RE: nice to see soft still hitting big
Very nice spot! really liked the subtle damage details on both characters turntables ... an additional lookdev lighting breakdown will be awesome ;) great stuff! cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Tue, 30 Jun 2015 06:15:15 +0200 From: nagv...@gmail.com To: softimage@listproc.autodesk.com Subject: Re: nice to see soft still hitting big I still miss allot of things in softimage, but I'm at that point where, even if they told us all that the EOL of soft was a bad joke that went on too long, I would still stick to houdini. Right now, the only thing that I really don't like about houdini, is the price of fx. G On 29/06/2015 19:58, Simon van de Lagemaat wrote: Houdini is amazing and non destructive and I love it. Building your own tools is quite liberating, fun times.
RE: Very OT: for the love of your career.. try houdini
I am wondering if any of you guys using houdini would advice against changing some houdini hotkeys to speed up workflow ? when I use either xsi or maya, I have a set of keyboard shortcuts that help me go faster when modeling (without clicking every time on a menu, hotbox, icon... etc) I like using hotkeys because for me its faster and I have optimized my workflow in that manner, so I rarely rely on any button on the modeling side of things. I know this is counter productive for other stuff... (like when a td comes to help you and does not understand your setup... yes admit that is somehow annoying sometimes!). But for me the pros overcome by far the cons, at least in my experience. So as I am new to houdini and learning its polymodeling tools, I can t help but notice that going to click buttons on the polygon tab is slowing me down. I do like the tab menu, but even that is slower than simply using hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont mind clicking for anything else, but I do for modeling. so if any of you has an opinion on this, I ll like to know what you think ... (as I ll eventually like to learn other parts of houdini...for.. fx, sims.. I ll like to know if this will have some considerable impact on productivity, or is it something I can probably live with, like I do with maya xsi... thanks! -Manu IMDB | Portfolio | Vimeo | Linkedin From: moloney.cia...@gmail.com Date: Thu, 19 Mar 2015 13:44:49 + Subject: Re: Very OT: for the love of your career.. try houdini To: softimage@listproc.autodesk.com Network and hardware are fastest I've used. It's just the nature of the work. Volume data in my case is not very large, only a few Mb per frame. But, e.g. to make useful collision fields from complex geometry often requires a good bit of SOPs pre-processing. I get the impression that much of SOPs is still not especially multithreaded. DOPs is also very slow vs solvers of comparable classes (FumeFX, Exocortex's Bullet, nCloth). But, that's generally OK since you can do so much, much more with DOPs with a very low chance of things failing apart as you scale up. On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com wrote: Is this processing time or hardware time? (disks, network, etc..) Of course saving gigabytes per frame is slow but may be a clever local SSD sync to the main server could do the job to make the process faster? jb On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote: I'm loving working with Houdini, but sometimes it's just frustratingly slow. Even with the new VDB tools, converting and caching everything out as volume fields is a real drag. But then again the caching workflow is super-slick. I shudder at the thought of all the time lost to the mysteries of ICE caching. On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote: I'm not getting anything out of posting this, except knowing I might save the life of a fellow artist. So I spent the last year learning Maya, and got to a point where I can compete against people straight out of collage. This got me a bit down, as I'm one of the more experienced softimage artists here in South Africa. At the end of 2014 I realized that 3D is no longer fun if it all has to happen in maya for me. My brain doesn't work the way maya works. I'm also not much of a clairvoyant, so predicting what I have to do now, just in case the director asks for something in 2 weeks from now, lead to allot of back tracking. At first I decided to learn Maya over houdini because of the price tag of Houdini FX. It also seemed like I would exclude myself from bigger projects if I was one, of only a few houdini artists around. Houdini indie, and indie engine has completely nullified these concerns. The perceived learning curve of houdini was also a bit of a concern to me. I started learning houdini 2 months ago, and I can do more with it, than I can with Maya after a year. The first few days in houdini is pretty hard, but the whole package works as one. Once you get your head around its fundamentals, doing something new is fun and pretty easy. This might not be true for everyone here, but some of us needs a non destructive open work flow. So if you guys haven't tried it yet, and if you are fed up with the whole there is a script for that mentality... there is a sop for that G
RE: Very OT: for the love of your career.. try houdini
Curiously I ve been reading the transition guides you kindly wrote lately, thanks Jordi! I am sure that Houdini provides the scalability and resources to be an end to end solution. But for the time being thatdecision is not up to me. At AF we have a katana(vray) maya pipe. Houdini is used for hero fx stuff. Its on my plans totry and create a production ready asset to show production (once I figure out how to create something actually useful!) and only then see the plausibility of using Houdini for environment work (as an additional tool... who knows then..). As this concept is still a bit new (although I know its not the case...) I have not seen much cg environment pipelines based on this software if at all. The only case I am aware is rising sun pictures... but I dont know someone there atm. I ve seen houdini used in videogames environments... but dont have much examples of that for film (not talking about fx of course), I am guessing that the main idea is somehow similar... ?! cheers -Manu IMDB | Portfolio | Vimeo | Linkedin From: byronn...@gmail.com Date: Tue, 17 Mar 2015 16:14:34 -0400 Subject: Re: Very OT: for the love of your career.. try houdini To: softimage@listproc.autodesk.com How are you finding your new found Houdini knowledge to be fitting into the needs of the marketplace? Are there many shops adopting it? Or are you a lone wolf or able to turnkey shots for people? I too have found Maya unintuitive and uninspiring. Houdini looks interesting but I'm wary of jumping on something that I'll never get to use. Unlike many of you here, I am in a small market so there aren't many 3D jobs to go around. On Tue, Mar 17, 2015 at 3:49 PM, Simon Reeves si...@simonreeves.com wrote: I always worry that Houdini is not such a friendly app to be used as a 'backbone' as you (Jordi) phrase it.But I'm basing that on the logic that most of our 3d artists will HAVE to use it, but that's not really the case... I've started to settle into the idea that maya is OK for being the base, (after some love) so perhaps this is the moment I need to give Houdini a proper look before I fall down into the abyss of Maya. On Tuesday, 17 March 2015, Jordi Bares Dominguez jordiba...@gmail.com wrote: That certainly is a great approach but even better is if you go in the other direction, use Houdini as the backbone and render from Mantra/Arnold/Octane/PRMan/3Dlight/whatever as the FX live inside Houdini and therefore it is the natural backbone. Ultimately you will be using a myriad of tools that will funnel “dumb” cached data (just baked geometry, particles with attributes and little more) to Houdini and from there you are free to assemble your scenes as you need to. Furthermore, if you need to scale you will find Houdini excels at that so imho it is a no brainer. hope it helps jb On 17 Mar 2015, at 18:15, Manuel Huertas Marchena lito...@hotmail.com wrote: I am wondering if any of you guys working in film use houdini for digital asset production, or is it still more of a fx tool for most part? (having said that I do realize that houdini is not and end to end solution or all kinds of assets, but still I feel that there is a lot of stuff that could/can be created using a procedural approach,ex: buildings, concept modeling, snow, rocks, trees, props...etc..) -- Simon ReevesLondon, UK si...@simonreeves.com www.simonreeves.comwww.analogstudio.co.uk
RE: Very OT: for the love of your career.. try houdini
Hi Gerbrand, I understand you well! I recently started learning houdini myself. After quite a bit of meditation and evaluating other options,and although everyone around told me that the learning curve was steep, I d decided to give it a try anyway..Its been only 2 months for me using houdini, mostly doing personal RD stuff, and no production work with this software yet.I am more focused on lookdev/lighting and cg environments, so for me the particular interest I have in houdini (at the moment)is to build procedural assets that I can bring into production (..maya) and that other artists or myself can tweak/modify on the fly. I am of course talking about houdini digital assets. I am also interested in smart scatting methods or any thing that can be usefulwhen creating cg environments and can be kept in procedural way, as long as the end result allows such method to be part of. Talking about houdini itself, I find quite surprising how quickly many things make sense. The sop workflow is simply awesome! ...also just digging insidethe mantra surface and seeing how things are working behind curtains is great! The more I dig on houdini, I also realize that expressions play a big role on many things, so I am trying to familiarize myself with them! I am wondering if any of you guys working in film use houdini for digital asset production, or is it still more of a fx tool for most part? (having said that I do realize that houdini is not and end to end solution or all kinds of assets, but still I feel that there is a lot of stuff that could/can be created using a procedural approach,ex: buildings, concept modeling, snow, rocks, trees, props...etc..) cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Tue, 17 Mar 2015 10:51:21 -0700 Subject: Re: Very OT: for the love of your career.. try houdini From: ntmon...@gmail.com To: softimage@listproc.autodesk.com What a beautiful post and watching out for your fellow artists. On Tue, Mar 17, 2015 at 3:11 AM, Gerbrand Nel nagv...@gmail.com wrote: I'm not getting anything out of posting this, except knowing I might save the life of a fellow artist. So I spent the last year learning Maya, and got to a point where I can compete against people straight out of collage. This got me a bit down, as I'm one of the more experienced softimage artists here in South Africa. At the end of 2014 I realized that 3D is no longer fun if it all has to happen in maya for me. My brain doesn't work the way maya works. I'm also not much of a clairvoyant, so predicting what I have to do now, just in case the director asks for something in 2 weeks from now, lead to allot of back tracking. At first I decided to learn Maya over houdini because of the price tag of Houdini FX. It also seemed like I would exclude myself from bigger projects if I was one, of only a few houdini artists around. Houdini indie, and indie engine has completely nullified these concerns. The perceived learning curve of houdini was also a bit of a concern to me. I started learning houdini 2 months ago, and I can do more with it, than I can with Maya after a year. The first few days in houdini is pretty hard, but the whole package works as one. Once you get your head around its fundamentals, doing something new is fun and pretty easy. This might not be true for everyone here, but some of us needs a non destructive open work flow. So if you guys haven't tried it yet, and if you are fed up with the whole there is a script for that mentality... there is a sop for that G
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Shuting, Very glad to see the efforts of autodesk about making maya more user friendly for xsi people, I haven't had the chance to read all the emails, but I saw you mention something about improvements in the node editor, I am wondering if this applies to lookdev/shading? are we getting something similar (or closer) to the xsi render tree (which is awesome!) or the slate editor from max? I had scratch the surface using the node editor in maya for shading, I ve been mostly using the hypershade... and although I know the node editor offers shading functions I find that it is still very far from the examples I mentioned previously. Also you mentioned something about a beta release, is there a chance I can get into? Thanks for your help man, cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 27 Nov 2014 23:12:57 + Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com I dare say artists will be doing overtime no matter what, not having to fight and compensate for the software into overtime, is an admirable goal. On 27 November 2014 at 20:43, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
RE: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap!
talking about monitors... have anyone seen this one: http://www.lg.com/ca_en/monitors/lg-34UM65 I am a bit scared to buy a monitor I havent tested before... and recently started to do a bit of search to replace my current monitor at home ( ...a very old non ips asus..) and my first choice was a dell u2413h, because I have used it and I know is a good monitor (I use it at work), but is a bit expensive and I will need two. But then I saw that lg which says ips...blabla ( and its 34 inch so I can bare with only one instead of a dual setup) and kinda been a bit undecided on the subject! not sure if someone here had used it yet.. Also I noticed that used apple cinema displays have gone a bit cheaper second hand on ebay.. I am evaluating all options.. cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Tue, 21 Oct 2014 20:26:02 +0700 Subject: Re: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap! From: sku...@gmail.com To: softimage@listproc.autodesk.com If you don't need the 27 this at least looks interesting. It's not out yet, and I'd wait until the reviews are in but it's basically a 22 widescreen Cintiq for $500 - $600 depending if you want multi-touch as well as pen. http://surfaceproartist.com/blog/2014/10/11/monoprice-teases-low-cost-multi-touch-pen-display On Tue, Oct 21, 2014 at 12:56 PM, phil harbath phil.harb...@jamination.com wrote: do people still swear by this monitor, I am finally in the market for a 27 incher. -Original Message- From: Ben Houston Sent: Thursday, December 20, 2012 10:50 AM To: softimage@listproc.autodesk.com Subject: Re: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap! Hi Leoung, To be very specific, I bought this one: http://www.ebay.com/itm/CROSSOVER-27Q-LED-P-27-DVI-PC-Computer-Monitor-2560X1440-16-9-Pivot-QHD-NEW-/170875589678 Note that the price fluctuates up and down on this listing, not sure why that is. I'm also in Canada and the duty was $12 per monitor and the shipping was included. Best regards, -ben On Thu, Dec 20, 2012 at 10:44 AM, Leoung O'Young digim...@digimata.com wrote: Hi Ben, Which seller did you buy it from? I am in Canada, just curious how much was the duty? Thanks, Leoung On 12/20/2012 8:17 AM, Ben Houston wrote: They are IPS monitors. :-) http://en.wikipedia.org/wiki/IPS_panel I should have made clear that they were $360+duty each, not $360 for both. But still I find that to be a great price considering equivalent Dell monitors are at least $600 each. Best regards, -ben On Thu, Dec 20, 2012 at 8:07 AM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Are they IPS monitors? I'm running 2 of the HP ZR24w's right now, but two 27 monitors is really appealing. -Paul On Thu, Dec 20, 2012 at 7:35 AM, Ben Houston b...@exocortex.com wrote: Hey all, I know this is a bit random but I figured I should share this information as it surprised me. I recently purchased two 27 Korean QHD 2560x1440 LED Monitor through eBay for $360 Canadian + duty. I was a bit worried since there was a lot of disclaimers on the purchase page about possible dead pixels but holy crap the monitors are amazing and I haven't seen any dead pixels myself. The crispness, resolution, size and brightness is just beautiful, especially for an application like Softimage (or coding) that requires a lot of screen real-estate. I may not actually be more productive, but I feel more productive and it is just a more pleasant experience looking at these monitors. The specific monitors I purchased are these pivot ones (putting one in a vertical position is great when you are coding): Crossover 27Q LED Pivot 2560x1440 WQHD I can't imagine going back to my standard 24 LCD monitors, they just seem dull, small and low resolution. $360 for something that I stare at all day everyday is not that much of an investment. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
RE: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap!
btw I meant... u2713h ehh haha 50 inch ! thats another league... mmm what about color accuracy? how much is one of those? IMDB | Portfolio | Vimeo | Linkedin Date: Tue, 21 Oct 2014 15:04:53 -0400 Subject: Re: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap! From: etmth...@gmail.com To: softimage@listproc.autodesk.com I'm thinking VERY seriously about using a Vizio 50 4K TV as a monitor...
