Re: Bifrost graph - Really trying but it's not happening

2020-02-18 Thread Jonah Friedman
Hi Chris, I'm the Product Owner of the Bifrost graph. I'd be happy to
answer any questions about it. What specifically are you trying to do?

The graph is different from ICE in several ways, but it's very open and
very powerful.

On Tue, Feb 18, 2020 at 4:16 AM Chris Marshall 
wrote:

> OK So is Bifrost graph years away from getting close to ICE or am I
> missing something?
> I really am trying to figure it out, but either I'm doing something wrong
> or it's very very limited.
> Anyone got anywhere with it?
> Thanks
> Chris
>
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Re: SItoA 5.1.0-alpha!

2018-07-20 Thread Jonah Friedman
Great work Steven and Jens!

A note about Cryptomatte for Arnold 5, I made sure to keep all the
SitoA-style name parsing alive so it should work just as well as it did in
the Arnold 4 days.

There is some dormant stuff in there about how it handles ICE instancing,
and what it considers to be the "object" (point cloud, instance master
shape, instance-master shape per point ID) that may or may not still work.
(It's not exposed in the UI anyway).



On Fri, Jul 20, 2018 at 1:18 AM, Gregor Punchatz  wrote:

> Wow! Thanks!
>
> On Thu, Jul 19, 2018 at 9:14 PM Steven Caron  wrote:
>
>> Hey Gang,
>>
>> Check this alpha release out! Please test it and get back to us about it.
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_caron_sitoa_releases_tag_5.1.0-2Dalpha-2D1=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=mq3OQNS0ZV09nrr7scnZndAgJL12isCVzB-ddcjJaUM=3rlUKecADtBbVv0RHGf_7BdqEBPZv712NOwOl3FhDIo=
>> 
>>
>> Everyone should thank Jens Lindgren for getting a lot of work done in
>> this release. It made it a lot easier for me to get started adding new
>> features.
>>
>> This is an alpha release, more stuff to come.
>>
>> Steven
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>
>
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Cryptomatte | AOV where is it?

2016-07-24 Thread Jonah Friedman
Sorry for the slow response (I'll probably not be very available for the
next week)

Brian is correct, it sounds like the problem is on the 3d side. Do you have
objects with AlSurface applied renderable in your scene? Are you sure the
name of the aov is the same as it is on the alsurface shader's string port?

Cropping does not matter, and nothing should be deep.

On Saturday, July 23, 2016, Brian Meanley > wrote:

> Any more luck with this?  I'm not sitting in front of Soft at the moment,
> but I don't believe you should have to mess with anything in the deep area
> to get it to work.  Are you rendering a deep exr?
>
> Next thing I would check is to plug your rendered image into a
> "view_metadata" node in nuke, and look for entries that are something like
> this: "exr/cryptomatte/0/". If you are rendering all three AOV's
> (crypto_asset/object/material) to the same exr file, then you will
> hopefully see metadata entries for each one of those (the first one will
> be exr/cryptomatte/0/, the next exr/cryptomatte/1/ and the
> last exr/cryptomatte/2/).  If you aren't able to see these entries, then
> something is definitely getting mixed up on the Soft side of things.
>
> -Brian
>
>
>
> On Thu, Jul 21, 2016 at 1:44 PM, Greg Punchatz 
> wrote:
>
>> Thanks Caron,
>> Just got the new gizmo installed , now nothing even shows yellow when
>> crypto gets connected and nothing shows up in the layer box. If I push the
>> unload manifest option I get this message  "Gizmo's cryptomatte selection
>> is not valid or no cryptomattes are available. "
>>
>> I have tried rendering with all crypto AOVS or just one
>>
>> I am assuming I am doing something wrong on the soft side of things, all
>> the info I can find on how to use it in soft is in Russian. I entered the
>> names of the AOVs manually like in the image above, I made them a rgb color
>> channel (no alpha). All channels are float.  I saw that under the deep tab
>> in soft there are options for cryptomate .. so I tried turn those on.
>> Cropping exr's is off...
>>
>>
>> Thanks!
>>
>>
>
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Re: Fabric Engine 2.0 out with Canvas!

2015-09-30 Thread Jonah Friedman
Thanks Sebastein! Super exciting times!

On Wed, Sep 30, 2015 at 5:39 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> The Psyop demos look really cool and actually functional.
>
>
> p1 hair system
> https://vimeo.com/138773731
> p2 Jiggle mush + Scatter
> https://vimeo.com/138610226
>
> just in case anyone hasn't seen them yet.
>
> On 30 September 2015 at 22:03, Eric Thivierge 
> wrote:
>
>> It should. Contact Fabric support directly though.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>> On Wed, Sep 30, 2015 at 4:51 PM, Tim Crowson <
>> tim.crow...@magneticdreams.com> wrote:
>>
>>> Cool, so the Fabric 50 does that get us FE 2.0 as well? The
>>> installer for that seems to be for 1.15.3
>>>
>>> -Tim
>>>
>>>
>>> On 9/30/2015 12:41 PM, Eric Thivierge wrote:
>>>
>>> http://fabricengine.com/fabric-engine-2-is-here/
>>>
>>> The new Canvas graph is now available. Those who were waiting for an ICE
>>> like UI and workflow should be pleased. :)
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>
>


Re: Feather System

2015-01-23 Thread Jonah Friedman
Very nice work Fabricio!

On Fri, Jan 23, 2015 at 3:53 PM, Oliver Weingarten li...@pixelpanic.de
wrote:

 Hey Fabricio!
 Great work and thanks for sharing!!

 cheers,
 oli

 Am 23.01.2015 um 20:39 schrieb Fabricio Chamon:

  Hi soft people!

 after the tragic softimage EOL announcement, I'm slowly learning
 houdini/maya. For those sticking with SI (me included), here's a tool I've
 been using for months to groom birds and other characters. It's all ICE of
 course, some script automations... in my opinion it offers a nice and fast
 workflow, let me know if you find it useful. (thanks to Jonah Friedman and
 Dan Yargici for some insights)

 addon: https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/
 FC_Feathers.xsiaddon
 documentation: https://dl.dropboxusercontent.
 com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%
 20Documentation.pdf
 sample project: https://dl.dropboxusercontent.
 com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rar
 basic setup video: https://vimeo.com/117607338
 sample work made with it: https://vimeo.com/68167579

 thanks everyone for all knowledge shared in this list!





