rigging in houdini

2017-12-08 Thread Cristobal Infante
A nice rigging introduction series created by sidefx.
Hopefully we will start seeing more resources like this in the future!

https://urldefense.proofpoint.com/v2/url?u=https-3A__www.sidefx.com_learn_collections_cat-2Dquad-2Drigging_=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=KuWDBj3Utj7246pikrTLdkO4QDcz3nio4nZ6pHqxLBY=RW04MvMW9sBV2fh3TFJBTfP6YFikmx6q8DpdKN74TkE=
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Re: SISideBar in Maya

2017-11-15 Thread Cristobal Infante
I cannot recommend the COSMOS plugin enough. For the few times I used Maya,
it was of great help!!

Don't stay in the past!


On Wed, 15 Nov 2017 at 07:35, Adam Sale  wrote:

> Nice Stephen! A kernel of the past.
>
>
> On Tue, Nov 14, 2017 at 4:17 PM, Jason S  wrote:
>
>>
>> I wonder how Maya users would find those collection of tools alltogether.
>>
>> Like there wasn't any match transforms until when?
>> and existing scripts around were (and/or integrated ones are still?)
>> pretty iffy.
>>
>> Global/Local transforms seems pretty wonky..
>> though I highly suspect that this isn't due to his implementation.
>>
>> now.. how about the explorer... the construction stack.. -reliable-
>> passes... (and/or everything generally reliable)...  sanity when rigging
>> ... ICE ...      ... . ...
>>
>>
>>
>> On 11/14/17 18:14, Jonathan Moore wrote:
>>
>> Imitation is the sincerest form of flattery and all that jazz but the
>> groove is in the spaces between the notes... ;
>>
>> On 14 November 2017 at 23:08, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> I can jump into maya right now, bar and redshift. Let´s keep on modding
>>> it.
>>> Great kudos to the developer!
>>>
>>> On Tue, Nov 14, 2017 at 5:58 PM, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com> wrote:
>>>
 Already look soo much nicer then original maya cr**.. that is it.. eat
 maya from inside!!! :)

 ᐧ

 On Tue, Nov 14, 2017 at 11:49 PM, Steven Caron 
 wrote:

> I saw this one GitHub and it made me happy...
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_ShikouYamaue_SISideBar=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=oHWQleFL4SjEA61efLBPpyNMxiNSIt2cSFrEEEo6h2U=6I7z_DUCYShXjprGhPRBQYLS42X1W7QCN7w6I_igyZY=
> 
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3D14T5-5FAk4dAE=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=oHWQleFL4SjEA61efLBPpyNMxiNSIt2cSFrEEEo6h2U=xAMN2yKlqOlH4SCvn2sEMs_YinHWEyyR0B7DN1-fIkw=
> 
>
> Steven
>
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 *

 Need to find freelancers fast?
 www.cgfolio.com
 

 Need some help with rendering an Redshift project?
 https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpuoven.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=oHWQleFL4SjEA61efLBPpyNMxiNSIt2cSFrEEEo6h2U=9GQTmooBUKsGpmINDc3rSrgGGJ5mm5wnYg4ZayxPQY0=
 

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>>>
>>>
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>>> Portfolio 2013
>>> 
>>> Cinema & TV production
>>> Video Reel
>>> 

Re: Softimage - not going away...

2017-10-25 Thread Cristobal Infante
A bit OT but is anyone giving akeytsu a go? I played with it yesterday, and
feels simple and fast!!


On Wed, 25 Oct 2017 at 21:38, Jordi Bares  wrote:

> I will suggest, like it has been mentioned, that you take a hard cold look
> at what it is at stake… your family? Your company?
>
> Make sure you don’t get run over by the competition..
>
> And good luck
> jb
>
>
> > On 25 Oct 2017, at 20:10, Sven Constable 
> wrote:
> >
> > Two or three years back I considered another software as a replacement
> for XSI. You can do that and be on the safe side, because everyone else
> will use something else than Softimage. If you have to rely on a career as
> an employed artist you should do it instantly. Don't waste time. No one can
> compete in a jobmarket  with outdated tools. If you are independent, it's
> an entirely different story.
> >
> > You can work with XSI now, be productive and went further for many years
> to come. The success to use XSI in the future for us ppl will depend
> strongly how we will able to manage our pipeline. Can you fix problems with
> licensing or OS related things without TDs and IT? If you're non-tech, can
> you fix problems without help from developers? I can handle that and I
> chose to stick with XSI.
> > I think the difficult part of using it is not to work with something
> rare or exotic like Softimage is nowadays. It's still superior to Maya and
> 3dsmax, so there is no problem in my daily work. But you will need to keep
> it working together: applications, OS, hardware, network, licensing. Those
> problems will perhaps become harder to solve.
> >
> > Sven
> >
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Mathieu Leclaire
> > Sent: Wednesday, October 25, 2017 6:17 PM
> > To: Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Gb_Emr-HzoGjo5ki4TWNZ69vBhKhDEZTSDucMra7Qtk=UWI2gpHt4EfUs71Vjr7YUWpAylTHY1Scp10j8Dw5y30=
> > Subject: Re: Softimage - not going away...
> >
> > Hi guys,
> >
> > I don't want to crash your rant here and hope you guys don't take
> offense to what I have to say. I'm sure you heard this a million times by
> now, but if you would allow me to share my perspective:
> >
> > I highly recommend you guys move on and learn the other softwares. This
> industry and it's technology is changing so fast. Sure Softimage now still
> feels like the best option, but soon Softimage won't be able to handle all
> the new file formats, new geometry features, latest renderers will stop
> being supported, new hardware and operating systems won't support it, etc.
> It will eventually become impossible to keep up with current production
> needs using that software. If you guys don't evolve, you will become
> dinosaurs and you'll have a long way to catch up before you'll be able to
> get work again. We work in an industry that heavily relies on new
> technologies so we have to evolve with it or you end up on the outside
> looking in.
> >
> > I understand your frustration. I do. I have gone through it all myself.
> > But after going through a hard learning curve to become as comfortable
> with Houdini as I was with Softimage (and I'm still learning), I now love
> Houdini probably more then I ever loved Softimage.
> >
> > Trust me, it took me a long time to let it go. We still use Softimage a
> lot here at Hybride, but we are slowly migrating out of it. We have to with
> all the new requirements in our pipeline with other vendors. Now I get
> pissed off when colleagues decide to use Softimage instead of doing it
> directly in Houdini or in Maya. Like yourself, they are frustrated, there's
> a lot of pressure to deliver in short timelines and so they prefer not to
> get out of their comfort zone. But it already comes with a price to pay.
> For example, we had a scene that took an hour to load in Softimage where it
> loaded in a few seconds in Houdini. That means that this artist takes about
> twice the time allocated per shot because he's too hard headed to switch
> software. Trust me that supervision is putting a lot of pressure on that
> guy to learn Houdini so they don't have to overcharge for his shots anymore.
> >
> > This is just the beginning. It'll get worst and worst in the next few
> years and eventually, you'll become like the guy who still types on an old
> typewriter instead of using a computer. I know that switching feels like
> taking a few steps backwards, but at least you'll be able to eventually
> move forward where you are standing still in Softimage. I hated having to
> go through all this, but eventually Houdini open my eyes to a world of new
> possibilities that never would have been available in Softimage and I
> couldn't be happier that 

Re: London redshift+Houdini studios

2017-06-03 Thread Cristobal Infante
Cool man, best of luck on your move to London.

There are plenty of studios using Houdini, I wouldn't get bogged down with
the redshift factor.

Learn mantra if you haven't already since it's the default. Also Arnold is
commonly used.

If you need a list of studios using Houdini in London let me know, and I
will send one.


On Fri, 2 Jun 2017 at 22:18, Cristobal Infante <cgc...@gmail.com> wrote:

>
>
>
>
> On Thu, 1 Jun 2017 at 23:33, Ognjen Vukovic <ognj...@gmail.com> wrote:
>
>> @Ed Schiffer
>>
>> Thanks for reminding me of that site. Completely forgot about them, will
>> give it a spin tonight see what results come back.
>>
>> @Cristobal Infante
>>
>> Hi Cristobal, The thing is , outside of regular work i did last year i
>> have been doing all my freelances at home with Houdini indie + rs. And to
>> be honest i am having such a great time with this combo i decided to
>> check out weather it was being utilized in the advertising/cinematic
>> space. I figured there was so much Houdini noise on various forums, that we
>> were approaching critical mass for it to be implemented in smaller scale
>> studios rather then
>> just the movie places. That and, if all things work out as planned, i
>> should be moving to London in the next month or so. So i guess its a
>> combination of those two things that brought me here with this question.
>>
>> Regards,
>> Ogi.
>>
>>
>> On Thu, Jun 1, 2017 at 10:10 PM, Cristobal Infante <cgc...@gmail.com>
>> wrote:
>>
>>> The only studio that comes to mind is glassworks, but not entirely sure
>>> how their pipeline is setup.
>>>
>>> Why exactly does your "friend" want to know?
>>>
>>>
>>> On Thu, 1 Jun 2017 at 20:37, Ed Schiffer <edschif...@gmail.com> wrote:
>>>
>>>> I'd also like to know, but I've never seen a list.
>>>>
>>>> anyway, this might help for searching one by one:
>>>> https://cgstudiomap.org/
>>>>
>>>>
>>>>
>>>> On 26 May 2017 at 11:40, Ognjen Vukovic <ognj...@gmail.com> wrote:
>>>>
>>>>> Hi i was just curiouse if anyone could poont me to a list known of
>>>>> rs+h based studios in london. Im asking for a friend :p
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> www.edschiffer.com
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>>>
>>>
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>>
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Re: OTish - Soft2Maya transition list

2017-06-02 Thread Cristobal Infante
For all of you guys transitioning to Maya, a friend of mine has released
probably the most awesome Maya tool ever:

http://cosmos.toolsfrom.space

It's a launcher they will allow you to call function alas Nuke/Houdini

Hope this helps a bit!!

Cris

On Thu, 1 Jun 2017 at 10:12, Morten Bartholdy  wrote:

> Thanks Joey - that might make things a tad easier as I go along. Our Maya
> guys often don't have a clue as to how to do things which are commonplace
> in XSI although according to the docs are at least somewhat doable in Maya,
> although clumsily implemented or poorly described, so it is difficult to
> do. They keep saying to find workarounds and keep things simple... doohh
>
> MB
>
>
>
>
>
> > Den 31. maj 2017 klokken 21:18 skrev "Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]" :
> >
> >
> > The official forum is here:
> >
> > https://forums.autodesk.com/t5/maya-forum/bd-p/area-b201
> >
> >
> > I don't think there is a mailing list anymore. The original AW mailing
> list posts were migrated to HE3D and the list server shut down back in the
> day. This is where the original mailing list migrated to some 15 years ago
> or so:
> >
> > https://forum.highend3d.com/c/maya-help-forums
> >
> >
> > There is also the forum at CGTALK, but not sure about the traffic there
> these days.
> >
> >
> >
> >
> > --
> > Joey Ponthieux
> > LaRC Information Technology Enhanced Services (LITES II)
> > Science Systems and Applications Inc. (SSAI)
> > 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.
> >
> >
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
> > Sent: Wednesday, May 31, 2017 8:45 AM
> > To: Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list <
> softimage@listproc.autodesk.com>
> > Subject: OTish - Soft2Maya transition list
> >
> > I seem to have seen someone mentioning it here in the past, but can't
> remember. Is there a Maya userlist somewhere, hopefully as helpful as this
> one, or perhaps a forum for suffering Soft2Maya transitioners like myself?
> >
> > And what a godawful piece of shit software that is!
> >
> > Thanks.
> >
> > Morten
> > --
> > Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
> >
> > --
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Re: Houdini Basics....

2017-06-02 Thread Cristobal Infante
You can have a look at this values from inside dops using right click>
spreadsheet. Select the geometry node from the fluid object.



On Fri, 2 Jun 2017 at 07:41, Thomas Volkmann <li...@thomasvolkmann.com>
wrote:

> Thanks guys!
> The "Age Particles" flag opens up all the possibilities... how could I
> have missed that one?
> Well, I'm getting there
>
>
> Cristobal Infante <cgc...@gmail.com> hat am 2. Juni 2017 um 01:17
> geschrieben:
>
>
>
> Oh yes! nice tip Andy.
>
> Used to adding pop on with RBD (bullet) but makes total sense you can add
> it to fluids now.
>
>
>
> On 1 June 2017 at 23:47, Andy Nicholas <a...@andynicholas.com> wrote:
>
> Hi Cris,
> You can save yourself a step and just directly use a POP Wrangle DOP or
> Geometry Wrangle DOP. No need for the SOP solver.
>
> Cheers,
> Andy
>
> On 1 Jun 2017, at 22:57, Cristobal Infante <cgc...@gmail.com> wrote:
>
> You can do this easily with a sop solver in dops.
>
> - Turn create Age Particles, so we can get an attrib age. For 25 frames
> for example, the age will be 1.
> - Add a sop solver that goes in the marge with the source
> - Inside the sop sovler: dop geometry -> attr wrangle and add the
> following code:
>
> if(@age>1){
> @v = (0,0,0);
> }
>
> Hope this helps.
>
> Best,
> Cristobal
>
>
> On Thu, 1 Jun 2017 at 20:02, Thomas Volkmann <li...@thomasvolkmann.com>
> wrote:
>
>  For some strange reason I can't post to the houdini mailing list, so it's
> you guys once more
>
> A simplified use case of what I want to do:
> Take the Drip Particle Fluid shelf tool, and set the velocity to zero on
> all particles that get emittet after frame 25 so that they stay at the same
> place no matter what.
>
> I would like to set a birthframe attribute and set v to 0 if it is greater
> than 25sounds so simple.
>
> Of course I did some googling and looked at promising example scenes, but
> somehow I just don't get it to work.
> I spare you and me the details of what and how I tried, but what I noticed
> and what added to the confusion amongst other things is that
> Flip emitters don't have a "Just born Group" and that Visualization Nodes
> are not available in certain places.
>
> Any hints are welcome!
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Houdini Basics....

2017-06-01 Thread Cristobal Infante
Oh yes! nice tip Andy.

Used to adding pop on with RBD (bullet) but makes total sense you can add
it to fluids now.



On 1 June 2017 at 23:47, Andy Nicholas <a...@andynicholas.com> wrote:

> Hi Cris,
> You can save yourself a step and just directly use a POP Wrangle DOP or
> Geometry Wrangle DOP. No need for the SOP solver.
>
> Cheers,
> Andy
>
> On 1 Jun 2017, at 22:57, Cristobal Infante <cgc...@gmail.com> wrote:
>
> You can do this easily with a sop solver in dops.
>
> - Turn create Age Particles, so we can get an attrib age. For 25 frames
> for example, the age will be 1.
> - Add a sop solver that goes in the marge with the source
> - Inside the sop sovler: dop geometry -> attr wrangle and add the
> following code:
>
> if(@age>1){
> @v = (0,0,0);
> }
>
> Hope this helps.
>
> Best,
> Cristobal
>
>
> On Thu, 1 Jun 2017 at 20:02, Thomas Volkmann <li...@thomasvolkmann.com>
> wrote:
>
>>  For some strange reason I can't post to the houdini mailing list, so
>> it's you guys once more
>>
>> A simplified use case of what I want to do:
>> Take the Drip Particle Fluid shelf tool, and set the velocity to zero on
>> all particles that get emittet after frame 25 so that they stay at the same
>> place no matter what.
>>
>> I would like to set a birthframe attribute and set v to 0 if it is
>> greater than 25sounds so simple.
>>
>> Of course I did some googling and looked at promising example scenes, but
>> somehow I just don't get it to work.
>> I spare you and me the details of what and how I tried, but what I
>> noticed and what added to the confusion amongst other things is that
>> Flip emitters don't have a "Just born Group" and that Visualization Nodes
>> are not available in certain places.
>>
>> Any hints are welcome!
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: Houdini Basics....

2017-06-01 Thread Cristobal Infante
You can do this easily with a sop solver in dops.

- Turn create Age Particles, so we can get an attrib age. For 25 frames for
example, the age will be 1.
- Add a sop solver that goes in the marge with the source
- Inside the sop sovler: dop geometry -> attr wrangle and add the following
code:

if(@age>1){
@v = (0,0,0);
}

Hope this helps.

Best,
Cristobal


On Thu, 1 Jun 2017 at 20:02, Thomas Volkmann 
wrote:

>  For some strange reason I can't post to the houdini mailing list, so it's
> you guys once more
>
> A simplified use case of what I want to do:
> Take the Drip Particle Fluid shelf tool, and set the velocity to zero on
> all particles that get emittet after frame 25 so that they stay at the same
> place no matter what.
>
> I would like to set a birthframe attribute and set v to 0 if it is greater
> than 25sounds so simple.
>
> Of course I did some googling and looked at promising example scenes, but
> somehow I just don't get it to work.
> I spare you and me the details of what and how I tried, but what I noticed
> and what added to the confusion amongst other things is that
> Flip emitters don't have a "Just born Group" and that Visualization Nodes
> are not available in certain places.
>
> Any hints are welcome!
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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Re: London redshift+Houdini studios

2017-06-01 Thread Cristobal Infante
The only studio that comes to mind is glassworks, but not entirely sure how
their pipeline is setup.

Why exactly does your "friend" want to know?


On Thu, 1 Jun 2017 at 20:37, Ed Schiffer  wrote:

> I'd also like to know, but I've never seen a list.
>
> anyway, this might help for searching one by one: https://cgstudiomap.org/
>
>
>
> On 26 May 2017 at 11:40, Ognjen Vukovic  wrote:
>
>> Hi i was just curiouse if anyone could poont me to a list known of rs+h
>> based studios in london. Im asking for a friend :p
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> www.edschiffer.com
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Re: shameful houdini question

2017-04-26 Thread Cristobal Infante
pcopen > pcfilter (P) will give you the nearest positions.



On 26 April 2017 at 18:27, Steven Caron  wrote:

> i hate to do it but i gotta ask this group because of our shared ICE
> knowledge...
>
> what is the proper way to get closest points and average their position
> and update the point position?
>
> pcfind gives me an integer array, but how do i look up those indices and
> get their point position?
>
> pcopen, then pcimport, do work, then pcexport seems like the right thing
> to do, should i just ignore pcfind?
>
> thanks
> steven
>
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Re: Anybody finding the Houdini example files I've posted useful?

2017-04-12 Thread Cristobal Infante
pretty handy stuff, thanks a lot and keep posting ;)



On 12 April 2017 at 16:48, Olivier Jeannel  wrote:

> Not sure I have downloaded them. But keep posting things, and no, you're
> not spamming :)
>
> 2017-04-12 17:45 GMT+02:00 Tim Bolland :
>
>> Wow that's a lot of vultures... Me included [image: ]. I've downloaded
>> them but I'm knee deep in a job at the moment so I have been unable to
>> actually look at them. I'm all for it and don't consider it spamming at
>> all.
>>
>> Thank you for the upload.
>>
>> Tim
>>
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Jonathan Moore <
>> jonathan.moo...@gmail.com>
>> *Sent:* 12 April 2017 16:39
>> *To:* Official Softimage Users Mailing List. https://groups.google.
>> com/forum/#!forum/xsi_list
>> *Subject:* Anybody finding the Houdini example files I've posted useful?
>>
>>
>> I’ve noticed on both occasions that they’ve received around 100 downloads
>> but having had no feedback I’m unsure as to whether I’m simply spamming the
>> XSI list or whether they have any value to those of you that have made the
>> move over to Houdini (or are still considering Houdini as a future option.
>>
>> I obviously don’t want to spam the list so it would be good to know if
>> anybody finds the Houdini ‘hint’s & tips’ useful.
>> --
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Re: Houdini Digital Assets for Softies

2017-03-30 Thread Cristobal Infante
siLib

It makes a little face and everything

Cris


On Thu, 30 Mar 2017 at 10:55, Andy Nicholas  wrote:

> Hi Rob, great suggestion, but unfortunately...
>
> http://x-stream.github.io/
>
> It's hard to come up with something someone hasn't already thought of!
>
> Case in point:
>
> https://www.google.co.uk/search?q=softlib
>
> is only marginally better as at least there's not an actual library
> called the same, just a company.
>
>
> On 30/03/2017 10:46, Rob Chapman wrote:
> > XstreamLib - my name suggestion.
> >
> >
> >
> >
>  Will leave this question hanging tonight in case anyone else wants
> 
>  to chime in. Final decision can happen tomorrow.
> 
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Re: Houdini Discord server

2017-03-23 Thread Cristobal Infante
Just joined thanks for the heads up!

On 23 March 2017 at 17:44, Jordi Bares  wrote:

> Some truly helpful people there and it is so immediate it is incredible…
>
> Join… just join.
> jb
>
> On 23 Mar 2017, at 17:06, Andy Goehler 
> wrote:
>
> I second that, it might be a bit more overwhelming trying to keep up, but
> it's an awesome additional resource.
>
> Andy
>
> On Thu, 23 Mar 2017 at 17:37, Jonathan Moore 
> wrote:
>
>> Hi folks,
>>
>>
>>
>> Thought I’d give another mention to the Houdini Discord server as this
>> becoming a very cool resource.
>>
>>
>>
>> https://thinkprocedural.github.io/
>>
>>
>>
>> I’ve spotted Jordi & Tim in the channels over the last few days getting
>> answers from the assembled Go Procedural ninja’s.
>>
>>
>>
>> It’s a fantastically generous and open community, post a question (and a
>> HIP if you like) and before long you’ll get two or three HIP’s back with
>> suggested paths forward.
>>
>>
>>
>> Only downside is that you realise how much more you have to learn! 
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Re: [OT] Autodesk - another angry customer

2017-03-09 Thread Cristobal Infante
What would be the cost of Maya in 2019 if you are on subscription?

On 9 March 2017 at 08:13, Andi Farhall  wrote:

>
>
> ...and once you're all on subscription see what we do to the sub prices
> then
>
> even more reason to be on the Houdini boat
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of gareth bell <
> garethb...@outlook.com>
> *Sent:* 08 March 2017 20:04:39
> *To:* softimage@listproc.autodesk.com
> *Subject:* [OT] Autodesk - another angry customer
>
>
> https://solidedging.wordpress.com/2017/03/07/autodesks-
> patronizing-screw-you-love-letter/
>
> 
> Autodesk’s Patronizing Screw You Love Letter
> 
> solidedging.wordpress.com
> So today it was my turn to get the notice from Autodesk of their new and
> improved upcoming subscription only paradigm. I really wonder what goes on
> in the minds of corporate and marketing officers …
>
>
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Re: Am I being an idiot, probably

2017-03-01 Thread Cristobal Infante
Yes you can find the principle shader inside the material shader builder,
which is good  if you want to mix materials.

As Andi mentioned you need to "bind" the uvs and then plug them. I agree
this should really work like xsi did/does ;)

On 1 March 2017 at 17:03, Sandy Sutherland 
wrote:

> Ah - not had much time to look at 16.x.x here, just set it up in our
> pipeline, but not had a decent look yet.
>
> S.
>
> On Wed, Mar 1, 2017 at 4:59 PM, Laurence Dodd  wrote:
>
>> Hi sandy
>> It's the Indie I just bought, it's version 16.0.504.20. I just installed
>> it on Monday
>> To tell the truth, I may have bitten off more than I can chew, a job
>> landed straight in my lap, and it might well be out of my leage after about
>> ten days on houdini
>>
>> On 1 March 2017 at 16:55, Sandy Sutherland 
>> wrote:
>>
>>> What version of Houdini are you using Lawrence - I currently have
>>> 15.5.606 and if I switch to /shop in the network editor and hit tab - start
>>> typing princ... I immediately see principled shader.  I did not try the
>>> rest of the tutorial, so I don't know if there is anything further on that
>>> might be different.
>>>
>>> S.
>>>
>>> On Wed, Mar 1, 2017 at 4:39 PM, Laurence Dodd 
>>> wrote:
>>>
 This is a Houdini question, I feel too stupid to ask on the Houdini
 forum.
 I am just trying to set up a layered shader in Mantra, if I look at
 this tutorial
 https://www.sidefx.com/tutorials/curvature-vop/
 it looks so easy, but when I go to SHOP as she does I get no option for
 principled shader, I have to use a material Shader builder node, it's all
 different, and doesn't work nearly as well.
 My main problem is that the shader puts my texture one to each poly, it
 does have UV's.
 Arrgh this is taking me too long.

 Am I missing something basic?

 Thanks everyone

 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382

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>>>
>>>
>>> --
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>>>
>>
>>
>>
>> --
>>
>> Laurence Dodd
>> Porkpie Animation
>> E: laure...@porkpie.tv
>> W: www.porkpie.tv
>> M: 07570 702 576
>> T: 01273 278 382
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Re: Official terms for Houdini Indie for anybody who's wondering.

2017-02-21 Thread Cristobal Infante
Well the foundry has a non-commercial version of Nuke now, so some advances
have been made!