RE: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap!
Thanks for the link Ed. What you say makes sense in regards to space instead of having multiple monitors. I also thought about getting a tv as a monitor some weeks ago, but the color accuracy quality for 3d work scares me a bit as I've said on a previous message (specially as what I do most is lookdev/textures lighting and some comp) If I dont know someone that have used one yet for cg related stuff I will need to trust amazon user reviews on that matter... have you used one of those previously? cheers IMDB | Portfolio | Vimeo | Linkedin Date: Tue, 21 Oct 2014 15:27:18 -0400 Subject: Re: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap! From: etmth...@gmail.com To: softimage@listproc.autodesk.com I have 2 23 and on 22 on my desk now . I could use the 50 and get back half the desk area these 3 occupy and have nearly twice the # of pixels, and no split bezels On Tue, Oct 21, 2014 at 3:24 PM, Ed Manning etmth...@gmail.com wrote: US$999.00 http://www.amazon.com/VIZIO-P502ui-B1-50-Inch-Ultra-Smart/dp/B00MK39H68 On Tue, Oct 21, 2014 at 3:11 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: btw I meant... u2713h ehh haha 50 inch ! thats another league... mmm what about color accuracy? how much is one of those? IMDB | Portfolio | Vimeo | Linkedin Date: Tue, 21 Oct 2014 15:04:53 -0400 Subject: Re: Off topic but useful tip: 27 Korean WQHD (2560X1440) LEDMonitors are awesome and cheap! From: etmth...@gmail.com To: softimage@listproc.autodesk.com I'm thinking VERY seriously about using a Vizio 50 4K TV as a monitor...
RE: maya uv tool broken?
, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :) -- Christopher Crouzet http://christophercrouzet.com
RE: maya uv tool broken?
@Raffaele, I never assume anything is crap just by default. That being said I ve been experiencing tons of small anoying bugs this last week using maya (besides the uvtool) while doing modeling on a very highres asset. (ex: viewport goes suddenly completely black.. then comes back after a while and keeps doing it repeatedly, All of the wires in my objects suddenly change color when going in/out isolate mode, maya constantly crashes combining meshes, edge selection issues (maya was keeping some edges selected although I deselect them and changed component mode, also It was not selecting some edges although having click onto (this happened rarely but still!) and some other stuff like that (btw, I tried a similar mesh in xsi without any of these issues). That without mentioning workflow compared with xsi... but well that I understand is personal preference. So yes, I was not in the best mood, when I tried the uvtool yesterday. And it was good to know that at least it was not working correctly because of the service pack not being installed yet. So far I can say that my modeling workflow is 90% similar to xsi ( I have almost everything mapped to hotkeys and tend to rarely use the shelf buttons/hotbox at least for modeling, hotkeys do similar operations in both maya and xsi in my setup) but I have the impression that the tools are not well implemented, example the modeling toolkit. Why does maya need two modeling workflows? ex: you have the regular extrude and also the modeling toolkit extrude tool...! (I mostly use the mod kit tool tools) so yes tools are there, but I feel it is a bit convoluted the way they are implemented. ex: some colleagues were not aware of the modeling kit tool operations and used legacy ones, although there are tons of good stuff in the modeling toolkit (dR_...), but because its a bit under the hood it might not be obvious. Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? In any case, I look forward to improve my experience with maya. I am not a software fanboy at all and understand this are just tools in the end. But surely its a bit hard to hold back on comparing having used xsi previously :) btw, yeah is good to know about the tension display and shell management, I ll definitely will take a look on that, thanks! cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Sat, 6 Sep 2014 12:57:37 +1000 Subject: Re: maya uv tool broken? From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to actually be better than most stuff out there that isn't strictly UV centric (and the UI isn't a throwback to the early 90s SGI like UVL's). Unfolding works as well as it did in Soft, like Luke said, but on top you have tension display and better shell management. Worth a shot instead of resisting it and assuming it's crap by default. On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: sp1 was not installed yet indeed!! thanks for the help From: cgc...@gmail.com Date: Fri, 5 Sep 2014 22:37:49 +0100 Subject: Re: maya uv tool broken? To: softimage@listproc.autodesk.com Thanks I will look into it, it seems to be a new feature: http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote: On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote: Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! Hello, I'm not a UV editor user in either apps, but if you mean the tearing mode toggle in Softimage, there isn't a mode in Maya for that. You would select polygon and then Create UV Shell. It also sets the selection mode to Shell, so you can move it immediately. If you mean something else, I can ask a colleague. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
RE: maya uv tool broken?
I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :) IMDB | Portfolio | Vimeo | Linkedin Date: Sat, 6 Sep 2014 10:44:28 -0400 Subject: RE: maya uv tool broken? From: luceri...@gmail.com To: softimage@listproc.autodesk.com On Sep 6, 2014 8:43 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: Also about the uvtool why does this tool needs to be a downloadable bonus tool? why is not a default method? Does it? I don't know The bonus tool predates 2015 and the new workflows .
RE: maya uv tool broken?
Yes I am very familiar with uvlayout of course! I was just a bit confused with the bonus tools for 2015, though it was a new addition, when it is the contrary. I see well now, I ll take a look at the link! thanks for taking the time explaining :) Date: Sat, 6 Sep 2014 13:59:05 -0400 Subject: Re: maya uv tool broken? From: luceri...@gmail.com To: softimage@listproc.autodesk.com Hello, Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu. Then, there is a Bonus Tools which is a mel script that takes you step-by-step into setting up things and then call unfold. That's not a new tool, but it's been updated to use the new Unfold3d. I figured that if you knew how to use Softimage's Unfold3D you may not need the Bonus Tools. It's worth checking out all the changes in UV Editor and unfolding in the two separate sections here: http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling The team has studied UVLayout; going to it shouldn't be necessary for anything. On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: I don't know The bonus tool predates 2015 and the new workflows . what do you mean? sorry it might be obvious but usually I use uvlayout for this type of task, so I am trying to find the best way to approach uvs inside maya to rely less in uvlayout for simple geo. My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now replacing xsi for maya and will like to keep the same workflow. So if the uvtool is supposed to be the new way of unwrapping meshes in maya 2015, I was asking why is not included by default? but again being a bit new, I am surely missing something obvious :)
maya uv tool broken?
hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a pointa wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :)does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for macis broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit,please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
RE: maya uv tool broken?
ahaha I was sooo thinking of that! unfortunately I only have maya available at work, so can't :(I ll seriously consider to invest some time to learn modo I think..! IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 5 Sep 2014 15:30:53 -0400 Subject: Re: maya uv tool broken? From: chr...@topixfx.com To: softimage@listproc.autodesk.com export back to soft for unwrapping? I still do all my initial unwraps in XSI...regardless of the end software. On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a pointa wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :)does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for macis broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit,please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
RE: maya uv tool broken?
Thanks Luc Eric, Well I just opened it for the first time today... the uv tool (so I might need to play around a bit more, but the first results were not very good, although if you say so, then it should be a mistake on my side, which is preferable at this point!) good to know its the same plugin as xsi. I am not sure about the service pack, but I ll check that asap. It was annoying to have the done button not going away after repeated clicking. Thanks again for your help. IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 5 Sep 2014 21:26:10 +0100 Subject: Re: maya uv tool broken? From: cgc...@gmail.com To: softimage@listproc.autodesk.com Hi Luc-Eric, Was having a goodl ook at the Maya UV editor today and it seems pretty good. The only thing I didn't manage to do was to tear off polygons.. Is this possible? I do this all the time in Soft! On Friday, 5 September 2014, Luc-Eric Rousseau luceri...@gmail.com wrote: Unfold in Maya 2015 is the same Unfold3d tech as in Softimage and should give just as good or better result. Perhaps check if the plugin is loaded, it's called Unfold3d. Also please install the latest service pack for Maya. I believe the HUD buttons, which are used by the bonus tools, were not working in the original release and were fixed in SP1 On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: hi There, I am in the mood of writing a huuuge rant on how much maya modeling tools are broken to a point a wouldn't though so! but for the sake of my and your mental sanity I ll ask a simple question :) does someone knows if maya uvtool ( the one that comes with the bonus tools) in 2015... for mac is broken somehow? It lags like hell the done button does not work, plus the uvs it gives me are a joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick with maya for a bit, please let me know, if not I ll try to think of a different approach. thanks! IMDB | Portfolio | Vimeo | Linkedin
RE: Maya 2015 Node Editor
I am aware that making a pretty UI is - at least from a programmer's stand point, not a cool challenge, but having nice and meaningful colors, good drag and drop functionality, text instead of ugly icons and all the other nice little things as one finds in the ICE Tree or Modo's schematic view make a huge difference for the paying (!) customer, i.e. the gals and guys that spend hours and hours using the app.That's what makes Softimage so special: it just feels right and it actually is a real pleasure to do things, even complicated things. One truly has the feeling that somebody sat down and thought about how to implement something and - most importantly - how to make the user interaction as pleasant and intuitive as possible. Couldn't agree more with you Eric. I was introduced to the node editor some months ago,and for a second though maya actually got an actual nice node editor as the render tree in xsi.that didnt last long... sure is better then the crappy hypergraph connection editor... butstill looks awful to me and makes shading (something I actually really enjoy doing in the render tree) something very unpleasant...the devil is in the details and they surely have not understand this, xsi did so though.. such a shame (oh wait the foundry also got it! :) -Manuel IMDB | Portfolio | Vimeo | Linkedin From: peter@googlemail.com Date: Tue, 15 Jul 2014 21:11:29 +0100 Subject: Re: Maya 2015 Node Editor To: softimage@listproc.autodesk.com If they do get one, please someone make sure that they make it work with auto arrange! My CTRL+R addiction in ICE renders Soft's one useless. :( On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote: No, Modo doesn't not yet have a Group Comment node. -Tim On 7/15/2014 3:01 PM, Sebastien Sterling wrote: This! there is a term for it, but i can't remember. :P gathering nodes and organizing them. http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote: I'm not sure what you mean by with a statement. Can you elaborate? Sergio Muciño. Sent from my iPad. On Jul 15, 2014, at 3:46 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Ooo ! does it have a system for gathering a group of nodes with a statement and moving them around ?,
RE: Photogrammetry - what do you use?
hope this link works:http://www.zbrushworkshops.com/content/jeffrey-wilsons-photogrammetry-webinar-replay?inf_contact_key=50b547bc23da9a70a5bec51783577fe7e0f16b49c92c9a6e534db770494136fd is an agisoft webinar, jeff wilson goes in detail into the difference betwen versions if I am not wrong, I am big fan of photogrammetry for environment creation but a bit new to photoscan that video helped me understand the process. you could also use 3dequalizer to generate a point cloud from stills or even nuke 8 with the still solver/model builderalthough I have yet to try that. The workflow I was used to is with image modeler but unfortunately its not available anymore, although if you have access to it with your autodesk subscription I would defintetly give it a try it still does the job well. Regards -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Wed, 4 Jun 2014 16:14:48 +0200 Subject: Re: Photogrammetry - what do you use? From: m...@vincentlanger.com To: softimage@listproc.autodesk.com depends on what you want to do. I think the main difference to the professional version is the ability to orient the scene and to do 4D mesh generation (from video input). cheers, vincent 2014-06-04 16:02 GMT+02:00 Jens Lindgren jens.lindgren@gmail.com: Thread resurrection time!So I got a project that needs some photogrammetry and I'm looking at Agisoft PhotosScan right now. Only have one question: Standard or Professional? The price difference is huge! /Jens On Thu, Jan 30, 2014 at 5:00 AM, Francisco Criado malcriad...@gmail.com wrote: Hi Octavian, i used a couple of times skanect for people or indoor sets and must say its a time saver. If you can, give it a try! Francisco. On Wednesday, January 29, 2014, Octavian Ureche okt...@gmail.com wrote: Interesting topic here.Was just testing agisoft photoscan for some non commercial related work, and it seems to give pretty nice results with minimal user input. Has anyone tried to compare a kinekt based approach such as skanect (http://skanect.manctl.com) with a photogrammetrical approach for object scanning? I am curious about the pros and cons of both. Cheers,O On Wed, Jan 29, 2014 at 7:36 PM, Ed Manning etmth...@gmail.com wrote: Recap and 123D Catch from Autodesk do very well with some subject matter. NukeX also has camera tracking, point-could generation and meshing, and can export geo and camera. On Wed, Jan 29, 2014 at 10:08 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: Hello friends, I am currently investigating photogrammetry and would love to get your advices, opinions, experiences with such systems.What hardware do you use? Which software? Best practices? Thank you for any info!MAC Marc-André Carbonneau Product Specialist -- Octavian Ureche +40 732 774 313 (GMT+2) Animation Visual Effects www.okto.ro -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios -- Vincent Langer Uhlandstr. 29 71638 Ludwigsburg +49 176 965 177 61 www.vincentlanger.com
RE: Photogrammetry - what do you use?