Re: Fabric update - Rigging Toolbox

2014-12-12 Thread Jonah Friedman
Rigging toolbox looks super interesting and a great example of how to do
some things. It's very helpful, thanks for doing this!

On Fri, Dec 12, 2014 at 2:17 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 I think open source is at it's best when someone just puts something out
 into the world and decides to takes a back seat. The FE guys are actively
 developing the platform, it's theirs and they are best suited to develop it
 further.

 Don't be calus Guy, i don't think paul has anything against open source,
 he is just saying that successful examples of it in co-relation with the
 complexity of the tools we use are few and far between.

 The FE guys will probably keep denying the consolidation of a DCC even as
 they pave over the last panel of the Maya UI with KL :P



 On 12 December 2014 at 18:49, Paul Doyle technove...@gmail.com wrote:

 I explained the reasoning, I'm not going to go into this topic any
 further.

 On 12 December 2014 at 13:47, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 But I have the feeling you think open-source automatically means 'free'.

 Your business is not selling software (I hope), your business is selling
 licenses.

 Using a dual-licenses approach, it would be free to use for
 non-commercial open-sourced projects, but studios would still have to pay
 licenses for proprietary development. So no change here in terms of
 business, this could even be transparent for your existing customers.
 Nothing would change for them and you would get the same amount of money
 from them.

 Yet, instead allowing them to distribute free Fabric tools if they
 choose to, this could perhaps allow them to sell Fabric tools too. Better
 business model for everyone.

 While being open-sourced and free for non commercial developments, trust
 is back and open-sourced communities developments could start.

 ps: a contract means nothing if a company disappear, I believe I'm not
 the only one who has experienced that.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


 On 12/12/14 19:01, Paul Doyle wrote:

 The fact is there are no successful open-source companies in our
 industry because the numbers don't work. The companies that do open-source
 in our industry are doing something else as their main business. Our main
 business is selling software. Typically a software company open-sources if
 they see an opportunity to build a services business/premium support model
 around their software - the conversion percentages here are typically 5%
 of the user base and often much lower. Simply put - our industry is too
 technical (we don't need no stinking support) and too small (how many
 studios are there globally above 10 employees?) for that to be viable, we
 would die.

  As for trust - that was really my point in my last email. Fabric makes
 guarantees through our licensing agreements with customers - they don't
 have to trust what I tell them, they have a contract that gives them what
 they need.

  I get that many people feel burned and why that makes a very
 compelling argument for OSS alternatives. If we felt that we could be
 successful doing that, then we'd be doing it. There is no moral opposition
 to the notion of open-sourcing, it's a matter of doing such a thing if and
 when it makes sense. Right now that's not our position.


 On 12 December 2014 at 12:33, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Yeah well, with all the lies Autodesk gave us, how come can you expect
 to be trusted ?

 Nothing personal though, you are not responsible.

 But the trust is lost, broken, irreversibly. They did a pretty good job
 at it. Blame them.

 The only projects and products that deserve trust are open sourced
 projects. Period.

 Yet I still don't understand why you are so afraid to open source the
 core using a dual license. Take Berkeley DB from Oracle for instance. Open
 sourced, dual licensed. I don't think Oracle stakes holders are less
 business oriented than Autodesk ones. Wiser perhaps ?

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 18:10, Paul Doyle wrote:

 Our customers all have agreements that protect them, and next year
 we'll be pushing on the 3rd party licensing model which will also allow
 people to distribute free Fabric tools if they choose to. If someone wanted
 to build a full-on DCC then we'd have a license agreement that would
 protect them as well.

  There are more approaches to this than just 'open source all the
 things!'.

 On 12 December 2014 at 11:27, Guy Rabiller guy.rabil...@radfac.com
 wrote:


 Create a whole dcc on top of a proprietary closed source product that
 can disappear or be trashed at any time ? Are you kidding ? Will you ever
 learn ?

 I guess loosing Softimage was not enough for you ? Or you simply don't
 care ?

 I still do. For a long time.

 Cheers,
 Guy.
 --

 guy rabiller | radfac founder | raa.tel


   On 12/12/14 14:39, Ahmidou Lyazidi wrote:

 Il don't  see the need to expose the 

Re: XSI hair and Random Generation

2014-07-14 Thread Jonah Friedman
I believe it has to do with what frame the scene was loaded on. IE, the
hair is generated from the mesh's position when the scene loads, then the
scene advances to the right frame, and it uses the distribution from where
it loaded.

This is partially superstition, but IIRC those were the rules, and these
issue occur when you render on the farm using scenes left on different
frames.


On Mon, Jul 14, 2014 at 9:45 AM, Ed Manning etmth...@gmail.com wrote:

 IIR, this is indeed an old issue that I remember seeing in MR.  I think
 it's not a bug per se, but a limitation of how XSI hair primitives are
 internally dependent on previous frames' data. I don't think there was ever
 any workaround other than doing all the hair consecutively on one machine.
 Maybe some way of caching the hair?



Re: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-17 Thread Jonah Friedman
Wow, thanks for confirming that. Very interesting that it happens on linux
too.


On Thu, Apr 17, 2014 at 5:37 AM, gareth bell garethb...@outlook.com wrote:

 I've just done a really simple timed test on Linux and found this also
 appears to be affected. My imported model time went from 3mins down to
 30secs when HQV is switched off.

 Cheers for the heads-up



Re: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-16 Thread Jonah Friedman
All the script does is disable the HQV in the preferences, so only once
should be fine. We weren't able to find anything more specific to change to
fix the problem (and we did look!).


On Wed, Apr 16, 2014 at 2:15 PM, Stephen Davidson magic...@bellsouth.netwrote:

 Is this the same as disabling the HQDisplay options in the Preferences, or
 should I run this script
 every time I start SI? It seems to help a lot. Thanks.


 On Wed, Apr 16, 2014 at 1:04 PM, Steven Caron car...@gmail.com wrote:

 this certainly constitutes as something the dev team should try and
 address before the next two years.