On 21 February 2017 at 18:40, Mirko Jankovic <mirkoj.anima...@gmail.com>
wrote:

> In the mean time in AD HQ  ;)
> ᐧ
>
> On Tue, Feb 21, 2017 at 7:23 PM, Vincent Langer <m...@vincentlanger.com>
> wrote:
>
>> Totally agree. Foundry should really jump into the current century in
>> terms of license flexibility
>>
>> Am 21.02.2017 19:20 schrieb "Andy Nicholas" <a...@andynicholas.com>:
>>
>>> Not to mention, if you're doing any sort of Python or VEX coding, then
>>> Apprentice isn't a restriction at all. That's incredibly useful.
>>>
>>> I only wish The Foundry were a little more flexible and Nuke
>>> Non-Commercial let you do that too.
>>> A
>>>
>>>
>>> On 21/02/2017 18:03, Jonathan Moore wrote:
>>>
>>> Agreed Cristobal.
>>>
>>> Outside of watermarking of renders (and lack of third party renderers),
>>> Apprentice is the full Houdini FX experience. It can be a smart idea to do
>>> your initial learning in Apprentice, especially considering Indie is a 12
>>> month rental.
>>>
>>> Mantra is a great renderer, so forcing yourself to learn it before
>>> moving onto a faster GPU renderer (e.g. you already own Redshift) is
>>> beneficial too.
>>>
>>>
>>>
>>> On 21 February 2017 at 17:24, Cristobal Infante <cgc...@gmail.com>
>>> wrote:
>>>
>>>> And you can download Apprentice totally free to get started or play at
>>>> home..
>>>>
>>>> That's pretty awesome
>>>>
>>>> On 21 February 2017 at 17:20, Jonathan Moore <jonathan.moo...@gmail.com
>>>> > wrote:
>>>>
>>>>> This is the wording on the purchase page. As I mentioned before, if
>>>>> you're using Houdini alongside another DCC, the income threshold SideFX 
>>>>> are
>>>>> interested in only relates to income derived from Houdini itself.
>>>>>
>>>>> *I confirm that any financial considerations received, directly or
>>>>>> indirectly, from use of the Software is less than $100,000 USD per 
>>>>>> calendar
>>>>>> year.*
>>>>>
>>>>>
>>>>> They don't police it in any way but if they see your name croping up
>>>>> in the credits of the next Star Wars epic, expect a visit from the SideFX
>>>>> heavies.  :)
>>>>>
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
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>>>
>>>
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>
>
>
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> <http://www.cgfolio.com/mirko-jankovic>*
>
> Need to find freelancers fast?
> www.cgfolio.com
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
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Re: Official terms for Houdini Indie for anybody who's wondering.

2017-02-21 Thread Cristobal Infante
And you can download Apprentice totally free to get started or play at
home..

That's pretty awesome

On 21 February 2017 at 17:20, Jonathan Moore 
wrote:

> This is the wording on the purchase page. As I mentioned before, if you're
> using Houdini alongside another DCC, the income threshold SideFX are
> interested in only relates to income derived from Houdini itself.
>
> *I confirm that any financial considerations received, directly or
>> indirectly, from use of the Software is less than $100,000 USD per calendar
>> year.*
>
>
> They don't police it in any way but if they see your name croping up in
> the credits of the next Star Wars epic, expect a visit from the SideFX
> heavies.  :)
>
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Re: Soft to Houdini custom shelf / scripts.

2017-02-21 Thread Cristobal Infante
" I am thinking probably cybermonday (november) will come around with some
kind of good offer for Hu16 price. "

Not going to happen, never seen them doing any cyber offers. However the
good news is that there is an offer now until May 31.

https://www.sidefx.com/get/buy/

Indie will surely not be going down in price.






On 21 February 2017 at 13:47, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> @Paulo, yesterday I just shattered my first model procedurally. I was in
> joy when I ported the result to .abc back to softimage. It picked up
> nicely. All I will say is: why didn't I jumped immediately from softimage
> Eol (2014) to this? Regardless, today's the 21th and finally Hu16 will show
> it's complete set of virtues. I am thinking probably cybermonday (november)
> will come around with some kind of good offer for Hu16 price.
> Redshift is a golden duet and Clarisse seems to finish the combo (as in:
> Let's compose in Clarisse).
>
> Cheers.
>
> On Feb 20, 2017 6:04 PM, "Jordi Bares"  wrote:
>
>>
>> > On 20 Feb 2017, at 22:19, Matt Lind  wrote:
>> >
>> > You have to keep in mind Houdini is a non-linear system.
>> >
>> > Softimage's freeze and freeze modeling operations operate on
>> construction
>> > histories for individual objects.  All the operators live in the same
>> > construction history, so computing the result of the freeze is fairly
>> > straightforward as you just evaluate the operators in order.
>> >
>> > In Houdini, there's real possibility one or more nodes may be shared
>> with
>> > networks for other geometries.  Therefore you cannot assume a collapse
>> is
>> > possible without negatively affecting other parts of the scene.
>> However,
>> > the ability to create a new node with the entire history of a network or
>> > sub-network up to point 'n' should be possible, but you'll likely have
>> to
>> > clean up the contributing nodes yourself to ensure no negative side
>> effects.
>>
>> I am sure you know but, you can actually display if a node has been
>> reference from outside or it is picking things from the outside too, just
>> press D in the network editor and go to the dependencies Tab… it is super
>> useful when you deal with big scenes.
>>
>> Very true, the best approach instead of locking things is to actually
>> freeze the geometry to disk using the filecache SOP node. It will keep your
>> scenes small and super fast to load plus the cooking process will be super
>> fast.
>>
>> I use this approach all the time in combination with the fetch ROP so I
>> can regenerate all my caches in one quick go.
>>
>> jb
>>
>>
>> >
>> > Matt
>> >
>> >
>> >
>> >
>> > Date: Mon, 20 Feb 2017 18:44:31 -0300
>> > From: Paulo Cesar Duarte 
>> > Subject: Re: Soft to Houdini custom shelf / scripts.
>> > To: "Official Softimage Users Mailing List.
>> >
>> > Hi Olivier and Andy, nice tip.
>> > So there is no other way to just collapse everything? I find it's a
>> little
>> > strange that I can't do a true modeling collapse, the better way I find
>> is
>> > export .obj and import again.
>> >
>> >
>> >
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Re: Opinion gathering

2017-02-19 Thread Cristobal Infante
In response to the OP questions, I moved to using Houdini fulltime two
years ago so have had a good look at the market in London. By the way,
thanks for that Maya transition course Graham, it really showed me the way
forward :D

Not many companies are switching completely to Houdini that I know of, but
many mograph companies have spotted the potential and added it to their
arsenal to use it along side C4D. (MVSM, FutureDeluxe, Territory, Found,
Analog, etc ) . This is a market softimage never managed get hold of, which
really was a shame.

In fact, it's very interesting to see how the C4D / mograph community
(entagma, etc) have recognised the limitations of their current toolset and
have started adopting Houdini. Ask them, they are all learning it, or
wanting to. The trend has been set and there is demand for more creative
Houdini artists, so there is big momentum in this area.
Sometimes I ask myself if I would have learned Houdini if xsi was still
alive or alive-ish and the likely answer would have been no, life was too
comfortable, so kudos to this guys.

You then have the more obvious FX route, that will offer you opportunities
you never dreamed of when using xsi. The demand on this field is greater
than ever and the demand is simply crazy.  You will be able to work in film
(dneg, ilm, framestore, Cinesite, MPC, etc), which personally I am finding
a lot more dynamic  than I was expecting. This year will probably be the
busiest ever for FX people in London with movies like transformers, and
pacific Rim 2.

If  commercials/TV is your thing, than there is plenty of demand there as
well for good FX TDs. Companies like TheMill, framestore, MPC, ETC, Milk,
Glassworks use it actively on their pipelines.

Maya has lost some ground in some areas, lighting and rendering being
probably the most notorious one. Film companies are now using Clarisse,
 Katana and a bit of Houdini as their main lighting tool. However the
stronghold they have in rigging and animation is just solid and not going
anywhere any time soon.This companies are heavily invested on their rigging
frameworks and so are their users.
They have been perfecting this workflows for decades so can't see this
changing anytime soon doesn't matter what sidefx does. It's probably as
unlikely as Houdini artists converting to Maya because of bifrost...

Now, software can die as we know it, so there really is no safe bet.
However Houdini has a much bigger market than xsi ever did,
so that's probably a good sign. Also the pace of the development is very
agile, which makes you think they guys really care about this software and
know how to look after it. The investment in marketing, new website and
forum are also good signs for me.

Best of luck, and enjoy your transition.




On Sun, 19 Feb 2017 at 18:10, Graham Bell  wrote:



See for yourself...

https://www.youtube.com/watch?v=6cYNWzQWeHU=10



And you will find hundreds of examples that showcase how good Zbrush is on
the hard surface modelling.



   - I’m still not completely convinced tbh. It’s great what people do, but
   for automotive you wouldn’t really do that. We couldn’t work like that and
   it’s actually easier to retopo from the CAD anyway.





True, Retopo has been improved a lot with the addition of the new tools but
UV work in Maya was broken last time we used it…



...that was 6 months ago so there wasn’t a lot to celebrate on my corner.



I may be missing something… what I have seen so far is small improvements
over old toolsets but I would love to see advanced bevelling, complex
boleans and in Maya that prove me wrong.


- I would say the improvements have been significant, but might depend on
the benchmark they’re marked against. NEX was implemented, then build upon,
then old legacy removed. Broken is a strong word and not 100% true, but I
agree UVs still need work, but the nips and tucks they’ve done have been
good. Feedback from Maya users was generally positive. I haven’t fully
looked at Maya 2017 yet, but comments haven’t been great.







IMHO I am afraid Modo is on a league on its own on all things modelling.



   - I would agree a lot with that, but my comparison was against more
   general usage. And for all of Modo’s power, personally I don’t see more
   widespread adoption. I always here of this mass migration away from
   Max/Maya, but I’ve yet to see it. The Foundry have to press a lot harder
   here. I think many just seem to default to Maya or Max.





Different context, AD has made sure we have to choose.



For the studios using Softimage the burden is unavoidable and the costs are
now with H16 not too dissimilar so I can see a good scenario unfolding.



For those using Maya I am not sure, I am inclined to think it would
probably depend on the work they do vs the costs to produce that work, that
will be the trigger.



Said that, the costs of freelancers, training and adaptation are different
so as long as there is talent available, this things in 

Re: Meetup for those going to the Houdini 16 launch event

2017-02-01 Thread Cristobal Infante
Same here!

On Wed, 1 Feb 2017 at 14:17, Dan Yargici  wrote:

> Gonna be heading straight from work, so probably can't make the pub... But
> I'm definitely going to be there.
>
>
> On Wed, Feb 1, 2017 at 2:08 PM, Matt Morris  wrote:
>
> Will aim to get into London in time to share a pre-event beer or 3, pub
> looks good.
>
> On 1 February 2017 at 13:10, Jonathan Moore 
> wrote:
>
> And Jonathan, thanks for the suggestion..I´m fine with that! ;) What time?
>
>
> I'm thinking around 5pm for the pub but I might have wander round the show
> earlier to see the Redshift boys.
>
> On 1 February 2017 at 12:25, Oliver Weingarten 
> wrote:
>
> Hey there!
>
> I´ll be there and hitting London around 11 a.m.
> Hope to see some old Softies over there!
>
> And Jonathan, thanks for the suggestion..I´m fine with that! ;) What time?
>
> cheers,
> oli
>
>
>
> Am 01.02.2017 um 13:18 schrieb Jonathan Moore:
>
> Hi All,
>
> Just wondering who of our London contingent are going to the Houdini 16
> launch event at Rich Mix next Monday.
>
> I used to work just around the corner at Mother and tend to use a pub on
> Redchurch Street as a meeting place for Rich Mix -* The Own & The
> Pussycat **https://goo.gl/fIQdSj * -.
>
> Anybody up for pre event swift half? Open to suggestions for an
> alternative meeting place too.
>
> jm
>
>
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Re: mountains

2017-01-12 Thread Cristobal Infante
Cool see you guys there, also Oliver is coming!

On 12 January 2017 at 17:09, Matt Morris <matt...@gmail.com> wrote:

> I'll be there, hoping to bump into some old softies ;)
>
> On 12 January 2017 at 17:05, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
>> Stay tuned to Feb 6th… I will leave it there and say no more.
>>
>>
>> Presuming you'll be in Bethnal Green on the evening of the 6th then?   ;)
>>
>> On 12 January 2017 at 16:49, Jordi Bares <jordiba...@gmail.com> wrote:
>>
>>> Stay tuned to Feb 6th… I will leave it there and say no more.
>>>
>>> jb
>>>
>>> On 12 Jan 2017, at 12:19, Chris Marshall <chrismarshal...@gmail.com>
>>> wrote:
>>>
>>> thumbs up
>>>
>>>
>>> On 12 January 2017 at 11:53, Cristobal Infante <cgc...@gmail.com> wrote:
>>>
>>>> get on your bike:
>>>>
>>>> https://vimeo.com/116364169
>>>>
>>>> On 12 January 2017 at 10:14, Chris Marshall <chrismarshal...@gmail.com>
>>>> wrote:
>>>>
>>>>> Yes sometimes I feel doing more ice is a waste of time, but as I know
>>>>> it inside out and have seriously tight deadlines, I have no time to learn
>>>>> anything else right now.
>>>>> The mountains builder works way better than I thought it would.
>>>>>
>>>>> Cheers
>>>>>
>>>>>
>>>>> On 12 January 2017 at 08:33, Morten Bartholdy <x...@colorshopvfx.dk>
>>>>> wrote:
>>>>>
>>>>>> Hi Chris,
>>>>>>
>>>>>> Thanks! It is always nice to learn some more ICE even now :) Pretty
>>>>>> nifty for throwing quick landscapes together.
>>>>>>
>>>>>> Cheers
>>>>>> Morten
>>>>>>
>>>>>>
>>>>>> > Den 10. januar 2017 klokken 18:09 skrev Chris Marshall <
>>>>>> chrismarshal...@gmail.com>:
>>>>>> >
>>>>>> >
>>>>>> > Here you go. A bit thrown together. Reduce the resolution of the
>>>>>> main grid
>>>>>> > to make it more interactive.
>>>>>> >
>>>>>> > https://dl.dropboxusercontent.com/u/76099539/mountains-test-1.zip
>>>>>> >
>>>>>> >
>>>>>> > On 10 January 2017 at 15:39, Chris Marshall <
>>>>>> chrismarshal...@gmail.com>
>>>>>> > wrote:
>>>>>> >
>>>>>> > > Thanks. This solution is good because it's almost realtime to
>>>>>> generate and
>>>>>> > > I can quickly draw the curves that define the mountain ranges etc.
>>>>>> > > It essentially uses the distance between the curves and surface
>>>>>> to push up
>>>>>> > > the peaks. Then some turbulence multiplied in there, plus I've
>>>>>> added a null
>>>>>> > > to act as a height centre for the highest peak.
>>>>>> > >
>>>>>> > > On 10 January 2017 at 14:58, Morten Bartholdy <
>>>>>> x...@colorshopvfx.dk> wrote:
>>>>>> > >
>>>>>> > >> Hey that's pretty cool. Care to share a screenshot of the ICE
>>>>>> Tree?
>>>>>> > >> BTW WorldMachine was mentioned and I have to say it is pretty
>>>>>> addictive
>>>>>> > >> and fairly easy to get decent results from it.
>>>>>> > >>
>>>>>> > >> Morten
>>>>>> > >>
>>>>>> > >>
>>>>>> > >>
>>>>>> > >> > Den 10. januar 2017 klokken 15:50 skrev Chris Marshall <
>>>>>> > >> chrismarshal...@gmail.com>:
>>>>>> > >> >
>>>>>> > >> >
>>>>>> > >> > Here's what I managed to make. None of Andy's Diamond stuff,
>>>>>> just a
>>>>>> > >> curve
>>>>>> > >> > to define the main ridge, in this render a spiral, and some
>>>>>> other
>>>>>> > >> smaller
>>>>>> > >> > curves to define some minor spurs off it.
>>>>&g

Re: mountains

2017-01-12 Thread Cristobal Infante
get on your bike:

https://vimeo.com/116364169

On 12 January 2017 at 10:14, Chris Marshall 
wrote:

> Yes sometimes I feel doing more ice is a waste of time, but as I know it
> inside out and have seriously tight deadlines, I have no time to learn
> anything else right now.
> The mountains builder works way better than I thought it would.
>
> Cheers
>
>
> On 12 January 2017 at 08:33, Morten Bartholdy  wrote:
>
>> Hi Chris,
>>
>> Thanks! It is always nice to learn some more ICE even now :) Pretty nifty
>> for throwing quick landscapes together.
>>
>> Cheers
>> Morten
>>
>>
>> > Den 10. januar 2017 klokken 18:09 skrev Chris Marshall <
>> chrismarshal...@gmail.com>:
>> >
>> >
>> > Here you go. A bit thrown together. Reduce the resolution of the main
>> grid
>> > to make it more interactive.
>> >
>> > https://dl.dropboxusercontent.com/u/76099539/mountains-test-1.zip
>> >
>> >
>> > On 10 January 2017 at 15:39, Chris Marshall 
>> > wrote:
>> >
>> > > Thanks. This solution is good because it's almost realtime to
>> generate and
>> > > I can quickly draw the curves that define the mountain ranges etc.
>> > > It essentially uses the distance between the curves and surface to
>> push up
>> > > the peaks. Then some turbulence multiplied in there, plus I've added
>> a null
>> > > to act as a height centre for the highest peak.
>> > >
>> > > On 10 January 2017 at 14:58, Morten Bartholdy 
>> wrote:
>> > >
>> > >> Hey that's pretty cool. Care to share a screenshot of the ICE Tree?
>> > >> BTW WorldMachine was mentioned and I have to say it is pretty
>> addictive
>> > >> and fairly easy to get decent results from it.
>> > >>
>> > >> Morten
>> > >>
>> > >>
>> > >>
>> > >> > Den 10. januar 2017 klokken 15:50 skrev Chris Marshall <
>> > >> chrismarshal...@gmail.com>:
>> > >> >
>> > >> >
>> > >> > Here's what I managed to make. None of Andy's Diamond stuff, just a
>> > >> curve
>> > >> > to define the main ridge, in this render a spiral, and some other
>> > >> smaller
>> > >> > curves to define some minor spurs off it.
>> > >> >
>> > >> >
>> > >> > On 10 January 2017 at 13:21, Chris Marshall <
>> chrismarshal...@gmail.com>
>> > >> > wrote:
>> > >> >
>> > >> > > oh yes. Interesting. I've managed to modify that and
>> incporporate it
>> > >> into
>> > >> > > something I'd started to build. Looks like it might work,
>> possibly.
>> > >> > > Thanks Morten
>> > >> > >
>> > >> > > On 10 January 2017 at 13:01, Morten Bartholdy <
>> x...@colorshopvfx.dk>
>> > >> wrote:
>> > >> > >
>> > >> > >> This one? :
>> > >> > >>
>> > >> > >> Diamond-Square Terrain Generator
>> > >> > >>
>> > >> > >> http://rray.de/xsi/ - search terrain
>> > >> > >>
>> > >> > >>
>> > >> > >> Morten
>> > >> > >>
>> > >> > >>
>> > >> > >>
>> > >> > >>
>> > >> > >> > Den 10. januar 2017 klokken 13:11 skrev adrian wyer <
>> > >> > >> adrian.w...@fluid-pictures.com>:
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > it was a little ppg that you could layer up fractals to
>> displace a
>> > >> > >> grid.
>> > >> > >> > kind of like world machine but inside soft
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > a
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > Adrian Wyer
>> > >> > >> > Fluid Pictures
>> > >> > >> > 4th Floor
>> > >> > >> > 4 Bath Place
>> > >> > >> > Rivington Street
>> > >> > >> > London
>> > >> > >> > EC2A 3DR
>> > >> > >> > ++44(0) 207 580 0829
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > adrian.w...@fluid-pictures.com
>> > >> > >> >
>> > >> > >> > www.fluid-pictures.com
>> > >> > >> > > > >> > >> id-pictures.com/
>> > >> > >> > >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > Fluid Pictures Limited is registered in England and Wales.
>> > >> > >> > Company number:5657815
>> > >> > >> > VAT number: 872 6893 71
>> > >> > >> >
>> > >> > >> >   _
>> > >> > >> >
>> > >> > >> > From: softimage-boun...@listproc.autodesk.com
>> > >> > >> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
>> > >> Chris
>> > >> > >> Marshall
>> > >> > >> > Sent: 10 January 2017 12:09
>> > >> > >> > To: Official Softimage Users Mailing
>> > >> > >> > List.https://groups.google.com/forum/#!forum/xsi_list
>> > >> > >> > Subject: Re: mountains
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > possibly. Was that it? Did it work with the FX Tree? I'm
>> > >> struggling to
>> > >> > >> > remember the workflow.
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > On 10 January 2017 at 12:07, adrian wyer <
>> > >> adrian.w...@fluid-pictures.co
>> > >> > >> m>
>> > >> > >> > wrote:
>> > >> > >> >
>> > >> > >> > are you thinking of the GEM landscape addon?
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > a
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > Adrian Wyer
>> > >> > >> > Fluid Pictures
>> > >> > >> > 4th Floor
>> > >> > >> > 4 

Re: Xsi to Houdini Quick Start Tutorials

2017-01-12 Thread Cristobal Infante
I could you show a similar setup in Houdini, but I am nowhere as eloquent
as the MASTER Bradley Gabe...

Also you must forget everything you know (state
Machines, bla bla).



On Thu, 12 Jan 2017 at 11:34, Chris Marshall 
wrote:

> indeed!
>
> On 12 January 2017 at 11:17, Rob Chapman  wrote:
>
> IMHO one of the best tutorials for ICE that got me fired up back in
>
>
> the day with that 'aha' moment  was Brad Gabe's "An artist tour
>
>
> Production primer"
>
>
>
>
>
>
>
>
>
>
>
> 8 years ago. wowsers
>
>
>
>
>
>
>
>
>
>
>
> On 12 January 2017 at 11:06, Olivier Jeannel 
> wrote:
>
>
> > Hi Chris,
>
>
> > I've already posted this, but since you're talking about :
>
>
> > https://vimeo.com/158037926
>
>
> >
>
>
> > 2017-01-12 12:03 GMT+01:00 :
>
>
> >>
>
>
> >> Hi Chris,
>
>
> >>
>
>
> >> That it what I'm trying to do with the Xsi to Houdini videos. Is there
>
>
> >> something in particular you were thinking about?
>
>
> >>
>
>
> >> Cheers
>
>
> >>
>
>
> >> Skickat från min iPhone
>
>
> >>
>
>
> >> 12 jan. 2017 kl. 10:17 skrev Chris Marshall  >:
>
>
> >>
>
>
> >> For those of us who are keen to switch to something that has some
>
>
> >> similarities to ICE, is there a way of doing some tutorials of the
> basics of
>
>
> >> simple effects done in ICE remade in Houdini?
>
>
> >>
>
>
> >> On 12 January 2017 at 00:11,  wrote:
>
>
> >>>
>
>
> >>> Thanks, suggestions are welcomed :)
>
>
> >>>
>
>
> >>> 11 jan. 2017 kl. 22:45 skrev Olivier Jeannel :
>
>
> >>>
>
>
> >>> Really super,
>
>
> >>> wrote you a little request ;)
>
>
> >>>
>
>
> >>> 2016-12-29 0:02 GMT+01:00 javier gonzalez :
>
>
> 
>
>
>  Good timing!!! Thanks
>
>
> 
>
>
>  2016-12-28 17:19 GMT-05:00, nikaragua86 :
>
>
>  > great! thank you for sharing!
>
>
>  >
>
>
>  > 2016-12-29 0:58 GMT+03:00 :
>
>
>  >
>
>
>  >> Hi all,
>
>
>  >>
>
>
>  >> For the people who are switching to Houdini, I've created a
> tutorial
>
>
>  >> blog
>
>
>  >> where I've posted some short quick start tutorials to get you
> going.
>
>
>  >> Only
>
>
>  >> a
>
>
>  >> few so far, but more will come later.  I hope you'll find them
>
>
>  >> useful.
>
>
>  >>
>
>
>  >> http://shortandsweet3d.blogspot.co.uk/?m=1
>
>
>  >>
>
>
>  >> Cheers
>
>
>  >> Mikael
>
>
>  >>
>
>
>  >>
>
>
>  >>
>
>
>  >> --
>
>
>  >> Softimage Mailing List.
>
>
>  >> To unsubscribe, send a mail to
>
>
>  >> softimage-requ...@listproc.autodesk.com
>
>
>  >> with "unsubscribe" in the subject, and reply to confirm.
>
>
>  >>
>
>
>  >
>
>
>  --
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> >>>
>
>
> >>>
>
>
> >>> --
>
>
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> >>> with "unsubscribe" in the subject, and reply to confirm.
>
>
> >>
>
>
> >>
>
>
> >>
>
>
> >>
>
>
> >> --
>
>
> >> Chris Marshall
>
>
> >> Mint Motion Limited
>
>
> >> 029 20 37 27 57
>
>
> >> 07730 533 115
>
>
> >> www.mintmotion.co.uk
>
>
> >> www.dot3d.com
>
>
> >>
>
>
> >>
>
>
> >> --
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>
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> >>
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> >> --
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> >
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> >
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> > --
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Re: Softimage mailing 2016 year in review

2017-01-10 Thread Cristobal Infante
By the way, for the people in London, there is a Houdini 16 Launch event on
the 6th of Feb. Let me know if you want to go and I will send you the link
:)


On Tue, 10 Jan 2017 at 14:00, Dan Yargici  wrote:

I agree, but it's more of a dip in and out format IMO.  I think if you had
a problem that you needed help solving fast, it would probably be one of
the best places to go.

On Tue, Jan 10, 2017 at 1:03 PM, Olivier Jeannel 
wrote:

signed too, it's a bit a mess to follow.

2017-01-10 14:00 GMT+01:00 Tim Bolland :















Thank you, just signed up.










--


*From:* softimage-boun...@listproc.autodesk.com <
softimage-boun...@listproc.autodesk.com> on behalf of Dan Yargici <
danyarg...@gmail.com>


*Sent:* 10 January 2017 12:08



*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list


*Subject:* Re: Softimage mailing 2016 year in review









Sorry, yeah.  Maybe this is the correct link:






https://discordapp.com/invite/b8U5Hdy



















On Tue, Jan 10, 2017 at 12:04 PM, Rob Chapman

 wrote:




hmm seems like you need an official 'invite' or something to join or add
another discord server other than your own?









On 10 January 2017 at 11:50, Olivier Jeannel

 wrote:




Hi Dan,

I installed your "thing", but what should I do to "see" you guys ?











2017-01-10 12:30 GMT+01:00 Dan Yargici :




Hey Tim!