Hi Stephen, I am curious to why it does not work with transparent/shiny objects (havent really done any test with those kind of surfaces..). Do you mean thatthe calibration for the point cloud isn't accurate? what software workflow are you using? Date: Wed, 4 Jun 2014 14:13:28 -0400 Subject: Re: Photogrammetry - what do you use? From: magic...@bellsouth.net To: softimage@listproc.autodesk.com Be aware that there is no Photogrammetry solution, that I have found that will deal well withtransparent and/or shiny objects. I do a lot of product modeling, from prototypes, and I havenot found any Photogrammetry solution that works better than taking front, side, top, and 3/4 view photos, and using the rotoscope function in my views. I have tried many. I am hoping that the new 3D scanning for ipad will be better, but it looks similar to other methods.https://www.kickstarter.com/projects/occipital/structure-sensor-capture-the-world-in-3d I wish someone would come out with a 3D scanner that is based on sonar principles.Image based 3D scanning has so many issues. The laser scanners are nice, but haveissues with undercuts as well as transparent and shiny surfaces. If you do find a solution, that works well, please post back here. On Wed, Jan 29, 2014 at 10:08 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: Hello friends, I am currently investigating photogrammetry and would love to get your advices, opinions, experiences with such systems.What hardware do you use? Which software? Best practices? Thank you for any info!MAC Marc-André Carbonneau Product Specialist -- Best Regards, Stephen P. Davidson (954) 552-7956 sdavid...@3danimationmagic.com Any sufficiently advanced technology is indistinguishable from magic - Arthur C. Clarke
RE: Photogrammetry - what do you use?
Hi Matt, Thanks for popping in, yeah it does makes sense I kind of had a feeling it was going on thatdirection.. (for shiny/transparent objects) but thanks for taking the time explaining in detail. I am very curious on to what technologies such as this structure sensor on kickstarter (https://www.kickstarter.com/projects/occipital/structure-sensor-capture-the-world-in-3d)or the tango project from google will bring to the table for us vfx artists and to what point it will change our current workflows... for environment creation.. cheers -Manu IMDB | Portfolio | Vimeo | Linkedin From: ml...@carbinestudios.com To: softimage@listproc.autodesk.com Date: Wed, 4 Jun 2014 18:46:52 + Subject: RE: Photogrammetry - what do you use? Photogrammetry software needs to make assumptions when it has nothing more than color information. Specular highlights are going to be clipped/clamped to white or something similar. Therefore, if the software sees white, how is it to know whether it is a specular highlight vs. just something colored white? That is the problem. In the case of transparency, how does it know the difference between a textile pattern vs. colors poking through multiple surfaces? Providing multiple angles of the same subject can help resolve those issues because the software can cross reference the details as perspective changes and see the parallax shift, but if the subject is highly reflective or glossy the specular highlight will travel around the surface as you change angles. Therefore, you may need to feed additional images to the software to give it more information to resolve the problems, and those problems may not be fully resolvable unless you make adjustments to lighting – or do what a lot of the 3D scanner companies do in their demos – apply dust/powder to the subject to remove glossiness and transparency. At that point It’s not much different than making multiple passes with a 3D scanner and using registration points to align the geometry after the fact. These issues are less problematic with 3D scanners because the sensor has more information at its disposal from scanning the subject directly and can differentiate using alternate information such as intensity of light, by using different wavelengths such as infrared, or different technologies altogether such as sound waves. Actual technique varies with the scanner. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manuel Huertas Marchena Sent: Wednesday, June 04, 2014 11:20 AM To: softimage list Subject: RE: Photogrammetry - what do you use? Hi Stephen, I am curious to why it does not work with transparent/shiny objects (havent really done any test with those kind of surfaces..). Do you mean thatthe calibration for the point cloud isn't accurate? what software workflow are you using? Date: Wed, 4 Jun 2014 14:13:28 -0400 Subject: Re: Photogrammetry - what do you use? From: magic...@bellsouth.net To: softimage@listproc.autodesk.comBe aware that there is no Photogrammetry solution, that I have found that will deal well withtransparent and/or shiny objects. I do a lot of product modeling, from prototypes, and I havenot found any Photogrammetry solution that works better than taking front, side, top, and 3/4view photos, and using the rotoscope function in my views. I have tried many. I am hoping that the new 3D scanning for ipad will be better, but it looks similar to other methods.https://www.kickstarter.com/projects/occipital/structure-sensor-capture-the-world-in-3d I wish someone would come out with a 3D scanner that is based on sonar principles.Image based 3D scanning has so many issues. The laser scanners are nice, but haveissues with undercuts as well as transparent and shiny surfaces. If you do find a solution, that works well, please post back here. On Wed, Jan 29, 2014 at 10:08 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote:Hello friends, I am currently investigating photogrammetry and would love to get your advices, opinions, experiences with such systems.What hardware do you use? Which software? Best practices? Thank you for any info!MAC Marc-André CarbonneauProduct Specialist -- Best Regards, Stephen P. Davidson (954) 552-7956 sdavid...@3danimationmagic.com Any sufficiently advanced technology is indistinguishable from magic - Arthur C. Clarke
RE: Renderman price restructuring
I have mostly experience with arnold mental ray... but I am kind of curious as to why renderman needs so manyprogrammers to make it work smoothly, doesn't it come with a standard/arch shader like other renderers?, why is there that much a need in creating custom shaders for it. I do apologize these might sound obvious to somebut I dont have experience with point based renderers as renderman besides a bit of 3dlight which I really liked, especially for disp maps, I only had the chance to use it briefly though... then its been arnold all the way for me.. ...that video looks pretty straight forward to me (meaning that the workflow looks artist friendly) ...but I am pretty there is something more to it that makes renderman complicate... cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 30 May 2014 16:21:30 +0200 From: hirazib...@live.nl To: softimage@listproc.autodesk.com Subject: Re: Renderman price restructuring Indeed. solidangle could start by actually selling single licenses. This would only be of interest to smaller players, I know, but still The 5 license minimum still appears to be in place (according to their website): For permanent license sales there is a minimum order of 5. We will soon lift this restriction. That soon has been in place for a while now. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
RE: mari-softimage workflow
in xsi you can use texturemapname.udim.tif if I am not wrong... at least with arnold.as Orlando said is really straight forward. But in case you have a mari/xsi/arnold pipeline... I would look into creating a script that recreates the .tx files when you output them from mari,at the past studio I was we had this automated from mari, if not the artist would've need to recreate manuallyall the .tx files for the files that come from mari. Just a tip! cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Mon, 26 May 2014 21:09:30 -0300 Subject: Re: mari-softimage workflow From: malcriad...@gmail.com To: softimage@listproc.autodesk.com thanks for the tips Orlando!F. On Monday, May 26, 2014, Orlando Esponda orlando.espo...@gmail.com wrote: Depending on what renderer are you using you may want to save some compounds to automate the uv offsets (assuming you're using more than one uv tile or UDIM in Mari terminology). But if you're using Arnold or VRay, there's a UDIM token that handles the uv offset at export time. Perhaps other renderers have something similar, but those two are the ones that I know. Other than that, it's really very straight forward. Orlando On Mon, May 26, 2014 at 1:19 PM, Francisco Criado malcriad...@gmail.com wrote: Hi guys, is anyone using mari with softimage? any tip or advice? thanks! doing my first steps here... F. -- Sent from Gmail Mobile
RE: Maya strengts (anyone?)
...applications that knew nodes was going to be tinkered with by artists. well said Lu. Personally I am transitioning to Maya for the moment... (most jobs are maya related in lookdev/lighting so not too much of a choice unfortunatly atm..) ..and I am amazed at how something like the hypershade is used to do production shading... it looks ultra clumbsy to me, render tree in soft is easy on the eyesand everything is well organized it just feels well crafted... haven't got the time to test the node editor in maya for shading but it looks like it does not come close to xsi's one..also I dont see too many tutorials about using the maya node editor for shading, most I find are with the hypershade... if someone has some good links to share, that ll be cool, thanks. the other day I wanted to do a quick pivot operation... (to match the pivot of an x object...) couldn't find how to do that in maya!! someone at work told me I need a script for something that simple... -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 22 May 2014 10:11:09 -0700 Subject: Re: Maya strengts (anyone?) From: ntmon...@gmail.com To: softimage@listproc.autodesk.com I think the only failure of the node architecture was that it wasn't meant to be used by artists. Had they had that in consideration, we would've had something like ICE or close to it ages ago. There are still some cool thing you can do in the Hypershade today, but it's unwieldy compared to applications that knew nodes was going to be tinkered with by artists. Maya strengths are still it's quick interactive ability to build stuff and animate. Since this is an XSI list, we've all had a taste of what animation could be due to some really nice quality of life features. However, XSI never in the time I've done 3D ever caught up in terms of animation performance. It is still king of interactive performance at the cost of shoddy user experience. Before, Maya was the do-it-all tookit and still can be today. And a lot of the early technology that went into the Maya side were far better implemented than in any other package. The strength was indeed ubiquity, and it was attractive to plug-in developers alongside 3DS max. Shave had more functionality in Maya before it was integrated into XSI. Syflex had more functionality in Maya than the XSI integration too. nCloth is still used in both conventional and unconventional ways because every other out of box cloth solver just isn't good. We still rely on nCloth heavily and it's second only to something like Qualoft. nCloth is definitely a strength to leverage. Also, Maya + Window = new tech hotbed. Syflex, Shave, Comet Muscles, and now FE/Splice. Anything that seems promising usually begins it's early stages as a plug-in for Maya. No guarantees that these fledgling tools would be production worthy, but I'm the first to admit I've grabbed a plug-in and blindly marched into production many times. Maya's other strength is it's large user base. If you want a CG army that puts ancient Persia to shame, go with Maya. You are almost guaranteed you'll find someone to fill an empty seat if your shop is a Maya one. And though that pool may not be as experienced or agile as artists in other packages, you definitely have the advantage of choice and can cherry-pick to your hearts desire. To be fair, there are good Maya users out there with their own Maya knick-knacks that can still put up good work. And to that point, if you're a Maya user, you're almost never out of a job if you're smarter than the average bear. I still don't like it. -Lu On Thu, May 22, 2014 at 9:26 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: In fairness the architecture is admirable, i don't think anyone ever made a fully nodal DCC after maya, to bad so little of it reaches its full potential. On 22 May 2014 17:15, Luc-Eric Rousseau luceri...@gmail.com wrote: 20 years.. 4/5 years late..adjusted for inflation I guess ;) On Thu, May 22, 2014 at 11:11 AM, Jordi Bares jordiba...@gmail.com wrote: Maya was ahead of its time 20 years ago, the novel architecture and a long list of historical events and mismanagement from Softimage (owned by Microsoft at the time) meant XSI arrived at least 4/5 years late to the party, which was a death sentence and big facilities by then did the full switch (not all but the majority). The genius side (and the part I don't like) was the viral nature of Maya in which you have to write stuff for pretty much everything which meant everybody was building tons of software (and complex ones too) on top of Maya so by the time XSI was starting to pick up pace it was an impossible fight. Was maya great for character animation? Yes, It has always been very good at that because the animation editor and dope sheet were very nice, also very fast with multiple characters and some versions very robust. Manipulators made life a pleasure
RE: Maya strengts (anyone?)