 On Tue, Apr 15, 2014 at 7:36 PM, Andy Jones andy.jo...@gmail.com wrote:

 *FOR IMMEDIATE RELEASE*
 *April 15, 2014*

 *SOFTIMAGE QUALITYBLEED VULNERABILITY*
 Discovered by Security Researchers Gibli, Barosin, Pancres, Friedman,
 Akita, Jones, Panisset, Barbieri and Piparo

 Psyop experienced a Eureka moment today, when an artist discovered
 that updating referenced models was nearly two orders of magnitude faster
 when done through RDP (remote desktop protocol) rather than on a local
 workstation.

 Simultaneously, a different artist in LA encountered issues with
 slowness saving files in Softimage, and a quick test confirmed that saving
 the scene via RDP was also two orders of magnitude faster.  This led to a
 flurry of troubleshooting, and we have since narrowed the problem down to
 Softimage's High Quality Viewport feature.

 The speed-ups after disabling HQV are nothing short of mind-blowing.
 For example, unloading a referenced model took 250 seconds before the fix,
 and only 3 seconds after the fix.  Meanwhile, a scene that took 15 minutes
 to save saved in only 30 seconds after the fix was deployed.

 One artist's wife was quoted as saying, Thanks to the Qualitybleed bug
 being fixed, my husband finally comes home from work on time!  Now if I can
 just get him to stop spending all his free time watching Houdini
 tutorials...

 Note that the high quality viewport preference that causes the problem
 is *enabled by default*, Psyop doesn't generally use HQV in our scenes, *so
 people are likely to be affected by this problem whether they are HQV users
 or not*.

 To fix the problem, affected softimage users can run the following
 Python command:
 Application.SetValue(preferences.Display.high_quality_viewport, False,
 )

 There is still much research to be done to find out what kinds of
 scenes/models are more susceptible to the problem, but we thought we'd
 bring it up now in case it's costing others time.  Given that the problem
 was tied in with RDP, it's likely that video drivers could be playing a
 role, but so far we weren't able to find any settings that would magically
 eliminate the problem without just disabling HQV entirely.

 Psyop is on a mix of NVidia Quadros and we ran tests with a few
 different drivers, including the recommended ones.  We also saw the same
 problem across two different workstation images, in both Softimage 2013 and
 Softimage 2014, and on a remote worker's home workstation.  So we have
 reason to suspect it's not a highly specific aspect of our configuration
 that was causing the problem.  No testing has been done yet on Linux.

 We will be sure to keep this list updated as more information becomes
 available.  Share your stories in the comments below if you have been
 affected by this ~100X slowdown in performance, or if you encounter a
 workstation that is somehow unaffected.





 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956*sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



Sort Controller - Open Source Release!

2014-04-03 Thread Jonah Friedman
Hello Softimage List,

I'm pleased to announce the release of one of my favorite tools we have at
Psyop- the Sort Controller!

The premise is simple: using a simple 'partition = group' markup language,
you write rules for procedurally sorting your passes. Groups are used as
something like metadata tagging, and the sort controller sorts your
partitions with it. By adding a layer of proceduralism to passes and
partitions, the Sort Controller puts Softimage passes another five years
ahead of... well.. never mind!

A simple example to show how this works:
Sort Code:

Background_Objects_Partitions = *

characters = sg_characters
set = sg_set


Result:

The first line puts everything into background objects to start clean.

All objects in group(s) named sg_characters are sorted into the
characters partition.
All objects in group(s) named sg_set are sorted into the set partition.

So if geometry is added to your characters, or more characters were added,
or you're using the same passes in a different shot with different
characters, your passes can be kept up to date by keeping the sort groups
in the assets up to date. Overall though, it's very simple to use and none
of our lighters has had any problems picking it up. The Sort
Controller allows a lot of different workflows and these can be as simple
or complicated as they need to be, and it's not an all or nothing
proposition. It works on jobs of all sizes and has served us well for many
years.

Full Documentation: https://github.com/Psyop/sort-controller/wiki

Repo: https://github.com/Psyop/sort-controller

Happy sorting!


Re: What use is ICE really?

2014-03-21 Thread Jonah Friedman
Wow, where do I start? Every time there's a challenge or a problem, I reach
for ICE. Virtually every project I've worked on over the last three years
at Psyop NY has made use of ICE in at least some minor way, and most
projects in a really major way.

By no means a complete list, and I'm absolutely not giving credit to enough
people

Also I want to stress that while this is mostly a list of things I worked
on, a lot of the ICE tasks listed on here were NOT done by me.


LG:

http://www.psyop.tv/lg-somethings-lurking/

This one takes me back. One of my first big ICE projects. ICE dust sharks,
ice strands for carpet fibers, ice disintegration of dust sharks.


JBL:

http://www.psyop.tv/jbl-ear-of-the-tornado/
Infinite high detail ground plane was made using a hex tile system created
in ICE. Tornado was simulated in houdini by Miguel but the particles were
modified for rendering in ICE and rendered in Soft.


Wolfenstein:

http://www.psyop.tv/bethesda-wolfenstein-the-new-order/

Blackbody emission sparks that instance lights to approximate the
illumnation coming from the sparks. All the rain of course. ICE based
tangents everywhere to control a ward shader. Also water surface that came
from naiad was used to advect a bunch the oil slicks.


Coke Zero:

http://www.psyop.tv/coke-zero-2012-coke-zero/
Our whole own crowd system which works in ICE, called BigAssCrowd. It works
by playing back looking animations in any particular order using time
instancing, and it knows where attachment points are for heads, hands, etc
and so can instance big foam finger or foam cowboy hats on everything.

Whole custom crowd system, built in 2 weeks together with Dave Barosin.


Morrisons:

http://www.psyop.tv/morrisons-guest/

Cracking of the ginger bread man works via a tangent based tension map that
creates data for stretching only along the tangent. In areas where
stretching happens along the tangent, a displacement map of cracks against
the tangent are turned on. We also had an artist control for biasing the
tension, with interactive artist feedback.
Development time: half day for proof of concept, 1.5 days for production
version

On top of that there's all the various snow in the air, snow on the ground,
glitter, and tons of crumbs and sugar crystals on the ginger bread guy.