Also check out the discord server that someone set up recently.  It's
actually quite active and pleasant/feature-rich to use.






There are some good people one there and SideFX employees also.







I haven't been massively involved there but it feels like the future for
this type of forum/discussion mashup if you ask me.  You can chat directly
with other users on there also.







https://discordapp.com/channels/230123485668573184/231835631058157570




















On Tue, Jan 10, 2017 at 11:21 AM, Tim Bolland

 wrote:
















Thanks guys :)










--




*From:*

softimage-boun...@listproc.autodesk.com <
softimage-boun...@listproc.autodesk.com> on behalf of

Rob Chapman 


*Sent:* 10 January 2017 11:06


*To:* Official Softimage Users Mailing List.

https://groups.google.com/forum/#!forum/xsi_list


*Subject:* Re: Softimage mailing 2016 year in review










just joined, need just subscribe written in the body, nothing in the header














On 10 January 2017 at 11:02, Olivier Jeannel

 wrote:




sidefx-houdini-l...@sidefx.com

























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Re: thickness - avoiding self intersections

2016-12-12 Thread Cristobal Infante
Once you use vdb, than all the uv data is gone so as Christopher is saying
you must attribute
Transfer those uv back to your new
Mesh. Depending how much your topology changed this operation will work
nicely or not.

Send me a hip file if you want :)

On Mon, 12 Dec 2016 at 15:57, Jonathan Moore 
wrote:

> I find QuickThickness (on rray) to be pretty reliable.
>
>
>
> You'll need to flip the normals on the inside surface but it avoids self
> intersections and remains parallel (as long as you're not adding too much
> thickness for the topological layout of the points).
>
> http://traypen.com/rr/bak/eistan/quickThickness_v1.6.xsiaddon
>
> On 12 December 2016 at 15:50, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
> Have you tried using `AttribTransfer SOP` to transfer the UVs from the
> original mesh onto the output of the node 'polyreduce1', and then merging?
>
>
> On 12 December 2016 at 22:41, toonafish  wrote:
>
> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
>
>
> -Ronald
>
>
>
>
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some of
> the attribute values may not be initialized to expected values, i.e.: name,
> path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so any
> help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
> Hey everybody,
>
> what are your choices when it comes to thickness/solidify (or whatever you
> call it) geometry?
> What software/operator or plugin you find most reliable to ouput a good
> geo?
>
> I'm doing some fracture work lately, and I've always had problems to
> solidify complex geometry (with varying thickness/sharp angles and
> corners/etc). It ends up self-intersecting the inside part, which obviusly
> causes problems when you have to shatter later on.
>
> Here's a good example, this is a corner piece from a rubiks cube (left
> original, right solidified, bottom isolated internal result geo):
>
> 
>
> I've tried some options like:
>
> - apply the operator, then select the internal part and relax/smooth the
> geo (not ideal, since it starts to degrade the original shape, to the point
> it starts creating some internal/external intersections in some areas)
>
> - using blender, that has a nice feature on its thickness operator called
> "clamp". It is exaclty what I need, but it's limited and does not work good
> in this piece for some reason.
>
> I'm sure there are more smart options out there...maybe a vdb stuff for
> the internal part, then converting it back to geo, but I'm out of ideas
> right now.
>
> How would you approach this ? (mesh is attached, in case someone wants to
> give it a shot).
>
> Thanks a lot guys!
>
>
>
>
>
> --
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>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
>
>
>
>
> --
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>
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Re: Exploding fractured mesh

2016-11-03 Thread Cristobal Infante
Just out of curiosity, do you need the pieces to then fall or fly away?

Using the normal as inital vel?

Best,
Cris


On 3 November 2016 at 16:00, Orlando Esponda <orlando.espo...@gmail.com>
wrote:

> Have you tried with Momentum?  Your description sounds like the perfect
> job for it.
>
> El jue., nov. 3, 2016 9:55 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> escribió:
>
>> It was long ago and I know Houdini has progressed immensely, but from
>> what I hear you still have to use expressions a lot, and I am much more a
>> connect nodes and click buttons guy. It is awesome what can be done with
>> Houdini, but it is just not very userfriendly that you have to remember or
>> keep a repository of expressions to get things done.
>>
>> I wish it they would make an effort to get everything working with their
>> nodes so it would just be a matter of connecting them right - how hard
>> would that be, since the functionality is there..?
>>
>> //Morten
>>
>>
>>
>>
>> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
>> cgc...@gmail.com>:
>> >
>> >
>> > "To get anything working"
>> >
>> > That's simply not true. Yes you can use some expressions here and there,
>> > and some of it is the houdini way. Once you learn expression they make
>> your
>> > life easier. I personally use Evernote to write them down, eventually
>> you
>> > will learn them.
>> >
>> > The setup you described can be done with no expressions at all.. Up to
>> you
>> > though ;)
>> >
>> >
>> > On 3 November 2016 at 14:43, Morten Bartholdy <x...@colorshopvfx.dk
>> > <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> wrote:
>> >
>> > > Well yes, I am sure Houdini is up to the task, and almost as sure I
>> am not
>> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
>> because
>> > > you have to type in expressions here and there to get anything
>> working, and
>> > > I am just not the syntax type.
>> > >
>> > > I actually found that Gustavo Eggert Boehs fine Motion Tools probably
>> can
>> > > do what I want, so I will give that a spin.
>> > >
>> > > //Morten
>> > >
>> > >
>> > >
>> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
>> > > cgc...@gmail.com <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com');>>:
>> > > >
>> > > >
>> > > > This would be very straight forward in houdini, and possibly a good
>> > > > exercise to get going ;)
>> > > >
>> > > > On 3 November 2016 at 13:19, Morten Bartholdy <x...@colorshopvfx.dk
>> > > <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> wrote:
>> > > >
>> > > > > I am trying to put together an effect where I need to explode
>> > > prefractured
>> > > > > chunks of geometry from a mesh.
>> > > > >
>> > > > > Ideally it should be controllable so I can move a null o an object
>> > > around
>> > > > > and start bits flying off away from the original unfractured
>> objects
>> > > > > surface along the normals.
>> > > > >
>> > > > > I Have fractured the bits and used Julian Johnsons excellent
>> Faster
>> > > > > Polygon Islands operator to generate particles and lock the
>> chunks to
>> > > the
>> > > > > particles. This setup works fine in a non simulated tree where I
>> can do
>> > > > > nonsimulated effects like turbulizing the position of the
>> particles
>> > > with
>> > > > > emtool_turbulize_position, but I need to make it simulated, apply
>> some
>> > > > > forces, and use some sort of inititalizing object for the effect,
>> so
>> > > it can
>> > > > > be animated to grow from one place on the geoemtry and spread out
>> over
>> > > the
>> > > > > surface.
>> > > > >
>> > > > > I can't really figure out how to take the pointcloud generated by
>> > > Julians
>> > > > > emVI_Create Particles from Island Centres and explode the
>> particles. Is
>> > > > > there perhaps a tutorial somewhere or a different method for
>> attaching

Exploding fractured mesh

2016-11-03 Thread Cristobal Infante
"To get anything working"

That's simply not true. Yes you can use some expressions here and there,
and some of it is the houdini way. Once you learn expression they make your
life easier. I personally use Evernote to write them down, eventually you
will learn them.

The setup you described can be done with no expressions at all.. Up to you
though ;)


On 3 November 2016 at 14:43, Morten Bartholdy <x...@colorshopvfx.dk
<javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> wrote:

> Well yes, I am sure Houdini is up to the task, and almost as sure I am not
> ;-)  I tried a bit of Houdini tutorial once and quickly got stuck because
> you have to type in expressions here and there to get anything working, and
> I am just not the syntax type.
>
> I actually found that Gustavo Eggert Boehs fine Motion Tools probably can
> do what I want, so I will give that a spin.
>
> //Morten
>
>
>
> > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> cgc...@gmail.com <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com');>>:
> >
> >
> > This would be very straight forward in houdini, and possibly a good
> > exercise to get going ;)
> >
> > On 3 November 2016 at 13:19, Morten Bartholdy <x...@colorshopvfx.dk
> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> wrote:
> >
> > > I am trying to put together an effect where I need to explode
> prefractured
> > > chunks of geometry from a mesh.
> > >
> > > Ideally it should be controllable so I can move a null o an object
> around
> > > and start bits flying off away from the original unfractured objects
> > > surface along the normals.
> > >
> > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > Polygon Islands operator to generate particles and lock the chunks to
> the
> > > particles. This setup works fine in a non simulated tree where I can do
> > > nonsimulated effects like turbulizing the position of the particles
> with
> > > emtool_turbulize_position, but I need to make it simulated, apply some
> > > forces, and use some sort of inititalizing object for the effect, so
> it can
> > > be animated to grow from one place on the geoemtry and spread out over
> the
> > > surface.
> > >
> > > I can't really figure out how to take the pointcloud generated by
> Julians
> > > emVI_Create Particles from Island Centres and explode the particles. Is
> > > there perhaps a tutorial somewhere or a different method for attaching
> > > geometry to particles and simulate them, either just straight forward
> or as
> > > Bullet RBDs?
> > >
> > > Thanks.
> > >
> > >
> > > //Morten
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> <javascript:_e(%7B%7D,'cvml','softimage-requ...@listproc.autodesk.com');>
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > --
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Re: Exploding fractured mesh

2016-11-03 Thread Cristobal Infante
This would be very straight forward in houdini, and possibly a good
exercise to get going ;)

On 3 November 2016 at 13:19, Morten Bartholdy  wrote:

> I am trying to put together an effect where I need to explode prefractured
> chunks of geometry from a mesh.
>
> Ideally it should be controllable so I can move a null o an object around
> and start bits flying off away from the original unfractured objects
> surface along the normals.
>
> I Have fractured the bits and used Julian Johnsons excellent Faster
> Polygon Islands operator to generate particles and lock the chunks to the
> particles. This setup works fine in a non simulated tree where I can do
> nonsimulated effects like turbulizing the position of the particles with
> emtool_turbulize_position, but I need to make it simulated, apply some
> forces, and use some sort of inititalizing object for the effect, so it can
> be animated to grow from one place on the geoemtry and spread out over the
> surface.
>
> I can't really figure out how to take the pointcloud generated by Julians
> emVI_Create Particles from Island Centres and explode the particles. Is
> there perhaps a tutorial somewhere or a different method for attaching
> geometry to particles and simulate them, either just straight forward or as
> Bullet RBDs?
>
> Thanks.
>
>
> //Morten
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: 3d scanning - shoes etc.

2016-11-03 Thread Cristobal Infante
This guys are one of the best around:

http://fbfx.co.uk/

On 3 November 2016 at 11:29, Adam Seeley  wrote:

> Hi Folks,
>
> Wondered if anyone could recommend a well good pukka 3d scanning company?
>
>
> I may need a trainer scanned and would like the most useful data I can get
> out of it.
>
> Textures/ normals/ displacement etc.
>
>
> If they can provide post processing like clean-up / material separations
> it woudl be good to know as well.
>
> Many thanks,
>
> A.
>
> --
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Re: Soft 2 Houdini acronyms

2016-10-11 Thread Cristobal Infante
The only similarity you will find with ICE is the vector context called
VOPSOP.

Inside POPs (particles) you can also use them, they are called POPVOPs.

But the general framework is different. It won't take long to understand
them.

I can recommend you start with Adam Swabs tutorials at helloluxx.



On Tuesday, 11 October 2016, Chris Marshall 
wrote:

> Hi All,
> There's the obvious visual similarities between ICE and Houdinis networks,
> but in terms of particles, how similar are they? For instance if I start
> with one of the built in Fireworks operators in Houdini, why are there two
> nodes created, the AutoDOPNetwork and FireworksParticles?
> Is there a comparison between using particles in ICE and Houdini anywhere?
>
> Thanks
> Chris
>
>
> On 10 October 2016 at 13:38, Chris Marshall  > wrote:
>
>> I can imagine that!
>>
>> Maybe the Houdini help file could have an 'Acronym's for Morons' page?
>>
>> cheers
>>
>>
>>
>>
>> On 10 October 2016 at 13:22, Jordi Bares > > wrote:
>>
>>> One more thing… it is really true that the acronyms don’t help but when
>>> you try to explain things to others it is very helpful these are so short
>>> although I must confess if you do it on the tube you will look like a moron.
>>> jb
>>>
>>> On 10 Oct 2016, at 13:20, Jordi Bares >> > wrote:
>>>
>>> A few hints
>>>
>>> On 10 Oct 2016, at 12:58, Chris Marshall >> > wrote:
>>>
>>> OK So I'm getting somewhere, slowly, which is positive.
>>> The acronyms aren't helping
>>>
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
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>>> 
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>> www.dot3d.com
>>
>>
>>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
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Re: Houdini 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Cristobal Infante
don't see why not, that's the beauty of Arnold after all ;)

On 10 October 2016 at 17:51, Morten Bartholdy <x...@colorshopvfx.dk> wrote:

> .ass - hmmm. We are just looking into it. Would the .ass sequence work
> with Arnold shaders from Houdini when rendering in XSI?
>
> If so problem would be solved.
>
> Best
> Morten
>
>
> > Den 10. oktober 2016 klokken 18:40 skrev Cristobal Infante <
> cgc...@gmail.com>:
> >
> >
> > Hi Morten,
> >
> > Don't think it should be so complicated from the houdini side at least.
> > Obviously the R will be worth it depending on the amount of shots you
> are
> > doing.
> >
> > Dop import is the node in Houdini that imports the data from the dop
> > network (simulation node).  There is a mode called "Create points to
> > represent geometry" this will give you a point per piece when using
> packed
> > geometry.
> >
> > Also have you considered exporting an .ass secuence?
> >
> > Best,
> > Cris
> >
> >
> > On 10 October 2016 at 17:31, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
> >
> > > Hi Christobal,
> > >
> > > Arnold in XSI, and it is exactly a licensing issue, plus we would like
> to
> > > be able to do this for future purposes too - XSI will live a long time
> > > here. I get the part about just moving the particle data and using XSI
> > > instances. I am not sure we have the tech skills to make it work, but
> will
> > > look into it. Dop import - do you mean to extract points in Houdini or
> is
> > > that an ICE node?
> > >
> > > Thanks for the tips so far - doesn't exactly look like a walk in the
> park
> > > though :)
> > >
> > > Morten
> > >
> > >
> > >
> > > > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
> > > cgc...@gmail.com>:
> > > >
> > > >
> > > > Hi Morten,
> > > >
> > > > What are you rendering with?
> > > >
> > > > Sorry I don't know exactly how to transfer the attributes but it
> should
> > > be
> > > > possible with alembic?
> > > > I've never went back to xsi to be honest ;).
> > > >
> > > > In terms of workflow, ideally you will export only center points
> from the
> > > > legos into xsi. You can use a dop import, and choose only to grab
> center
> > > > points to retrieve them.
> > > > Each point would have lego type, lego color attributes and then you
> would
> > > > instance in xsi your lego pieces. If you try to export the geo, you
> will
> > > > probably clog the pipeline and go crazy.
> > > >
> > > > I agree with Jordi, life is so much easier when fx/rendering are
> done in
> > > > houdini,  however is good to be adaptable.
> > > > Even in big studios lighters have to use Maya/others because of
> licensing
> > > > issues (not enough houdini licenses) or simply the team .
> > > >
> > > > Best,
> > > > Cris
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > On 10 October 2016 at 16:48, Morten Bartholdy <x...@colorshopvfx.dk>
> > > wrote:
> > > >
> > > > > We would like to render explosions made in Houdini in XSI. The
> catch
> > > is it
> > > > > is Lego explosions, ie. the volumetric is represented by Lego
> bricks in
> > > > > colors derived from the heat data from the Houdini sim. It all
> works
> > > and
> > > > > renders fine in Houdini, but for pipeline issues we would like to
> move
> > > the
> > > > > geometry to XSI and render there. Problem is we have color
> attributes
> > > in
> > > > > Houdini which we need to transfer too.
> > > > >
> > > > > We are thinking of using alembic as cache format, but we don't
> know how
> > > > > the color attributes should be written in Houdini nor how to read
> that
> > > in
> > > > > XSI.
> > > > >
> > > > > Have any of you Houdini peeps done something similar or know which
> > > route
> > > > > to take?
> > > > >
> > > > > Thanks!
> > > > >
> > > > > best
> > > > > Morten
> > > > > --
> > > > > Softimage Mailing List.
> > > > > To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > > > > with "unsubscribe" in the subject, and reply to confirm.
> > > > >
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > > --
> > > Softimage Mailing List.
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> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
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Re: Houdini 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Cristobal Infante
Hi Morten,

Don't think it should be so complicated from the houdini side at least.
Obviously the R will be worth it depending on the amount of shots you are
doing.

Dop import is the node in Houdini that imports the data from the dop
network (simulation node).  There is a mode called "Create points to
represent geometry" this will give you a point per piece when using packed
geometry.

Also have you considered exporting an .ass secuence?

Best,
Cris


On 10 October 2016 at 17:31, Morten Bartholdy <x...@colorshopvfx.dk> wrote:

> Hi Christobal,
>
> Arnold in XSI, and it is exactly a licensing issue, plus we would like to
> be able to do this for future purposes too - XSI will live a long time
> here. I get the part about just moving the particle data and using XSI
> instances. I am not sure we have the tech skills to make it work, but will
> look into it. Dop import - do you mean to extract points in Houdini or is
> that an ICE node?
>
> Thanks for the tips so far - doesn't exactly look like a walk in the park
> though :)
>
> Morten
>
>
>
> > Den 10. oktober 2016 klokken 18:21 skrev Cristobal Infante <
> cgc...@gmail.com>:
> >
> >
> > Hi Morten,
> >
> > What are you rendering with?
> >
> > Sorry I don't know exactly how to transfer the attributes but it should
> be
> > possible with alembic?
> > I've never went back to xsi to be honest ;).
> >
> > In terms of workflow, ideally you will export only center points from the
> > legos into xsi. You can use a dop import, and choose only to grab center
> > points to retrieve them.
> > Each point would have lego type, lego color attributes and then you would
> > instance in xsi your lego pieces. If you try to export the geo, you will
> > probably clog the pipeline and go crazy.
> >
> > I agree with Jordi, life is so much easier when fx/rendering are done in
> > houdini,  however is good to be adaptable.
> > Even in big studios lighters have to use Maya/others because of licensing
> > issues (not enough houdini licenses) or simply the team .
> >
> > Best,
> > Cris
> >
> >
> >
> >
> >
> > On 10 October 2016 at 16:48, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
> >
> > > We would like to render explosions made in Houdini in XSI. The catch
> is it
> > > is Lego explosions, ie. the volumetric is represented by Lego bricks in
> > > colors derived from the heat data from the Houdini sim. It all works
> and
> > > renders fine in Houdini, but for pipeline issues we would like to move
> the
> > > geometry to XSI and render there. Problem is we have color attributes
> in
> > > Houdini which we need to transfer too.
> > >
> > > We are thinking of using alembic as cache format, but we don't know how
> > > the color attributes should be written in Houdini nor how to read that
> in
> > > XSI.
> > >
> > > Have any of you Houdini peeps done something similar or know which
> route
> > > to take?
> > >
> > > Thanks!
> > >
> > > best
> > > Morten
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > --
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Re: Houdini 2 Soft Q - how to write/read Houdini attributes in XSI?

2016-10-10 Thread Cristobal Infante
Hi Morten,

What are you rendering with?

Sorry I don't know exactly how to transfer the attributes but it should be
possible with alembic?
I've never went back to xsi to be honest ;).

In terms of workflow, ideally you will export only center points from the
legos into xsi. You can use a dop import, and choose only to grab center
points to retrieve them.
Each point would have lego type, lego color attributes and then you would
instance in xsi your lego pieces. If you try to export the geo, you will
probably clog the pipeline and go crazy.

I agree with Jordi, life is so much easier when fx/rendering are done in
houdini,  however is good to be adaptable.
Even in big studios lighters have to use Maya/others because of licensing
issues (not enough houdini licenses) or simply the team .

Best,
Cris





On 10 October 2016 at 16:48, Morten Bartholdy  wrote:

> We would like to render explosions made in Houdini in XSI. The catch is it
> is Lego explosions, ie. the volumetric is represented by Lego bricks in
> colors derived from the heat data from the Houdini sim. It all works and
> renders fine in Houdini, but for pipeline issues we would like to move the
> geometry to XSI and render there. Problem is we have color attributes in
> Houdini which we need to transfer too.
>
> We are thinking of using alembic as cache format, but we don't know how
> the color attributes should be written in Houdini nor how to read that in
> XSI.
>
> Have any of you Houdini peeps done something similar or know which route
> to take?
>
> Thanks!
>
> best
> Morten
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Soft 2 Houdini

2016-10-07 Thread Cristobal Infante
soft 2 Houdini all the way.. let us know if you need any help.

On Friday, 7 October 2016, Jordi Bares  wrote:

> BTW, I will start working on a fully revamped version soon so stay tuned
> via my Twitter account
>
> @jordibares
>
> or SideFX forums
>
> Jb
>
> On 7 Oct 2016, at 15:03, Olivier Jeannel  > wrote:
>
> Shameless self promotion, but https://vimeo.com/158037926
>
> On Fri, Oct 7, 2016 at 3:36 PM, Chris Marshall  > wrote:
>
>> Perfect
>> Thanks
>>
>> On 7 October 2016 at 14:29, Leendert A. Hartog > > wrote:
>>
>>> https://archive.sidefx.com/index.php?option=com_content
>>> =view=2711=166
>>>
>>> Greetz
>>> Leendert
>>> AKA Hirazi Blue
>>>
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Re: OT Model shelf in Houdini missing

2016-09-30 Thread Cristobal Infante
I have had issue like this before when I messed up with my python
variables. I couldn't see any of the shelves actually.

Have you been messing about with those?

On 30 September 2016 at 12:58, Sandy Sutherland 
wrote:

> Mmm ok - don't have apprentice, so not sure if it should be there - should
> imagine so, but cannot check for you - maybe someone else here is running
> apprentice?
>
> S.
>
> On Fri, Sep 30, 2016 at 12:55 PM, Chris Marshall <
> chrismarshal...@gmail.com> wrote:
>
>> This is the Apprentice version
>>
>> On 30 September 2016 at 12:54, Sandy Sutherland <
>> sandy.mailli...@gmail.com> wrote:
>>
>>> Model should always be there in both hescape and hmaster.
>>>
>>> S.
>>>
>>> On Fri, Sep 30, 2016 at 12:53 PM, Lawrence Jaeger <
>>> rence.jae...@gmail.com> wrote:
>>>
 I have had shelf items not being there before, I realized after some
 time I wasn't launching "Houdini FX", I was launching "Houdini"
 Not sure if that helps..

 On Fri, Sep 30, 2016 at 1:49 PM, Sandy Sutherland <
 sandy.mailli...@gmail.com> wrote:

> Chris are you doing anything funky on launching Houdini??  You should
> be in build or model desktop and should see icons along the top below the
> menus?  if you do and Model is not there, you can click the + to right of
> the tool tab bunch and should find Model there?
>
> S.
>
> On Fri, Sep 30, 2016 at 12:37 PM, Chris Marshall <
> chrismarshal...@gmail.com> wrote:
>
>> Hi All,
>> I'm just starting with Houdini, and the second tutorial on modeling
>> is revolving a curve. So i don't appear to have a Model Shelf? That's a
>> strange thing.
>>
>> Can anyone help?
>>
>> Thanks
>> Chris
>>
>>
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 --
 Lawrence Jaeger
 Drummer | 3D Graphics | Motion Designer
 Grassy Spark
 CELL: (+2772) 199 9110

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Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September 16th in Siegen/Germany

2016-09-13 Thread Cristobal Infante
I am glad I managed to make it a couple of years ago, shame I couldn't do a
repeat but life got busy.

I have to tell you, you do an excellent job at producing this events.
Everything was super well organized, and I remember the lunch being pretty
awesome.

All the best Oli, I am sure will meet again!



On 13 September 2016 at 11:11, patrick nethercoat 
wrote:

> Yeah, our community was so great because of this kind of effort.
> So long and thanks for all the ÜberTages.
>
> On 13 September 2016 at 11:07, philipp seis  wrote:
>
>> thanks for the passion you put this !
>>
>> 2016-09-13 11:25 GMT+02:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>>> Same as Pooby :(
>>>
>>> On 13 September 2016 at 10:59,  wrote:
>>>
 I never went, as its too far to travel for me, being in the UK, but I
 always
 enjoyed the videos and news from it and admire you for having gone to
 the
 effort.

 Thanks and best wishes

 Paul

 -Original Message-
 From: Andy Nicholas
 Sent: Tuesday, September 13, 2016 9:49 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September
 16th in Siegen/Germany

 Hi Oliver,
 Yep, I was sorry to never be able to make it out, but I thought you put
 an amazing amount of effort into putting it on. Well done for keeping it
 going all those years. I'm sure there are a lot of people, myself
 included, who are very appreciative of your efforts.

 A


 On 13/09/2016 09:22, Oliver Weingarten wrote:
 > Hey folks!
 >
 > Due to the low interest in our meeting this year, I made the decision
 to
 > end it after this event taking place coming Friday.
 > I organized this event for 8 years and it was always fun and pleasure
 to
 > meet so many nice people here. I´m thankful for so many good things.
 We
 > had great talks and a pretty nice time together. Though, it´s hard to
 > see Softimage and its community die out slowly and there is no way to
 > stop, or even slow it down a little. My effort to transform the SI
 > meeting to an open 3D usermeeting did not succeed in the end. There
 > seems not enough motivation out there to make the effort, to take that
 > day(or two) to come over and take part. I totally understand that.
 > Thanks for all the support from sponsors and all the people who were
 > speaking and sharing stuff with us. Thanks to those, who visited us
 and
 > took part. Thanks a lot an take care! Maybe we will met in some other
 > kind of meeting ;)
 >
 > Anyway, looking forward to this Friday and meeting some of you guys
 > again in the old spirit!!
 >
 > Cheers,
 > Oliver
 >
 > --
 > Softimage Mailing List.
 > To unsubscribe, send a mail to softimage-requ...@listproc.aut
 odesk.com
 > with "unsubscribe" in the subject, and reply to confirm.

