forces and simulation. On 29 January 2013 16:57, Renaud Bousquet renaud.bousq...@modusfx.com wrote: Hello, Something like this could help you for particles movements. http://vimeo.com/36709750 Create a vector flow then use it as a force for your particles via closest location. Hope it can help you! RB On 29/01/2013 11:14 AM, Nuno Conceicao wrote: Hi guys, just came across this task where basically I need to create a kind of growing particles effect (Ex: foam/bubbles) where the particles move, multiply and grow on a deforming surface. Basically, cant use stick to surface, flow around surface also doesnt work since the particles need to kind of stay on the surface at all times. Cant get Slide on surface to work properly too. Using an expanding weight-map kind of gets something close but quite different to what i wish to achieve, the problem is that the particles should also move and slide, so they cant be stuck on the surface, but follow its deformation.. I also tried a process using states to make the particles spawn once they achieve a certain size, pop into 2 or 3 smaller bubbles which in turn pop again into smaller ones, but couldn't get them to follow the surface properly. I guess that might be several approaches for the issue, maybe someone knows a compound that does something similar that could maybe be adapted to this purpose. Cheers Nuno
Re: capturing spherical HDRi's?
I find that the slowest thing on set is capturing all the exposures. I don't have a tool like the Promote Controller or any other device to automatically fire off the brackets. After seeing a video of the author of the HDRI Handbook on set, I'm convinced the fastest method is a pano rig like the nodal ninja with a spherical fisheye and something to fire the brackets automatically. In and out very quickly. On Wed, Jan 16, 2013 at 9:08 AM, Jahirul Amin aminjahi...@yahoo.com wrote: Slightly off topic but this is pretty interesting stuff... http://fxguide.com/fxguidetv/fxguidetv-165-scott-metzger-on-mari-and-hdr/ J On 16 Jan 2013, at 13:19, Morten Bartholdy x...@colorshopvfx.dk wrote: We do pretty much the same - a fisheye lens shooting in 3 directions for good overlap, 10 exposures via software control and stitch the result into a fairly highres LatLong HDRI 360. This is good for lighting and in most cases reflections too, but hardly enough resolution for a background. The software control for multiple exposures makes for better quality HDRI's as clouds, cars and pedestrians move less, and we can get in and record the HDRI in about a 10th of the time we used to without it, in all only some 5 minutes break for the crew for one HDRI. The Director and 1st AD will be much happier too. The chrome ball comes in to use in tight spaces where it is hard to fit in a camera on a tripod, but it is mostly sttting and collecting dust on a shelf these days. Mind you, if we had more time on a shoot I would like to have a chrome ball and a grey ball and have them in front of the liveaction camera just after the clapper - it would help setting up HDRI's and lights and balance the whole thing faster when lighting your scenes. Morten Den 16. januar 2013 kl. 12:11 skrev Anthony Martin anthonymarti...@googlemail.com: These days I use the chrome ball just for light positioning reference. For capturing the actual HDRI I'll use a fish eye lens on a DSLR, nodal ninja attached to a tripod and then shoot between 8-10 images (including direct above and direct below) covering the scene. Then load these into PTGui Pro and let it stitch them into a LongLat HDRI. Works like a charm. Both quick to do on set and quick to assemble when you get back to the office. Digital Tutors actually have a good set of lessons on this. http://www.digitaltutors.com/11/training.php?pid=599autoplay=1 On Wed, Jan 16, 2013 at 9:22 AM, Cristobal Infante cgc...@gmail.com wrote: It really depends how much time you think you will have on set. Most of the times this can be a major issue, since they may need to move the lighting setup several times in one day and you don't want to be the guy slowing everything down! the chrome ball is probably the fastest method and still does the trick. So if you need to capture a lighting setup fast this will be your best bet. Defently worth getting one in any case (garden mirror balls). On Wednesday, 16 January 2013, Rob Wuijster wrote: Yes, there's a version 2 out of the book, there's a page on the hdrlabs website explaining the book and has links to Amazon for the paperback and ebook. The site, forum and book are -the- main sources of information on this. Of course there are other sites dealing with this, but hdrlabs has it condensed into one big package. Rob Wuijster E r...@casema.nl \/-\/\/ On 15-1-2013 23:09, Byron Nash wrote: I found the book HDRI Handbook really helpful on that site. I think they have a newer version since I read it. On Tue, Jan 15, 2013 at 4:27 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Hey guys - I've been asked to help out on the show Film Riot, and one of the things we were discussing is creating your own HDR images. I know HDRLabs has a ton of great info, but I was curious to know if anyone else had any good info or resources on the subject that I could pass along. It's not something I normally do, so I wanted to make sure I was giving them up-to-date info. Thanks, Paul No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2890 / Virus Database: 2638/6034 - Release Date: 01/15/13
Re: capturing spherical HDRi's?