Also the bird used Ruffle, our entirely ICE based feather system which uses
ICE to instance feathers that are made.. out of strands generated by ICE.

Telstra:

http://www.psyop.tv/telstra-big-night-in/

Made the Entwiner, which creates 3D knits entirely out of strands. The only
downside was we had to re-model the characters using NURBs, and then deform
those nurbs using the animation geometry. Those deformers were made in ICE,
of course.

Mio:

http://www.psyop.tv/mio-nose-job/

Lots of mios. ICE feathers by Todd Akita in this one, and ICE haircuts.
Lots of little ICE things too, like deforming render geometry with
animation geometry, deforming softimage hair growing geometry with
animation geometry.


3M Post Its:

http://digitalcanvas.co/2014/03/05/digital-canvas-interviews-psyop/

Everything is an instance. Not sure how to even approach this job without a
porgrammable procedural instancer.


Fanta Waterfall:

http://www.psyop.tv/fanta-waterfall/

I didn't personally work on this, and these avatar jungles show what a
couple people who were using ICE for almost the first time can pull of.


Friskies:

http://www.psyop.tv/friskies-alice/

ICE instancing and Ruffle feathers everywhere.



Anyway I can't complete this list because I have to get some work done
today. It's hard to think of an area of work ICE hasn't touched. It's been
amazing for us and the idea of losing it is very painful.






On Fri, Mar 21, 2014 at 10:20 AM, Toonafish ron...@toonafish.nl wrote:

  Ha ! I was just thinking Paul should post his ICE renderer video :-)

 - Ronald


 On 3/21/2014 15:02, p...@bustykelp.com wrote:

  Some of my stuff

 Making a renderer
 https://vimeo.com/20648346

 remapping topology
 https://vimeo.com/43532240

 transferring deformation to different topology
 https://vimeo.com/26116783

 image manipulation
 https://vimeo.com/33588786

 texture instance flow
 https://vimeo.com/37304814

 facial mocap solver
 https://vimeo.com/40589904

 muscles
 https://vimeo.com/43913057

 applying corrective shapes
 https://vimeo.com/67402407

 space invaders
 https://vimeo.com/75699841

 tree maker
 https://vimeo.com/76144838
 forest maker
 https://vimeo.com/76411577

 fur system
 https://vimeo.com/80382153

 anatomical deformation
 https://vimeo.com/88245138









Re: ICE in Maya is it really possible?

2014-03-15 Thread Jonah Friedman

 but to kill Softimage I would think that Maya would have to prove to be an
 ice replacement within 2 years. How else do you justify it.


While what you're saying makes perfect sense, the
Bifrost-based-ice-replacement does not exist and given Autodesk's track
record, I think it's very likely to never exist. As for having it in two
years, I think that might actually be literally impossible. And BTW, I'm
leaving out the ecosystem that exists around ICE in soft (weight maps,
groups, clusters, render tree integration, etc) that can make it so
amazingly useful. Like Perry said, having this stuff involves changing the
internals of Maya, and having that in two years seems even more impossible.
Ultimately I don't see how people who transition to Maya can reasonably
expect to have something like ICE ever again.




On Fri, Mar 14, 2014 at 4:00 PM, phil harbath
phil.harb...@jamination.comwrote:

   perhaps I am terrible ignorant to think this and I have no knowledge of
 what the upcoming 2015 version of Maya will contain,  but to kill Softimage
 I would think that Maya would have to prove to be an ice replacement within
 2 years.  How else do you justify it.  In my opinion Autodesk considers
 Maya superior in everyway except ICE, so that would be the last step needed
 to make Softimage totally redundant (again in the eyes of Autodesk).

  *From:* Jonah Friedman jon...@gmail.com
 *Sent:* Friday, March 14, 2014 3:57 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICE in Maya is it really possible?

   To make matters worse for the Bifrost-replacing-ice idea-

 Bifrost, at the moment, is fluid simulation. Hell, Bifrost hasn't even
 been proven to be good at fluid simulation yet, although I have no doubt it
 eventually can be. But as for Bifrost-the-ICE-replacement, it's not even at
 the level of vaporware. It hasn't been officially promised, just vaguely
 hinted at. Once Bifrost actually succeeds at its current purpose- fluid
 simulation- then we can talk about what it might take to rebuild ICE based
 on it.

 I'm imagining one possible future a couple years down the line everyone is
 happy that Maya finally solved their fluid simulation problem which is
 apparently holding Maya back, and team Bifrost turns their attention to
 replacing ICE. At this point, they're several years away from making
 something as good as ICE and we can start having this conversation in
 earnest. This is a best case scenario.

 There's another possible future where where it turns out people are using
 Houdini and/or Realflow for their fluid simulation needs, and nobody cares
 very much about having one directly in Maya, even if it's awesome, and
 Bifrost is deemed yet another misguided direction Maya was taken in by AD.
 And in this future, no matter how good the technical underpinnings of
 bifrost are, and ICE is a distant memory and Bifrost is just more
 abandonware in Maya.

 So yeah, I wouldn't hold my breath for an ice replacement from Autodesk.




 On Fri, Mar 14, 2014 at 3:25 PM, Daniel Sweeney 
 dan...@northforge.co.ukwrote:

 I will be surprised if bit frost is anything compared to ice. But who
 knows. I will be honest I have never used Maya, and never have ventured
 into that territory from things I have heard. With all the thing I'm
 reading after the EOL was announce I just think out the box it far too
 technical/hardwork for my personal work flow.

 Let's be rational, ice is 5 some years old and was 2-3 years in the
 making before that. So that's 7-8 years. I would be interested to find out
 how long this bit frost has been in the making.now considering they
 only bought niad not too long ago and I read its based somehow on that, I
 would be sceptical how well it could work or how mature it is. I just think
 all of this is based on pure market share and pleasing the share holders.

 But like I said I don't know. But I know I will be looking for another
 route away from autocash for sure.

 I hope most people follow another path to show these bully tactics are
 bull shit and the customer is always right.

 Daniel
  On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Gee, I guess how many features wont be supported in Bifrost, or how long
 it will take them to have it at the level ICE currently is...