...the work around is to put a parent constraint, then delete it :P ..hahah really? Damn thats really out of the box...! thanks IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 22 May 2014 18:45:07 +0100 Subject: Re: Maya strengts (anyone?) From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com the other day I wanted to do a quick pivot operation... (to match the pivot of an x object...) couldn't find how to do that in maya!! someone at work told me I need a script for something that simple... Ahahaha! Yes i know right ?! its infuriating, the work around is to put a parent constraint, then delete it :P Ever tried hiding a group of polygonz... On 22 May 2014 18:35, Manuel Huertas Marchena lito...@hotmail.com wrote: ...applications that knew nodes was going to be tinkered with by artists. well said Lu. Personally I am transitioning to Maya for the moment... (most jobs are maya related in lookdev/lighting so not too much of a choice unfortunatly atm..) ..and I am amazed at how something like the hypershade is used to do production shading... it looks ultra clumbsy to me, render tree in soft is easy on the eyes and everything is well organized it just feels well crafted... haven't got the time to test the node editor in maya for shading but it looks like it does not come close to xsi's one.. also I dont see too many tutorials about using the maya node editor for shading, most I find are with the hypershade... if someone has some good links to share, that ll be cool, thanks. the other day I wanted to do a quick pivot operation... (to match the pivot of an x object...) couldn't find how to do that in maya!! someone at work told me I need a script for something that simple... -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 22 May 2014 10:11:09 -0700 Subject: Re: Maya strengts (anyone?) From: ntmon...@gmail.com To: softimage@listproc.autodesk.com I think the only failure of the node architecture was that it wasn't meant to be used by artists. Had they had that in consideration, we would've had something like ICE or close to it ages ago. There are still some cool thing you can do in the Hypershade today, but it's unwieldy compared to applications that knew nodes was going to be tinkered with by artists. Maya strengths are still it's quick interactive ability to build stuff and animate. Since this is an XSI list, we've all had a taste of what animation could be due to some really nice quality of life features. However, XSI never in the time I've done 3D ever caught up in terms of animation performance. It is still king of interactive performance at the cost of shoddy user experience. Before, Maya was the do-it-all tookit and still can be today. And a lot of the early technology that went into the Maya side were far better implemented than in any other package. The strength was indeed ubiquity, and it was attractive to plug-in developers alongside 3DS max. Shave had more functionality in Maya before it was integrated into XSI. Syflex had more functionality in Maya than the XSI integration too. nCloth is still used in both conventional and unconventional ways because every other out of box cloth solver just isn't good. We still rely on nCloth heavily and it's second only to something like Qualoft. nCloth is definitely a strength to leverage. Also, Maya + Window = new tech hotbed. Syflex, Shave, Comet Muscles, and now FE/Splice. Anything that seems promising usually begins it's early stages as a plug-in for Maya. No guarantees that these fledgling tools would be production worthy, but I'm the first to admit I've grabbed a plug-in and blindly marched into production many times. Maya's other strength is it's large user base. If you want a CG army that puts ancient Persia to shame, go with Maya. You are almost guaranteed you'll find someone to fill an empty seat if your shop is a Maya one. And though that pool may not be as experienced or agile as artists in other packages, you definitely have the advantage of choice and can cherry-pick to your hearts desire. To be fair, there are good Maya users out there with their own Maya knick-knacks that can still put up good work. And to that point, if you're a Maya user, you're almost never out of a job if you're smarter than the average bear. I still don't like it. -Lu On Thu, May 22, 2014 at 9:26 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: In fairness the architecture is admirable, i don't think anyone ever made a fully nodal DCC after maya, to bad so little of it reaches its full potential. On 22 May 2014 17:15, Luc-Eric Rousseau luceri...@gmail.com wrote: 20 years.. 4/5 years late..adjusted for inflation I guess ;) On Thu, May 22, 2014 at 11:11 AM, Jordi Bares jordiba...@gmail.com wrote: Maya was ahead of its time 20 years ago, the novel architecture and a long list of historical events and mismanagement
RE: OT: Now that the grief over softimage, how did you get over your it on your daily basis?
How come I don't hear anything about 3dsmax,...ehhh render passes, if you find them in max let me know! :) IMDB | Portfolio | Vimeo | Linkedin Subject: Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis? From: sergio.muc...@gmail.com Date: Thu, 22 May 2014 16:17:02 -0400 To: softimage@listproc.autodesk.com Max's tools are mostly built to be productive right out of the box. It's a right-to-the-point application that can also be quite flexible and procedural. The downside is that a lot of stuff in there is so neglected and broken, that it's just sad. You're going to spend some time finding workarounds to things, and learning what's broken and what's not. Also, Max relies a lot on third-party plugins to address lots of its limitations. Be ready to spend some cash on some of those if you want truly first-class quality tools.MAXScript is a very friendly language to learn. Very capable too. Scripting-wise, Max is not of the best applications I've used to date. The scripter is based on SCITE, so it is very nice, and has some great features. Max now also supports Python. I have not used it yet, so I cannot comment there.There is a humongous library of available scripts and tools for free out there. Keep these two links handy...www.scriptspot.comwww.maxplugins.de If you want to look into ICE-like development, check out Ephere's Lab tool. It's headed in that direction.Let me know if you have more specific questions. Cheers! Sergio Muciño.Sent from my iPad. On May 22, 2014, at 3:07 PM, Ryan Maguire rpmagu...@gmail.com wrote: How come I don't hear anything about 3dsmax, I have just started learning it ... But I like it more and more each day. Are there huge cons that I should be aware of? Anyone who has extensive experience in max...
RE: OT: Now that the grief over softimage, how did you get over your it on your daily basis?
thought max didn't have passes at all... as most times when I was asking people they were pointing me the render elements...which for sure are not the same... good to know, gracias Sergio ;) -Manu IMDB | Portfolio | Vimeo | Linkedin Subject: Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis? From: sergio.muc...@gmail.com Date: Thu, 22 May 2014 16:41:54 -0400 To: softimage@listproc.autodesk.com In Max they're called State Sets. Sergio M. Sent from my iPhone On May 22, 2014, at 4:19 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: How come I don't hear anything about 3dsmax,...ehhh render passes, if you find them in max let me know! :) IMDB | Portfolio | Vimeo | Linkedin Subject: Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis? From: sergio.muc...@gmail.com Date: Thu, 22 May 2014 16:17:02 -0400 To: softimage@listproc.autodesk.com Max's tools are mostly built to be productive right out of the box. It's a right-to-the-point application that can also be quite flexible and procedural. The downside is that a lot of stuff in there is so neglected and broken, that it's just sad. You're going to spend some time finding workarounds to things, and learning what's broken and what's not. Also, Max relies a lot on third-party plugins to address lots of its limitations. Be ready to spend some cash on some of those if you want truly first-class quality tools.MAXScript is a very friendly language to learn. Very capable too. Scripting-wise, Max is not of the best applications I've used to date. The scripter is based on SCITE, so it is very nice, and has some great features. Max now also supports Python. I have not used it yet, so I cannot comment there.There is a humongous library of available scripts and tools for free out there. Keep these two links handy...www.scriptspot.comwww.maxplugins.de If you want to look into ICE-like development, check out Ephere's Lab tool. It's headed in that direction.Let me know if you have more specific questions. Cheers! Sergio Muciño.Sent from my iPad. On May 22, 2014, at 3:07 PM, Ryan Maguire rpmagu...@gmail.com wrote: How come I don't hear anything about 3dsmax, I have just started learning it ... But I like it more and more each day. Are there huge cons that I should be aware of? Anyone who has extensive experience in max...
RE: First Softimage - Maya transition videos posted
Thanks Jill, that is great news! looking forward to it.btw if you can do some videos in regards to: -maya pivots snapping -maya node editor (for shading compared to render tree) *I heard we can use maya's node editor to do shading instead of the ultra cumbersome hypergraph... it'll be awesome.Regards -Manu IMDB | Portfolio | Vimeo | Linkedin From: jill.ram...@autodesk.com To: softimage@listproc.autodesk.com Subject: RE: First Softimage - Maya transition videos posted Date: Mon, 12 May 2014 17:19:36 + There are lots, lots more to come, and the complexity level will definitely be ramping up so feel free to jump to whatever stage you want to. We validated (and adjusted based on feedback) the curriculum with a number of our internal users who have made the transition themselves, and also with several users. I hope that as we progress you will find some things useful at any rate. Jill
RE: First Softimage - Maya transition videos posted
@Jill, cool thx! IMDB | Portfolio | Vimeo | Linkedin Date: Mon, 12 May 2014 15:44:31 -0500 Subject: Re: First Softimage - Maya transition videos posted From: i.anima...@gmail.com To: softimage@listproc.autodesk.com I also was not trying to stab at you either, its just that your last sentence made me laugh. =) True, it is heartening that they are making any videos to help Soft users transition, But, it will be more heartening if they actually carry through with their 2 year commitment to supporting Softimage and put developers on to shoring up the 2015 release of Soft before they bury Softimage forever...shudder typing those last few words made me throw up in my mouth a little...heartbreaking. But yes here's to hoping for something good to come out of this tragic situation. Cheers,-=Eric On Mon, May 12, 2014 at 3:01 PM, Leendert A. Hartog hirazib...@live.nl wrote: Don't get me wrong, my post wasn't intended as a stab at you at all, if anything it was a general stab (if you know what I mean)... A while back I wouldn't have believed Autodesk to actually produce anything like this, so now that they've already exceeded my expectations, I am more than willing to give this a large amount of benefit of a doubt. And hopefully in the end there will be more than enough useful info to please most of us. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- -=T=-
RE: XSI GUI for Maya
Reskinning the menus vertically without changing command names or wrapping the commands, or moving the existing snapping options to two rows somewhere else is just that, moving the click to a different area, not what you click and what it produces. thanks Raff, well that was sort of what I though as well when I saw the xsi/maya ui, I am really not an expert in this subject, but yeah thats what I thought as well.for instance, I am currently learning modo and using a custom ui layout called zen, but if I needed to I could switch to the regular default layout in a snap with one or two clicks.. So if the xsi/maya ui that was posted was to propose something similar in terms of usability I'll be keen to try it at least to see for myself. In the end maya is maya and I ll still use its commands, etc. with or without any ui plugin, but If I can get the ui to bug me lessthan it currently does with a plugin (Like I was already doing with Nexx for maya..) , that'll be cool. I do moslty modeling/lookdev/lighting in maya so not sure that would affect a lot,would need to test to have a better grasp of what I am dealing with. -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 9 May 2014 16:16:05 +0200 From: hirazib...@live.nl To: softimage@listproc.autodesk.com Subject: Re: XSI GUI for Maya In my defense, my use of the phrase look and feel was meant to encompass parts of the workflow as well. And I was talking hypothetically anyway... ;) -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
RE: XSI GUI for Maya
whaat?!! didn't know something like that existed. Is there a link to the actual ui code/plugin? does someone know if its compatible with maya 2014+? ...sorry I just saw this, maybe this has been answered,I am very curious to try it.. thanks -Manuel IMDB | Portfolio | Vimeo | Linkedin From: danyarg...@gmail.com Date: Thu, 8 May 2014 15:54:05 +0100 Subject: Re: XSI GUI for Maya To: softimage@listproc.autodesk.com https://groups.google.com/d/msg/xsi_list/KkzGNexn1ME/Wn-m3RDVPOEJ DAN On Thu, May 8, 2014 at 3:22 PM, gareth bell garethb...@outlook.com wrote: Just out of idle curiosity. A while back someone posted a picture of an XSI UI/Skin that someone made for maya. Anyone know where that is? cheers
arnold aov's preview in viewport question (xsi to maya)
Hi, I am trying to setup a lookdev workflow in maya, and coming from xsi I am usedto work doing shading while constantly switching comparing renders in the render region,I do this for every different channel I need to compare (specular, diffuse, sss, etc...) I find that really easy and quick to get visual feedback while developing shaders. I am trying to do the same thing in maya, but I don't seem to find the aov's in theviewport as an option nor do I know if I can compare them on the fly.I know that I can render separate or composed aov exr's but what I'd like is to be able to preview and compare renders and multiple channels while on maya. So my question is, am I obligated to go to nuke to do this using maya or am I missing something obvious? thanks for your help. Regards, -Manuel IMDB | Portfolio | Vimeo | Linkedin
RE: arnold aov's preview in viewport question (xsi to maya)
Awesome, thanks for your help! I'll check that out then. Cheers :) -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Tue, 6 May 2014 13:39:57 -0700 From: soni...@gmail.com To: softimage@listproc.autodesk.com Subject: Re: arnold aov's preview in viewport question (xsi to maya) Hi Manuel: Using IPR to render, you can change the AOVs in Arnold render setting (Render View AOV) and restart the IPR render, this should update your IPR preview of what your selected AOV will look like. I usually just bind this to a key so I can fire it off without having to have the Render Settings tab open all the time when adjusting lighting. I don't know of a way to get IPR in the viewport natively, although I know it can be done with custom plugin/scripts. Example: http://lesterbanks.com/2013/12/maya-create-an-interactive-viewport-rendering-tool-using-native-commands-and-python/ HTH! Yours sincerely, Siew Yi Liang On 5/6/2014 1:05 PM, Manuel Huertas Marchena wrote: Hi, I am trying to setup a lookdev workflow in maya, and coming from xsi I am used to work doing shading while constantly switching comparing renders in the render region, I do this for every different channel I need to compare (specular, diffuse, sss, etc...) I find that really easy and quick to get visual feedback while developing shaders. I am trying to do the same thing in maya, but I don't seem to find the aov's in the viewport as an option nor do I know if I can compare them on the fly. I know that I can render separate or composed aov exr's but what I'd like is to be able to preview and compare renders and multiple channels while on maya. So my question is, am I obligated to go to nuke to do this using maya or am I missing something obvious? thanks for your help. Regards, -Manuel IMDB | Portfolio | Vimeo | Linkedin
RE: Softimage to Modo - Modo 801 global Launch
Hi Simon, Thanks for your input, that was really helpful to have a better idea about what to expect in regards to modo renderer. I am learning the basics of the program, so there's still a lot of ground to cover for me, but after all what I see around happening... I think it'll be worth to learn it in depth... :) From: si...@theembassyvfx.com Date: Fri, 25 Apr 2014 15:10:06 -0700 Subject: Re: Softimage to Modo - Modo 801 global Launch To: softimage@listproc.autodesk.com I've used both in production and Arnold's ceiling is exponentially higher than Modos. I find a lot of people say all renderers are similar before ever really testing them in a heavy production. I love Modo but it is not capable of lifting anything close to what Arnold can. Arnold is also far more stable, is truly platform agnostic and can be easily integrated into any pipeline. I'd love to see SA write an exporter for Modo, being able to do lookdev and archiving within it would be fantastic. Just my 2 cents. On Fri, Apr 25, 2014 at 12:57 PM, Perry Harovas perryharo...@gmail.com wrote: Hey Greg, Honestly, from my (limited) experience with modo, I have not seen a major drawback to the renderer. The AOV's are extensive and well thought out, it has a pass system that is right up there with Soft, better in some ways, almost as good in others. It is VERY fast, and has great quality. I think (just my opinion) that the reason others want Arnold and Redshift in modo is because more renderers means more options, not because the modo renderer is lacking in any way. Don't think mental ray when you think of the default renderer in modo, even though that is what we are used to, and why many of us were always looking for another renderer in Soft. Anyway, that is my unscientific hypothesis! On Fri, Apr 25, 2014 at 3:47 PM, Greg Punchatz g...@janimation.com wrote: I hear a lot of requests for 3rd party rendering in modo, what are the limitations of modo's render engine that have people looking for other render engines? Does it not scale well? I would love to know its drawbacks. I have seen nothing but impressive images and demos from modo, but the only thing keeping me from digging into it was the lack of nodes. I love me some Arnold, but I also like the the idea of filling up our farm with modo licenses for a fraction of the cost. On Fri, Apr 25, 2014 at 2:38 PM, David Rivera activemotionpictu...@yahoo.com wrote: Yes you can. Basically anyone comming from the 2d animation world would be glad with this. I keep saying: Southpark with revamp worflow for 3D. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com wrote: I am assuming you can off set keys afterward? If not, it would be too limiting. On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: But is it a completely parallel system to curves ? or can you tweak curves later ? not sure how this would work with gimble otherwise, unless you keyframe it into the ground. On 25 April 2014 18:40, Jordi Bares jordiba...@gmail.com wrote: The difference imho is equivalent to modelling pulling vertices to zbrush sculpting. It is the state of mind in which you start thinking about poses, blocking, refinement of animation as a sequence of clear steps rather than a soup of keyframes. In the sense that an animator does not need to open an curve and worry about slopes but only timing and pose, this is imho a completely revamp of how things should be done and I would bet money if you put a true animator (2d trained with years of experience) the result till blow you mind. My God I have been waiting for this… Finally!It is clear the combination for me is modo+houdini… Jordi baresjordiba...@gmail.com On 25 Apr 2014, at 18:20, Norbert Kiehne softim...@norbert-kiehne.de wrote: Hmmm, maybe I am missing something here, but what is the difference to selecting all your controls and using the dopesheet or meta curve region/ animation editor to change the timing and spacing of your animation? On 25.04.2014 18:56, Jordi Bares wrote: I would say this is a game changer, just give it to a _real_ character animator (traditionally trained) and I would bet you the output will be amazing. Jordi Bares jordiba...@gmail.com On 25 Apr 2014, at 17:43, David Rivera activemotionpictu...@yahoo.com wrote: Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the new animation worflow in Modo 801. IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking
RE: Rendering... IN SPACE !!! With Arnold.