I found the book HDRI Handbook really helpful on that site. I think they have a newer version since I read it. On Tue, Jan 15, 2013 at 4:27 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Hey guys - I've been asked to help out on the show Film Riot, and one of the things we were discussing is creating your own HDR images. I know HDRLabs has a ton of great info, but I was curious to know if anyone else had any good info or resources on the subject that I could pass along. It's not something I normally do, so I wanted to make sure I was giving them up-to-date info. Thanks, Paul
Re: Adjust Shadow density with Physical Sky/Sun?
For the time being, I put an extra infinite light in there pointing straight down. I ran across another post saying you needed to crank the intensity way up to see it. Earlier I couldn't get any lights to make a difference other than the sun but I am now aware of the need for extremely strong lights in a physical setup. I'll look into your solution Jason. Thanks for the very thorough response. On Tue, Jan 15, 2013 at 7:49 PM, Jason S jasonsta...@gmail.com wrote: ** Sorry didn't see your post, didn't know shadow softness also works for shadow transparency thanks! Also saw that there is an extra but one of my sentances :) *On a material level but you can pipe Ambient Occlusion nodes in your materials' ambient slot *
Adjust Shadow density with Physical Sky/Sun?
I'm unexperienced using the Physical Sky/Sun setup. I'm trying to adjust my shadow/fill ratio on the image and am having trouble finding how to raise the level of the shadows. I have the Photographic Exposure shader on my pass as well. Where can I adjust how dark the shadow areas are with this setup? I tried adding an infinite light overhead to fill in a bit but it makes no difference in the render as well as adjusting the ambience. Thanks Byron
Re: ICE: Rotate away from vector
I'm finally back to working on this problem. I have the rotation vectors lined up for the most part. Is the best way to actually to the particle rotation to drive a Set Particle Orientation with a Axis and Angle to Rotation? That final part is stumping me for some reason. On Tue, Dec 18, 2012 at 9:51 AM, Byron Nash byronn...@gmail.com wrote: Thanks for the tips everyone. I'll be looking very closely at that tutorial you linked Rob. That example of the flowers bending is pretty close to what I need. On Mon, Dec 17, 2012 at 7:06 PM, Rob Chapman tekano@gmail.com wrote: Hi Byron heres a different approach but a similar effect if you worry about the deformation of the grass, https://vimeo.com/27071564 dont think I bothered with rotations, just kept each strand 'tip' always outside the geometry volume of the obstacle with some other simple rules based on optimisation and velocity of collision. follow the links for a tutorial and example scene files compound. best Rob On 17 December 2012 22:28, Byron Nash byronn...@gmail.com wrote: I'm working on a quick rig to mimic how grass gets bent over by a wheel. I have something working along a single axis but I would like it to always rotate away from the effector object. The thing that is stumping me is how to break out the Orientation node to manipulate the axis the particles are rotating from. I figure I will find the vector between the point and the object and then use that to rotate around.
Re: 2012 list retrospective
Good times Stephen, thanks for the data dump. On Thu, Jan 3, 2013 at 10:15 AM, Ciaran Moloney moloney.cia...@gmail.comwrote: For a single post, I'd say Andy Jones. But, he would also win for value per word. His stuff is pure gold. On Thu, Jan 3, 2013 at 3:05 PM, Dan Yargici danyarg...@gmail.com wrote: I wonder who'd win on post length? I guessing Matt Lind, or Raff... hmmm...
Re: ICE: Rotate away from vector
Thanks for the tips everyone. I'll be looking very closely at that tutorial you linked Rob. That example of the flowers bending is pretty close to what I need. On Mon, Dec 17, 2012 at 7:06 PM, Rob Chapman tekano@gmail.com wrote: Hi Byron heres a different approach but a similar effect if you worry about the deformation of the grass, https://vimeo.com/27071564 dont think I bothered with rotations, just kept each strand 'tip' always outside the geometry volume of the obstacle with some other simple rules based on optimisation and velocity of collision. follow the links for a tutorial and example scene files compound. best Rob On 17 December 2012 22:28, Byron Nash byronn...@gmail.com wrote: I'm working on a quick rig to mimic how grass gets bent over by a wheel. I have something working along a single axis but I would like it to always rotate away from the effector object. The thing that is stumping me is how to break out the Orientation node to manipulate the axis the particles are rotating from. I figure I will find the vector between the point and the object and then use that to rotate around.