 On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 # mean mode on
 They should introduce first the concept of weight map object in Maya as
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off

  ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 http://www.cappuccino-films.com


 2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:


  Something just came up on my head while doing blendshapes and using
 ICE to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper

Re: Top List of ICE Nodes That Cover 80% of What You Do With The Toolset

2014-03-15 Thread Jonah Friedman
Nope.


On Sat, Mar 15, 2014 at 1:15 PM, Will Robertson tinyeleva...@gmail.comwrote:

 nope.


 On Sat, Mar 15, 2014 at 1:00 PM, Andy Jones andy.jo...@gmail.com wrote:

 On Sat, Mar 15, 2014 at 6:41 AM, Chris Vienneau 
 chris.vienn...@autodesk.com wrote:

 Do you guys think there is a top list of nodes in ICE and compounds you
 all use that cover 80% of what you do with the toolset?


 Nope




 --
 https://www.facebook.com/littlelift
 * Will Robertson*
   917.822.3746
  tinyelevator.com






Re: ICE in Maya is it really possible?

2014-03-14 Thread Jonah Friedman
To make matters worse for the Bifrost-replacing-ice idea-

Bifrost, at the moment, is fluid simulation. Hell, Bifrost hasn't even been
proven to be good at fluid simulation yet, although I have no doubt it
eventually can be. But as for Bifrost-the-ICE-replacement, it's not even at
the level of vaporware. It hasn't been officially promised, just vaguely
hinted at. Once Bifrost actually succeeds at its current purpose- fluid
simulation- then we can talk about what it might take to rebuild ICE based
on it.

I'm imagining one possible future a couple years down the line everyone is
happy that Maya finally solved their fluid simulation problem which is
apparently holding Maya back, and team Bifrost turns their attention to
replacing ICE. At this point, they're several years away from making
something as good as ICE and we can start having this conversation in
earnest. This is a best case scenario.

There's another possible future where where it turns out people are using
Houdini and/or Realflow for their fluid simulation needs, and nobody cares
very much about having one directly in Maya, even if it's awesome, and
Bifrost is deemed yet another misguided direction Maya was taken in by AD.
And in this future, no matter how good the technical underpinnings of
bifrost are, and ICE is a distant memory and Bifrost is just more
abandonware in Maya.

So yeah, I wouldn't hold my breath for an ice replacement from Autodesk.




On Fri, Mar 14, 2014 at 3:25 PM, Daniel Sweeney dan...@northforge.co.ukwrote:

 I will be surprised if bit frost is anything compared to ice. But who
 knows. I will be honest I have never used Maya, and never have ventured
 into that territory from things I have heard. With all the thing I'm
 reading after the EOL was announce I just think out the box it far too
 technical/hardwork for my personal work flow.

 Let's be rational, ice is 5 some years old and was 2-3 years in the making
 before that. So that's 7-8 years. I would be interested to find out how
 long this bit frost has been in the making.now considering they only
 bought niad not too long ago and I read its based somehow on that, I would
 be sceptical how well it could work or how mature it is. I just think all
 of this is based on pure market share and pleasing the share holders.

 But like I said I don't know. But I know I will be looking for another
 route away from autocash for sure.

 I hope most people follow another path to show these bully tactics are
 bull shit and the customer is always right.

 Daniel
 On 14 Mar 2014 18:43, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 Gee, I guess how many features wont be supported in Bifrost, or how long
 it will take them to have it at the level ICE currently is...


 On Fri, Mar 14, 2014 at 6:37 PM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 # mean mode on
 They should introduce first the concept of weight map object in Maya as
 currently it's all blackboxed in the different nodes,
 and all with different SDK access...
 # mean mode off

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 http://www.cappuccino-films.com


 2014-03-14 19:29 GMT+01:00 Nuno Conceicao nunoalexconcei...@gmail.com:

 Something just came up on my head while doing blendshapes and using ICE
 to help along.

 Can you guys imagine how would ICE (or Biftrost) would work in Maya
 without a proper modelling stack like XSI''s?

 Even something as simple as using ICE to invert weight maps that are
 hooked with shapes with an already enveloped character or fixing some poses
 maybe...






Re: Maya feature request from Softimage users

2014-03-08 Thread Jonah Friedman
We have a rule based way of sorting partitions called the Sort
Controller, originally conceived by Andy Jones. It's been extremely
powerful.

You write your passes in a simple markup language in a PPG on the pass,
like this. Copy pasting from a real production scene I have open right now-

Background_Objects_Partition = *
characters = sg_character
set = sg_set
lighting_geo = sg_lighting_geo

l: Background_Lights_Partition = *
l: env = sg_lEnv
l: key = sg_lKey
l: rim = sg_lRim


What that does is puts objects in a group called sg_character into a
partition called characters. So each pass has a sort controller on it,
and the scene can stay sorted by managing the sort groups, called SG by
convention.

It's been extremely good to us. Other than that, passes and partitions do
their work exactly the way soft is supposed to, except that the partitions
are sorted by the Sort Controller.

Even our least technical lighters got used to it no problem, and it's
universally loved.




On Sat, Mar 8, 2014 at 5:30 PM, Andy Goehler
lists.andy.goeh...@gmail.comwrote:

 Thank you for saying that Eric. While Softs Passes/Partitions are still
 great and better than others out there, I feel the same way. Having to add
 yet another object to a partition in x amount of passes is something I've
 become to hate. Referencing of partitions/groups in passes would help,
 expression/rule based assignment, or yet a node based approach to passes.
 Wait what? :-)

 Andy



 On Mar 08, 2014, at 23:21, Eric Thivierge ethivie...@gmail.com wrote:

 I think we all need to be honest, there were concepts that were great
 about passes / partitions but there were some things that needed fixing
 (still do). We need something that isn't exactly like the pass / partition
 system. We need something better.





Re: Maya feature request from Softimage users

2014-03-08 Thread Jonah Friedman
Agreed, but that better thing is not what we find in Maya render layers.
Render layers are clearly worse. I have no faith in AD's judgement about
what is better though.


On Sat, Mar 8, 2014 at 5:21 PM, Eric Thivierge ethivie...@gmail.com wrote:


 On Sat, Mar 8, 2014 at 5:12 PM, Andy Goehler lists.andy.goeh...@gmail.com
  wrote:

 I can't count the many many times overrides have cost me overtime and
 rerendering because of not working properly.