..haha, was going to say the same...maybe some framestore folks are around here :) IMDB | Portfolio | Vimeo | Linkedin From: cgc...@gmail.com Date: Fri, 25 Apr 2014 18:38:42 +0100 Subject: Re: Rendering... IN SPACE !!! With Arnold. To: softimage@listproc.autodesk.com you mean like gravity ;) On 25 April 2014 18:35, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hello list just wondered if anyone out there had ever rendered a space scene with stars planets with Arnold. Am trying to help out a friend. who is moving from max to Maya and Arnold, but also as a general inquiry I'd love to here how people approach rendering a space scene. any input welcome.
RE: Modo 801 Reveal
Haven't got the time to see the event yet, but lurking though your comments and the features on the foundry website it looks stunning!! ... I am yet thinking if there is any future arnold and/or vray implementation in the works...that will really be great. I ll definetly take a look at the new nodal shading system... that was keeping me away from modo from the last time I saw it. cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 25 Apr 2014 15:36:05 +0100 Subject: Re: Modo 801 Reveal From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com Brad: We're not saying we're going ME ... (WINK!)... On 25 April 2014 15:25, Jordi Bares jordiba...@gmail.com wrote: Me too, I have been blown away by the new animation tools.. FINALLY someone cracked how to animated the right way The new animation chart is amazing… truly amazing. On top of that the UV tools, the modelling, shaders… WOW, that is a major upgrade like I haven't seen before !!! Jordi baresjordiba...@gmail.com On 25 Apr 2014, at 14:34, Greg Punchatz g...@janimation.com wrote: AWESOME. I am very impressed with what I have seen so far. On Fri, Apr 25, 2014 at 3:04 AM, Jon Swindells jon_swinde...@fastmail.fm wrote: Stream is on replay for those that missed it - needs a foundry login http://www.thefoundry.co.uk/modo801live/stream/ -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Apr 25, 2014, at 09:03 AM, Angus Davidson wrote: Firstly it was definitely worth waking up at 3:45am to see. Brad doing a captain america live action improv while waiting for the screen to be sorted out was great. For me the two things of interest are time spacing bar. That is such an amazing teaching tool right there. One of my bugbears in Modo 701 is the shader system. I don’t like it. 5 Minutes of playing with the new Node based shader tree in 801 and I am in heaven ;) Have a look at http://www.thefoundry.co.uk/products/modo/latest-version/ 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: Modo 801 Reveal
Hey Sergio, Glad to see you around! thanks for the help. I actually am ultra new to modo, although I remember hearing great stuff from you in the rigging area. I am glad its actually shaping itself as a full featured packagein all cg areas. My needs are mostly lookdev lighting, so from what I see looks great! I ve been hearing awesome stuff about its renderer but my work experience so far is been related withmental ray and arnold. So I am not sure how modo render compares in render quality/features with arnold for example... I'll dig in a bit to see for myself I guess... cheershave a good friday man, -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 25 Apr 2014 15:18:21 -0400 Subject: Re: Modo 801 Reveal From: sergio.muc...@gmail.com To: softimage@listproc.autodesk.com Hey Manuel! The nodal shading in Modo works great, but it's not a full replacement of the Shader Tree. They work great together though. I guess the best parallel to this I've seen was how Combustion works... you can do all your effects work in the schematic, and then just order layers in their Layer Stack. Hope this helps! Sergio Mucino On Fri, Apr 25, 2014 at 2:07 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: Haven't got the time to see the event yet, but lurking though your comments and the features on the foundry website it looks stunning!! ... I am yet thinking if there is any future arnold and/or vray implementation in the works... that will really be great. I ll definetly take a look at the new nodal shading system... that was keeping me away from modo from the last time I saw it. cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 25 Apr 2014 15:36:05 +0100 Subject: Re: Modo 801 Reveal From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com Brad: We're not saying we're going ME ... (WINK!)... On 25 April 2014 15:25, Jordi Bares jordiba...@gmail.com wrote: Me too, I have been blown away by the new animation tools.. FINALLY someone cracked how to animated the right way The new animation chart is amazing… truly amazing. On top of that the UV tools, the modelling, shaders… WOW, that is a major upgrade like I haven't seen before !!! Jordi baresjordiba...@gmail.com On 25 Apr 2014, at 14:34, Greg Punchatz g...@janimation.com wrote: AWESOME. I am very impressed with what I have seen so far. On Fri, Apr 25, 2014 at 3:04 AM, Jon Swindells jon_swinde...@fastmail.fm wrote: Stream is on replay for those that missed it - needs a foundry login http://www.thefoundry.co.uk/modo801live/stream/ -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Apr 25, 2014, at 09:03 AM, Angus Davidson wrote: Firstly it was definitely worth waking up at 3:45am to see. Brad doing a captain america live action improv while waiting for the screen to be sorted out was great. For me the two things of interest are time spacing bar. That is such an amazing teaching tool right there. One of my bugbears in Modo 701 is the shader system. I don’t like it. 5 Minutes of playing with the new Node based shader tree in 801 and I am in heaven ;) Have a look at http://www.thefoundry.co.uk/products/modo/latest-version/ 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: Missing the render region in Maya? Not anymore...
That looks good, thanks for the link. I was actually thinking if there was anything like that for maya... in softimage I used the render region a lot when doing asset's look development, re rendering and comparingconstantly different channels on the fly (specular, env reflection... albedo...etc) that speed up things a lot... didn't look at the link in detail but I am hoping that provides the same functionality as soft had/has... btw, I am currently using maya/guerilla renderer for a gig and for those who still seek some alternatives around there... I llrecommend you to take a look. After going a bit in depth in the interface I was very glad with the lookdev lighting workflow/environmentit provides. And I believe the license its free if I am not wrong... all the lookdev / lighting team here... really likes working with that tool. But I know in a future gig... I ll need to deal with maya lookdev/lighting workflow so is good to see it getting updates in this area... even if that doest not comes from autodesk... cheers IMDB | Portfolio | Vimeo | Linkedin From: marc-andre.carbonn...@ubisoft.com To: softimage@listproc.autodesk.com Date: Tue, 8 Apr 2014 09:16:30 -0400 Subject: Missing the render region in Maya? Not anymore... Albeit not perfect, it’s pretty nice to have something that’s similar!http://therenderblog.com/maya-viewport-render/
RE: Another Lego-iser
Looks great Simon!! awesome work, thanks for sharing. -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Fri, 4 Apr 2014 14:58:09 +0200 Subject: Re: Another Lego-iser From: christian.lattu...@gmail.com To: softimage@listproc.autodesk.com Lego mindstorms with ICE! .:. Christian Lattuada tel +39 3331277475 ... On Fri, Apr 4, 2014 at 2:57 PM, Ed Manning etmth...@gmail.com wrote: Actually, just get the idea to this guy: Jørgen_Vig_Knudstorp He can probably just buy Autodesk, then tell Carl to revive Soft... ;-) On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote: On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.fr wrote: AD should sell SI to Lego. That. Is. A. BRILLIANT. Idea. A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit movie that used the software... Please someone get this idea to Carl Bass. Imagine if every Lego kit came with a download code for Softimage!
RE: Octane 2.0 motion blur
wow!! that looks great... is the forest cgi as well? props to the otoy team. IMDB | Portfolio | Vimeo | Linkedin From: marc-andre.carbonn...@ubisoft.com To: softimage@listproc.autodesk.com Date: Wed, 2 Apr 2014 10:33:44 -0400 Subject: Octane 2.0 motion blur Oh my… things are getting interesting! https://www.youtube.com/watch?list=UUqPmc3i0TE0oyetAKlv1Z2Av=gLyhma-kuAw
RE: Maya UI aesthetics
thanks Rob, thats a good way to put it..!! hehe IMDB | Portfolio | Vimeo | Linkedin From: chris.vienn...@autodesk.com To: softimage@listproc.autodesk.com; sof...@mail.sprit.org Subject: Re: Maya UI aesthetics Date: Wed, 19 Mar 2014 14:22:03 + Great post Sent from Windows Mail From: Eugen Sares Sent: Monday, March 17, 2014 7:22 AM To: softimage@listproc.autodesk.com Cite from Chris Vienneau: As for the workflows we have an internal project called Project H (or Humanize Maya) where we are working with all sorts of users from students to pros to studios to come up with proposals to the problems that have come up here and in the Maya user base. We invite anyone here and many of you have taken up our offer to contribute and it is up to us to show that we are delivering over the next two years during the transition period. If we don't at the end than you will all have choices and plenty of time to evaluate your options. 'Humanize Maya'... I like that! It brings me to a topic that often seems to falls short in discussions about a user interface, due to the technical nature of 3d applications: aesthetics/readability. Not workflow logic/consistency/ergonomics, which are of course absolutely vital (and also one of Maya's big weaknesses, but I'm leaving this out intentionally for now), but just the sheer visual appearance. An equally important piece in the puzzle in my opinion. As someone with an education and background in graphics design, I dare to say that Maya's UI is ugly. Like the devil's old grandmother. Why? Imagine the cockpit of a jet plane riddled with such a motley bunch of deranged elements and icons... get the point? Presenting complexity in a way that can be processed by our visual cortex with the least effort is an art form, and Maya fails miserably. Softimage did it right. Ironically, where Maya shows it's qualities mostly (...) is as a studio 'backbone' - exactly where you would least expect people fancying funny little fiddly colored icons. Like putting a hello kitty sticker on the airplane's throttle control Some recommendations: Generally, reduce the visual clutter! Hide everything that isn't important - show in only in the proper context. Hire graphics designers, in addition to user interface designers, if you didn't already - the best you can find. The ones with a good taste. Text instead of icons, wherever you can! For me, it's no question that text is easier to 'read' than icons, from a certain (quite low) level of complexity on. A simple arrow is ok, but just don't tell me most of those Maya icons are intuitive... Tastes are different, true, but at least give the user the option to switch icon/text, or both! Offer a colorless UI scheme, or at least one with a much reduced palette! Make the UI steplessly scalable! You probably have the chance now, after all you use Qt. The hypergraph/hypershade icons, also the Bifröst nodes, from what I see... horrible design. Compare this to ICE! Try to find a color code where the different colors have the same lightness. E.g. dark blue is barely visible, and you get a confusing and misleading visual contrast between elements of equal importance. Get inspired... Softimage has this noble, modest and efficient appearance. Windows Metro - if Microsoft has the courage for such a step, maybe you do, too. Less is more - I can't think of a better example of that old saying! We all eat with our eyes also, don't we, and after all 3d users are mostly visual people (sometimes I'm not so sure about developers). All this might sound superficial, but when it helps keeping track, it ain't anymore. And, finally, what harm is done when your girlfriend puts one some mascara... ; } Thanks for your attention! Respectfully, Eugen Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv.