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> 020 7734 0196
> 07717 38 39 40
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Re: Wiki EOL soon

2016-08-17 Thread Cristobal Infante
I can only imagine the server strain that this wiki must be causing on the
Autodesk server...

by the way, great investigative work Olivier!



On 17 August 2016 at 21:40, Andy Nicholas  wrote:

> I think the privacy issue can be overcome. Have a look in the link I sent
> you under the section "Backup the content of the wiki (XML dump)". That
> method doesn't include account information.
>
>
> On 17/08/2016 21:17, Maurice Patel wrote:
>
> I have asked if we can look into this and got a first response. Apparently it 
> is non-trivial as the site enabled users to create accounts and there are 
> some privacy issues around publishing the data as is. I can't promise 
> anything but we are looking into what is feasible.
> maurice
>
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Andy Nicholas
> Sent: Wednesday, August 17, 2016 3:13 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Wiki EOL soon
>
> Hi Maurice,
> Is it conceivable that Autodesk would be willing to backup the wiki according 
> to the instructions found here: 
> https://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki
>
> and then provide that data to an individual in the community to host on their 
> own publicly available server?
>
> A
>
> On 17/08/2016 19:59, Maurice Patel wrote:
>
> HI,
>
> I am not sure what you mean by a physical copy but the wayback machine 
> typically keeps archives of old sites which provides  a certain level of 
> availability but not all.
>
> If you need anything it may be best to save a local copy to your machine 
> before November
>
> maurice
>
>
>
>
>
> Maurice Patel
>
> Tél:  514 954-7134
>
> Cell: 514 242-6549
>
>
>
> From: 
> softimage-boun...@listproc.autodesk.com
>   
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Andres Stephens
>
> Sent: Wednesday, August 17, 2016 2:48 PM
>
> To: softimage@listproc.autodesk.com 
> 
>
> Subject: Re: Wiki EOL soon
>
>
>
>
>
> Crap crap crap. Where can we download a physical copy?
>
>
>
> -Draise
>
>
> +57 3138116821
>
> Bogotá, Colombia
>
> On 17 Aug 2016, at 12:57, Olivier Jeannel 
>  
>  
>  
> > wrote:
> http://softimage.wiki.softimage.com/index.php?title=Main_Page
>
>
>
> [http://softimage.wiki.softimage.com/skins/monobook/media/si/ACG_Wiki_a_head_banner_lft.png]
>
>
>
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Re: Motion Tracking

2016-07-19 Thread Cristobal Infante
I would recommend 3DEqualizer, it's probably the best one out there. You
can now rent it.

FXPHD have some good intro courses I believe.



On 19 July 2016 at 10:47, Chris Marshall  wrote:

> Hi All,
> What are people using for motion tracking / match moving these days? I
> haven't needed to do it for a while.
>
> Cheers
>
> Chris
>
>
>
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Re: Friday Flashback #269

2016-06-23 Thread Cristobal Infante
I got a couple of those laying around...

On 23 June 2016 at 11:12, Chris Marshall  wrote:

> Did they ever sell any of these at £100K ?
>
> On 17 June 2016 at 20:27, Stephen Blair  wrote:
>
>> SOFTIMAGE|Face Robot banner
>> http://wp.me/powV4-3kz
>>
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>
>
>
> --
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> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
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Re: Alembic advices

2016-05-11 Thread Cristobal Infante
Like this you only cache 1 point per object, and a single frame of
geometry..

it's beautiful :)




On 11 May 2016 at 11:19, Olivier Jeannel <facialdel...@gmail.com> wrote:

> So :
> Rop Output 1 frame 1 bgeo Rop
>
> then
>
> Transform piece of that Bgeo with the packed (point) of the Dopimport sim ?
>
> Makes sense, will try.
>
>
>
> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <cgc...@gmail.com>
> wrote:
>
>> one good trick in houdini is to only cache the points of the geometry
>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>> you can then "move" your single geometry with the points. This makes like
>> SO much easier, faster to iterate and no heavy geos ;)
>>
>> I would try a similar setup in xsi, as long as the points have a
>> "matching attribute" you should be ok?
>>
>>
>>
>> On 11 May 2016 at 10:53, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>
>>> In houdini it is viewed as one sop (dop import). They have some piece -
>>> name - class attributes, but these are point attributes.
>>>
>>>
>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com> wrote:
>>>
>>>> Is it possible to combine the objects into one mesh before exporting?
>>>>
>>>> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com>
>>>> wrote:
>>>>
>>>>> Hi guys,
>>>>>
>>>>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>>>>> boucing around.
>>>>> I export in .abc and import with Crate (if I import with the "legacy"
>>>>> alambic import, xsi crashe)
>>>>>
>>>>> The thing is, it is super-super slow.
>>>>> I end up with 1500 objects and XSI doesn't like this much.
>>>>>
>>>>> What are the proven solutions to import an rbd sim and decently work ?
>>>>>
>>>>> Thank you :)
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>>
>>>> --
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>>>>
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Re: Alembic advices

2016-05-11 Thread Cristobal Infante
sorry you were right, packed other wise what's the point ;)

transform pieces PORTS (from left to right)
1-> single geo (must have name attribute)
2-> point cached (must have name attribute)
3-> first frozen frame of point data

On 11 May 2016 at 11:25, Cristobal Infante <cgc...@gmail.com> wrote:

> unpacked ;)
>
> On 11 May 2016 at 11:19, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> So :
>> Rop Output 1 frame 1 bgeo Rop
>>
>> then
>>
>> Transform piece of that Bgeo with the packed (point) of the Dopimport sim
>> ?
>>
>> Makes sense, will try.
>>
>>
>>
>> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <cgc...@gmail.com>
>> wrote:
>>
>>> one good trick in houdini is to only cache the points of the geometry
>>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>>> you can then "move" your single geometry with the points. This makes like
>>> SO much easier, faster to iterate and no heavy geos ;)
>>>
>>> I would try a similar setup in xsi, as long as the points have a
>>> "matching attribute" you should be ok?
>>>
>>>
>>>
>>> On 11 May 2016 at 10:53, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>>
>>>> In houdini it is viewed as one sop (dop import). They have some piece -
>>>> name - class attributes, but these are point attributes.
>>>>
>>>>
>>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com>
>>>> wrote:
>>>>
>>>>> Is it possible to combine the objects into one mesh before exporting?
>>>>>
>>>>> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hi guys,
>>>>>>
>>>>>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>>>>>> boucing around.
>>>>>> I export in .abc and import with Crate (if I import with the "legacy"
>>>>>> alambic import, xsi crashe)
>>>>>>
>>>>>> The thing is, it is super-super slow.
>>>>>> I end up with 1500 objects and XSI doesn't like this much.
>>>>>>
>>>>>> What are the proven solutions to import an rbd sim and decently work ?
>>>>>>
>>>>>> Thank you :)
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to
>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>> subject, and reply to confirm.
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> www.matinai.com
>>>>>
>>>>> --
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>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
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Re: Alembic advices

2016-05-11 Thread Cristobal Infante
unpacked ;)

On 11 May 2016 at 11:19, Olivier Jeannel <facialdel...@gmail.com> wrote:

> So :
> Rop Output 1 frame 1 bgeo Rop
>
> then
>
> Transform piece of that Bgeo with the packed (point) of the Dopimport sim ?
>
> Makes sense, will try.
>
>
>
> On Wed, May 11, 2016 at 12:01 PM, Cristobal Infante <cgc...@gmail.com>
> wrote:
>
>> one good trick in houdini is to only cache the points of the geometry
>> from a RBD, and a single frame of the geo. Using "transform pieces" node
>> you can then "move" your single geometry with the points. This makes like
>> SO much easier, faster to iterate and no heavy geos ;)
>>
>> I would try a similar setup in xsi, as long as the points have a
>> "matching attribute" you should be ok?
>>
>>
>>
>> On 11 May 2016 at 10:53, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>
>>> In houdini it is viewed as one sop (dop import). They have some piece -
>>> name - class attributes, but these are point attributes.
>>>
>>>
>>> On Wed, May 11, 2016 at 11:39 AM, Matt Morris <matt...@gmail.com> wrote:
>>>
>>>> Is it possible to combine the objects into one mesh before exporting?
>>>>
>>>> On 11 May 2016 at 10:16, Olivier Jeannel <facialdel...@gmail.com>
>>>> wrote:
>>>>
>>>>> Hi guys,
>>>>>
>>>>> I'm importing some RBD simulation from Houdini, around 1500 pieces
>>>>> boucing around.
>>>>> I export in .abc and import with Crate (if I import with the "legacy"
>>>>> alambic import, xsi crashe)
>>>>>
>>>>> The thing is, it is super-super slow.
>>>>> I end up with 1500 objects and XSI doesn't like this much.
>>>>>
>>>>> What are the proven solutions to import an rbd sim and decently work ?
>>>>>
>>>>> Thank you :)
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> www.matinai.com
>>>>
>>>> --
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>>>> with "unsubscribe" in the subject, and reply to confirm.
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>>>
>>>
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Re: Autodesk acquires Solid Angle

2016-04-18 Thread Cristobal Infante
Softimage was retired 2 years ago, and on that day Marcos Fajardo said it
would support Softimage for 1-2 years.

Anyone who can't see the end of Sitoa is still on denial..



On 18 April 2016 at 15:56, Olivier Jeannel  wrote:

> This is not a problem of "who" says "what" today in an article.
> The passion is gone, clearly. Sold.
> Too bad, and sad.
>
>
> On Mon, Apr 18, 2016 at 4:48 PM, Adam Seeley 
> wrote:
>
>> Pack yer bags...
>>
>> "Our commitment
>> We are committed to expanding Arnold’s support for third party
>> applications such as Houdini, Katana and Cinema 4D. Autodesk will also
>> continue to support other renderers with products like 3ds Max and Maya."
>>
>> Obviously 3rd party Soft support will dwindle but I'm sure AD aren't too
>> fussed about giving it a helping nudge over the edge.
>>
>> Adam
>>
>>
>>
>>
>> On 18 April 2016 at 15:29, Eric Thivierge  wrote:
>>
>>> Uh... the one in the first post of this thread?
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>> On Mon, Apr 18, 2016 at 10:14 AM, Ognjen Vukovic 
>>> wrote:
>>>
 Eric i just saw that now.  Do you know which press release the article
 was referring to, i would love to see that.

 On Mon, Apr 18, 2016 at 4:04 PM, Eric Thivierge 
 wrote:

> @Ognjen, have you even read the FXGuide article??
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Mon, Apr 18, 2016 at 9:57 AM, Ognjen Vukovic 
> wrote:
>
>> Is it safe to assume that there being no talk of Max getting arnold
>> that its next on the chopping board?
>>
>> On Mon, Apr 18, 2016 at 3:52 PM, Nuno Conceicao <
>> nunoalexconcei...@gmail.com> wrote:
>>
>>> SideFx is next, then WORLD DOMINATION!!
>>>
>>> On Mon, Apr 18, 2016 at 2:15 PM, Javier Vega <
>>> javierelas...@gmail.com> wrote:
>>>
 Resist, SideFX!

 *Javier Vega*

 www.zao3d.com

 Visita mi blog: http://blog.zao3d.com

 móvil: *616 64 73 57*
 08922-Santa Coloma de Gramenet
 (Barcelona)

 2016-04-18 15:10 GMT+02:00 Perry Harovas :

> I can't have any good feelings about this.
> That same horrible feeling in my gut that I had when Autodesk
> bought Softimage is back.
>
> Remember what we are all told?
>
> Trust your gut.
>
>
>
> Sent from my iPhone
>
> On Apr 18, 2016, at 9:06 AM, Ed Schiffer 
> wrote:
>
> they'll surely continue Arnold, but not on the same pace I'd say.
>
> and probably end up StoA.
>
> what a horrible news.
>
> On 18 April 2016 at 14:00, Javier Vega 
> wrote:
>
>>  I hope that will be something good this time, but I can't avoid
>> to feel an old feeling that I don't like, but we'll try to have hope.
>> Autodesk will not try to kill Arnold.
>>
>> *Javier Vega*
>>
>> www.zao3d.com
>>
>> Visita mi blog: http://blog.zao3d.com
>>
>> móvil: *616 64 73 57 <616%2064%2073%2057>*
>> 08922-Santa Coloma de Gramenet
>> (Barcelona)
>>
>> 2016-04-18 14:58 GMT+02:00 Matt Morris :
>>
>>> I can't see autodesk killing off arnold as they have no
>>> competing products. Maybe the push towards cloud rendering will put 
>>> off
>>> some customers though.
>>>
>>> On 18 April 2016 at 13:56, Leo Quensel  wrote:
>>>
 God I am glad I left this industry two years after Autodesk
 acquired Softimage. They make everything worse and are now off to 
 kill
 another product (and don't tell me that won't happen...).

 *Gesendet:* Montag, 18. April 2016 um 14:51 Uhr
 *Von:* "Artur W" 
 *An:* "softimage@listproc.autodesk.com" <
 softimage@listproc.autodesk.com>
 *Betreff:* Re: Autodesk acquires Solid Angle
 Frederic, I am sure you mean well, but I actually try learning
 from the history, which is: Autodesk doesn't care.

 2016-04-18 14:46 GMT+02:00 Frederic Servant <
 frederic.serv...@gmail.com>:
>
> Hi Arthur,
>
> Since I'm the developer of HtoA, that was my first question
> when we got briefed by Marc Stevens of Autodesk when we got 
> disclosed, and

Re: Re: Autodesk acquires Solid Angle

2016-04-18 Thread Cristobal Infante
Well it was always said that the Sitoa developement was eventually going to
end, who could blame them..

On 18 April 2016 at 14:06, Ed Schiffer  wrote:

> they'll surely continue Arnold, but not on the same pace I'd say.
>
> and probably end up StoA.
>
> what a horrible news.
>
> On 18 April 2016 at 14:00, Javier Vega  wrote:
>
>>  I hope that will be something good this time, but I can't avoid to feel
>> an old feeling that I don't like, but we'll try to have hope. Autodesk will
>> not try to kill Arnold.
>>
>> *Javier Vega*
>>
>> www.zao3d.com
>>
>> Visita mi blog: http://blog.zao3d.com
>>
>> móvil: *616 64 73 57*
>> 08922-Santa Coloma de Gramenet
>> (Barcelona)
>>
>> 2016-04-18 14:58 GMT+02:00 Matt Morris :
>>
>>> I can't see autodesk killing off arnold as they have no competing
>>> products. Maybe the push towards cloud rendering will put off some
>>> customers though.
>>>
>>> On 18 April 2016 at 13:56, Leo Quensel  wrote:
>>>
 God I am glad I left this industry two years after Autodesk acquired
 Softimage. They make everything worse and are now off to kill another
 product (and don't tell me that won't happen...).

 *Gesendet:* Montag, 18. April 2016 um 14:51 Uhr
 *Von:* "Artur W" 
 *An:* "softimage@listproc.autodesk.com" <
 softimage@listproc.autodesk.com>
 *Betreff:* Re: Autodesk acquires Solid Angle
 Frederic, I am sure you mean well, but I actually try learning from the
 history, which is: Autodesk doesn't care.

 2016-04-18 14:46 GMT+02:00 Frederic Servant :
>
> Hi Arthur,
>
> Since I'm the developer of HtoA, that was my first question when we
> got briefed by Marc Stevens of Autodesk when we got disclosed, and his
> answer was a clear yes. They want more people to use Arnold, on any
> platform.
>
> Thus the development for the non-Autodesk products will continue as
> well (Houdini, C4D, Katana).
> --
> Fred
>
> On Mon, Apr 18, 2016 at 1:36 PM, Artur W 
> wrote:
>>
>> and what about HTOA?
>>
>> 2016-04-18 14:34 GMT+02:00 Artur W :
>>>
>>> SITOA is dead. Is that what it means?
>>>
>>> 2016-04-18 14:32 GMT+02:00 Jordi Bares :

 It will be fine guys, Autodesk do not have any competing product so
 it actually may be a good thing.

 jb



 On 18 Apr 2016, at 13:27, Artur W  wrote:

 I don't believe it. NO. I refuse t believe this.

 2016-04-18 14:26 GMT+02:00 Artur W :
>
> FUCK YOU AUTODESK.
>
> 2016-04-18 14:18 GMT+02:00 Oliver Weingarten 
> :
>
>> Hey there...some news..so it seems. Take a look
>>
>> "SAN FRANCISCO---Autodesk, Inc
>> .
>> (NASDAQ:ADSK) has acquired Solid Angle, developer of Arnold, an 
>> advanced,
>> ray-tracing image renderer for high-quality 3D animation and visual 
>> effects
>> creation used in film, television and advertising worldwide. 
>> Acquisition
>> terms were not disclosed."
>>
>>
>> http://news.autodesk.com/press-release/autodesk-boosts-advanced-rendering-capabilities-through-acquisition-solid-angle
>>
>> Cheers,
>> oli
>>
>> --
>> Softimage Mailing List.
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>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in
>> the subject, and reply to confirm.
>
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>>>
>>>
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Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-08 Thread Cristobal Infante
Wouldn't brigade be a better solution? Not sure exactly how it works, but
it seems the octane shaders would transfer.

On 8 April 2016 at 15:46, Rob Wuijster <r...@casema.nl> wrote:

> It would also be interesting to see when their Unreal Engine plugin is
> finally finished.
> That would give an interesting boost in that area.
>
>
> Rob
> \/-\/----\/
>
> On 8-4-2016 15:57, Cristobal Infante wrote:
>
> "CPU support" this could help convert a few studios to the dark art of GPU
> rendering...
>
> On 8 April 2016 at 14:53, Marc-Andre Carbonneau <
> marc-andre.carbonn...@ubisoft.com> wrote:
>
>> Perhaps but it’s always good to keep an eye on the competition, no? ;)
>>
>> They have a few things very interesting going on. Haven’t followed
>> Redshift closely lately.
>>
>>
>>
>> Happy Friday all
>>
>> MAC
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ognjen Vukovic
>> *Sent:* April-08-16 9:22 AM
>> *To:* softimage <softimage@listproc.autodesk.com>
>> *Subject:* Re: OTOY announces availability of OctaneRender 3 and
>> OctaneRender Cloud, previews Brigade/OctaneRender
>>
>>
>>
>> I think its all Redshift fanboys here :).
>>
>>
>>
>> On Fri, Apr 8, 2016 at 2:23 PM, Marc-Andre Carbonneau <
>> <marc-andre.carbonn...@ubisoft.com>marc-andre.carbonn...@ubisoft.com>
>> wrote:
>>
>> Thought you guys might be interested in this.
>>
>>
>> <http://www.prnewswire.com/news-releases/otoy-announces-availability-of-octanerender-3-and-octanerender-cloud-previews-brigadeoctanerender-integration-coming-in-2017-300246716.html>
>> http://www.prnewswire.com/news-releases/otoy-announces-availability-of-octanerender-3-and-octanerender-cloud-previews-brigadeoctanerender-integration-coming-in-2017-300246716.html
>>
>>
>>
>>
>>
>> Marc-André Carbonneau
>>
>> Production Manager
>>
>> Unannounced Project – Ubisoft Montreal
>>
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to <softimage-requ...@listproc.autodesk.com>
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
> Versie: 2016.0.7497 / Virusdatabase: 4545/11987 - datum van uitgifte:
> 04/08/16
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Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-08 Thread Cristobal Infante
"CPU support" this could help convert a few studios to the dark art of GPU
rendering...

On 8 April 2016 at 14:53, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> Perhaps but it’s always good to keep an eye on the competition, no? ;)
>
> They have a few things very interesting going on. Haven’t followed
> Redshift closely lately.
>
>
>
> Happy Friday all
>
> MAC
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ognjen Vukovic
> *Sent:* April-08-16 9:22 AM
> *To:* softimage 
> *Subject:* Re: OTOY announces availability of OctaneRender 3 and
> OctaneRender Cloud, previews Brigade/OctaneRender
>
>
>
> I think its all Redshift fanboys here :).
>
>
>
> On Fri, Apr 8, 2016 at 2:23 PM, Marc-Andre Carbonneau <
> marc-andre.carbonn...@ubisoft.com> wrote:
>
> Thought you guys might be interested in this.
>
>
> http://www.prnewswire.com/news-releases/otoy-announces-availability-of-octanerender-3-and-octanerender-cloud-previews-brigadeoctanerender-integration-coming-in-2017-300246716.html
>
>
>
>
>
> Marc-André Carbonneau
>
> Production Manager
>
> Unannounced Project – Ubisoft Montreal
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Wrapped

2016-04-07 Thread Cristobal Infante
Congrats Roman and team, great work!!

On Thursday, 7 April 2016, Rui Santos  wrote:

> Amazing work!
> Congratulations
>
> Rui
>
> 2016-04-07 2:42 GMT+01:00 Ed Manning  >:
>
>> Totally AWESOME.
>>
>> And I dare say, it could only have been done by such a small
>> artist-centric team in Softimage. Just thinking about how I'd have to go
>> about it in a Maya-only environment makes me shudder. With a small army of
>> great TDs, maybe... Or a few kickass Houdini TDs and Maya animators,
>> mmmaybe? But the art would suffer.
>>
>> Maurice, I hope you can and will convey to others at AD what this means.
>>
>> Roman, please share a making-of soon!  And if you have any plant
>> compounds you'd like to share...
>>
>> Bravissimo.
>>
>>
>>
>> On Wed, Apr 6, 2016 at 10:36 AM, Tim Crowson > > wrote:
>>
>>> Impressive!
>>>
>>> On Wed, Apr 6, 2016 at 7:28 AM Chris Marshall >> > wrote:
>>>
 wow

 On 6 April 2016 at 15:17, adrian wyer >
 wrote:

> we did a similar 'plants taking over new york' piece a couple of years
> back all softimage/arnold and i can feel your pain as far as managing
> large scale growing plant setups i assume there's a lot of animated
> stand-ins going on?
>
>
>
> would be great to see a making of!
>
>
>
> a
>
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com
> 
> [mailto:softimage-boun...@listproc.autodesk.com
> ]
> *On Behalf Of *Jordi Bares
> *Sent:* 06 April 2016 15:14
> *To:* softimage@listproc.autodesk.com
> 
> *Subject:* Re: Wrapped
>
>
>
> This is brutal undertaking, deserves more than a congratulation but
> quite an standing ovation.
>
>
>
> wow… fantastic piece
>
> jb
>
>
>
> On 6 Apr 2016, at 15:05, patrick nethercoat  > wrote:
>
>
>
> Crikey, that's a pretty immense feat. Well done.
>
>
>
> On 6 April 2016 at 14:49, Maurice Patel  > wrote:
>
> That was an amazing and beautiful film and it stirred strong
> conflicting emotions of delight, sadness and inevitability. Thank you for
> sharing!
>
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
>
> From: softimage-boun...@listproc.autodesk.com
> 
> [mailto:softimage-boun...@listproc.autodesk.com
> ]
> On Behalf Of Roman Kaelin
> Sent: Wednesday, April 06, 2016 5:48 AM
> To: softimage@listproc.autodesk.com
> 
> Subject: Wrapped
>
> Hi Gang,
>
> After a very successful and long festival stretch our graduation short
> film "Wrapped" is finally online. It's been a while, but I felt I needed 
> to
> share it on the list since I've gotten a lot of useful tips and help over
> the course of the production. Thanks to everyone who contributed!
>
> The whole project was mainly done in Softimage and Arnold and I'm
> happy we can finally share it.
>
> https://vimeo.com/161599224
>
> Geerz,
> Roman
> --
>
> ROMAN KAELIN
> Director & Visual Effects Artist
>
> mobile +41786384626
> email romen.kae...@gmail.com
>  romen.kae...@gmail.com
> >
>
> www.romankaelin.com
>
>
> --
> Softimage Mailing List.
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> 
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
>
> Brandt Animation
>
> www.brandtanim.co.uk
> 020 7734 0196
>
> --
> Softimage Mailing List.
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> 

Re: GPU boxes

2016-04-05 Thread Cristobal Infante
The other option is to get some of this hybrid cards, with cooling
included. There are more expensive, but I guess you won't melt them so
easily ;)

http://www.fudzilla.com/news/graphics/37369-evga-announces-new-gtx-980-hybrid-graphics-card

https://www.instagram.com/p/BCPYR7DmAZp/

On 5 April 2016 at 13:18, Mirko Jankovic <mirkoj.anima...@gmail.com> wrote:

> Also keep in mind that 8 GPU server requires also 2 Xeons which are lot
> more expensive then i7 CPUs.
> Put everything on paper and see the math.
>
> Btw I advise highly against water cooling cards for GPU.
> First it adds to a price a lot which would better be used on better GPUs,
> CPU, more ram
> Also in any case of card failure you are out of whole machine for hours
> till you drain system and all the process around it.
> With standard air cooled you just plug faulty card out and back to
> rendering till you replace or fix.
>
> On Tue, Apr 5, 2016 at 2:09 PM, Cristobal Infante <cgc...@gmail.com>
> wrote:
>
>> Hi Adam,
>>
>> You 2 routes, DIY/MOD or getting a SERVER chassis (more expensive).
>>
>> SERVER
>> https://www.youtube.com/watch?v=DhZJ66l82r8=youtu.be
>>
>> If you are any good at building/modding computers, than you can try
>> buidling one yourself with the help of geeks from
>> the internerds..
>>
>> http://dabarti.com/vfx/building-4xgpu-rack-mount-rendering-node/
>>
>> One other options is to ask someone like Tom Glimps to build you one:
>> https://twitter.com/tomglimps/status/710959378799730688
>>
>> This stuff is watercooled and cards are modded, so not trivial.
>>
>> I would recommend you could ask on the otoy forum, and join the octane
>> facebook page.
>>
>> Good luck, and keep us updated!
>>
>> Cris
>>
>>
>>
>> On 5 April 2016 at 12:12, Mirko Jankovic <mirkoj.anima...@gmail.com>
>> wrote:
>>
>>> Also not much experience with GPU boxes but what I don;t really get is
>>> what takes care of rendering with so many GPUs on single CPU?
>>>
>>> For example you have single 5960x CPU and 64GB ram.
>>> Even with 4 cards I've bin locking down CPU at 100% from time to time
>>> and also RAM as well. Talking about computer RAM not GPU RAM.
>>> As it works it renders 4 frames at once, each on 1 GPU.
>>> I really don;t see much room to add fro example another 4 GPUs in
>>> attached GPU box when there is still some work on CPU to be done and RAM
>>> requirements for scenes and all to load.
>>> How would high end CPU that is already maxed out handle additional load?
>>>
>>> On Tue, Apr 5, 2016 at 1:06 PM, Ognjen Vukovic <ognj...@gmail.com>
>>> wrote:
>>>
>>>> I dont know much about the gpu boxes, but i would advise you to wait a
>>>> bit for pascal to be released. I saw yesterday that amazon was doing
>>>> clearances on "games" hardware so i presume it wont be long now as they
>>>> seem to be clearing out the shelves.
>>>>
>>>> On Tue, Apr 5, 2016 at 1:00 PM, Adam Seeley <adammsee...@gmail.com>
>>>> wrote:
>>>>
>>>>> Hi Softies/Blendies/Houdies etc.
>>>>>
>>>>> I was thinking about boosting Redshift render power a bit with a
>>>>> gtx980ti or two.
>>>>>
>>>>> Does anyone have experience with using external GPU boxes that can be
>>>>> plugged into their workstations?
>>>>>
>>>>> It seems like a cleaner, more scaleable and more flexible solution
>>>>> than stuffing the cards right into the workstation itself.
>>>>>
>>>>> Any recommendations or advice gratefully received.
>>>>>
>>>>> Cheers,
>>>>>
>>>>> Adam.
>>>>> _
>>>>> Adam Seeley
>>>>> Love Vfx Ltd.
>>>>> www.LoveVfx.co.uk <http://www.lovevfx.co.uk/>
>>>>> www.linkedin.com/in/adamseeleyuk
>>>>> www.vimeo.com/adamseeley <https://vimeo.com/adamseeley>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> wi

Re: GPU boxes

2016-04-05 Thread Cristobal Infante
Hi Adam,

You 2 routes, DIY/MOD or getting a SERVER chassis (more expensive).