 I think we all need to be honest, there were concepts that were great
 about passes / partitions but there were some things that needed fixing
 (still do). We need something that isn't exactly like the pass / partition
 system. We need something better.


 
 Eric Thivierge
 http://www.ethivierge.com



Re: Maya feature request from Softimage users

2014-03-08 Thread Jonah Friedman
You manually update them by hitting sort or sort all. Also have a check
function that checks to see if anything is unsorted and report what.

This workflow only works because passes and partitions are so solid and
useful, not to mention groups. Maya has no foundation to build this sort of
thing on, only sets which are near useless.
 On Mar 8, 2014 5:39 PM, Andy Goehler lists.andy.goeh...@gmail.com
wrote:

 Sounds great. How does the Sort Controller update the pass? By callback
 upon switching to that pass or manually?

 Andy

 On Mar 08, 2014, at 23:35, Jonah Friedman jon...@gmail.com wrote:

 We have a rule based way of sorting partitions called the Sort
 Controller, originally conceived by Andy Jones. It's been extremely
 powerful.

 You write your passes in a simple markup language in a PPG on the pass,
 like this. Copy pasting from a real production scene I have open right now-

 Background_Objects_Partition = *
 characters = sg_character
 set = sg_set
 lighting_geo = sg_lighting_geo

 l: Background_Lights_Partition = *
 l: env = sg_lEnv
 l: key = sg_lKey
 l: rim = sg_lRim


 What that does is puts objects in a group called sg_character into a
 partition called characters. So each pass has a sort controller on it,
 and the scene can stay sorted by managing the sort groups, called SG by
 convention.

 It's been extremely good to us. Other than that, passes and partitions do
 their work exactly the way soft is supposed to, except that the partitions
 are sorted by the Sort Controller.

 Even our least technical lighters got used to it no problem, and it's
 universally loved.





Re: Just a thought - I hear the framestore use an ancient version of maya......

2014-03-07 Thread Jonah Friedman
Long term, that's roughly my thinking with using Fabric Engine for in house
development. It puts that very idea within reach of smaller places.


On Fri, Mar 7, 2014 at 10:06 AM, Andi Farhall hack...@outlook.com wrote:

 just as a shell basically with their own customization and updating, so
 could one of the larger houses using soft not do the same thing?

 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


 http://www.flickr.com/photos/lord_hackney/
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Re: Maya feature request from Softimage users

2014-03-07 Thread Jonah Friedman
Guys, guys, let's be reasonable, I only want four things.


1. Rethink the everything is a node floating at the root level thing and
redo it to have nested nodes. It was a noble idea 20 years ago, but
experience has taught us it's a bad idea. Make the node graphs the menu
commands generate actually be readable and editable by humans in all cases,
such as creating a skinning operator.

2. Redo referencing- namespaces are a stupid solution to this problem and
terribly implemented. Make sure it supports nested references.

3. Everything rendering related is based either on the long defunct maya
software renderer, or the world's dodgiest implementation of mental ray. Or
in the case of render layers, make them not be a haphazard and
bizzarely-planned pile of mel that once again creates incomprehensible
spider web graphs. That's not ideal, I'd like these things to not be that.

4. Something to replace ICE. This one is a long shot because I'm not
actually sure they know what ICE is.





On Fri, Mar 7, 2014 at 1:22 PM, Emilio Hernandez emi...@e-roja.com wrote:

 Ability to drag and drop objects in the outliner under other objects like
 the explorer.
 Ability to have non transformation groups

 Pfff I am working in Maya right now, as I am required to do so, the list
 is so long as I continue to do stuff.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:18 GMT-06:00 Jason S jasonsta...@gmail.com:

  Problem-solving  without  problem-solving-code-departments

 On 03/07/14 13:15, Emilio Hernandez wrote:

 +1

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:14 GMT-06:00 Rob Chapman tekano@gmail.com:

 No icons..?  :D
  On 7 Mar 2014 18:10, Emilio Hernandez emi...@e-roja.com wrote:

 Independency of child parameters from parent objects.  LIke for example
 if you want to hide the parent and leave the child visible, and not spread
 all of this throught the hierarchy.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 12:05 GMT-06:00 Emilio Hernandez emi...@e-roja.com:

 Ability to change the same parameters in a multi selection objects

  ---
 Emilio Hernández   VFX  3D animation.


  2014-03-07 12:03 GMT-06:00 Adam Sale adamfs...@gmail.com:

  Gator
 Decent set of shatter and sim tools ala implosia and momentum
 Face robot type functionality
   On Mar 7, 2014 10:00 AM, Emilio Hernandez emi...@e-roja.com
 wrote:

 Oh I thought it was mentioned officialy by Autodesk.  If that was
 the case probably will be the opposite.  But if it is a rumor then it 
 might
 be there  We just need like 6 years so it will become true.

  ---
 Emilio Hernández   VFX  3D animation.


 2014-03-07 11:54 GMT-06:00 Nic Sievers siev...@gmail.com:

  nope, I haven't used it.   I should have specifically said its a
 rumor, instead of I believe.


 On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet 
 christopher.crou...@gmail.com wrote:

 And I believe you're breaking the NDA here?



 On 7 March 2014 12:47, Nic Sievers siev...@gmail.com wrote:

  I believe Maya 2015 adds a new unfold3D tool...


  On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

  uv unfold please!!

  ...really dont like maya uv's tools!



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| 
 Vimeohttp://vimeo.com/manuelhuertasmarchena|
 Linkedin http://www.linkedin.com/in/manuelhuertas


  --
 Date: Fri, 7 Mar 2014 17:30:22 +
 Subject: Re: Maya feature request from Softimage users
 From: sebastien.sterl...@gmail.com
 To: softimage@listproc.autodesk.com


  the ability to show/hide components, like in every other DCC
 ever made.

  the ability to relax selections of polygons edges and vertexes.

  neither of these should prove to be too difficult... baby steps


 On 7 March 2014 17:23, Oscar Juarez 
 tridi.animei...@gmail.comwrote:

 You nailed right there Jeremie, basically being flexible when
 rigging, every day I go splitting geometry, regatoring meshes, and 
 merging
 again, transfering everything seamlessly.