RE: Maya UI aesthetics
'Humanize Maya'... I like that! +1 ...I don't know what is it but the render tree of soft just felt right to the eyes the interface was clean and the way the nodesflow in a shading tree regardless of its size was always ok good for me. With hypergraph I don't feel the say way at allit looks clumsy and not as elegant as soft's render tree... haven't use the node editor yet... but people say its closer to softs render tree right... I ll have to take a look.. IMDB | Portfolio | Vimeo | Linkedin From: arvidbj...@gmail.com Date: Mon, 17 Mar 2014 15:02:32 +0100 Subject: Re: Maya UI aesthetics To: softimage@listproc.autodesk.com Indeed, that would do wonders to my willingness to learn the application. Another example of a UI that scared me away is Digital Fusion, http://img.tamindir.com/ti_e_ul/genel/digital.jpg It's not icons, but 100 abbreviated text buttons, it pretty much just as bad. The problem is that everything is just layed out in a flat mess, and it's only helpful to an experienced user who knows all the nodes already. And if it's not somewhere in the pile, it's in some menu on top – I guess? What Softimage do is to divide everything into groups very consistently. Color coded modules, then always Get/Create/Modify, or some variant of that. You don't need to remember where most of the stuff is, because it's usually in the only logical place. And it always writes the shortcut next to the command for quick learning. Also, the Hotbox in Maya is a good concept, but horribly executed in terms of design. I wish it was a nicer experience. Softimage's simple context sensitive popup menu does most of what you need most of the time. On Mon, Mar 17, 2014 at 12:21 PM, Eugen Sares sof...@mail.sprit.org wrote: Cite from Chris Vienneau: As for the workflows we have an internal project called Project H (or Humanize Maya) where we are working with all sorts of users from students to pros to studios to come up with proposals to the problems that have come up here and in the Maya user base. We invite anyone here and many of you have taken up our offer to contribute and it is up to us to show that we are delivering over the next two years during the transition period. If we don't at the end than you will all have choices and plenty of time to evaluate your options. 'Humanize Maya'... I like that! It brings me to a topic that often seems to falls short in discussions about a user interface, due to the technical nature of 3d applications: aesthetics/readability. Not workflow logic/consistency/ergonomics, which are of course absolutely vital (and also one of Maya's big weaknesses, but I'm leaving this out intentionally for now), but just the sheer visual appearance. An equally important piece in the puzzle in my opinion. As someone with an education and background in graphics design, I dare to say that Maya's UI is ugly. Like the devil's old grandmother. Why? Imagine the cockpit of a jet plane riddled with such a motley bunch of deranged elements and icons... get the point? Presenting complexity in a way that can be processed by our visual cortex with the least effort is an art form, and Maya fails miserably. Softimage did it right. Ironically, where Maya shows it's qualities mostly (...) is as a studio 'backbone' - exactly where you would least expect people fancying funny little fiddly colored icons. Like putting a hello kitty sticker on the airplane's throttle control Some recommendations: Generally, reduce the visual clutter! Hide everything that isn't important - show in only in the proper context. Hire graphics designers, in addition to user interface designers, if you didn't already - the best you can find. The ones with a good taste. Text instead of icons, wherever you can! For me, it's no question that text is easier to 'read' than icons, from a certain (quite low) level of complexity on. A simple arrow is ok, but just don't tell me most of those Maya icons are intuitive... Tastes are different, true, but at least give the user the option to switch icon/text, or both! Offer a colorless UI scheme, or at least one with a much reduced palette! Make the UI steplessly scalable! You probably have the chance now, after all you use Qt. The hypergraph/hypershade icons, also the Bifröst nodes, from what I see... horrible design. Compare this to ICE! Try to find a color code where the different colors have the same lightness. E.g. dark blue is barely visible, and you get a confusing and misleading visual contrast between elements of equal importance. Get inspired... Softimage has this noble, modest and efficient appearance. Windows Metro - if Microsoft has the courage for such a step, maybe you do, too. Less is more - I can't think of a better example of that old saying! We all eat with our eyes also, don't we, and after all 3d users are mostly visual people (sometimes I'm not so sure about
RE: YOUR TOP 5
Render tree (great design flexibility for shading/lookdev)Render passesPartitionsnon destructive workflow (stack operator)ICE IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 13 Mar 2014 21:09:08 +0100 Subject: Re: YOUR TOP 5 From: christian.lattu...@gmail.com To: softimage@listproc.autodesk.com Model Animate Render Hair ICE Yeah, I think that's all. .:. Christian Lattuada On Thu, Mar 13, 2014 at 9:02 PM, Francois Lord flordli...@gmail.com wrote: 1- ICE 2- Pass system 3- Operator Stack 4- Models (namespace) and RefModels 5- Various transform modes (local, global, ref, proportional, plane, etc.) On 13-Mar-14 05:54, Alastair Hearsum wrote: Hello It seems as if I may have some contact with Autodesk shortly! I want to be armed with some points. What I'd like is your top 5 features that make Softimage great that we'd miss if we migrated to something else. Please don't give me more than 5 and please don't go on too long describing them (It takes a while to read all the posts). Thanks Alastair -- Alastair Hearsum Head of 3d 33/34 Great Pulteney Street London W1F 9NP +44 (0)20 7434 1182 glassworks.co.uk Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) Please consider the environment before you print this email. DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system.
RE: Headus UV Layout
headus uv layout is probably the best uv tool out there... I purchased a dongle license 3 years ago and haven't look back..., although I really like uv unfold from soft.. uvlayout has far far more features that can become handy depending the complexity of the asset... uvlayout is a tool that has being designed specially for hardcore production uv creation editing.. offering multiple features such as mirror uvs, localized relax of uvs, set sample uv ratio for uv islands, multi udim packing, copy uvs, group uv islands...etc etc.. but for me the best feature of uvlayout is its hotkey workflow approach... you can manage pretty much any tool with shortcuts, and once you get used to it gets really fast... also headus offers plugins to integrate uvlayout directly with softimage, maya...etc so you can send a mesh directly from softimage and once you finish doing your uvs you can import it back to soft using the send button in the uvlayout interface. uv layout is also great for editing existing uvs, sometimes I do my uvs straightly in softimage but import them to uvlayout and keep tweaking rearranging them... depending on the work that needs to be done. Besides uvlayout I would recommend you roadkill (http://www.pullin-shapes.co.uk/page8.htm) it is a free uv app that works really well, sure it does not have lots of features like uvlayout does, but it works really well too and hey... its free! I did a quick video some time ago in case you are curious about roadkill as well: http://vimeo.com/52812933 On my current job I am using maya on a linux environment so I can't use roadkill... as it is for windows only I think... so I am using uvlayout (also because maya uv tools suck :) Hope that helps Regards, -Manuel IMDB | Portfolio | Vimeo | Linkedin From: sefstath...@bournemouth.ac.uk To: softimage@listproc.autodesk.com Date: Sun, 9 Mar 2014 22:05:20 + Subject: Headus UV Layout Hi, A few staff have asked to purchase licenses of Headus UV Layout for students. I haven’t used it – any thoughts? Cheers Sofronis Efstathiou Postgraduate Framework Leader and BFX Competition and Festival DirectorComputer Animation Academic GroupNational Centre for Computer Animation Email: sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805+44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation Awarded for world-class computer animation teaching with wide scientific and creative applications BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email. -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean.CallSend SMSAdd to SkypeYou'll need Skype CreditFree via Skype inline: image001.jpginline: image002.jpginline: image003.pnginline: image004.jpg
RE: Headus UV Layout
yeah, I agree that the ui looks way too... 80s... haha but its rock solid besides that... IMDB | Portfolio | Vimeo | Linkedin Date: Mon, 10 Mar 2014 09:27:18 +1100 Subject: Re: Headus UV Layout From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com It's a staple in A LOT of film and game shops. The UI does look arse, but the general process and the available algorithms make it fairly good at what it does.Also the only decent publicly available tension display on UVs I've seen out there. BTW, Sof, how about you trim your signature a bit? It's longer and more image laden than most people's entire e-mails :p On Mon, Mar 10, 2014 at 9:05 AM, Sofronis Efstathiou sefstath...@bournemouth.ac.uk wrote: Hi, A few staff have asked to purchase licenses of Headus UV Layout for students. I haven’t used it – any thoughts? Cheers Sofronis Efstathiou
RE: Headus UV Layout
With rumors of a legit 64bit client.. yeah really looking forward 64 bit.. version As for uvs, I find the zbrush unfold algorithm to be really good... sucks though that there are no actual uv edit tools... besides protect/attract were to cut the uvs. That being said it is still very practical for generic props such as rocks I can almost batch unwrap them in zbrush and then organizing the uvs in a 3d app... cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Mon, 10 Mar 2014 10:27:41 +1100 Subject: Re: Headus UV Layout From: raffsxsil...@googlemail.com To: softimage@listproc.autodesk.com I haven't managed to crack Pixo one iota about ZB5, and it's not for lack of trying.Personally I think the future of ZBrush will be worth really speculating about only when the 4 cycle stops and 5 begins. With rumors of a legit 64bit client, proper topology support and so on it should change the game enough I'm not going to bother wondering and speculating until then. On Mon, Mar 10, 2014 at 10:20 AM, Jordi Bares jordiba...@gmail.com wrote: Its amazing although the interface is very clunky… extremely good though. I wonder now that Zbrush is doing such an effort also on the UV front how does compare… :-/ Anyone? Jordi baresjordiba...@gmail.com
RE: Maya feature request from Softimage users
uv unfold please!! ...really dont like maya uv's tools! IMDB | Portfolio | Vimeo | Linkedin 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.com wrote: 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.com wrote: Maya 2039 (rewritten) On 03/07/14 12:06, Mirko Jankovic wrote: stable non destructive workflow
RE: Salvage the list.
I am very sad about the news regarding softimage's future... although I have used it only for around 3 years now ...coming from 3ds max prior that... I quickly got used to its workflow and all around ergonomics and well though way of working which I unfortunately dont findin maya not to the same degree at least... I used soft mostly for modeling, lookdev ,lighting and matte painting.. and the render tree is to my opinion way superior than mayas hypershade among other stuff... haven't used the node editor yet... time will tell... I'll try to stick around the list, hopefully we can help each other transition to maya/hou... in the coming days, weeks, months... regards -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Wed, 5 Mar 2014 15:12:24 -0500 From: flordli...@gmail.com To: softimage@listproc.autodesk.com Subject: Re: Salvage the list. Even better. Thanks Luc-Eric. On 05-Mar-14 14:57, Luc-Eric Rousseau wrote: I think I didn't fully explained myself in that first post. if it comes to that, we could mass-subscribe the current users to that google group, or any list server of the community's choosing, in the same way we transferred everyone to this server from Avid. On Wed, Mar 5, 2014 at 1:47 PM, Francois Lord flordli...@gmail.com wrote: Wow, this thread exploded fast. https://groups.google.com/forum/#!forum/xsi_list The google group archive above is not controlled by Autodesk. It was created by Patrick Boucher (remember xsi-blog.com?) and he later handed me the admin privileges. I am following this list on a daily basis even though I don't post very often anymore. As Luc-Eric already said, if anything happens to the official list, we can just switch the archive to be a normal list, and things can continue from there. If Autodesk was to shut down this list, I think they would announce it beforehand. We would have some time to react then. You can contact me if you feel we should change things. Cheers. Francois
Re: 3d scene from photographs
Yeah, I am big fan of image modeler as well... too bad it isn t available anymore...! Daniel G simpletang...@gmail.com a écrit : Autodesk ImageModeler (2009?) would be another option, if you want precise rectilinear/architectural stuff. Unfortunately AD saw fit to discontinue it... On Tue, Feb 25, 2014 at 7:45 AM, Chris Marshall chrismarshal...@gmail.comwrote: Thanks all, Yes I thought looking at the spec of each that the standard version would do the job. Cheers On 25 February 2014 13:38, adrian wyer adrian.w...@fluid-pictures.comwrote: you don't need pro, its for GIS users standard is just fine all of FBFX and Infinite Realities body scans are done with agisoft a -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* 25 February 2014 13:27 *To:* softimage@listproc.autodesk.com *Subject:* Re: 3d scene from photographs Wow! That's quite some difference between standard and pro versions!! On 25 February 2014 13:23, Chris Marshall chrismarshal...@gmail.com wrote: Thanks both. I'll check it out. Cheers On 25 February 2014 13:14, Nicolas Esposito 3dv...@gmail.com wrote: I've used Agisoft Photoscan for both small models and entire rooms What I usually do ( for small objects ) is to do a 360° video using my DSLR, then convert it to jpg, load the images ( not all of them, lets say half or 1/3 of them ) into Agisoft and let the engine process all the images. I usually create alphas directly into the images using the rotoscope tool inside After Effects and bake the alpha into the images, so as soon as I improt them they already have the mask applied ( it works best if the background is an even color ) For rooms I use the tripod and do a 360° as well and do the same process Depends on the details you would like to achieve you need more/less photos, so just a bit of trial should give you a better understanding of whats going on 2014-02-25 14:01 GMT+01:00 Chris Marshall chrismarshal...@gmail.com: Hi All, Sorry if this has been discussed before. Is there any established software out there that creates a simple 3d environment model from photographs? So rather than using laser scanning of buildings, I'm looking to get simple street models from multiple images. A bit like Photosynth, but ideally I want a 3d model with textures output in some useable format? 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 -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
RE: Recent Work - Chick-Fil-A: Celebrating 50 Years
Great work Tim!! props to you and your team to pull such a cool spot in such a crazy deadline...!! Never used redshift, but this makes me even more curious... lookdev / lighting breakdown would be cool :) cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 20 Feb 2014 08:13:54 -0600 From: tim.crow...@magneticdreams.com To: softimage@listproc.autodesk.com Subject: Re: Recent Work - Chick-Fil-A: Celebrating 50 Years Hi Olivier! The carpet isn't hair. It's just a big dense rug instanced in a grid pattern. I was afraid the seams would be problematic, but it worked! -Tim On 2/20/2014 4:13 AM, olivier jeannel wrote: Amazing ! How did you do the thick carpet ? Le 19/02/2014 22:02, Tim Crowson a écrit : Hair and Strands are supported as of a couple of builds now, but 'lofted' strands are not, they're still in progress. The hair shader is also not live yet and is being worked on currently, but the default Redshift_Architectural works fine for most cases. You can do a good bit with it, especially cartoony stuff. -Tim On 2/19/2014 2:58 PM, Chris Johnson wrote: Amazing job! I'm buying a license tomorrow! No joke. Any idea on how far away hair/fur/Strands support is? On Wed, Feb 19, 2014 at 3:27 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: We were fortunate to be able to work on an ad for Chick-Fil-A recently, rendered in Redshift. https://www.youtube.com/watch?v=HZow-3nCl0k Client: Chick-Fil-A/Radiate Films Director: Ben Smallbone Art Director: Joel Gibbs 3D: Tim Crowson Comp: Joel Gibbs/Don Culwell The concept was simple: have a camera move through a room as it changes decor to reflect a different decade from the 1960s up through the present day. We technically had 2 weeks from start to finish, but in reality we wound up with a much tighter schedule. We certainly didn't have time to model what we needed, so we bought some commercial models, retextured and reshaded them, and lit the scenes. In the end I was able to get each decade accounted for in about one work day each. Spent a couple of hours in the morning gathering and prepping the assets, then blocking in the lighting and shading, then rest of the day tweaking, and finally off to render. Joel and Don then took it and comped it in After Effects. - The 3-bounce cap was raised right as I started lighting this, and I was so thankful! I used 8 bounces on this job and it really helped, especially in the 70s set, with all the orange spill everywhere. - The shag carpet in the 70s set is not hair. It's just a single dense rug instanced around the room. - Rendered using IPC + BF. The longest frames were for the 70s and took maybe 12-15min on our fastest machines. Other shots were closer to the 5-6 min mark. - The 80s set was tough! Have you ever tried to actually define the 80s in terms of style? It's a mess! We all have ideas about it, but when it comes time to actually produce something that says '80s', and you have like a day to do it, it's not easy. Stupid 80s! In the end, we had a couple of different directions to go in, and just picked one. -- Tim Crowson Lead CG Artist Magnetic Dreams, Inc. 2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com Confidentiality Notice: This email, including attachments, is confidential and should not be
RE: Photogrammetry - what do you use?