SERVER
https://www.youtube.com/watch?v=DhZJ66l82r8=youtu.be

If you are any good at building/modding computers, than you can try
buidling one yourself with the help of geeks from
the internerds..

http://dabarti.com/vfx/building-4xgpu-rack-mount-rendering-node/

One other options is to ask someone like Tom Glimps to build you one:
https://twitter.com/tomglimps/status/710959378799730688

This stuff is watercooled and cards are modded, so not trivial.

I would recommend you could ask on the otoy forum, and join the octane
facebook page.

Good luck, and keep us updated!

Cris



On 5 April 2016 at 12:12, Mirko Jankovic  wrote:

> Also not much experience with GPU boxes but what I don;t really get is
> what takes care of rendering with so many GPUs on single CPU?
>
> For example you have single 5960x CPU and 64GB ram.
> Even with 4 cards I've bin locking down CPU at 100% from time to time and
> also RAM as well. Talking about computer RAM not GPU RAM.
> As it works it renders 4 frames at once, each on 1 GPU.
> I really don;t see much room to add fro example another 4 GPUs in attached
> GPU box when there is still some work on CPU to be done and RAM
> requirements for scenes and all to load.
> How would high end CPU that is already maxed out handle additional load?
>
> On Tue, Apr 5, 2016 at 1:06 PM, Ognjen Vukovic  wrote:
>
>> I dont know much about the gpu boxes, but i would advise you to wait a
>> bit for pascal to be released. I saw yesterday that amazon was doing
>> clearances on "games" hardware so i presume it wont be long now as they
>> seem to be clearing out the shelves.
>>
>> On Tue, Apr 5, 2016 at 1:00 PM, Adam Seeley 
>> wrote:
>>
>>> Hi Softies/Blendies/Houdies etc.
>>>
>>> I was thinking about boosting Redshift render power a bit with a
>>> gtx980ti or two.
>>>
>>> Does anyone have experience with using external GPU boxes that can be
>>> plugged into their workstations?
>>>
>>> It seems like a cleaner, more scaleable and more flexible solution than
>>> stuffing the cards right into the workstation itself.
>>>
>>> Any recommendations or advice gratefully received.
>>>
>>> Cheers,
>>>
>>> Adam.
>>> _
>>> Adam Seeley
>>> Love Vfx Ltd.
>>> www.LoveVfx.co.uk 
>>> www.linkedin.com/in/adamseeleyuk
>>> www.vimeo.com/adamseeley 
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Mirko Jankovic
> skype: mirko-jankovic
> https://vimeo.com/mirkoj
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
>
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Re: OT XSI UV to Location Tutorial inside Houdini

2016-03-08 Thread Cristobal Infante
Nice one Olivier, will look at your video in detail!

Always good to discover new things ;)

On 8 March 2016 at 16:12, Nika Ragua  wrote:

> Surely someone IS interested ))) Thank you again!!! Great job!
>
> 2016-03-08 17:35 GMT+03:00 Olivier Jeannel :
>
>> Hello crew,
>>
>> In case someone is interested, I made a little tutorial (my first) that
>> rebuild the ice UV to Location within Houdini.
>> https://vimeo.com/158037926
>>
>>
>> Cheers
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Curve Flow question

2016-02-26 Thread Cristobal Infante
they are still going, they created woodblock two years ago as the
production company..

On Friday, 26 February 2016, Olivier Jeannel  wrote:

> I don't know for Polynoid as directors. Now they have a structure named
> Woodblock, I have no idea if they are still on XSI.
> Monophyl , the coolest blog ever, is gone ...sadly.
>
> On Fri, Feb 26, 2016 at 6:53 PM, Steven Caron  > wrote:
>
>> Polynoid is no longer in business?
>>
>> On Fri, Feb 26, 2016 at 3:25 AM, Olivier Jeannel > > wrote:
>>
>>> Polynoid did this when we were alive:
>>>
>>>
>>>
>> --
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>> 
>> with "unsubscribe" in the subject, and reply to confirm.
>>
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Re: Jscript question, building a shader.

2016-02-25 Thread Cristobal Infante
If you are really considering learning programming, I would recommend you
learn python instead.

You will be able to use it another apps like maya or houdini.

On 25 February 2016 at 17:12, Olivier Jeannel 
wrote:

> That's awfully complicated :/  (for me)
> I renamed my files with zero digit
>
> :)
>
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Re: Jscript question, building a shader.

2016-02-25 Thread Cristobal Infante
i is the number (variable), but if you have inside " " it becomes a string.

the plus concatenates strings with variables

On 25 February 2016 at 16:09, Olivier Jeannel 
wrote:

> Gold !
> What is ["+i+"]   ?
>
>
>
>
>
>
> On Thu, Feb 25, 2016 at 5:00 PM, Stephen Blair 
> wrote:
>
>> i = 10
>> LogMessage( "item[i]" )
>> LogMessage( "item["+i+"]" )
>>
>> On Thu, Feb 25, 2016 at 10:46 AM, Olivier Jeannel > > wrote:
>>
>>> Hello there,
>>>
>>> Following my yesterday question "1 texture per polygon", I ended up
>>> connecting a huge TextureArraySwitch with up to 95 Textures. Did it by
>>> hand, took me a while.
>>>
>>> Ok no my deep desire is to do it with Jscript.
>>> Now, I have this :
>>>
>>> for (i=0 ; i<10 ; i++){
>>>
>>> Application.SIAddArrayElement("Sources.Materials.DefaultLib.Material.Texture_Array_Switch.values");
>>> }
>>>
>>> //it creates 10 entries in the node
>>>
>>> I need to populate each index value with incrementing values
>>>
>>> for (i=0 ; i<10 ; i++){
>>> SetValue("Sources.Materials.DefaultLib.Material.Texture_Array_Switch.values.Item[i].index",
>>> i, null);
>>> }
>>>
>>> But this gives me an error
>>> He doesn't like the item[i].
>>>
>>> Can someone tells me what I'm doing wrong I'm totally new to Jscript :/
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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>
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Re: POLY | Manipulating polygons

2016-02-19 Thread Cristobal Infante
awesome work dude!

On 19 February 2016 at 12:50, Olivier Jeannel 
wrote:

> For what it's worth, here's an attempt to port this on Houdini
> https://vimeo.com/155960784
>
> On Mon, Jan 4, 2016 at 5:19 PM, Olivier Jeannel 
> wrote:
>
>> Hey there :)
>> I had a lot of positive answers here and on vimeo. This is the first time
>> I share some compounds. If anyone tried it or just did something with it,
>> don't hesitate to post some feedback here.
>> I'm just curious to know if it works for other people than me :/
>>
>> On Sun, Jan 3, 2016 at 10:28 PM, pedro santos  wrote:
>>
>>> Late to the party. Well done Olivier. These sort of things are always a
>>> lot of fun :)
>>>
>>> On Thu, Dec 10, 2015 at 5:51 AM, Andruha Prostrelov <
>>> prostre...@gmail.com> wrote:
>>>
 looking really awesome !
 And demo video is very effective.
 Thank you Santa )))

 2015-12-09 20:22 GMT+03:00 Rares Halmagean :

> Brilliant work Olivier! Very generous of you to share.
>
> On 12/8/2015 5:23 AM, Chris Marshall wrote:
>
> Super cool!! Well done and thanks for sharing!
>
>
> On 7 December 2015 at 16:02, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Ultra Thanks!!! This is superb!!! So handy!!! Love all the nodes!
>>
>> On Mon, Dec 7, 2015 at 10:22 AM, Juan Brockhaus <
>> juanxsil...@gmail.com> wrote:
>>
>>> Great stuff!
>>> thanks for sharing!
>>>
>>> Juan
>>>
>>>
>>> On Mon, Dec 7, 2015 at 3:23 PM, < 
>>> pete...@skynet.be> wrote:
>>>

 Just adding to the noise – this is looking great Olivier. (and
 Christian and Cesar)

 Exactly the kind of stuff I’ve hoped to see and do when first I
 heard of Moondust aka ICE.
 It didn’t turn out so easy though.
 Boy, it seems you guys really nailed this stuff – kudos!

 P.



 *From:* Olivier Jeannel 
 *Sent:* Friday, December 04, 2015 11:25 PM
 *To:* 
 softimage@listproc.autodesk.com
 *Subject:* POLY | Manipulating polygons

 Hi there,
 Lately I "developped" for a recent job a set of ICE nodes to easily
 and fastly manipulate polygons.
 A lot of this techology is taken from Christian Godzinger and Cesar
 Saez. I just rewired together and compounded to ergonomic- easy to use
 purpose.
 It is really faster than the usual Particle to Island.
 If someone is interested, I'll happily share the compounds and some
 demo scenes, just drop a line in the comments.

 I put together a demo here :

 https://vimeo.com/147899293

 If you have the courage to scroll to the end of the video, there
 are same cheesy mixture of points manipulated around edges and around
 polygon center which are not so common (I believe).

 Thank you.

>>>
>>>
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
> --
>
>
> *Rares Halmagean ___ *visual
> development and 3d character & content creation.
> *rarebrush.com* 
>


>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>
>>
>
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Re: OT: Free Animation?

2016-02-17 Thread Cristobal Infante
Found this yesterday, for future reference:

houdini Character > Mocap bidep

Has run and walk cycles and some handy options like inplace animation and
speed ;)

On 28 January 2016 at 21:33, Francisco Criado <malcriad...@gmail.com> wrote:

> +1 with Cristobal, mixamo is a very good resource, and you can export in
> fbx...
> Greeetings,
> Francisco.
>
>
> 2016-01-28 8:45 GMT-03:00 Cristobal Infante <cgc...@gmail.com>:
>
>> mixamo could be an option maybe?
>>
>> On 28 January 2016 at 11:41, Gerbrand Nel <nagv...@gmail.com> wrote:
>>
>>> There are some free motion captures on turbosquid.
>>> G
>>>
>>> On 28/01/2016 13:38, gareth bell wrote:
>>>
>>> Hey guys,
>>>
>>> I'm doing some dynamics hair/fur tests in Houdini - does anyone know of
>>> a source I can get a free or cheap character model + animation data to test
>>> my hair setups on?
>>>
>>> Cheers
>>>
>>>
>>>
>>
>
>
> --
>
>
>


Re: cad

2016-02-11 Thread Cristobal Infante
not much experience with cad stuff, but the few times I've had to deal with
it MOI came to the rescue..

On 11 February 2016 at 09:06, Rob Wuijster  wrote:

> what about Polytrans?
> If Rhino or Moi are 'just' a way to get files converted, Polytrans is a
> really good alternative.
> And I have very good experiences with Polytrans support as well.
>
> Rob
>
> \/-\/\/
>
> On 10-2-2016 17:45, Graham Bell wrote:
>
> I’d definitely look into Rhino. We use it for cleaning any CAD that comes
> from Teamcenter and its very good.
>
>
>
> Max is our core 3d software (not my choice), so we use some of the
> npowersoftware tools for translation and continued working in Max.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Eugene Flormata
> *Sent:* 10 February 2016 08:17
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: cad
>
>
>
> Thx, yeah we got an Moi license on one of the mac's with a lot of ram,
> but it's stil pretty slow at opening files
> Rhino, I've never looked into,
>
> Maya I just use to import files
> I usually end up rebuilding the models, or cleaning them quite a bit
> before actually using it.
>
> thanks
>
>
>
> On Tue, Feb 9, 2016 at 11:58 PM, Nono  wrote:
>
> Maya isn't perfect at all for this kind of job, you should give a go to
> Rhino or Moi for processing your file before.
>
>
>
>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
> Versie: 2016.0.7357 / Virusdatabase: 4522/11593 - datum van uitgifte:
> 02/09/16
>
>
>


Re: Goodbyes (was this is the end...)

2016-02-09 Thread Cristobal Infante
I am pretty sure the creative sheep has just made it's way to the houdini
list, and it's somehow entertaining all the expert with his questions.

I have to say people on the houdini list are extremely kind and but that
can't last surely!!!

C

On 8 February 2016 at 08:40, Rob Wuijster  wrote:

> ssh. don't jinx it ;-P
>
> Rob
>
> \/-\/\/
>
> On 6-2-2016 3:02, Adam Sale wrote:
>
> Whatever happened to Creative Sheep?
>
> or Luke?
>
>
>
> On Fri, Feb 5, 2016 at 3:06 PM, David Saber  wrote:
>
>> You'll take my XSI list from my dead cold hands! :)
>>
>> On 2016-02-05 02:16, Andre De Angelis wrote:
>>
>> Me too, even though I left the industry 4 years ago.  I still love the
>> app and the community.
>>
>> I guess I'm still in denial that it's all coming to an end.  I might well
>> be the last person to unsubscribe to the list.
>>
>>
>>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van uitgifte:
> 02/08/16
>
>
>


Re: Goodbyes (was this is the end...)

2016-02-09 Thread Cristobal Infante
https://www.sidefx.com/index.php?option=com_mailarchive=212

here ;)

On 9 February 2016 at 15:51, Sandy Sutherland <sandy.mailli...@gmail.com>
wrote:

> There is a Houdini list?  Pray do point us in the direction of said list,
> I have only found ODForce etc...
>
> S.
>
> On Tue, Feb 9, 2016 at 3:42 PM, Cristobal Infante <cgc...@gmail.com>
> wrote:
>
>> I am pretty sure the creative sheep has just made it's way to the houdini
>> list, and it's somehow entertaining all the expert with his questions.
>>
>> I have to say people on the houdini list are extremely kind and but that
>> can't last surely!!!
>>
>> C
>>
>> On 8 February 2016 at 08:40, Rob Wuijster <r...@casema.nl> wrote:
>>
>>> ssh. don't jinx it ;-P
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 6-2-2016 3:02, Adam Sale wrote:
>>>
>>> Whatever happened to Creative Sheep?
>>>
>>> or Luke?
>>>
>>>
>>>
>>> On Fri, Feb 5, 2016 at 3:06 PM, David Saber <davidsa...@sfr.fr> wrote:
>>>
>>>> You'll take my XSI list from my dead cold hands! :)
>>>>
>>>> On 2016-02-05 02:16, Andre De Angelis wrote:
>>>>
>>>> Me too, even though I left the industry 4 years ago.  I still love the
>>>> app and the community.
>>>>
>>>> I guess I'm still in denial that it's all coming to an end.  I might
>>>> well be the last person to unsubscribe to the list.
>>>>
>>>>
>>>>
>>> Geen virus gevonden in dit bericht.
>>> Gecontroleerd door AVG - www.avg.com
>>> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van uitgifte:
>>> 02/08/16
>>>
>>>
>>>
>>
>


Re: Goodbyes (was this is the end...)

2016-02-05 Thread Cristobal Infante
Some other mailing list send automated monthly reminders to help clean.
I guess you could just delete emails that bounce and help passive users
unsubscribe

They look like this, and I believe it's a default one:

This is a reminder, sent out once a month, about your # 

mailing list memberships.  It includes your subscription info and how
to use it to change it or unsubscribe from a list.

etc..









On 5 February 2016 at 09:22, Laurence Dodd  wrote:

> Lurking away, and too busy using Soft daily to start with Maya (ugh!), but
> I suppose I'll have to learn something sometime.
>
> On 5 February 2016 at 08:29, Juan Brockhaus  wrote:
>
>> also still lurking here.
>> and still using Softimage. :-)
>> but also using Maya for some animation/setup and also looking into
>> Houdini Indie...
>> but still can't beat ease of ICE, passes, partitions combined with
>> Redshift ;-)
>>
>> cheers,
>>
>> Juan
>>
>>
>> On Fri, Feb 5, 2016 at 2:16 AM, Andre De Angelis <
>> andre.deange...@gmail.com> wrote:
>>
>>> Me too, even though I left the industry 4 years ago.  I still love the
>>> app and the community.
>>>
>>> I guess I'm still in denial that it's all coming to an end.  I might
>>> well be the last person to unsubscribe to the list.
>>>
>>> On 5 Feb 2016, at 11:41 AM, Martin Contel  wrote:
>>>
>>> I'm one of those still lurking around... :)
>>>
>>> --
>>> Martin Contel
>>> CG Supervisor
>>> Square Enix (Visual Works Division)
>>>
>>> On Fri, Feb 5, 2016 at 9:12 AM, Jason S  wrote:
>>>
 I think everyone here can get an impression of the active members, and
 there is also good portion of readers that only lurk the background.

 The foremost google groups page itself shows between 10 and 150 thread
 views, perhaps I'm missing something, but surprisingly just about the same
 amount of views as the CGTalk Maya forum for example, and that doesn't
 count people viewing though email.

 hum..


 On 02/04/16 14:32, Luc-Eric Rousseau wrote:

> There is about 950 members, but unfortunately that includes tons of
> people with invalid email addresses. I don't know how to extract the
> active members, and there are also people that I know are subscribed
> but don't read.
>
> On 4 February 2016 at 14:15, Stephen Blair 
> wrote:
>
>> 1314 according to
>> https://groups.google.com/forum/?fromgroups#!aboutgroup/xsi_list
>>
>> On Thu, Feb 4, 2016 at 1:43 PM, Leendert A. Hartog <
>> hirazib...@live.nl>
>> wrote:
>>
>>> @Luc-Eric - Out of curiosity: can you tell me how many people are
>>> subscribed to this mailing list currently?
>>>
>>> Greetz
>>> Leendert
>>> AKA Hirazi Blue
>>> Softimage hobbyist, admin at si-community.com & xsiforum.de
>>>
>>

>>>
>>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>


Re: this is the end......

2016-02-03 Thread Cristobal Infante
just don't put materials on clusters ;)

On 4 February 2016 at 00:28, Andres Stephens  wrote:

> Overriding cluster materials... yeah I had that discovery the other day.
> Had to reshader each cluster within the pass overrides using laborous
> scripts!
>
> Is there a work around for that?
>
>
>  Original message 
> From: Sven Constable 
> Date: 03/02/2016 18:12 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: RE: this is the end..
>
> Nothing wrong with Softimage, except NURBS/curve modeling and overriding
> cluster materials in passes. :)
>
>
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Graham Bell
> *Sent:* Wednesday, February 03, 2016 11:13 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: this is the end..
>
>
>
> I'm saying nothing, this is getting too close to becoming a 'where did it
> go all go wrong' type discussion.
>
> On Wed, 3 Feb 2016 at 18:49, Olivier Jeannel 
> wrote:
>
> Too bad there was no "lead" with a vision for the future of SI. I'm sure
> people would have follow if you guys had a produced some different ways of
> working and thinking... Isn't it what happened to us with ice ? At least
> for me, before  XSI 7 I wouldn't believed I'd do some vector math, and 1
> month ago I wouldn't believe I'd type some criptic vex code.
>
>
>
> On Wed, Feb 3, 2016 at 7:33 PM, Luc-Eric Rousseau 
> wrote:
>
> On 3 February 2016 at 09:57, Olivier Jeannel 
> wrote:
> > Luc Eric, do you mean that ice modeling developpment was in a stall
> state,
> > with nothing to do to enhance it because of that glass "ceiling" ?
>
> Yeah, ICE modelling nodes expose the operator stack's low-level
> commands we always had, and we have all the design with clusters and
> properties to deal with, etc, and that's limiting.
>
> We did have to do something to add materials IDs that by-passes this,
> as you know, because you can't modify a cluster during evaluation and
> therefore would not have been able set a local material (kind of a
> showstopper!), but the other tools in XSI do not "see" this material
> ID concept.
>
> ICE really shines at processing data arrays in parallel, but when it
> gets to modeling, you're constructing a linear sequence
> single-threaded calls to the geometry engine and you'd need a
> different kind of design approach to be able to got the next level -
> and then update the rest of XSI to know about those new structures.
> Meshes in XSI are not fundamentally arrays of points with attributes,
> it's more like there is a mesh and there is a cluster somewhere else,
> and then a property which might be inherited, and then, etc.. the
> graph is more like a spider web of dependancies and you can't
> elegantly modify it with a low level general procedural graph.  It's
> designed for the operator stack.
>
> This whole cluster and property inheritance is not to be seen as a
> "legacy burden", however, but rather it is a large part of the
> elegance of XSI and what makes it easy to use.  So there is a design
> and engineering conflict there.  I think the team pretty much did go
> as far as they could in the totally reasonable implementation approach
> that it adopted, except perhaps we didn't NURBS support if I recall.
>
> There was a similar problem with ICE Kinematic, where we could have
> gone just not care about breaking all the Softimage tools and workflow
> people are used to and tell people to just rebuild everything. ICE
> Kinematic took instead the more conservative approach of allowing you
> connecting to the existing Kinematic property rather than allowing you
> to define your own arbitrary property (with maybe just a "rotateZ"
> parameter). Helge had something working with that second approach, but
> there would have been so much stuff to redo.
>
>
>
>


Re: Another good news

2016-02-01 Thread Cristobal Infante
such a nonsense move from vimeo, I am struggling to understand the point of
this.

Is it because too many people are looking at this videos and sucking up
bandwidth for "free"?



On 1 February 2016 at 09:16, Olivier Jeannel  wrote:

> https://vimeo.com/153607340
>


Re: Clouds & cloudscape solutions

2016-02-01 Thread Cristobal Infante
Some nice cloud renders coming from the arnold / houdini combo, nice
tutorial here:

https://vimeo.com/153745362

On 26 January 2016 at 14:39, Ognjen Vukovic <ognj...@gmail.com> wrote:

> If i recall well from my limited dabbling in Houdini, that cloud shelf
> tool could get really slow quickly. That can obviously be easily remedied
> by knowing what you are doing :D
> That said i think it was quite fast to convert a mesh to vdb and add some
> fractals on top of it if you just want a quick solution for anything that
> is not a hero character.
>
>
> On Tue, Jan 26, 2016 at 2:01 PM, Cristobal Infante <cgc...@gmail.com>
> wrote:
>
>> Possibly, however there is an off the shelf cloud FX in houdini.
>>
>> https://www.youtube.com/watch?v=Qv0rgPd4FR4
>>
>> Never used it, but maybe worth a look?
>>
>>
>>
>>
>>
>> On 26 January 2016 at 13:36, Adam Seeley <adammsee...@gmail.com> wrote:
>>
>>> Hi,
>>>
>>> Thinking about keeping my learning curve not entirely vertical, would it
>>> be practical to consider general animation, extra particle motion etc. in
>>> Soft and exporting info (VDB info?) to Houdini for the look and rendering?
>>>
>>> (Or even straight to Octane?)
>>>
>>>
>>> A.
>>>
>>> On 26 January 2016 at 10:53, Adam Seeley <adammsee...@gmail.com> wrote:
>>>
>>>> Thanks Cris, it's kind of what what my spidey sense was telling me.
>>>> Need to get my head into Houdini anyway.
>>>>
>>>> It's a bit of a quick turn around.. got to learn sometime though.
>>>>
>>>> Thanks for the Renderfarm pointer as well.. would have been a follow up
>>>> question.
>>>>
>>>> Hope all's well & see you soon I hope,
>>>>
>>>> Adam.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On 26 January 2016 at 10:09, Cristobal Infante <cgc...@gmail.com>
>>>> wrote:
>>>>
>>>>> Sorry that's http://www.gridmarkets.com/houdini.html
>>>>>
>>>>> On 26 January 2016 at 10:08, Cristobal Infante <cgc...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hi Adam,
>>>>>>
>>>>>> I can definitively recommend taking the houdini route on this and
>>>>>> take advantage of the vdb goodness, you can always get houdini indie and
>>>>>> render via gridmarket.com. Even more, you could export the vdbs and
>>>>>> render somewhere else like octane 3.
>>>>>>
>>>>>> It kind of depends how much time do you have to do this, but I would
>>>>>> say investing a bit of your time in houdini will be helpful for the 
>>>>>> future..
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 25 January 2016 at 23:16, Adam Seeley <adammsee...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hi Folks,
>>>>>>>
>>>>>>> Wondered if I could pick some brains.
>>>>>>>
>>>>>>> I may kicking off a cloud job. Some cloudscapes and animated forms
>>>>>>> within them.
>>>>>>> Cumulus/Fluffy sort of look.
>>>>>>> Obviously hoping for a decent interaction/render speed trade-off.
>>>>>>>
>>>>>>> The last time I did clouds it was a few years ago using the BA
>>>>>>> Shader (Cheers Holger).
>>>>>>>
>>>>>>> What's the sensible option these days?
>>>>>>>
>>>>>>> 1. Good time to dive into some Houdini for VDB type goodness?
>>>>>>> Render times?
>>>>>>>
>>>>>>> 2. A Soft solution using the VDB plugin?
>>>>>>> Render Times?
>>>>>>>
>>>>>>> 3. Redshift would be great but I don't think the Volume capabilities
>>>>>>> are up to it.
>>>>>>>
>>>>>>> 4. Any other good fairly interactive solutions using any other
>>>>>>> software?
>>>>>>> 3dstudio max & FumeFX?
>>>>>>>
>>>>>>>
>>>>>>> What's the best way to create some good looking fluff?
>>>>>>>
>>>>>>> Thanks for listening,
>>>>>>>
>>>>>>> Adam.
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>


Re: photoscan on peaople

2016-01-29 Thread Cristobal Infante
Hi Chris,

what do you mean by a "capturing a snapshot of movement", what exactly are
you expecting to get from it? Animated mesh? Set of animated nulls?