  Multi attribute editor, it's really stupid that when you
 select multiple things you only see one at a time in the attribute 
 editor,
 there is the spreadsheet editor but that sucks in comparison.


 On Fri, Mar 7, 2014 at 6:11 PM, Jason S 
 jasonsta...@gmail.comwrote:

  Maya 2039 (rewritten)

 On 03/07/14 12:06, Mirko Jankovic wrote:

 stable non destructive workflow








   --
 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com











Re: Update to the Softtimage Transition Plan

2014-03-07 Thread Jonah Friedman
This is a clear improvement and much more fair. Thank you.


On Fri, Mar 7, 2014 at 1:53 PM, Eric Turman i.anima...@gmail.com wrote:

 Thanks Maurice...this is a significant change.
 A couple of things that are still not clear.

 1) When do we have to make the decision by.
 2) if we find that it is just not working out, will we be able to
 perpetually use the version of Soft and Maya frozen at the end of that
 subscription?


 On Fri, Mar 7, 2014 at 12:49 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 Any chance of you guys selling Softimage to someone else?


 On Fri, Mar 7, 2014 at 7:44 PM, Maurice Patel maurice.pa...@autodesk.com
  wrote:

 Hi everyone,

 I have an update to the Softimage Transition Plan to share with you:

 When we created the initial Softimage transition plan our desire was to
 provide our customers with an easy, no-cost path to transition  to either
 3ds Max or Maya.  We have been monitoring all of your feedback on the
 forums, including many direct conversations with our customers, and have
 made adjustments to the transition offering to address your concerns.  As
 we had previously announced, a program is available to all Softimage
 customers on Subscription providing you with the option of migrating to 3ds
 Max or Maya via a bundle that will include a Softimage license until April
 2016.  Based on your feedback we will be adding the ability to continue to
 access Softimage indefinitely with your Subscription entitlement even after
 we stop support on Softimage in April 2016.   We have heard you and we want
 to make sure you can continue to be able to access your Softimage projects
 even after the retirement of Softimage.  Our intention was not to create
 more burden on you with this difficult change.

 As many of you have also asked about this, we would also like to clarify
 what will happen if you do not want to transition: your licenses will not
 stop working. Any licenses you have purchased are yours. They are perpetual
 licenses and will continue working whether you are on Subscription or not.
 You will continue to be able to contact support if you need to move a
 license to a new machine.

 maurice
 Maurice Patel
 Autodesk : Tél:  514 954-7134





 --




 -=T=-



A way forward - We are kingmakers.

2014-03-04 Thread Jonah Friedman
I think a united Softimage community could be kingmaker. I nominate Fabric
Engine as King.

Here's some facts as I see them: Some of us will continue to use Softimage
for the next few years, others of us will unhappily be forced to use Maya.
The realities of production, studios, and freelancers will dictate this.

Softimage gave us ICE. ICE has made us smart, because ICE is a ladder. ICE
is a magical place where the slightest bit of linear algebra is immediately
useful. If you can add two vectors together you can make useful things in
ICE. And if you learn a little more, it's a little more useful. And in so
doing, ICE has elevated many us from people who use 3D applications to
people who create our own tools in 3D applications. Our community is not
totally unique in this matter, but I think our community is remarkable in
its knowledge of the core math of CG. That combined with our formidable
production experience, self-sufficiency, and early-adopter fearlessness is
unique. It makes us mighty.

I think Fabric engine is the way out. That's because Fabric Engine is also
a ladder. For the moment, nothing changes. We may continue to use
Softimage, or we may be forced to use Maya, depending on each of our
circumstance, but the important thing is getting behind Fabric and trying
to get as many of our tools as possible into it. There's no giant painful
leap that's needed, we can start small without breaking existing workflows.
As a bonus, if we open up our tools as much as possible, this will go
exponentially faster. Softimage will remain frozen in time and Maya will
continue to crumble under the weight of its terrible design, and all the
while Fabric Engine will be eating.

Here's how I see this playing out.

   1. First Fabric Engine replaces what we used to do in ICE. There's a lot
   of work to do to make this a reality, but this one seems like a no-brainer
   to me.
   2. The next lowest hanging fruit is rigging. Fabric Engine creations eat
   the deformers used in rigging, and then become the rigs themselves.
   3. Once the native rigging in these programs is eaten, Fabric Engine
   also eats animation as a natural progression. The animators must go where
   the rigs are, and will be happiest where the rigs play back the fastest.
   4. Lighting and rendering is a tough one, but it won't take very much to
   be better than Maya here. Being competent at scene assembly and having a
   pass system that isn't obviously terrible is enough.
   5. We unceremoniously kick the desiccated husk of Maya into a storm
   drain.

Honestly if we do nothing, I think this might happen anyway. But I think
together can make it go much faster.

   1. Embrace open source and put as many of our tools as we can out there.
   2. Keep making stuff- this is natural for us, as we have, after all, all
   become toolmakers.

No giant painful leap is needed. We liberate ourselves, and empower
developers who have passion and care about the right things.

This is the only road I see that leads somewhere that I actually want to
be.

-Jonah


Re: A way forward - We are kingmakers.

2014-03-04 Thread Jonah Friedman

 you can create arnold scenes with the kl language! this is a step toward
 my own scene assembly tool. i am imagining something between softimage and
 katana.


That sounds exactly like a place I want to be. 3


Re: A way forward - We are kingmakers.

2014-03-04 Thread Jonah Friedman
For myself, I just want to be heading in a direction of somewhere I
actually want to be. When I think of spending the next 5 years maintaining
a pile of python to make render layers barely work, I just want to cry. And
all of that just to take a massive step backwards. I really just can't.

The alternative of open collaboration between studios to build something
*good* is not only an alternative to despair, it's actually amazingly
exciting. I absolutely can't wait to start using and contributing to a
project like this. So many studios suddenly find themselves in this
situation now, with real urgency. This is a massive opportunity. Like
Stephan just said, if this isn't the right moment, I don't know what is.