Re: Semi OT : Charging the modelling
Over here in the US I see a lot of people working for in-house freelance rates from home on their own equipment. This seems unwise to me since hardware/software and other costs are not really taken into account. To me, there is a difference between going into a company and working with their clients on their equipment versus working at home on your own setup. I think these trends are creating a false sense of value to clients. In the long run freelancers cannot maintain this economy and the clientele will be accustomed to artificially low rates. On Mon, Nov 19, 2012 at 8:16 AM, Szabolcs Matefy szabol...@crytek.comwrote: Yep. I consider the 100 EURO / day as a it’s-just-1 cent-above-to-say-no rate…but I was told it’s way above the average, so it was funny. Especially knowing that how much the client charges for the models I made :D ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Octavian Ureche *Sent:* Monday, November 19, 2012 1:34 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Semi OT : Charging the modelling ** ** Yap, forgot about tax expenses (they changed the legislation here a couple of years ago, and now they roam around 5% for small companies, so one tends to neglect that). Other places have it much higher, from what it seems. ** ** Also forgot to add a very important expense (bad eastern european habit...) that has a very strong influence on rate: software maintance/upgrade costs, and also leasing costs for specialised tools. ** ** As a sidenote, i found out through the years, that sometimes it is better to incorporate than to work as a legal freelacer, as taxes are usually lower this way (5% vs 20% here - insane, right?). But this one may really only apply to this part of the world. Also as a freelancer suing someone is a lot harder (or at least threatening to sue - that one usually does the trick). Plus, getting an accountant and starting to tackle the financial side of a business is a must, as it opens up a world of hurt, knowledge and possibilities which every artist should go through to survive in this industry. ** ** Cheers, Octav ** ** On Mon, Nov 19, 2012 at 12:10 PM, olivier jeannel olivier.jean...@noos.fr wrote: I think it's overall true every where. On a side note, I'd add that in France when a company hire someone at 100 e/day (salary) it cost 200e/day to the company due to taxes. And on the 100e, the worker has to release back some money for his own taxes, of course. On the over side, the freelance *seems* to cost more but you can join him on weekend and on holydays ;) Le 19/11/2012 10:25, Octavian Ureche a écrit : This is interesting, and i think it mostly revolves around making certain things clear beforehand. Notice that whenever you do the math based on what an employee's rate would be, you always come up with ridiculously low sums of money from a freelance perspective. At first glance, 100 eur/day to me feels like borderline insulting for a freelance rate. But, if we do a little basic math, at that rate, an employee would get 2k / month, and that includes healthcare and vacation. Which for eastern european standards, is a very good salary. Now as a freelancer, jobs are usually scarce (except if u're on a roll, which i don't think happens that often). So you need to plan your lifestyle accordingly. Backup plans and savings are crucial. Also as a freelancer you have to add extra expenses to your rates, like electricity, renderfarm costs (if u'r pulling heavy stuff that you can't possibly render at home), subcontracting costs (we all need a hand from time to time), rent for the apt you're living in, food, heating or cooling expenses etc. That adds a considerable amount of money to that rate. Something which does not apply to an employee which basically gets all this for free at the working place (apart from food maybe). The studio on the other hand adds these to it's hourly rate, which includes employee expenses. So while in theory, 100 eur/day sounds like a good fulltime salary, for a freelancer, it would give a whole new meaning to life (survival training might be necessary here). ** ** Keep in mind, everything i wrote, is based on eastern european experience, but i presume it's the same everywhere else. Numbers vary, but the theory stays the same. ** ** Peace, O ** ** On Mon, Nov 19, 2012 at 10:32 AM, Szabolcs Matefy szabol...@crytek.com wrote: Wow, very nice information. However, there were times, when I was told I am fairly expensive with my 100Euros (without VAT) rate per day...And I'm in Eastern Europe as well, and the statement was made by a company in the UK. Cheers Szabolcs -Original Message- From: softimage-boun...@listproc.autodesk.com
Re: Expression Question
OK, good to know. I was trying to apply how expressions work in After Effects I guess. I'll break it out into more objects. On Mon, Nov 19, 2012 at 1:37 PM, Peter Agg peter@googlemail.com wrote: Yeah, the usual way around it is to have 2 different objects with 2 different drivers/operators, then you can blend a constraint between the two of them via a custom parameter. On 19 November 2012 18:34, Matt Lind ml...