On 29 January 2016 at 15:41, Chris Marshall 
wrote:

> Thanks Adrian / Paul
> It's that kind of stuff. A bit of action captured. I was thinking we'd use
> about a dozen cameras, but I have a feeling it might need to be many more.
> All synced, fast shutter, no motion blur etc.
>
> We'd have a lot to do which is why I'm thinking of setting it up
> ourselves. Just depends on the number of cameras that have the right
> capabilities.
>
> Cheers
>
>
>
> On 29 January 2016 at 15:31, adrian wyer 
> wrote:
>
>> we did some stuff a couple of years ago with fbfx at shepperton studios,
>> they were very friendly, and we got great results... with people jumping
>> around as if they'd been shot (WWII stuff)
>>
>>
>>
>> a
>>
>>
>> --
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Wuijster
>> *Sent:* 29 January 2016 15:27
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: photoscan on peaople
>>
>>
>>
>> If I'm correct, the guys at infinite realities (http://ir-ltd.net/) use
>> Agisoft for their full body scans.
>>
>> Shooting for 3D models id a bit tedious at some points, but there's a lot
>> of examples to be found on Youtube and Vimeo.
>> To get really good 3D models, you need a LOT of photos from a LOT of
>> angles.
>>
>> I'm not sure if moving people will work out for this stuff, but am
>> happily corrected if this is easily possible though.
>>
>>
>>
>>
>>
>> Rob
>>
>>
>>
>> \/-\/\/
>>
>> On 29-1-2016 16:13, Chris Marshall wrote:
>>
>> Hi All,
>>
>> Anyone used Agisoft Photoscan on people? We've not done much of this kind
>> of stuff, so any thoughts / feedback / pitfalls etc are welcome. Or are
>> there better solutions?
>> Thinking along the lines of capturing snapshots of moving people with a
>> bunch of synced cameras possibly.
>>
>> Thanks
>>
>> Chris
>>
>>
>> --
>>
>> Chris Marshall
>>
>> Mint Motion Limited
>>
>> 029 20 37 27 57
>>
>> 07730 533 115
>>
>> www.mintmotion.co.uk
>>
>> www.dot3d.com
>>
>>
>>
>> Geen virus gevonden in dit bericht.
>> Gecontroleerd door AVG - www.avg.com
>> Versie: 2016.0.7357 / Virusdatabase: 4522/11509 - datum van uitgifte:
>> 01/29/16
>>
>>
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>


Re: OT: Free Animation?

2016-01-28 Thread Cristobal Infante
mixamo could be an option maybe?

On 28 January 2016 at 11:41, Gerbrand Nel  wrote:

> There are some free motion captures on turbosquid.
> G
>
> On 28/01/2016 13:38, gareth bell wrote:
>
> Hey guys,
>
> I'm doing some dynamics hair/fur tests in Houdini - does anyone know of a
> source I can get a free or cheap character model + animation data to test
> my hair setups on?
>
> Cheers
>
>
>


Re: this is the end......

2016-01-27 Thread Cristobal Infante
B?

Goodbye softy lad ;(

May the force be with you all.

On Wednesday, 27 January 2016, Dave Gallagher Softimage <
davegsoftimagel...@gmail.com> wrote:

>
> How could I buy an extra one today before it's too late? I don't see it on
> their online store. Do I have to go through a reseller?
>
>
> On 1/27/2016 6:46 AM, adrian wyer wrote:
>
> well seeing as today is the final day you can purchase stand alone
> licenses of Softimage, i guess i'll be the first to say
>
>
>
> farewell old friend, long will you be remembered as the better app
>
>
>
> a
>
>
>
> ps. still use it everyday, but freelancers are hard to find..
>
>
>
> 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: Clouds & cloudscape solutions

2016-01-26 Thread Cristobal Infante
Sorry that's http://www.gridmarkets.com/houdini.html

On 26 January 2016 at 10:08, Cristobal Infante <cgc...@gmail.com> wrote:

> Hi Adam,
>
> I can definitively recommend taking the houdini route on this and take
> advantage of the vdb goodness, you can always get houdini indie and render
> via gridmarket.com. Even more, you could export the vdbs and render
> somewhere else like octane 3.
>
> It kind of depends how much time do you have to do this, but I would say
> investing a bit of your time in houdini will be helpful for the future..
>
>
>
>
>
>
> On 25 January 2016 at 23:16, Adam Seeley <adammsee...@gmail.com> wrote:
>
>> Hi Folks,
>>
>> Wondered if I could pick some brains.
>>
>> I may kicking off a cloud job. Some cloudscapes and animated forms within
>> them.
>> Cumulus/Fluffy sort of look.
>> Obviously hoping for a decent interaction/render speed trade-off.
>>
>> The last time I did clouds it was a few years ago using the BA Shader
>> (Cheers Holger).
>>
>> What's the sensible option these days?
>>
>> 1. Good time to dive into some Houdini for VDB type goodness?
>> Render times?
>>
>> 2. A Soft solution using the VDB plugin?
>> Render Times?
>>
>> 3. Redshift would be great but I don't think the Volume capabilities are
>> up to it.
>>
>> 4. Any other good fairly interactive solutions using any other software?
>> 3dstudio max & FumeFX?
>>
>>
>> What's the best way to create some good looking fluff?
>>
>> Thanks for listening,
>>
>> Adam.
>>
>
>


Re: testypoos

2016-01-26 Thread Cristobal Infante
tiptoptip

On 26 January 2016 at 10:02, Adam Seeley  wrote:

>
> taptaptap.
>
>
>


Re: Clouds & cloudscape solutions

2016-01-26 Thread Cristobal Infante
Possibly, however there is an off the shelf cloud FX in houdini.

https://www.youtube.com/watch?v=Qv0rgPd4FR4

Never used it, but maybe worth a look?





On 26 January 2016 at 13:36, Adam Seeley <adammsee...@gmail.com> wrote:

> Hi,
>
> Thinking about keeping my learning curve not entirely vertical, would it
> be practical to consider general animation, extra particle motion etc. in
> Soft and exporting info (VDB info?) to Houdini for the look and rendering?
>
> (Or even straight to Octane?)
>
>
> A.
>
> On 26 January 2016 at 10:53, Adam Seeley <adammsee...@gmail.com> wrote:
>
>> Thanks Cris, it's kind of what what my spidey sense was telling me. Need
>> to get my head into Houdini anyway.
>>
>> It's a bit of a quick turn around.. got to learn sometime though.
>>
>> Thanks for the Renderfarm pointer as well.. would have been a follow up
>> question.
>>
>> Hope all's well & see you soon I hope,
>>
>> Adam.
>>
>>
>>
>>
>>
>> On 26 January 2016 at 10:09, Cristobal Infante <cgc...@gmail.com> wrote:
>>
>>> Sorry that's http://www.gridmarkets.com/houdini.html
>>>
>>> On 26 January 2016 at 10:08, Cristobal Infante <cgc...@gmail.com> wrote:
>>>
>>>> Hi Adam,
>>>>
>>>> I can definitively recommend taking the houdini route on this and take
>>>> advantage of the vdb goodness, you can always get houdini indie and render
>>>> via gridmarket.com. Even more, you could export the vdbs and render
>>>> somewhere else like octane 3.
>>>>
>>>> It kind of depends how much time do you have to do this, but I would
>>>> say investing a bit of your time in houdini will be helpful for the 
>>>> future..
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On 25 January 2016 at 23:16, Adam Seeley <adammsee...@gmail.com> wrote:
>>>>
>>>>> Hi Folks,
>>>>>
>>>>> Wondered if I could pick some brains.
>>>>>
>>>>> I may kicking off a cloud job. Some cloudscapes and animated forms
>>>>> within them.
>>>>> Cumulus/Fluffy sort of look.
>>>>> Obviously hoping for a decent interaction/render speed trade-off.
>>>>>
>>>>> The last time I did clouds it was a few years ago using the BA Shader
>>>>> (Cheers Holger).
>>>>>
>>>>> What's the sensible option these days?
>>>>>
>>>>> 1. Good time to dive into some Houdini for VDB type goodness?
>>>>> Render times?
>>>>>
>>>>> 2. A Soft solution using the VDB plugin?
>>>>> Render Times?
>>>>>
>>>>> 3. Redshift would be great but I don't think the Volume capabilities
>>>>> are up to it.
>>>>>
>>>>> 4. Any other good fairly interactive solutions using any other
>>>>> software?
>>>>> 3dstudio max & FumeFX?
>>>>>
>>>>>
>>>>> What's the best way to create some good looking fluff?
>>>>>
>>>>> Thanks for listening,
>>>>>
>>>>> Adam.
>>>>>
>>>>
>>>>
>>>
>>
>


Re: Clouds & cloudscape solutions

2016-01-26 Thread Cristobal Infante
Hi Adam,

I can definitively recommend taking the houdini route on this and take
advantage of the vdb goodness, you can always get houdini indie and render
via gridmarket.com. Even more, you could export the vdbs and render
somewhere else like octane 3.

It kind of depends how much time do you have to do this, but I would say
investing a bit of your time in houdini will be helpful for the future..






On 25 January 2016 at 23:16, Adam Seeley  wrote:

> Hi Folks,
>
> Wondered if I could pick some brains.
>
> I may kicking off a cloud job. Some cloudscapes and animated forms within
> them.
> Cumulus/Fluffy sort of look.
> Obviously hoping for a decent interaction/render speed trade-off.
>
> The last time I did clouds it was a few years ago using the BA Shader
> (Cheers Holger).
>
> What's the sensible option these days?
>
> 1. Good time to dive into some Houdini for VDB type goodness?
> Render times?
>
> 2. A Soft solution using the VDB plugin?
> Render Times?
>
> 3. Redshift would be great but I don't think the Volume capabilities are
> up to it.
>
> 4. Any other good fairly interactive solutions using any other software?
> 3dstudio max & FumeFX?
>
>
> What's the best way to create some good looking fluff?
>
> Thanks for listening,
>
> Adam.
>


Re: Houdini procedural

2016-01-12 Thread Cristobal Infante
Hi Angus,

Uff there so many city generators, was that one with the chinese houses?
anything you can remember?



On 12 January 2016 at 18:58, Angus Davidson 
wrote:

> Hi All
>
>
>> I am trying to track down a video. For the life of me I cannot remember
>> where I saw it.
>
>
>> Its a student project piece where one of the students uses Houdini to
>> procedurally model a town.  I was fairly sure it was on cgpress.org but
>> i just cant seem to find it.
>
>
>> Anyone remember this.
>
>
>>
>>  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: Malcom Rig 2.0 For Softimage

2016-01-02 Thread Cristobal Infante
Out of curiosity what is the current state of fabric's kraken. That could
prove a brilliant
solution going forward but still using softimage when needed.

Is it production ready? Are people building hybrid rigs or even using it?

Happy new year everyone!!


On Saturday, 2 January 2016, Angus Davidson 
wrote:

> Sadly we lost the ability to teach Softimage the moment Autodesk announced
> EOL.
>
>
>
> If they had announced end of development it would have been a different
> matter.
>
>
>
> This just highlights the issues of working in Softimage going forward. L
>
>
>
>
>
>
>
> *From:* Cesar Saez [mailto:cesa...@gmail.com
> ]
> *Sent:* 02 January 2016 04:05 AM
> *To:* softimage@listproc.autodesk.com
> 
> *Subject:* Re: Malcom Rig 2.0 For Softimage
>
>
>
> Is it even worth building and maintaining a Softimage rig? Schools have to
> teach using tools available to their students...
> Dave Gallagher is a great guy and I'm pretty sure he'd love to help, but
> nobody is in a position to demand anything here. Malcolm is a freebie!
>
> Best regards,
> Cesar
>
>  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: Windows 10 - what's the current verdict.

2015-11-26 Thread Cristobal Infante
That's dissapointing Adam, I thought you wanted to on the EDDDG!!! ;)

I've personally enjoyed using Linux Centos for this last year. SUPER SOLID.

The only pain, no adobe etc...

On 26 November 2015 at 11:30, Adam Seeley  wrote:

> Cheers Softies,
>
> I'll most definitely hold off for the foreseeable future then if there' s
> no great gains.
>
> Adam.
>
> On 26 November 2015 at 10:57, skuby  wrote:
>
>> If you have very new hardware, it's probably safe to try, though I would
>> do it on a separate HDD if feasable so that going back is painless.  I've
>> had multiple issues with W10 on multiple computers but none of them were
>> brand new.  I heard that the newest release (perhaps it's still a preview
>> build) allows you to start with a clean install instead of requiring an
>> upgrade to register first (if you are doing the free upgrade path,
>> previously you had to upgrade/register first and later you could do a clean
>> install), so try that on a separate HDD, if it works, great.
>>
>> If you can wait, I would honestly wait, you aren't missing out on
>> anything, it doesn't add anything new/great if you are a Windows 7
>> Workstation user and a problem-free system with Windows 10 is no guarantee
>> unless you buy like a brand new Surface device or something along those
>> lines.
>>
>> I'm running Windows 10 on a convertable laptop that has a built in Wacom
>> in the screen and nothing in Windows 8, 8.1 or 10 was any sort of an
>> improvement for a pen/touch system.  They still don't even have SWYPE style
>> key input for touch typing.
>>
>> In the future you will likely have no choice but to eventually make the
>> switch because DX12, as far as I understand it, is going to be a Windows 10
>> exclusive.
>>
>> MS management is still sketchy at best, with it's ridiculous design
>> decisions (aka. now half of the control panel functionalities are exclusive
>> to the new "settings" window, but the rest of the old but essential control
>> panel items are still only in control panel, so while it all used to be in
>> one spot, now it's in two and in some cases, like power management for
>> laptops, it's split accross both, the new settings window but then the old
>> control panel when you go into advanced settings).  That's just one
>> example, personally I think it's quite a bit of a mess, but it is still
>> use-able.
>>
>> I can't honestly think of a single (non-minor) feature from Windows 10
>> that is a must have over Windows 7 (except for DX12 in the future).  All of
>> the new stuff doesn't do a single useful thing for me.  I might like it
>> better if I was running it on a new, top of the line Surface 4 or something
>> but even then, I doubt it.  It works, fine, but the weeks of head-aches and
>> trouble shooting weren't paid off by any great new features.
>>
>> Cortana, Windows Store Apps, etc.., it's all been a major let-down and
>> while I pop in once and a while to try them, none of it has made it in to
>> my daily routine.  100% still desktop apps and I use it like it's a Windows
>> 7 machine.  Currently making the slow and painful migration to Linux
>> (openSUSE) on another system, so much to learn, so little time...
>>
>> On Thu, Nov 26, 2015 at 3:17 AM, James De Colling <
>> james.decoll...@gmail.com> wrote:
>>
>>> clean and upgraded (from 8.1) installs around the office here, no
>>> problems with SI, Maya or Unity.
>>>
>>> all machines running GTX960/970 cards.
>>>
>>> On Thu, Nov 26, 2015 at 7:02 AM, Stephan Woermann <
>>> swoerman...@googlemail.com> wrote:
>>>
 At SI start, i have problems with floating windows. The first opened
 have sometimes no buttons and is frameless. Especially with the render
 preview.
 When all floating windows are closed with the help of a script, the
 issue is gone...

 Latest NVidia driver is used. From SI2013-15.

>>>
>>>
>>
>


Re: Windows 10 - what's the current verdict.

2015-11-26 Thread Cristobal Infante
Also no Zbrush ;(

I guess you need a second box for all the windows stuff!

On 26 November 2015 at 12:03, Angus Davidson <angus.david...@wits.ac.za>
wrote:

> I would consider no adobe a plus ;)
>
> On 26 Nov 2015, at 1:43 PM, Cristobal Infante <cgc...@gmail.com> wrote:
>
> That's dissapointing Adam, I thought you wanted to on the EDDDG!!! ;)
>
> I've personally enjoyed using Linux Centos for this last year. SUPER SOLID.
>
> The only pain, no adobe etc...
>
> On 26 November 2015 at 11:30, Adam Seeley <adammsee...@gmail.com> wrote:
>
>> Cheers Softies,
>>
>> I'll most definitely hold off for the foreseeable future then if there' s
>> no great gains.
>>
>> Adam.
>>
>> On 26 November 2015 at 10:57, skuby <sku...@gmail.com> wrote:
>>
>>> If you have very new hardware, it's probably safe to try, though I would
>>> do it on a separate HDD if feasable so that going back is painless.  I've
>>> had multiple issues with W10 on multiple computers but none of them were
>>> brand new.  I heard that the newest release (perhaps it's still a preview
>>> build) allows you to start with a clean install instead of requiring an
>>> upgrade to register first (if you are doing the free upgrade path,
>>> previously you had to upgrade/register first and later you could do a clean
>>> install), so try that on a separate HDD, if it works, great.
>>>
>>> If you can wait, I would honestly wait, you aren't missing out on
>>> anything, it doesn't add anything new/great if you are a Windows 7
>>> Workstation user and a problem-free system with Windows 10 is no guarantee
>>> unless you buy like a brand new Surface device or something along those
>>> lines.
>>>
>>> I'm running Windows 10 on a convertable laptop that has a built in Wacom
>>> in the screen and nothing in Windows 8, 8.1 or 10 was any sort of an
>>> improvement for a pen/touch system.  They still don't even have SWYPE style
>>> key input for touch typing.
>>>
>>> In the future you will likely have no choice but to eventually make the
>>> switch because DX12, as far as I understand it, is going to be a Windows 10
>>> exclusive.
>>>
>>> MS management is still sketchy at best, with it's ridiculous design
>>> decisions (aka. now half of the control panel functionalities are exclusive
>>> to the new "settings" window, but the rest of the old but essential control
>>> panel items are still only in control panel, so while it all used to be in
>>> one spot, now it's in two and in some cases, like power management for
>>> laptops, it's split accross both, the new settings window but then the old
>>> control panel when you go into advanced settings).  That's just one
>>> example, personally I think it's quite a bit of a mess, but it is still
>>> use-able.
>>>
>>> I can't honestly think of a single (non-minor) feature from Windows 10
>>> that is a must have over Windows 7 (except for DX12 in the future).  All of
>>> the new stuff doesn't do a single useful thing for me.  I might like it
>>> better if I was running it on a new, top of the line Surface 4 or something
>>> but even then, I doubt it.  It works, fine, but the weeks of head-aches and
>>> trouble shooting weren't paid off by any great new features.
>>>
>>> Cortana, Windows Store Apps, etc.., it's all been a major let-down and
>>> while I pop in once and a while to try them, none of it has made it in to
>>> my daily routine.  100% still desktop apps and I use it like it's a Windows
>>> 7 machine.  Currently making the slow and painful migration to Linux
>>> (openSUSE) on another system, so much to learn, so little time...
>>>
>>> On Thu, Nov 26, 2015 at 3:17 AM, James De Colling <
>>> james.decoll...@gmail.com> wrote:
>>>
>>>> clean and upgraded (from 8.1) installs around the office here, no
>>>> problems with SI, Maya or Unity.
>>>>
>>>> all machines running GTX960/970 cards.
>>>>
>>>> On Thu, Nov 26, 2015 at 7:02 AM, Stephan Woermann <
>>>> swoerman...@googlemail.com> wrote:
>>>>
>>>>> At SI start, i have problems with floating windows. The first opened
>>>>> have sometimes no buttons and is frameless. Especially with the render
>>>>> preview.
>>>>> When all floating windows are closed with the help of a script, the
>>>>> issue is gone...
>>>>>
>>&

Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-27 Thread Cristobal Infante
Hi Dan,

trying something similar today, did you manage to see "custom" ICE
attributes as well? the convert node is left default?

Can't seem to see them in Houdini, it gives me some but not all of them..

On 11 October 2015 at 22:19, Dan Yargici  wrote:

> Hi Ben,
>
> That's again for sharing this, very generous indeed.
>
> Would I be right in thinking that there's no version for 2015 on Linux?
>
> DAN
>
>
> On Fri, Oct 9, 2015 at 4:50 PM, Ben Houston  wrote:
>
>> Crate should work on standard point clouds pretty well.
>> -ben
>> Best regards,
>> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
>> @exocortexcom)
>> https://Clara.io - Online 3D Modeling and Rendering
>>
>>
>> On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici  wrote:
>> > Hello all.
>> >
>> > Has anyone had any luck exporting pointclouds from Soft to Houdini using
>> > Alembic?
>> >
>> > I've tried all manner of combinations with the factory exporter and
>> Crate
>> > with all their varying options with exactly zero success.
>> >
>> > Any tips?
>> >
>> > Thanks,
>> >
>> > DAN
>>
>
>


Re: OT "add edge" tool in houdini?

2015-10-26 Thread Cristobal Infante
Had a little play with this, and polysplit seems to be more similar than
"add edge".

Polyknit is better for creating new polys based on points (filling gaps).

some great improvements on H15, but yes still not quite competing with soft
as a modeler ;).

On 26 October 2015 at 06:42, Gerbrand Nel <nagv...@gmail.com> wrote:

> Didn't go too well. I have no idea how its suppose to work.
> I found this link, but it's not the same as adding edges
> https://vimeo.com/103820306
> I used the new topo tools, but they were less than ideal.
> I just want to draw some edges to get my topology the way I want it.
> Exporting to softimage was the fastest solution at the end.
> Thanks for the input
> G
>
> On 19/10/2015 17:17, Cristobal Infante wrote:
>
> have a look at polyknit.
>
> It was a bit buggy when I used it first, but hopefully it has been
> improved for H14/15
>
> Let us know how it goes!
>
> C
>
> On 19 October 2015 at 15:04, Gerbrand Nel <nagv...@gmail.com> wrote:
>
>> Hey guys.
>> Just a quick question.
>> Is there tool in houdini similar to the "add edge " tool in softimage?
>> Thanks
>> G
>>
>
>
>


Re: OT "add edge" tool in houdini?

2015-10-19 Thread Cristobal Infante
have a look at polyknit.

It was a bit buggy when I used it first, but hopefully it has been improved
for H14/15

Let us know how it goes!

C

On 19 October 2015 at 15:04, Gerbrand Nel  wrote:

> Hey guys.
> Just a quick question.
> Is there tool in houdini similar to the "add edge " tool in softimage?
> Thanks
> G
>


Re: FBX: all takes in one import?

2015-08-30 Thread Cristobal Infante
Couldn't you make a simple python importer, that looks inside the folders,
loops, and import the actions sources?

On 30 August 2015 at 19:45, Leendert A. Hartog hirazib...@live.nl wrote:

 Allow me 1 BUMP... :D

 Greetz
 Leendert
 AKA Hirazi Blue
 Softimage hobbyist, admin at si-community.com  xsiforum.de

 From: hirazib...@live.nl
 To: softimage@listproc.autodesk.com
 Subject: FBX: all takes in one import?
 Date: Wed, 26 Aug 2015 20:38:21 +0200


 While trying to evaluate akeytsu (www.nukeygara.com) I am faced with the
 following problem: akeytsu exports fbx files with multiple takes embedded
 within them. Is it possible to import all these takes in one go as separate
 action sources without having to suffer the scenic route of manually
 importing all takes one at a time?

 Greetz
 Leendert
 AKA Hirazi Blue



Re: Referenced models crashing Softimage

2015-08-26 Thread Cristobal Infante
maybe a bit obvious, but could there be an object your setup is relaying on
that is being left behind in the exporting scene? maybe you've forgotten
to put it inside your model..

On Tuesday, 25 August 2015, Morten Bartholdy x...@colorshopvfx.dk wrote:

 I sent this yesterday but it didn't turn up yet, so I am reposting.
 Apologies if it results in doubleposting.



 Through time I have used Referenced models quite a bit so I know more than
 the basics of how to use them, but with my current project I have run in to
 a problem. I have 5 different referenced models where res1 is a full
 resolution model and res2 is a proxy model which loads an Arnold standin.
 My problem is that when I change resolution on all 5 models Softimage
 crashes. If I take them one at a time and change resolution, it works for
 the first four, but the fifth crashes Softimage. I have changed order and
 it seems it is not one particular model which causes the crash - it is just
 the fifth I chose to change. I have tried changing it in the scntoc file
 too  which also causes a crash.