On Tue, Mar 4, 2014 at 5:22 PM, Stefan Kubicek s...@tidbit-images.com wrote:

  @Felix: I totally agree on the bundling forces part.
 I've been on the Fabric Beta since over a year and am pondering over
 making a standalone application ever since.
 I have both plans for a hair/fur editing app as well as a general-purpose
 3D application (at least the foundation of that)  that can be extended and
 built upon by me and others. Blender comes very close to that ideal but it
 looks almost like a dead end compared to what FE already has to offer
 (accessibility of the API, Multithreading, Qt, etc), plus it would take a
 lot of changes to shape it into what I'd like it to look like, and that
 will be hard to gety ba the ecisting developers and communits.
 So far I've been held back by having to earn money in actual production,
 the (very)  little time left gets mostly eaten up by my family.
 I've been thinking of kickstarting it, but there's a whole slew of steps
 involved to make that happen successfully. Is anyone familiar with the
 Blender business model? They do have permanent paid staff, right? Where do
 they get their funding from?

 @Andy J.:Thanks for summing it up so nicely and comprehensively. I need to
 disagree on the modeling part though. Even in XSI I miss a lot, especially
 in terms of symmetrical modeling and sculpting. There is huge potential for
 improvement in any existing application out there.

 If anyone (individuals and companies alike) is out there who is interested
 in collaborating on such projects or just wants to share advice and or/
 ideas, whether technical or financial - I'm all ears.
 If this isn't the right moment in time I don't know which one is. Will,
 need and technology is there. Right now.






 Great post Andy! I'm probably biased, because I'm mainly working as a
 lighter. But after thinking about the future for the last couple of days, I
 came to the very same conclusion. Lighting and scene assembly is the
 biggest hole to fill. Houdini will be a great replacement for FX and with
 stuff like open VDB, alembic, partiio, etc it should become easier to move
 stuff in and out. Modeling can happen anywhere since a while.
 Rigging and animation isn't that easy. But animation isn't that technical
 and animators usually don't take long to switch. Rigging is more difficult.
 But Maya isn't that bad in rigging. And now there is Fabric. And I think
 for rigging it is already 90% of where it should be. People like Eric are
 already building stuff with it. And the advantage here is that rigging is a
 very modular and job specific process. With a few solvers and deformers
 you're already up and running, and everything else, you build on top as you
 need it. And that's the problem with a Fabric scene assembly application.
 You'd basically need to build a complete and highly complex application
 from scratch which covers all your needs. Otherwise you won't be able to
 work with it. And from what I know that's what keeps many people in smaller
 studios from using fabric in this area. It's just financially impossible to
 build such an application from scratch. I was really disappointed when I
 heard that the Fabric guys won't continue Stage for now (although I
 understand their reasons). And all the other efforts I know of (except for
 Steven's Arnold connection) are happening inside studios and most likely
 won't be shared.
 So now that Softimage will be gone, isn't there room or even need for
 collaboration here? Before everybody tries to build something themselves,
 shouldn't people try to bundle forces? And I'm not only talking about
 individuals here. I'm talking about small to medium size companies who
 couldn't afford to build something like this alone.




 2014-03-04 20:39 GMT+01:00 Juhani Karlsson juhani.karls...@talvi.com:

 Now I`m interested about this mailing list too - its full of Kings!
 Is it going to stay? If not where should we go?

 Fabric definetly has bright future if you just keep on pushin - and Caron
 that sounds really good : )


 On 4 March 2014 21:35, Paul p...@bustykelp.com wrote:

 I'm going to be going Fabric too for sure.

 On 4 Mar 2014, at 19:17, Jonah Friedman jon...@gmail.com wrote:

 you can create arnold scenes with the kl language

Re: [SItoA] Whiskytree, Elysium breakdown

2014-02-04 Thread Jonah Friedman
Staggering work, really inspiring. Thanks for putting this stuff out there!


On Tue, Feb 4, 2014 at 1:46 PM, Steven Caron car...@gmail.com wrote:

 Here is a breakdown of Whiskytree's Elysium work...

 https://vimeo.com/85581391

 Steven

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Re: Whiskeytree Athens tech demo

2013-11-22 Thread Jonah Friedman
Wow- this is what having one's shit truely together looks like. Congrats to
Whiskytree.


On Fri, Nov 22, 2013 at 11:11 AM, Emilio Hernandez emi...@e-roja.comwrote:

 Absolutley impressive!  And the tools!  Wow!

 What a powerful plugin is Softimage for Maya that Maya didn't need to be
 used at all!

 Good work Whiskey Tree!




 2013/11/22 Rares Halmagean ra...@rarebrush.com

  Excellent! Sharp breakdown.

 On 11/22/2013 8:04 AM, adrian wyer wrote:

  congrats to everyone at Whiskeytree for this epic demo!



 https://vimeo.com/71148018



 your library toolset is a thing of beauty!



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71




 --


 *Rares Halmagean ___ *visual development
 and 3d character  content creation.
 *rarebrush.com* http://rarebrush.com/





Re: Softimage 2014

2013-03-26 Thread Jonah Friedman
I just finished reading through this list of bug fixes.. this isn't a small
amount of work. I even found my bug on there - SOFT-6417 Inconsistent
results when rendering Pass with ICE attributes. At least if that's what I
think it is, that one has bothered me for years.

Also I'm thinking if it's a new team that did this, fixing this many bugs
would require them to touch a huge amount of the the application.. which
with a new team, seems like a great way to start.


On Tue, Mar 26, 2013 at 8:29 AM, Jason S jasonsta...@gmail.com wrote:

 **
  =  =
 -
  \__/



 On 26/03/2013 10:30 AM, Jens Lindgren wrote:

  This is interesting... i think.
 http://area.autodesk.com/2014unfold/products/softimage.html#future

 /Jens





LA Softimage users for Psyop LA

2012-04-26 Thread Jonah Friedman
Hey Everyone,

I was asked to pass along this message:

Psyop LA is currently in search for Mid - Sr. Level Softimage artists. We
are looking for artists across all mediums such as Modeling/Texture,
Lighting, Animation and most importantly, effects artists working in ICE.
Also important to be able to integrate Softimage work into existing
non-Softimage pipelines, especially interoperation with Maya.

If interested, email Nellie Tehrani nel...@psyop.tv

-Jonah