I used image modeler several times and it works great, is a really simple but precise tool. It sucks that it isn't available for sale anymore... As for banzai pipeline, the last time I spoke with their support rep this is what he told me: ...Enwaii is currently Maya centric. In London most of the companies use Maya and it seems to be the same situation in many places so we targeted Maya first. But it is good to know that many companies are XSI centric in Montreal. At the moment we do not plan to develop a XSI version but if it changes I will let you know. so I am guessing that won't come anytime soon.. I haven't used agisoft photoscan, but its good to hear people use it regularly for vfx I will try to find some time to test it out... Lately i've been more keen to explore a photogrammetry pipeline with a matchmove software such as 3Equalizer... might be overkill I know... but I am curious to see it used for that. In the end I only need an app to solve a sequence of photos and give me a point cloud with modeling cameras that I can import in xsi or maya to do the actual modeling... that's what I liked from image modeler.. it gave you only what you needed being the point cloud and the cameras and all the modeling was handled in the 3D app itself, being better suited for that. I like this thread.. :) -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Wed, 29 Jan 2014 16:58:31 +0100 From: r...@casema.nl To: softimage@listproc.autodesk.com Subject: Re: Photogrammetry - what do you use? Still using imagemodeler over here. Nuke 8 has some interesting ways of creating pointclouds from a bunch of images and linking hdri's: http://youtu.be/dRpLNoSSUlM?t=44m31s I've had a similar question a while ago about image modeler alternatives, might be interesting to have a look there too. Rob \/-\/\/ On 29-1-2014 16:08, Marc-Andre Carbonneau wrote: Hello friends, I am currently investigating photogrammetry and would love to get your advices, opinions, experiences with such systems. What hardware do you use? Which software? Best practices? Thank you for any info! MAC Marc-André Carbonneau Product Specialist No virus found in this message. Checked by AVG - www.avg.com Version: 2014.0.4259 / Virus Database: 3681/7042 - Release Date: 01/29/14 inline: ATT1
RE: Photogrammetry - what do you use?
This should help as much as norml HDR environments do when lighting. What about using projection painting with multiple hdrs using MARI? not sure if I understood your question.. have you seen this: http://www.fxguide.com/player/?media_url=http%3A%2F%2Fmedia.fxguide.com%2Ffxguidetv%2Ffxguidetv-ep165.mp4width=950height=540 I am thinking that if multiple photos are used for photogrammetry to model an environment, you can use those same photos to project them over the geometry (given that that you took each view with multiple exposures and could generate an .HDR for each angle) then you could use the cameras you got from your photogrammetry application and use them to project the .hdr's for lighting purposes or even clean out the images and use them for regular texturing. cheers -Manu IMDB | Portfolio | Vimeo | Linkedin Date: Wed, 29 Jan 2014 10:45:16 -0800 From: adam_see...@yahoo.com Subject: Re: Photogrammetry - what do you use? To: softimage@listproc.autodesk.com Hi, Does anyone know if any packages accept RAW or HDR images and can create an HDR for the final texture. This should help as much as norml HDR environments do when lighting. Adam. http://www.linkedin.com/in/adamseeleyuk https://vimeo.com/adamseeley From: Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Sent: Wednesday, 29 January 2014, 15:28 Subject: RE: Photogrammetry - what do you use? Oh yeah I forgot to specify that this is mainly for environment and huge props… not so much for people or props!From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi BaresSent: 29 janvier 2014 10:26To: softimage@listproc.autodesk.comSubject: Re: Photogrammetry - what do you use? I have a guy next to me doing a lot of Agisoft stuff and swears by it although he points out he needs tons of memory (he has 24Gb!!!) to deal with the kind of things he does (a bit of architecture and tons of images with a 7D) so… I am considering to test it properly because I can't see any use if you end up having tons of ram. Anyone with the same experiences? Jordi baresjordiba...@gmail.com On 29 Jan 2014, at 15:16, Vincent Langer m...@vincentlanger.com wrote:PhotoScan from agisoft is the one I prefer! with canon 550D or 5D 2014-01-29 Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.comHello friends, I am currently investigating photogrammetry and would love to get your advices, opinions, experiences with such systems.What hardware do you use? Which software? Best practices? Thank you for any info!MAC image001.jpgMarc-André CarbonneauProduct Specialist -- Vincent LangerLeonberger Str. 3871638 Ludwigsburg+49 176 965 177 61www.vincentlanger.com
RE: rumor, Soft dead within the next year
although I haven't use soft for that long (..coming from 3ds max) it has become my favorite 3d application for a bunch of reasons (at least for what I use it shading lighting works really well... ..everytime I open maya's hypergraph I am reminded at what point I like xsi! ..that being said I am not so sure how things will turn in the Montréal though... with the arrival of MPC, Framestore and Cinesite... 3 big maya houses... I believe that some local studios might start to think to switch either to houdini,maya or both.. it'll probably be easier to share assets, etc... in case some work is outsourced locally.. This is just a though, not positive I know, but I am hearing that more and more from peers around. Hope I am wrong and there's some actual good soft development news this year, we'll see Happy new years btw -Manuel IMDB | Portfolio | Vimeo | Linkedin From: andy.jo...@gmail.com Date: Thu, 2 Jan 2014 09:20:12 -0800 Subject: Re: rumor, Soft dead within the next year To: softimage@listproc.autodesk.com It doesn't change anything about the job market, but one thing to keep in mind about rumors from Autodesk: I may have it wrong, as I'm by no means a lawyer but I believe if there were an actual rumor about Autodesk's plans that wasn't issued publicly in a press release, it would be illegal, since people in the know could sell Autodesk stock on any rumors that Softimage would be getting shelved (the assumption being that the surge of new Houdini Modo users would have some negative impact on AD stock prices). It's certainly possible for a legitimate leak of information to occur, but it most likely wouldn't be coming from anyone who _really_ knows what the plan is. If it were, that person would be taking a very big risk. Point being, I would take anything labeled as a rumor with a grain of salt. I'm not naive -- most things like this do originate somewhere. My guess would be that most such rumors are coming from AD employees trying to fend off ongoing questions about the future from industry people like us. So they might have some grain of truth behind them, but anything with a timestamp like within the year is likely to be somebody's own speculation. On Thu, Jan 2, 2014 at 9:03 AM, Stephen Davidson magic...@bellsouth.net wrote: I am extremely lucky to work freelance, so that I am not directed to use anyparticular software for any particular project. As long as it looks good, my customers are oblivious to what software I am using. Whenever I did work for a production facility, on site, I have always managedto justify their license purchase. It has a lot to do with the length of experiencethat I have on Softimage. So... I use what works best for me ... Softimage ... has since version 1.0At least, with all my 3D work. I have tried 3D Max and Maya, just to see ifthey could improve my workflow. I guess I am too entrenched in Softimage to be able to wrap my head around other 3D app's interface. The othersjust seem so clumsy. I realize it is because I am used to a certain ingrainedworkflow that I have developed over the years. The recent addition of RedShift3D render software has improved the render speeds, and quality, immensely.I doubt RedShift would put that much effort into supporting Softimage, as well asMaya, if they thought Softimage was going away any time soon. If Softimage goes away, which I doubt it will, I will probably learn to workBlender, as open source seems to live on forever. It probably has somethingto do with the cost. :) BTW... didn't Maya used to be called Wavefront ? Happy New Year, all! On Thu, Jan 2, 2014 at 10:46 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: taking refuge in Maya??No thank you! better slow but painless death in never improved SI, like falling asleep slowly.. then looong torture and painful life in Maya! No thank you!SI.. I'm going down with you.. in the next 10-20 years... On Thu, Jan 2, 2014 at 4:42 PM, Jeffrey Dates jda...@kungfukoi.com wrote: I'd think whomever makes the suite of scripts and plugins for Maya for the Softimage refugees soon to be converting over would certainly have a built-in base of users. I also think there is an opportunity for a Fabric Engine Developer to capture some of the refugees with the same thinking... On Thu, Jan 2, 2014 at 6:22 AM, Szabolcs Matefy szabol...@crytek.com wrote: Actually, I am fairly experienced with Maya, yet I feel that it's a wheelchair with square wheels compared to Softimage. However, I see development in Maya a lot more than in Softimage. Houdini is quite out of my scope, being a character artist :). The fact is, if I want to get hired by a game development company, I have to learn Maya and Max, and I have to promote it. So my current project of Vinnie Jones went into Maya, and yes, it's quite painful, because some things are rather clumsy in Maya...:( But I want to get hired, and the
RE: rumor, Soft dead within the next year
I'm just thinking what if Avid or MS buy back SI if AD really abandon SI. mm...I don't think autodesk wants to sell a product just for someone else to revamp it and sell it as a concurrent to 3ds and maya... if they were ever to abandon soft, they might just keep it to themselves... Date: Fri, 3 Jan 2014 11:42:58 +1300 Subject: Re: rumor, Soft dead within the next year From: danielki...@gmail.com To: w...@fiftyeight.com; softimage@listproc.autodesk.com I'm just thinking what if Avid or MS buy back SI if AD really abandon SI. I like SI when Avid and MS had it... Old good memory. Daniel --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com --- On Fri, Jan 3, 2014 at 11:34 AM, w...@fiftyeight.com w...@fiftyeight.com wrote: So when softimage is dead(I hate this thread) what do you think?All softimage-user/Companys will switch then to another Software immediately? I think the will stay for 2-4years and then switch to another Applikation. And AD will get no money Hahh haha, i think AD has no change to bury SI,maybe they will Sell it, and this means :rebirth !!! happy New year! And please cloth this thread . Sorry fort my englisch Walt
RE: rumor, Soft dead within the next year
in 2000 – and we are now beginning of 2014. (happy 2014 y’all) Can we really hope for anyone to heavily invest in it’s future at this point in its lifecycle? Imagine 1000 entities -companies, individuals- could be found to each couch up 10.000$ – that’s 10M$. This sounds like wishful thinking to me, yet Softimage was sold to AD for 35M$ I don’t think crowd-funding will make enough money to buy “it” – less so provide a stream of funds for an extended period. For that it needs to get back in shape and be properly commercialized. A new owner would have to be willing and able to really push the software – which would be against ADSKs interests. And where Avid and Adsk didn’t succeed commercially, why would that change with a new owner? Granted, I can hardly imagine anyone doing a worse job than they have – perhaps Adobe or Apple could do worse yet? Perhaps the way out would be a joint venture – where ADSK remains owner for 49 or 51% and another, interested party tries to give it a kickstart? From: Toonafish Sent: Friday, January 03, 2014 12:03 AM To: softimage@listproc.autodesk.com Subject: Re: rumor, Soft dead within the next year Maybe we should just setup a crowdfunding project and buy SI back from AD ourselves ;-) -Ronald On 1/2/2014 23:49, Manuel Huertas Marchena wrote: I'm just thinking what if Avid or MS buy back SI if AD really abandon SI. mm...I don't think autodesk wants to sell a product just for someone else to revamp it and sell it as a concurrent to 3ds and maya... if they were ever to abandon soft, they might just keep it to themselves... Date: Fri, 3 Jan 2014 11:42:58 +1300 Subject: Re: rumor, Soft dead within the next year From: danielki...@gmail.com To: w...@fiftyeight.com; softimage@listproc.autodesk.com I'm just thinking what if Avid or MS buy back SI if AD really abandon SI. I like SI when Avid and MS had it... Old good memory. Daniel --- Daniel Kim Animation Director Professional 3D Generalist http://www.danielkim3d.com --- On Fri, Jan 3, 2014 at 11:34 AM, w...@fiftyeight.com w...@fiftyeight.com wrote: So when softimage is dead(I hate this thread) what do you think?All softimage-user/Companys will switch then to another Software immediately? I think the will stay for 2-4years and then switch to another Applikation. And AD will get no money Hahh haha, i think AD has no change to bury SI,maybe they will Sell it, and this means :rebirth !!! happy New year! And please cloth this thread . Sorry fort my englisch Walt -- 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