 I am suspecting some sort of problem with the delta, but I can't see how
 it could have become corrupted - I have pose constrained a null in the ref
 model to an animated null in the scene, and the constrained null is the
 same in each resolution of the ref model. The other thing could be the
 reference switch does somehow not like the Arnold property with a standin
 path, but why then only on the last resolution switch?



 Do any of you with ref model experience have an inkling of an idea about
 what might cause this?



 Best

 Morten




Re: Momentum setup ?

2015-08-26 Thread Cristobal Infante
I agree with what most people have said here, it's just not worth the
hussle to go at it with MOM, but if you insist  rollback softimage to the
exact version MOM3 was released for. At least your demo files should work.
Like many I used MOM3, but found it unreliable at least with newer versions
of soft.

However it will be a very lonely place, the MOM exocortex list is pretty
much dead, and you may find some big hurdles ahead.

Why not give Houdini a shot? it seems like a perfect proyect to get
started, and you can get a lot of help from odforce and sidefx..


On Tuesday, 25 August 2015, Olivier Jeannel facialdel...@gmail.com wrote:

 4.something
 I watched again, tried some demo scenes. Things seem a bit tricky at ice
 level with bizarre results :/
 Le 21 août 2015 13:11, Rob Chapman tekano@gmail.com
 javascript:_e(%7B%7D,'cvml','tekano@gmail.com'); a écrit :

 which version of Momentum are you using?  it was the later versions that
 introduced some kind of 'ICE control' over the each elements bullet sim
 settings - more details here of the example scenes provided which looks
 like it gives you the effect you are after in several different ways

 https://vimeo.com/29084388

 On 21 August 2015 at 11:36, Olivier Jeannel facialdel...@gmail.com
 javascript:_e(%7B%7D,'cvml','facialdel...@gmail.com'); wrote:

 Back from hollydays, I'm at some Momentum test again.
 Does anybody knows how the States are working with Momentum ?
 I've tried the classic State+State Machine combination to change the
 Mass of the particles from 0 (State 0) to 1 (State 1), but Momentum seems
 to ignore it.

 I can see a State Attribute in the SetRigidBodyAttributes, but I don't
 know how to use it.

 Thank you !

 On Fri, Aug 7, 2015 at 4:54 PM, Mario Reitbauer 
 cont...@marioreitbauer.at
 javascript:_e(%7B%7D,'cvml','cont...@marioreitbauer.at'); wrote:

 Go back to the Softimage version Momentum was introduced with and work
 with that.
 Might be the safest thing to do when you want to work with it nowadays.

 2015-08-07 15:48 GMT+01:00 Simon Reeves si...@simonreeves.com
 javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');:

 Aha, yes that's the video I followed, same kind of thing as François
 :)



 Simon Reeves
 London, UK
 *si...@simonreeves.com
 javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 7 August 2015 at 14:32, Olivier Jeannel facialdel...@gmail.com
 javascript:_e(%7B%7D,'cvml','facialdel...@gmail.com'); wrote:

 Thank you François !
 Beautifull shot and clever technique !

 Thanks for the topolizer tutorial, will keep that one in the back of
 my head ;)
 Unfortunatly my debris will have to colide on the ground so I'll give
 Mom a go, at least until it stop working...

 I'm glad people keep answering on the list :)
 Le 7 août 2015 14:41, Francois Lord flordli...@gmail.com
 javascript:_e(%7B%7D,'cvml','flordli...@gmail.com'); a écrit :

 I did that just yesterday and indeed... it gives you lots of control
 and speed. You have no collisions, but sometimes it's enough. For
 destruction stuff however, I doubt it.
 I used the same technique on this shot 2 years ago.
 https://vimeo.com/55545305
 The length of the shot and the deadline didn't allow for RBD
 simulation. I needed something quicker.

 Olivier, you can always have a look at this tutorial.
 http://vimeo.com/50751483
 You need emTopolizer and the workflow is a bit convoluted, but it's
 true you can work faster this way. Maybe it's possible to use Simulate
 Bullet RigidBody on the particles at the end and set the particles 
 sizes to
 match the poly chunks. That could work for real simple stuff.

 Don't give up on Houdini. For destruction stuff, that's where the
 fun is.

 On 07-Aug-15 05:34, Simon Reeves wrote:

 I think it's simpler to not involve ICE if you just want rigid
 bodies with momentum (just simulation I mean).

 Recently though I used a setup which was non-simulated, cracking geo
 with implosia and then using emtools of some variety (I think from a
 mootzoid video) - creating a pointcloud from polygon islands, 
 manipulating
 the pointcloud, and then that drives another copy of the original mesh,
 worked well! Lots of control.



 Simon Reeves
 London, UK
 *si...@simonreeves.com
 javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');*
 *www.simonreeves.com http://www.simonreeves.com*
 * http://www.analogstudio.co.ukwww.analogstudio.co.uk
 http://www.analogstudio.co.uk*

 On 7 August 2015 at 10:18, Olivier Jeannel facialdel...@gmail.com
 javascript:_e(%7B%7D,'cvml','facialdel...@gmail.com'); wrote:

 You are killing me with answer like that, but yes, it seems deeply
 bugged, some demo scene makes xsi crash. That's really a shame.

 So far I've found a working solution : Pimping the Mom Emit Deform
 Control and setting the Mass to 0 (passive RBD)  when inside an 
 Geometry
 and back to 1 (active RBD) when outside seems workable.
 Wish I 

Re: Continued use of Softimage question

2015-08-21 Thread Cristobal Infante
+1 on that delayed load shader setup for Houdini, a real rendering speed
boost!

On 21 August 2015 at 10:29, Christoph Muetze c...@glarestudios.de wrote:

 hey thanks for the tip - I will try that out right away!

 Cheers!
 Chris

 On 08/20/2015 09:59 PM, toonafish wrote:
  I stopped using Modo as much as I did for different reasons, and it
 doesn’t work as reliable as it does in Softimage, but you can keep your
 tool active while selecting other components by activating “select through”
 in Modo. Don’t know why that isn’t activated by default though, just like
 the “lazy selection” that makes selecting components so much better
 
  With those two activated modeling is a lot closer to what you’re used to
 in Soft I think.
 
 
  - Ronald
 
 
   I want to select my tool and simply use it until I
  switch to another t
   ool - like in Softimage.
 
 
 
 




Continued use of Softimage question

2015-08-19 Thread Cristobal Infante
*IPR window shader picking *wow man this is nice, didn't know about this
;)

Another good one is that you can assign materials via the IPR windows just
by dragging and dropping them onto the objects.

The massive plus with mantra, it's deep integration with Houdini means that
everything just works out of the box. Even though HTOA is really well
implemented is still a plugin and like Sitoa it has the typical arnold
caveats (render doesn't update with every move, adding property to objects,
etc). Still is pretty awesome to have the options, and it's great to see
the pace of development of HTOA. With every release there is always
something working 20% faster ;)

By the way, has anyone given akeytsu a proper go?





On Wednesday, 19 August 2015, Andy Goehler lists.andy.goeh...@gmail.com
wrote:

 Hi Francois,

 all Houdini projects so far have been rendered using Mantra. For our type
 of work we’ve found it performing very well in comparison with Arnold.
 Here’s are some of my day to day time savers:

 *distributed rendering*
 being able to use the farm on a single frame during lighting is great
 *artist friendly lights*
 I have my shortcomings with Arnolds lights, mainly either controlling the
 spread on area lights or texturing spots to get realistic specs
 *mouse cursor bucket picking*
 sounds trivial, saves me so much time
 *IPR window shader picking*
 ctrl clicking in the render view brings up the properties of that pixels
 shader. click - adjust - done.

 That being said, we’re keeping an eye on HtoA and I try to set up new
 projects with Arnold as well and run a comparison.



 On Aug 19, 2015, at 16:39, Francois Lord flordli...@gmail.com wrote:

 Hi Andy.

 Did you move to Mantra, or stayed with Arnold?

 Softimage crashing too often in lookdev is the #1 reason why I'm actively
 looking elsewhere.

 On 19-Aug-15 10:35, Andy Goehler wrote:

 We at Fiftyeight moved on from Softimage to Houdini for scene assembly and
 rendering. While Houdini’s offerings may not be the designed/perfect pass
 system currently, we’ve managed to adjust to a level of comfort. Shading
 and lighting productivity has gone way up. Houdini has proven to be very
 stable during shading and lighting, contrary to my frustration with Soft
 crashing unacceptably often.

 We were not looking for the best solution currently available either, we
 were looking for a platform to build upon. And are very happy with Side
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature
 requests and implementation and daily builds make us a satisfied customer.

 Andy






Re: OT: Houdini: a few image plane questions

2015-06-17 Thread Cristobal Infante
You need to import the parameter inside the shader, have you done that?
(Not bind)

Also set the parameter to export always. Minute 7:00 of that video..





On 17 June 2015 at 09:27, Gerbrand Nel nagv...@gmail.com wrote:

  Thanks! I tried it in a new scene and got it working just fine.
 Then I tried it in my production scene, and I get this error for each
 object in the scene:

 mantra: Variable wallMatte (vector) not found for export in shader
 'op:/obj/eyesRender/shopnet1/eyeOutside'

 What does that mean?
 I didn't get this shit in my test scene?
 The matte renders, but I don't want to just ignore this error!

 Thanks for all the input guys!
 G

 On 16/06/2015 16:45, Cristobal Infante wrote:

  In regards to your after effects question, I think there is a plugin
 that allows you to extract buffers.

  To get additional buffers, you need to create an attribute and then call
 it from inside the shader with a Bind.
 If it's not inside the shader it will not show on the final render.

  If this is not clear, have a look at this video:

  https://vimeo.com/98484834








 On 16 June 2015 at 15:36, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 I'm getting to the rendering part of this job, and have found image
 planes in mantra.
 They seem really cool, but I've hit a few snags.

 First of all, They seem to render into either one big EXR file, or into
 multiple exr files, but each image plane goes into its own exr channel.
 This makes them pretty useless in afterfx.
 Is there a way to get them to render like frame buffers in softimage,
 where each channel goes into its own exr, but not into some obscure channel
 within that exr.
 Alternatively, do you guys know of a fast way to export these channels
 into the rgba channels of a new exr?

 Second question.
 In softimage I used frame buffers to render mattes for objects in my
 scene.
 Can this be done with image planes?
 I tried creating a color parameter in my shader, and then calling that as
 a new image plane, but I just got a black frame and errors.
 Thanks for reading guys
 G






Re: OT: Houdini: a few image plane questions

2015-06-16 Thread Cristobal Infante
In regards to your after effects question, I think there is a plugin that
allows you to extract buffers.

To get additional buffers, you need to create an attribute and then call it
from inside the shader with a Bind.
If it's not inside the shader it will not show on the final render.

If this is not clear, have a look at this video:

https://vimeo.com/98484834








On 16 June 2015 at 15:36, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 I'm getting to the rendering part of this job, and have found image planes
 in mantra.
 They seem really cool, but I've hit a few snags.

 First of all, They seem to render into either one big EXR file, or into
 multiple exr files, but each image plane goes into its own exr channel.
 This makes them pretty useless in afterfx.
 Is there a way to get them to render like frame buffers in softimage,
 where each channel goes into its own exr, but not into some obscure channel
 within that exr.
 Alternatively, do you guys know of a fast way to export these channels
 into the rgba channels of a new exr?

 Second question.
 In softimage I used frame buffers to render mattes for objects in my scene.
 Can this be done with image planes?
 I tried creating a color parameter in my shader, and then calling that as
 a new image plane, but I just got a black frame and errors.
 Thanks for reading guys
 G




Re: OT:houdini stamp UV

2015-06-10 Thread Cristobal Infante
Right click on the node and select, Save texture UV to image.

Never used it myself, let us know how it goes!

Cris

On 10 June 2015 at 09:21, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 My dumb ass is asking dumb questions again.
 I cant find something similar to  stamp uv in houdini
 Is it there, and how and where?
 Thanks
 G



Re: ICE team went to Maya (2011)

2015-06-10 Thread Cristobal Infante
You don't have to work with houdini the way you describe. Even though there
is a procedural nature to the application, you don't have to make every
single asset you do a super tool. It's up to you, the software doesn't
force you into any workflow.

If you know you will be sharing an asset with other members of a team then
yes this approach makes sense.

In regards to the tutorial you mention, from Keith Johnson. He in fact
approaches the task on a very softimage way. From all the tutorials I've
seen, this one actually doesn't get bogged down on proceduralism.

https://vimeo.com/122274907

https://vimeo.com/125116427

Best,
Cris


On 10 June 2015 at 16:59, Jason S jasonsta...@gmail.com wrote:

  Indeed that's why I corrected myself, having recalled SideFX (also)
 having their own publicized SI team
 which referred to workflow and not ICE which indeed leaves not much to be
 desired functionality-wise for Houdini
 except maybe also the 'workflow' or general ease-of-use of ICE... (despite
 also being not always easy for everyone)..

 But speaking of workflow, there was a recent Video from someone adopting
 Houdini,
 which I think shows exactly both the main strength and the main drawback
 of Houdini at the same time.

 Making a neat and quite detailed retro neon sign, with lightbulbs, neon
 fixtures and all that,
 at the end he could dynamically change the amount of fixtures, or
 dynamically change basically anything.

 But the time (and complication) involved setting everything up.. in my
 opinion is worth it if you need a bunch of similar but different things,
 being faster to redo different variations once the setup is there.

 And although the fact that you could also do an almost entirely (or
 partly) procedural dynamic sing (or whatever) setup in XSI is besides the
 point,
 (being perhaps less, but also very non-destructive, perhaps like what
 AfterEffects is to Nuke at least for the stack)
 the point is you don't -have- to keep everything dynamic if you don't need
 to,
 and get things done in a jiffy with much less head scratching or chin
 rubbing , and you can then say, ok next?

 That while having quite a bit of things that really don't take any more or
 less time making (or leaving) them dynamic or not,
 and involves somewhat minimal history stack management (which otherwise
 you barely know it's there until you need it or want to clear it)
 if and when needed to remain fully procedural, perhaps with compounds with
 exposed params or custom parameters driving operator properties and such
 (for quick editing in unified property sets -if- necessary).
 usually being a pretty tiny percentage of things, like we end-up freezing
 most of everything that doesn't need to remain live once their done.

 Making it not only a good compromise between fully procedural and
 non-procedural, but also a best both worlds in many respects.

 But I guess Houdini doesn't have something that drives many Houdini users
 away...
 which doesn't matter if you're at a place who doesn't care about 'dead'
 labels while waiting for better things, or for things to become better.

 That being said, even when only looking at what can work best, Houdini of
 course obviously (also) has it's own strengths uses and place.



 For Fabric, although I think adopting a visual development environment is
 a step in the right direction,
 I personally would hope they would move still quite a bit further away
 from being a mostly for TD's thing,
 and would also feel more confident if it wasn't subject to what host DCC's
 allows to be accessed being probably widely varying from a DDC to another
 concerning it's scope or reach.
 say if it could be fully unrestrained in it's own standalone environment,
 cause ICE apart geo and rig processing, can (very interactively) get  set
 pretty much anything in a given scene, weight maps, uv's, CAV's,
 particles/strands, materials, any animatable parameter can be ICE driven or
 drive other ICE things, ... and above-all, all in a very (yet relatively)
 non-'overtechnical' setting.

 I guess time will tell.

 cheers,


 On 06/09/15 23:09, Raffaele Fragapane wrote:

 Should probably add, modelling too, and you can pretty much swap animation
 and modelling in my mail above and all of it remains pretty much true :)

 On Wed, Jun 10, 2015 at 1:07 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 They never said anything involving ICE AFAIK.

 They did mention that they are trying to make Houdini more pleasant to
 use, and want animation (the user facing, artist oriented part of it) to
 receive more attention, and that they have a Softimage developer on board
 contributing to that. Both those statements are true. They are doing good
 work in those regards, and part of that work is done by an ex Softie.

  To my knowledge that's the extent of it. I've yet to see or hear ICE
 mentioned at all, let alone ex developers of it, by SideFX people.


 On Sat, Jun 6, 2015 at 5:40 PM, Andy Goehler 
 

Re: Heavy scenes with the GTX 970

2015-06-01 Thread Cristobal Infante
980ti is out for anyone shopping for a 6gig card

http://www.anandtech.com/show/9306/the-nvidia-geforce-gtx-980-ti-review


On Sunday, 31 May 2015, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 I remember that to be the case for one batch of 2xx drivers ages ago.
 Thought it would have been long gone, but fair enough, certainly worth
 trying if that's still there.
 On 30 May 2015 04:32, Luc-Eric Rousseau luceri...@gmail.com
 javascript:_e(%7B%7D,'cvml','luceri...@gmail.com'); wrote:

 intuitively you'd think adding the .exe in the nvidia panel has no
 effect, but I'm not 100% sure about that, because the drivers do have
 hard coded app-specific code certain apps including Softimage and
 there is a possibly that this could enable them.  Would need to be
 verified.

 On 29 May 2015 at 02:47, Raffaele Fragapane raffsxsil...@googlemail.com
 javascript:_e(%7B%7D,'cvml','raffsxsil...@googlemail.com'); wrote:
  That's usually the quadro cards, I don't know of the gtx driver branch
  offering the AD apps as one you can pick. Maybe it changed and I didn't
  notice though.
 
  Adding the exe though simply changes the (subset of per app) settings
 for
  that app, changing them globally sorts the same effect.




Re: Jordskott tv series visual effects, Softimage+Redshift

2015-05-25 Thread Cristobal Infante
It's because they are discontinued, you can buy second hands one but then
you have no warrany. I understand the 980ti will be announced anytime now..

On Monday, 25 May 2015, Chris Johnson chr...@topixfx.com wrote:

 Yeah I'm having a hard time finding the 780's?!

 Looking forward to going the way of the redshift!



 On Mon, May 25, 2015 at 5:23 AM, Arvid Björn arvidbj...@gmail.com
 javascript:_e(%7B%7D,'cvml','arvidbj...@gmail.com'); wrote:

 Cheers everyone, glad you like it!




 On Mon, May 25, 2015 at 9:56 AM, Jens Lindgren 
 jens.lindgren@gmail.com
 javascript:_e(%7B%7D,'cvml','jens.lindgren@gmail.com'); wrote:

 Awesome work Arvid!

 /Jens

 On Mon, May 25, 2015 at 1:41 AM, Sylvain Lebeau s...@shedmtl.com
 javascript:_e(%7B%7D,'cvml','s...@shedmtl.com'); wrote:

 VDB’s and Yeti!!!

 I wait for this before really going to try it seriously!!

 thanks for sharing all this infos Arvid!!

 sly

 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/
  http://WWW.SHEDMTL.COM http://www.shedmtl.com/
 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com
 javascript:_e(%7B%7D,'cvml','s...@shedmtl.com');




 On May 23, 2015, at 6:20 PM, Arvid Björn arvidbj...@gmail.com
 javascript:_e(%7B%7D,'cvml','arvidbj...@gmail.com'); wrote:

 Highly recommended! We're running mostly gtx780 6gb (great bang for the
 buck if you can find them), we basically render on the workstations and a
 few designated gpu boxes as a farm using Royal Render. 10 RS nodes equate
 to like 50 Arnolds measured in final render time, it's that fast. I always
 render brute force with all the bells and whistles too. Our racked cpu farm
 mostly do Nuke jobs these days, some Mantra ifd's and the odd Clarisse job
 too.
 The other beauty of RS is that you can generally run a batch render on
 the gpu and keep working with other stuff on the workstation if you like,
 you can hardly notice it's working most of the time. Makes Soft more
 responsive too, and everything just works. The day RS supports VDBs, my
 life will be complete ;)



 On 23 maj 2015, at 14:19, Chris Johnson chr...@topixfx.com
 javascript:_e(%7B%7D,'cvml','chr...@topixfx.com'); wrote:

 Amazing...buying my license of redshift in the VERY near future! What
 cards are you running on your work stations? What have you set up for a
 render farm or are you just using local stations for rendering redshift?

 On Sat, May 23, 2015 at 4:23 AM, Srecko Micic srecko.mi...@gmail.com
 javascript:_e(%7B%7D,'cvml','srecko.mi...@gmail.com'); wrote:

 Amazing work!

 On May 23, 2015, at 09:56, Alok Gandhi alok.gandhi2...@gmail.com
 javascript:_e(%7B%7D,'cvml','alok.gandhi2...@gmail.com'); wrote:

 Very cool!

 On Sat, May 23, 2015 at 9:10 AM, David Gallagher 
 davegsoftimagel...@gmail.com
 javascript:_e(%7B%7D,'cvml','davegsoftimagel...@gmail.com'); wrote:

 Impressive!


 On 5/22/2015 2:37 PM, Arvid Björn wrote:

 Hi guys, just wanted to show a couple of shots we did for the
 Swedish tv series Jordskott. We did all the 342 vfx shots for all 10
 episodes, all cg in Softimage, rendered in Redshift, Houdini for smoke 
 sim
 and Nuke for comp.

 Here's some of the more interesting ones I think (excuse the
 compression):

 Full cg env and destruction. Redshift+ICE instance scattering
 achieved the level of detail, comped using deep data to combine Redshift
 and Mantra smoke renders. RS frame time was about 20 minutes on this, 
 which
 is the highest I've ever reached with Redshift I think.
 https://app.frame.io/f/9839ef2c-0a25-4c41-8308-548078b613b1

 Here's a bunch of cg ravens rigged and animated in Softimage,
 rendered in Redshift.
 https://app.frame.io/f/17a5c43d-0b29-4928-a0ae-35779930a492

 This is a face wound-type thing in a dream sequence, Soft+Redshift
 https://app.frame.io/f/e7740833-7faa-4e13-a92e-b0be2f75f3b0

 All the underwater environments in this sequence is full cg combined
 with some green screen uw-plates of the actress. The entity is made 
 with
 a bit of ICE strand magic. Soft+Redshift, RS really has awesome 
 volumetrics
 btw.
 https://app.frame.io/f/680ec84a-573d-4e9f-b0e3-9d68a0c3ad3a (with
 sound, without grade)

 And about 300 other shots.. =)

 We worked for ~8 months with a core team of 3 artists including
 myself, and a few more for shorter periods. I also supervised the vfx on
 the show, which was a true pleasure! Can't imagine a better tool for the
 job than Soft and RS, it's quite remarkable how well they work together,
 it's all rendered on cheap GTX780's as well.

 So Softimage is alive and well over here at least! The Maya licenses
 doesn't even work as a door stop, not sure why we keep them around 
 really.

 We'll do a proper reel for the whole season soonish, hope you like
 it!

 Cheers






 --







 --
 Jens Lindgren
 
 VFX Supervisor  Lead TD
 Magoo 3D Studios 

Re: End of the ride

2015-05-22 Thread Cristobal Infante
Good luck mate, and thanks for all your help during this years!!

All the best on your new venture.

Cris

On 22 May 2015 at 15:41, olivier jeannel olivier.jean...@noos.fr wrote:

  Best of luck ! Hope you'll receive as much as you gave this community.
 ... I hate goodbyes :(



 Le 22/05/2015 05:56, Andy Nicholas a écrit :

 Yep, good luck Graham. You’ve always had the back of all the Softimager’s
 over the years. I hope that loyalty pays back in kind for you with your
 future career, as it’s well deserved.

  Andy



  On 20 May 2015, at 11:58, Kris Rivel krisri...@gmail.com wrote:

  Thanks Grahamall the best for sure.

  Kris

 On Fri, May 15, 2015 at 5:21 AM, Juan Brockhaus juanxsil...@gmail.com
 wrote:

 Thanks Graham and all the best for the future!

 On Thu, May 14, 2015 at 1:50 AM, Daniel Brassard dbrassar...@gmail.com
 wrote:

 Thank you Graham for your help and advice in ICE and programming over
 the years. Good luck in your new ventures and keep in touch here.

 wish you the best,

 Dan
   Thanks Graham, you work has been great and Autodesk is loosing a key
 asset and the culture few of the remaining Softimage guys brought to it,
 sad strategy they have.

  Wish you the best and hope we can work together in the near future.
 jb

  On 13 May 2015, at 15:53, Alan Fregtman alan.fregt...@gmail.com
 wrote:

  Thank you for all the help throughout the years, Graham! :)


 On Wed, May 13, 2015 at 11:39 AM Morten Bartholdy x...@colorshopvfx.dk
 wrote:

  Well then thanks for the assistance you have provided over the years
 and good luck where ever you will be going!


  Cheers Graham!




  Best Regards
  Morten Bartholdy
  - Softimage user since 1992






 Den 13. maj 2015 kl. 00:59 skrev Graham Bell bell...@gmail.com:

   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: Is purchasing a new softimage license impossible?

2015-05-16 Thread Cristobal Infante
I agree with Tim and most of the people in the list I am sure. Most of the
other software discussion is done with a softimage perspective which is
why is worth having that discussion here and not in Maya/Blender forum.

In regards to Blender, I also used to also draw the line there. However
after seeing this Houdini/Blender hair workflow I realised it could be
useful for very specific tasks on a pipeline. At the end of the day if it
helps me do a better job and go home early then I will embrace it. (Chris,
I am interested on this modelling workflow!)

https://vimeo.com/88711732

In regards to the noise that we've seen lately. What I would suggest is if
someone wants to post a purely Maya thread maybe format it with brackets?

[Maya] How do I make an override?
[Modo]

etc, that will help everyone possibly filter better and ignore if not
interested.

Best,
Cris

On Saturday, 16 May 2015, Tim Leydecker bauero...@gmx.de wrote:

  I would prefer a bit more openness for the future.

 As much as I like working in Softimage, to make a living, I am
 (re)adopting other solutions.

 Maybe that´s a special case but nevertheless, one could describe trying to
 transfer existing
 knowledge to a new realm something common sense should flag desireable.