@carbinestudios.com wrote: An Expression is an operator in Softimage. When an operator’s output ports drive a parameter, the parameter is under full control of the operator. As long as the parameter is driven by the operator, the only control you have is the parameter value via the operator’s output. The only way to regain manual control of the parameter is to mute or delete the operator. ** ** Matt ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Monday, November 19, 2012 10:28 AM *To:* softimage@listproc.autodesk.com *Subject:* Expression Question ** ** I have a simple expression question. I have some custom parameters driving the animation of other objects. I would like to have a check box that should link one parameter to the other. It sort of works but the value does not change when I disable the check box. Here is my expression. ** ** *cond( AWD_Mower.Mower_Controls.Lock_Wheel_Height == 1, AWD_Mower.Mower_Controls.Front_Wheel_Height, AWD_Mower.Mower_Controls.Rear_Wheel_Height )* ** ** In case it's not obvious from the expression, I have two sliders, Front_Wheel_Height, and Rear_Wheel_Height. And a checkbox called Lock_Wheel_Height. According to my expression, shouldn't the Rear_Wheel_Height slider be adjustable when the check box is off? I have the expression on the Rear_Wheel_Height. When I disable the check box, the slider jumps to a fixed value and will not change. When I enable it, it follows the first slider as expected. ** ** Thanks, Byron
Re: Expression Question
I just moved the conditional to the next layer down(a null) that is driving the rotation. I think I worded that wrong. On Mon, Nov 19, 2012 at 2:12 PM, Matt Lind ml...@carbinestudios.com wrote: You don’t need more objects, you need more parameters. ** ** If you create an ‘offset’ parameter for each of the custom parameters you already have, you can add them into your expression to give you the control you want without having to resort to additional objects and constraints.** ** ** ** Basically, you’re making the expression a little more complex to save from adding unnecessary stuff to the scene. ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Monday, November 19, 2012 10:51 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: Expression Question ** ** OK, good to know. I was trying to apply how expressions work in After Effects I guess. I'll break it out into more objects. ** ** On Mon, Nov 19, 2012 at 1:37 PM, Peter Agg peter@googlemail.com wrote: Yeah, the usual way around it is to have 2 different objects with 2 different drivers/operators, then you can blend a constraint between the two of them via a custom parameter. ** ** ** ** On 19 November 2012 18:34, Matt Lind ml...@carbinestudios.com wrote: An Expression is an operator in Softimage. When an operator’s output ports drive a parameter, the parameter is under full control of the operator. As long as the parameter is driven by the operator, the only control you have is the parameter value via the operator’s output. The only way to regain manual control of the parameter is to mute or delete the operator. Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash *Sent:* Monday, November 19, 2012 10:28 AM *To:* softimage@listproc.autodesk.com *Subject:* Expression Question I have a simple expression question. I have some custom parameters driving the animation of other objects. I would like to have a check box that should link one parameter to the other. It sort of works but the value does not change when I disable the check box. Here is my expression. *cond( AWD_Mower.Mower_Controls.Lock_Wheel_Height == 1, AWD_Mower.Mower_Controls.Front_Wheel_Height, AWD_Mower.Mower_Controls.Rear_Wheel_Height )* In case it's not obvious from the expression, I have two sliders, Front_Wheel_Height, and Rear_Wheel_Height. And a checkbox called Lock_Wheel_Height. According to my expression, shouldn't the Rear_Wheel_Height slider be adjustable when the check box is off? I have the expression on the Rear_Wheel_Height. When I disable the check box, the slider jumps to a fixed value and will not change. When I enable it, it follows the first slider as expected. Thanks, Byron ** ** ** **
Re: Implosia v1 error
Oleg pointed out that my model had some double edges that were created by the polygonizer and fluid shaper. I tried the Delete Double Edges compound but that didn't work. Once I tediously removed all the double edges, Implosia worked well. I'm not sure how to avoid the double edges with polygonizer. It was happening along some of the seams between inputs. On Sun, Oct 21, 2012 at 11:36 PM, Adam Sale adamfs...@gmail.com wrote: bit late.. just came across this in my drafts folder.. Are there any overlapping polygons Byron? I found overlapping polys kills Implosia.. Adam On Thu, Oct 11, 2012 at 2:47 PM, Oleg Bliznuk gbo...@gmail.com wrote: Could you send me your model ?
Re: Object Label Channel... Nevermind
Thanks for the info Eric and Ciaran. I will give that a shot. On Thu, Oct 18, 2012 at 12:05 PM, Eric Lampi ericla...@gmail.com wrote: Hey Ed, Here you go. They were talking about an ObjectID shader, but it seems like this is pretty much the same thing as the current Object Label channel. http://www.si-community.com/community/viewtopic.php?f=28t=340start=10 Eric On Thu, Oct 18, 2012 at 11:13 AM, Ed Manning etmth...@gmail.com wrote: hey eric -- could you post the links you found? (I'm feeling to lazy to google that string myself!) ;-) On Thu, Oct 18, 2012 at 11:03 AM, Eric Lampi ericla...@gmail.com wrote: Murphy's Law applied to email lists, 5 minutes after you send off a help post, you find what you need. I did a search on ObjectID instead of Object Label after seeing someone refer to it... Thanks anyway, Eric -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Caustics Only Pass
Is there a way I can just render out the caustics on a surface and not the light? I have been trying some things with the visibility and Ray_Type switch but can't get it to work. It seems like there would be a way to get a pass like this out.