 That as a given, I appreciate info on Houdini, Blender, Cinema, Zbrush,
 Maya, 3DsMax, etc
 here, because generally, it´s shared in a context of comparison to
 Softimage/XSI or at least
 as information that can be regarded valueable anyway.

 I really appreciate people sharing their experience while transitioning
 themselves or simply
 sharing workflows or tips.

 The way I see it, there won´t be much news on Softimage development, be
 happy to get any news
 from the community at all and grateful that the people on this list still
 share and contribute.

 Cheers,

 tim

 I would have actually expected more posts on the latest 3DSMax stuff for
 example, as it seems
 it´s something an ICE person would find easy enough to pick up and work
 with?


 Am 16.05.2015 um 07:38 schrieb Mirko Jankovic:

 Again no need to police or something just common sense, If there is need
 mention solution in maya nd point to right discussion or forum but there is
 absolutely no need to start lengthy discussion how to do 1 click operation
 in SI with 20 scripts in maya...

 On Sat, May 16, 2015 at 7:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com
 javascript:_e(%7B%7D,'cvml','mirkoj.anima...@gmail.com'); wrote:

   I can only agree. Move other software things to other threads, it is
 one thing to mention something if it is solution to specific problem but to
 dedicate next bunch of emails to maya and others it is no place or that.
 There are maya and other software threads to discus that in debt.
  If someone asks for help with something in SI, and this is still best
 way and great pool of talented SI ppl, he hardly wanna hear, oh do that in
 maya on blender. f*** that I don;t care about crap of the maya or blender.
 If I wanted or liked to work on them would get them and go to maya and
 other forums.
  God thing about si mailing list is that even when not looking for some
 answers topics arise that are interesting to read and learn something new
 from them.
  But with all other software noise that is increasingly hard. And some
 filtering really is in order.
  Need maya, blender max help and details? Find maya and other forums and
 mailing lists. With little time most ppl have in day last thing I wanna
 spend it is reading about those...

 On Sat, May 16, 2015 at 7:17 AM, Tenshi S. tenshu...@gmail.com
 javascript:_e(%7B%7D,'cvml','tenshu...@gmail.com'); wrote:

   A valid point, and one that i support entirely. I enter here a while
 ago, because of Softimage, not because of Maya or Blender, if i would like
 to hear about those app i would go to the proper forums/mailing list, etc.
 Everytime i come to gmail and verifiy my forums section, i encounter a
 few topics about other things that are not Softimage related. What it's the
 meaning of this mailing list, then?

 One thing i support too it's a thread dedicated only to people who are
 migrating or finding solutions, but one thread only, not 20 of them saying
 Maya it's better because of this, and Blender do amazing cycle renders
 and blabla.

  Another thing it's threads dedicated only to Maya/Blender/3Dmax 
 Softimage interaction, that's something you really want to learn about it
 and deserves their own thread.

  C'mon guys, we know Softimage it's EOL, but that doesn't mean we need
 to keep killing it.
 You know that maybe this mailing list it's the only place aside from a
 few forums to talk and keep learning about Softimage?

 On Thu, May 14, 2015 at 5:45 PM, Matt Lind speye...@hotmail.com
 javascript:_e(%7B%7D,'cvml','speye...@hotmail.com'); wrote:

 I side with Sven on the matter.

 People seem to have confused the concept of forum with mailing list.
 If you want to discuss anything and everything, go to a forum as it's
 designed for 

Re: Friday Flashback #223

2015-05-14 Thread Cristobal Infante
How old were you when you started with 4 Alan? The truth needs to come out
at some point ;)

On Thursday, 14 May 2015, Martin Contel martin3d...@gmail.com wrote:

 I started with XSI 3.0. I was a Maya artist back then and I absolutely
 fell in love with XSI when our reseller made us a presentation.
 XSI 4.2 was the first release I bought as freelancer, best purchase ever.

 As Alan said, good times!!!

 --
 Martin Contel
 CG Supervisor
 Square Enix (Visual Works Division)

 On Thu, May 14, 2015 at 7:57 AM, Alan Fregtman alan.fregt...@gmail.com
 javascript:_e(%7B%7D,'cvml','alan.fregt...@gmail.com'); wrote:

 Myself I started with XSI 4.2. I still remember the big heavy box of
 manuals with the liquidy orangey flower art. :) Good times.


 On Wed, May 13, 2015 at 12:13 PM Adam Sale adamfs...@gmail.com
 javascript:_e(%7B%7D,'cvml','adamfs...@gmail.com'); wrote:

 Ah yes, we can't forget Ms Charette.

 On Wed, May 13, 2015 at 6:31 AM, christian papag...@gmail.com
 javascript:_e(%7B%7D,'cvml','papag...@gmail.com'); wrote:

 maggie and christine were always on fire on the list..


 On Wed, May 13, 2015 at 6:34 AM, Adam Sale adamfs...@gmail.com
 javascript:_e(%7B%7D,'cvml','adamfs...@gmail.com'); wrote:

 I began with Softimage 3d v3.0 in 1997. We ran it on r1's.
 Pierre Tousignant, Gino Vincelli, Maggie Kathwaroon to name a few.
 Good times.

 On Tue, May 12, 2015 at 5:13 PM, Daniel Harjanto miste...@cbn.net.id
 javascript:_e(%7B%7D,'cvml','miste...@cbn.net.id'); wrote:

 I start with Softimage 3D 1.5.2 back then, running on Personal IRIS
 Still come as QIC Tapes, and a bunch of hard cover manuals and with
 IRIX manuals, that took a lot of space on the shelves.
 Must be somewhere in 1990

 Go through terrible 2.0, which fix with 2.0.3
 My last version on Softimage 3D was 3.7


 On Wed, May 13, 2015 at 3:00 AM, Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.gov
 javascript:_e(%7B%7D,'cvml','j.ponthi...@nasa.gov'); wrote:

 It must have been 2.6 to 2.65 then.  It would have been Mar 94,
 whatever was current then.

 I'll certainly never forget 2.66. And 2.66b, and 2.66c, and..

 --
 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.

  -Original Message-
  From: softimage-boun...@listproc.autodesk.com
 javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');
 [mailto:softimage- javascript:_e(%7B%7D,'cvml','softimage-');
  boun...@listproc.autodesk.com
 javascript:_e(%7B%7D,'cvml','boun...@listproc.autodesk.com');] On
 Behalf Of Matt Lind
  Sent: Tuesday, May 12, 2015 3:03 PM
  To: softimage@listproc.autodesk.com
 javascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
  Subject: RE: Friday Flashback #223
 
  Joey, if you started in 1994, then you likely began with v2.65 as
 that was the
  first version released under Microsoft ownership and a lemon of a
 release
  that took many patches to fix.  On the other hand if you began
 with v2.4,
  then you likely started in 1991 or 1992 because I started in July
 1993 just after
  Jurassic Park hit theaters.  v2.6 was current at the time.
 
 
  Matt
 
 
 
 
 
  Date: Mon, 11 May 2015 13:46:42 +
  From: Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov
 javascript:_e(%7B%7D,'cvml','j.ponthi...@nasa.gov');
  Subject: RE: Friday Flashback #223
  To: softimage@listproc.autodesk.com
 javascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
 
  Actually for me it was 94. Softimage 3D 2.4 or something like
 that. It was the
  SGI version in early 94 right before they switched to the
 Microsoft compiler
  and all hell broke loose.
 
  Prior to that I had been using Cubicomp from 88-94. What a
 difference a day
  made, the day I started on Soft!
 
  --
  Joey Ponthieux
  LaRC Information Technology Enhanced Services (LITES) MYMIC
 Technical
  Services NASA Langley Research Center





 --
 Daniel Harjanto
 Infinite Frameworks Studios
 TD
 http://misterdi.cgpot.com








Re: particle creation error

2015-05-13 Thread Cristobal Infante
you possibly have double simulation environments?

On Wednesday, 13 May 2015, phil harbath phil.harb...@jamination.com wrote:

   I have had this happen several times where I can’t successfully  create
 a particle system or import a particle system in a scene(it imports but
 does not work), I think it has something do with the simulation stack area
 not working, any thoughts would be appreciated.



Re: Friday Flashback #223

2015-05-08 Thread Cristobal Infante
I started with 3.5 but 4 was the real deal

On Friday, 8 May 2015, Jens Lindgren jens.lindgren@gmail.com wrote:

 Yeah it was my landing year as well. Good times indeed.

 On Fri, May 8, 2015 at 5:00 PM, Alen amu...@xnet.hr
 javascript:_e(%7B%7D,'cvml','amu...@xnet.hr'); wrote:

 ah..my landing year on XSI ship. good times


 On 5/8/2015 3:46 PM, Stephen Blair wrote:

 i am 4.
 customization • speed • options • power • thought • imagination •
 integration
 SOFTIMAGE|XSI version 4.0 launch 04.19.2004

 http://wp.me/powV4-3cW





 --
 Jens Lindgren
 
 VFX Supervisor  Lead TD
 Magoo 3D Studios http://www.magoo3dstudios.com/



Re: unable to change reference model path

2015-04-30 Thread Cristobal Infante
nested models are actually pretty awesome if you set them up correctly.
From I can remember top delta should have everything ticked, and nested
model should have a clean delta..

On Thursday, 30 April 2015, pete...@skynet.be wrote:

   did you try making the top model local?
 I’d say changing the paths of the nested models would be considered as a
 change in the top reference model – and perhaps one that is not accounted
 for or disallowed in it’s deltas perhaps?


  *From:* Simon van de Lagemaat
 javascript:_e(%7B%7D,'cvml','si...@theembassyvfx.com');
 *Sent:* Wednesday, April 29, 2015 10:04 PM
 *To:* softimage@listproc.autodesk.com
 javascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
 *Subject:* unable to change reference model path

  We've got a weird issue with some nested models (yes they are bad I
 know).  I am unable to change the reference model path of a bunch of ref
 models that were embedded under another ref model.  Manually changing the
 path in the scene simply snaps back to the original path and also result in
 instability and will crash.  Changing the toc simply results in crashing on
 load.

 I'm banging my head on a wall at this point, I've deleted any deltas in
 those models and still no luck.



The shadow over The Foundry

2015-04-27 Thread Cristobal Infante
Well we've known for a while The foundry is up for sale. This article is
clearly a strategic PR move possibly from the foundry to speed things up.

It's basically a massive ad that says The foundry is for sale, and there
is an offer on the table. Anyone else interested? Autodesk maybe?




On 27 April 2015 at 17:17, Mario Reitbauer cont...@marioreitbauer.at
javascript:_e(%7B%7D,'cvml','cont...@marioreitbauer.at'); wrote:

 Well except of Autodesk there couldnt be anything worse then the Carlyle
 group.

 So I wouldn't think that this would be too bad.

 2015-04-27 15:52 GMT+02:00 Angus Davidson angus.david...@wits.ac.za
 javascript:_e(%7B%7D,'cvml','angus.david...@wits.ac.za');:

  On the plus side. If our University finally gets an adobe site licence
 it would mean no separate licences for Modo.

  Yes thats me looking really hard for a silver lining ;)


  --
 *From:* Simon Reeves [si...@simonreeves.com
 javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');]
 *Sent:* 27 April 2015 03:36 PM
 *To:* softimage@listproc.autodesk.com
 javascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
 *Subject:* Re: The shadow over The Foundry

   great quote



 Simon Reeves
 London, UK
  *si...@simonreeves.com
 javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 27 April 2015 at 14:06, Toonafish ron...@toonafish.nl
 javascript:_e(%7B%7D,'cvml','ron...@toonafish.nl'); wrote:

 Can't take it too seriously when I read this snippet about Modo:

 The company* has recently launched a concept design software product
 http://www.telegraph.co.uk/finance/businessclub/technology/11206167/Harry-Potter-to-Guardians-of-the-Galaxy-the-British-firm-behind-the-Hollywood-blockbusters.html
 *called Modo, which means that prototype cars, phones and trainers can
 be drawn immediately into 3D rather than drawn first by hand in 2D and then
 physically built.

 On Mon, Apr 27, 2015 at 12:15 PM, Jordi Bares Dominguez 
 jordiba...@gmail.com
 javascript:_e(%7B%7D,'cvml','jordiba...@gmail.com'); wrote:

 This could be quite a blessing.

  jb


  On 27 Apr 2015, at 11:11, Nicolas Esposito 3dv...@gmail.com
 javascript:_e(%7B%7D,'cvml','3dv...@gmail.com'); wrote:

  Looks like Adobe is trying to get a piece of the VFX industries

  Link of the article
 http://www.telegraph.co.uk/finance/newsbysector/banksandfinance/privateequity/11562472/Adobe-eyes-200m-bid-for-British-visual-effects-firm-The-Foundry.html

  Good? Bad? Adobe to be the next Autodesk-Evil-Corp-Inc?





  --

 Ronald van Vemden
 ---
 3D Graphics  Animation
 Cyberfish Laboratories | www.cyberfish.nl
 Toonafish | www.toonafish.nl
 tel. +31(0)20 5289291
 fax  +31(0)20 5289292
 email: ron...@toonafish.nl 
 javascript:_e(%7B%7D,'cvml','ron...@toonafish.nl');


 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: Strange Double Click Issue with Explorer

2015-04-07 Thread Cristobal Infante
try running runonce.bat?

On 7 April 2015 at 15:47, Alok Gandhi alok.gandhi2...@gmail.com wrote:

 Did you try deleting user preferences, although I doubt it will fix the
 issue.

 On Tue, Apr 7, 2015 at 5:23 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Sounds as window's deal with: speed to double click. Check out mouse's
 properties to see if that behavior is set on ctrl panelmouse on windows...
 El abr 7, 2015 5:08 a.m., Enrique Caballero enriquecaball...@gmail.com
 escribió:

 Hey everyone,
   This is a bit of a weird one.

 One of our animators has an issue where when he selects anything in the
 explorer, with a single click. It automatically opens up the Property Page
 for it.  This also happens for the Schematic View

 But not for the viewport.

 It's as if hes double clicked it, or pressed enter, but he hasn't.


 I checked every preference that I could think of, but I cant seem to
 stop it from happening.

 We have also changed his mouse and keyboard, as well as played with his
 Windows Settings, no go.

 Anyone seen this before or have any idea of what it might be?




 --



Re: Billowing smoke

2015-03-31 Thread Cristobal Infante
This appeared today on the sidefx vimeo channel, possibly to late and not
what you need but still interesting :)

https://vimeo.com/123657201

On 31 March 2015 at 13:05, Chris Marshall chrismarshal...@gmail.com wrote:

 Oh yes, cool! I think that'll do what I need.
 Thanks a lot!


 On 30 March 2015 at 20:59, Schoenberger x...@digidragon.de wrote:


 For the old school way: Check the SI sample scenes.
 https://vimeo.com/123662527

 I have created some ICE nodes to mimic the rotation of the cloud chunks.
 It is simply based on the observation that particles rotate away from the
 center.
  No Fluids= fast to simulate+render, over-all movement/scale can be
 adjusted with splines and cages, refinement without changing the
 movement.

 You just need a few particles. And you should probably not use many more,
 otherwise you loose the cell shape.
 Many overlapping particles with small density break the billowing look.
 And do not reduce the size.
 If you want to use use more, carve more of the particle away, that you
 have a few cell spikes.
 Render even less particles to view how you shape them via the render
 tree. And use the thumbnails in the render tree that you know what you are
 tweaking.


 Holger Schönberger
 technical director
 The day has 24 hours, if that does not suffice, I will take the night


  --
 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Monday, March 30, 2015 6:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Billowing smoke

  heres an old school particle volume  way you could still use slipstream
 with. demo scene with link

 https://vimeo.com/45430754



 On 30 March 2015 at 16:50, Chris Marshall chrismarshal...@gmail.com
 wrote:

  OK yes looks very cool
 Thanks


 On 30 March 2015 at 16:37, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

   emfluid for sure!


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* 30 March 2015 16:34
 *To:* softimage@listproc.autodesk.com
 *Subject:* Billowing smoke



 Hi,

 i need to do some thick billowing smoke and have Slipstream and Fury,
 but I'm struggling to get that thick smoke look. Just wondering if anyone
 can help or what alternative solutions are there?

 Thanks

 Chris




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




Re: Billowing smoke

2015-03-31 Thread Cristobal Infante
mind billowed away?

On 31 March 2015 at 16:15, Ciaran Moloney moloney.cia...@gmail.com wrote:

 40 frames per minute vs 1.2 frames per second not exactly blowing my
 mind.

 On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante cgc...@gmail.com
 wrote:

 and if you have a nice GPU like a titan X:

 https://vimeo.com/123128103

 On 31 March 2015 at 16:04, Cristobal Infante cgc...@gmail.com wrote:

 This appeared today on the sidefx vimeo channel, possibly to late and
 not what you need but still interesting :)

 https://vimeo.com/123657201

 On 31 March 2015 at 13:05, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Oh yes, cool! I think that'll do what I need.
 Thanks a lot!


 On 30 March 2015 at 20:59, Schoenberger x...@digidragon.de wrote:


 For the old school way: Check the SI sample scenes.
 https://vimeo.com/123662527

 I have created some ICE nodes to mimic the rotation of the cloud
 chunks.
 It is simply based on the observation that particles rotate away from
 the center.
  No Fluids= fast to simulate+render, over-all movement/scale can be
 adjusted with splines and cages, refinement without changing the
 movement.

 You just need a few particles. And you should probably not use many
 more, otherwise you loose the cell shape.
 Many overlapping particles with small density break the billowing
 look. And do not reduce the size.
 If you want to use use more, carve more of the particle away, that you
 have a few cell spikes.
 Render even less particles to view how you shape them via the render
 tree. And use the thumbnails in the render tree that you know what you are
 tweaking.


 Holger Schönberger
 technical director
 The day has 24 hours, if that does not suffice, I will take the night


  --
 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Monday, March 30, 2015 6:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Billowing smoke

  heres an old school particle volume  way you could still use
 slipstream with. demo scene with link

 https://vimeo.com/45430754



 On 30 March 2015 at 16:50, Chris Marshall chrismarshal...@gmail.com
 wrote:

  OK yes looks very cool
 Thanks


 On 30 March 2015 at 16:37, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

   emfluid for sure!


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris
 Marshall
 *Sent:* 30 March 2015 16:34
 *To:* softimage@listproc.autodesk.com
 *Subject:* Billowing smoke



 Hi,

 i need to do some thick billowing smoke and have Slipstream and
 Fury, but I'm struggling to get that thick smoke look. Just wondering if
 anyone can help or what alternative solutions are there?

 Thanks

 Chris




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk







Re: Billowing smoke

2015-03-31 Thread Cristobal Infante
Cool! thanks for the workflow tip ;)

On 31 March 2015 at 16:23, Ciaran Moloney moloney.cia...@gmail.com wrote:

 He's not using the super-secret workflow that makes opencl in Houdini
 smoke at least a little worthwhile:


 http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=25234

 On Tue, Mar 31, 2015 at 4:15 PM, Ciaran Moloney moloney.cia...@gmail.com
 wrote:

 40 frames per minute vs 1.2 frames per second not exactly blowing my
 mind.

 On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante cgc...@gmail.com
 wrote:

 and if you have a nice GPU like a titan X:

 https://vimeo.com/123128103

 On 31 March 2015 at 16:04, Cristobal Infante cgc...@gmail.com wrote:

 This appeared today on the sidefx vimeo channel, possibly to late and
 not what you need but still interesting :)

 https://vimeo.com/123657201

 On 31 March 2015 at 13:05, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Oh yes, cool! I think that'll do what I need.
 Thanks a lot!


 On 30 March 2015 at 20:59, Schoenberger x...@digidragon.de wrote:


 For the old school way: Check the SI sample scenes.
 https://vimeo.com/123662527

 I have created some ICE nodes to mimic the rotation of the cloud
 chunks.
 It is simply based on the observation that particles rotate away from
 the center.
  No Fluids= fast to simulate+render, over-all movement/scale can be
 adjusted with splines and cages, refinement without changing the
 movement.

 You just need a few particles. And you should probably not use many
 more, otherwise you loose the cell shape.
 Many overlapping particles with small density break the billowing
 look. And do not reduce the size.
 If you want to use use more, carve more of the particle away, that
 you have a few cell spikes.
 Render even less particles to view how you shape them via the render
 tree. And use the thumbnails in the render tree that you know what you 
 are
 tweaking.


 Holger Schönberger
 technical director
 The day has 24 hours, if that does not suffice, I will take the night


  --
 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Monday, March 30, 2015 6:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Billowing smoke

  heres an old school particle volume  way you could still use
 slipstream with. demo scene with link

 https://vimeo.com/45430754



 On 30 March 2015 at 16:50, Chris Marshall chrismarshal...@gmail.com
 wrote:

  OK yes looks very cool
 Thanks


 On 30 March 2015 at 16:37, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

   emfluid for sure!


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris
 Marshall
 *Sent:* 30 March 2015 16:34
 *To:* softimage@listproc.autodesk.com
 *Subject:* Billowing smoke



 Hi,

 i need to do some thick billowing smoke and have Slipstream and
 Fury, but I'm struggling to get that thick smoke look. Just wondering 
 if
 anyone can help or what alternative solutions are there?

 Thanks

 Chris




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk








Re: Renderman

2015-03-24 Thread Cristobal Infante
Also, you will need a commercial Houdini license (not indie) if you want to
play with it :(

On Monday, 23 March 2015, Andreas Bystrom andreas.byst...@gmail.com wrote:

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

 On Tue, Mar 24, 2015 at 10:59 AM, Francois Lord flordli...@gmail.com
 javascript:_e(%7B%7D,'cvml','flordli...@gmail.com'); wrote:

  Well... the non-commercial version is a damn good reason to use it. I
 sure will try it once it's available for Houdini.

 On 23-Mar-15 17:47, Andreas Bystrom wrote:

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

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


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

  -Andreas


 On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman tekano@gmail.com
 javascript:_e(%7B%7D,'cvml','tekano@gmail.com'); wrote:

 cmd line renderman is available but not sure how you would make a rib
 with all the new shader parameters etc straight outa softimage :(

 On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com
 javascript:_e(%7B%7D,'cvml','dbrassar...@gmail.com'); wrote:
  Just received notice from Pixar that Renderman free for non-commercial
 use
  is now available.
 
  Does anybody have used Renderman before with Softimage and is their a
 bridge
  between Softimage and Renderman available?
 
  (yes, I have Maya too, so I can use it with Maya but I would like to
 test
  Renderman with Softimage)
 
  Cheers!
 
  Dan
 
 







Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Cristobal Infante
merge the curves, job done..

On 19 March 2015 at 17:24, Eric Thivierge ethivie...@hybride.com wrote:

  The main problem with this type of stuff is that you can't get closest
 location on each curve at the same time without building a huge compound.
 You want to get the closest location on every curve, compare, and follow
 the closest one or switch with some logic.

 Eric T.


 On 3/19/2015 1:18 PM, Eric Thivierge wrote:

 Like Rob said, you'll have to go the ID approach. If you know what
 particles should follow which curves its easy. If not, then you'll have to
 setup some logic.

 Create a custom param set on each curves named the same thing, like
 curveData.
 Then for each curve set a unique ID starting from 0.
 Main branch should be 0. Then the next branches off of that should have
 higher numbers, and so on and so on.
 When you emit your particles randomly (or with some logic) set an ID of
 the curve you want them to follow.

 You could then get closest location on each curve, and test if the curve
 ID is greater than the one it started on. If so then you could use some
 state machines to switch states. It's going to be a complex tree I think no
 matter what.

 Eric T.

 On 3/19/2015 1:10 PM, Cristobal Infante wrote:

 get closest location  point-tangent. Use this as point velocity,

  I did something like this with several curves and it was fine.

 On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com wrote:

 closest location does not cut it when different curves overlap.  you will
 have to build a system using a unique curve ID and translate along each
 curve ID's using curve u instead.

  at least this way you could gracefully hand over particles between
 curves as it reaches the end of each segment.

 On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote:

 Thanks for the responses guys.

  I've continued with my brute force method for now because it gets
 the job done. It involves several Select Case nodes with 29 cases each
 though, so you can imagine why I was reluctant to string that up. :)

  I've tried the suggested approach, but I usually get a jump to the
 same curve over and over again when they overlap instead of continuing
 along their first curve.


  [image: Inline image 1]

 On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com
  wrote:

 Huh... works actually. I remember this not working before...  carry on
 never mind.

 Eric T.


 On 3/19/2015 12:25 PM, Eric Thivierge wrote:

 Closest location doesn't work with curves fed in with a group. It
 always uses the first one.

 Eric T.

 On 3/19/2015 12:23 PM, Grahame Fuller wrote:

 Greg, any details about not getting it to work on curves? As far as I
 know, it should.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, March 19, 2015 12:02 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE emit particles and follow branching geometry

 Your best bet is to create a mesh from those curves and transfer the
 curve's tangent onto the mesh as a vector attribute.

 Emit from the curve but use the geo's attribute to set the direction.
 How Paul Smith's hair grooming stuff works essentially.

 Using a group of curves or even doing one curve at a time won't get a
 nice smooth result I don't think. You'll probably get popping.

 Eric T.
 On 3/19/2015 11:48 AM, Greg Punchatz wrote:
 Dave has got something worked out, but its not ideal.  He cannot get
 a group of curves to work, and is wiring up each one in by hand in the 
 ICE
 tree.

 What he wants to do is emit an objects from one end of a curve and
 the have it follow the curve to the end.. but he wants to do this to a
 group of curves.  He can make it work one curve at a time fine, he can 
 wire
 the bizzilion curves up by hand but its not ideal.

 On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:
 pete...@skynet.be wrote:
 I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards
 the curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add
 them to the simulation.
 hope this helps.



 From: Dave Siskmailto:d...@janimation.com
 Sent: Thursday, March 19, 2015 3:27 PM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Subject: ICE emit particles and follow branching geometry

 Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor

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