Re: OT: A great Shading/Rendering learning resource
I was just taking a look at that today... very relevant content indeed!! Alok Gandhi alok.gandhi2...@gmail.com a écrit : Hey Guys, Usually I do not indulge in promotions on the list, but this one is a great free learning resource which should not be missed, just wanted to share: http://www.scratchapixel.com/ Enjoy ! --
RE: OT: A great Shading/Rendering learning resource
...hahah yeah I thought the same! 3D Basic Lessons, Lesson 1: Writing a Simple Raytracer Of course :-) IMDB | Portfolio | Vimeo | Linkedin Date: Wed, 18 Dec 2013 03:16:50 +0100 From: bauero...@gmx.de To: softimage@listproc.autodesk.com Subject: Re: OT: A great Shading/Rendering learning resource Thanks for sharing. 3D Basic Lessons, Lesson 1: Writing a Simple Raytracer Of course :-) Very nice. Great info. tim On 18.12.2013 02:56, Manuel Huertas Marchena wrote: I was just taking a look at that today... very relevant content indeed!! Alok Gandhi alok.gandhi2...@gmail.com a écrit : Hey Guys, Usually I do not indulge in promotions on the list, but this one is a great free learning resource which should not be missed, just wanted to share: http://www.scratchapixel.com/ Enjoy ! --
RE: scale UVs to fit image
hey Szabolcs, thanks a lot mate! I ll check out your script tomorrow at work! Also thanks for the speedtree tip ;) IMDB | Portfolio | Vimeo | Linkedin From: szabol...@crytek.com To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com Date: Wed, 4 Sep 2013 13:42:02 +0200 Subject: RE: scale UVs to fit image Thanks man. I’m glad it helped! I did even a Move and Sew tool, unfortunately is not is neat as in Maya, because I have no access to UV Islands, and it makes it helluva slow… From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Wednesday, September 04, 2013 1:34 PM To: softimage@listproc.autodesk.com Subject: RE: scale UVs to fit image Szabolcs, you just made my day! I keep having to do this manually and it should(!) just be a push on a button. Thanks!! Morten Den 4. september 2013 kl. 09:15 skrev Szabolcs Matefy szabol...@crytek.com: -- -- I made long time ago few tools to help this. I have a collection of script I made or I implemented made by others (sorry for not mentioning them, I left the original authors name in the scripts header aprt). So if you install this addon, your texture editor’s Tools menu will have few addiotion, like Fit UV, and Fill UV. Fit UV will fit the selected polygons UV into the normalized (i.e. 0-1) UV space maintaining the aspect ratio. The Fill UV will do the same, but NOT maintaining the ratio (so the selected polygon will touch the UV borders). Due to the inability to connect UV samples to polygons efficiently and my incompetence, most operation will work only if you are in subcomponent selection mode. This way your selection in the UV editor will be reflected in the viewport, and the script will work like charm. I’ll update these tools sooner or later…meanwhile it can help I hope The link is: https://docs.google.com/file/d/0B7OTY9PC-qtBSnpqNnFoNFVPczg/edit?usp=sharing cheers Szabolcs From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Manuel Huertas Marchena Sent: Tuesday, September 03, 2013 11:07 PM To: softimage list Subject: RE: scale UVs to fit image I recently had to deal with LOTS! of speed tree assets... and had the same issue, I had to scale every uv island to fit the uv square because I was getting random black spots when using the standin version... I've been using the transform uvs in the tools section of the texture editor... not sure if this is what you look for... I was then assigning scale values to fit the 0,1 square and repeating in the clip... I also used the translate options in the the transform uvs menu... its really time consuming I agree... not sure if there's a better way through a script though... IMDB | Portfolio | Vimeo | Linkedin From: adrian.w...@fluid-pictures.com To: softimage@listproc.autodesk.com Subject: scale UVs to fit image Date: Tue, 3 Sep 2013 17:17:27 +0100 trying to fix some non-tiling UV nonsense from speedtree i have several square polygon islands in the texture editor and basically want to scale them to fit the image. so i can handle repeats in the texture nodes, not the UV set there's a script on rray, but doesn't seem to work... and the instructions page is long gone any tips? 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: OT: Vitaly Bulgarov timelapse
Vitaly is a great designer overall, besides modeling he has a sharp eye for cool stuff being it ...shapes, silhouettes, patterns, textures, materials.. proportions...etc ...that makes his end results that cool! I remember learning a lot from his workflow, seeing his gnomon dvd's, wasn't aware of that youtube video..! also keyshot is an amazing tool, have used it widely a year ago and for print/conceptual work is a beast! I know it also offers animation lately but havent touch that... thanks again for the video, really good stuff Cheers -Manu IMDB | Portfolio | Vimeo | Linkedin To: softimage@listproc.autodesk.com Subject: Re: OT: Vitaly Bulgarov timelapse Date: Tue, 23 Jul 2013 10:33:06 +0200 From: s...@tidbit-images.com What I couldn't see was wether he has some concept of what he nodels up front or if he just makes things up as he churns along. Impressive in any way, thanks for the links! in my opinion one of the finest industrial design/modelling/rendering persons around today stumbled across a 2 hour time-lapse of him modelling a robot (in Soft, no less) if you aren't aware of his work, check this out; http://www.bulgarov.com/index.html and enjoy the master at work! http://www.youtube.com/watch?v=4ct9voyU3h0 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- - Stefan Kubicekste...@keyvis.at - keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at -- This email and its attachments are-- -- confidential and for the recipient only --
Quick question about arnold linear workflow
Hi There, I have a doubt about setting up linear worflow in arnold/xsi, I just want to double check if I am setting stuff right or not. I do have my gamma correction settings as follows: Driver 1.0 textures 2.2 lights 1.0 shaders 1.0 I do use xsi's gamma at 2.2 for the preview instead of the arnold driver at 2.2 Now my doubt comes because some guys told me that lights and shaders should be at 2.2 and not at 1.0, but doesn't lights and shaders need to be working in a linear fashion at 1.0? Still that make me question if maybe I was making a mistake, as I am not an expert in gamma correction. Please bare with me and let me know if I am working fine or if I need to set lights and shaders at 2.2 for proper lwf thanks! -Manuel IMDB | Portfolio | Vimeo | Linkedin
RE: Quick question about arnold linear workflow
Hi, I have access to the list at my job but I haven't use it yet to be honest, didn't thought it was an issue to ask something somehow generic here, as I am more used to... :) IMDB | Portfolio | Vimeo | Linkedin From: drais...@outlook.com To: softimage@listproc.autodesk.com Subject: Re: Quick question about arnold linear workflow Date: Thu, 6 Jun 2013 00:10:06 + .. pardon the intrusion, is there an Arnold to SI (StoA) email list? I missed that one, I only found the MtoA email list, but that isn’t too helpful... -Draise From: Andreas Bystrom Sent: Wednesday, June 5, 2013 7:09 PM To: softimage@listproc.autodesk.com you should be asking these questions on the arnold list really On Thu, Jun 6, 2013 at 12:07 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: Hi There, I have a doubt about setting up linear worflow in arnold/xsi, I just want to double check if I am setting stuff right or not. I do have my gamma correction settings as follows: Driver 1.0 textures 2.2 lights 1.0 shaders 1.0 I do use xsi's gamma at 2.2 for the preview instead of the arnold driver at 2.2 Now my doubt comes because some guys told me that lights and shaders should be at 2.2 and not at 1.0, but doesn't lights and shaders need to be working in a linear fashion at 1.0? Still that make me question if maybe I was making a mistake, as I am not an expert in gamma correction. Please bare with me and let me know if I am working fine or if I need to set lights and shaders at 2.2 for proper lwf thanks! -Manuel IMDB | Portfolio | Vimeo | Linkedin -- Andreas ByströmWeta Digital
RE: Quick question about arnold linear workflow
Hi Andreas, Sure yes, I get your point well. I'll check that out tomorrow then, once again didn't though it was a big issue to ask here something like that, yes I am very aware of NDAs, etc.. thanks anyways IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 6 Jun 2013 12:24:48 +1200 Subject: Re: Quick question about arnold linear workflow From: andreas.byst...@gmail.com To: softimage@listproc.autodesk.com well, technically you and the studio you work for are still under NDA, thats why they have private mailing lists setup. also when you signed up you should have gotten info about what mailing lists are available etc. all in all I'm not sure if its a big deal posting here, but you are still more likely to get a better answer on the solid angle lists as the devs/support check those lists as well as most of the arnold users around.. -Andreas On Thu, Jun 6, 2013 at 12:15 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: Hi, I have access to the list at my job but I haven't use it yet to be honest, didn't thought it was an issue to ask something somehow generic here, as I am more used to... :) IMDB | Portfolio | Vimeo | Linkedin From: drais...@outlook.com To: softimage@listproc.autodesk.com Subject: Re: Quick question about arnold linear workflow Date: Thu, 6 Jun 2013 00:10:06 + .. pardon the intrusion, is there an Arnold to SI (StoA) email list? I missed that one, I only found the MtoA email list, but that isn’t too helpful... -Draise From: Andreas Bystrom Sent: Wednesday, June 5, 2013 7:09 PM To: softimage@listproc.autodesk.com you should be asking these questions on the arnold list really On Thu, Jun 6, 2013 at 12:07 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: Hi There, I have a doubt about setting up linear worflow in arnold/xsi, I just want to double check if I am setting stuff right or not. I do have my gamma correction settings as follows: Driver 1.0 textures 2.2 lights 1.0 shaders 1.0 I do use xsi's gamma at 2.2 for the preview instead of the arnold driver at 2.2 Now my doubt comes because some guys told me that lights and shaders should be at 2.2 and not at 1.0, but doesn't lights and shaders need to be working in a linear fashion at 1.0? Still that make me question if maybe I was making a mistake, as I am not an expert in gamma correction. Please bare with me and let me know if I am working fine or if I need to set lights and shaders at 2.2 for proper lwf thanks! -Manuel IMDB | Portfolio | Vimeo | Linkedin -- Andreas ByströmWeta Digital -- Andreas ByströmWeta Digital
RE: Quick question about arnold linear workflow
Thanks guys! Ok that makes sense to me. So yes I'll keep everything at 1.0 on the arnold gamma settings/driver and use xsi's gamma 2.2 for display / color wheels / etc. As for xsi's color profile I tend to use always srgb and specify linear input strightly on the image clip when I work with .hdr / .exr's or if working with 8 bit scalar images for bump or reflection roughness... I find it easier that way. thanks again ..I'll post next time on the list for anything arnold related :) IMDB | Portfolio | Vimeo | Linkedin From: car...@gmail.com Date: Wed, 5 Jun 2013 17:40:45 -0700 Subject: Re: Quick question about arnold linear workflow To: softimage@listproc.autodesk.com to get to your question, i would turn all arnold settings to 1.0 and use color management for display. the textures are either handled per clip/shader or actually converted to linear externally. those types of workflow decisions are different per studio. we can elaborate on the sitoa list... s On Wed, Jun 5, 2013 at 5:32 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: Hi Andreas, Sure yes, I get your point well. I'll check that out tomorrow then, once again didn't though it was a big issue to ask here something like that, yes I am very aware of NDAs, etc.. thanks anyways
uv ratio question
Hi there! I am wondering if someone knows how to set uv island ratio to many objects or even into uv islands of the same object. In maya I use a really useful plugin called uv ratio pro, its a nifty plugin that allows you to set uv ratio from a uv island or object and as I ve said previously, re-apply it across many objects / uv islands. I struggle a little bit with xsi when having to handle many objects and have a consistent uv ratio without too much hand manipulation. I was wondering how do you guys approach uv ratio across objects, or if you know a way to achieve something similar, maybe with ice? Thanks for your time! regards -Manuel IMDB | Portfolio | Vimeo | Linkedin
RE: congrats to the Embassy for Iron Man commercial
Looks pretty cool! great job Portfolio | IMDB | Linkedin From: adamfs...@gmail.com Date: Fri, 5 Apr 2013 17:00:17 -0700 Subject: Re: congrats to the Embassy for Iron Man commercial To: softimage@listproc.autodesk.com warms the heart :-) On Fri, Apr 5, 2013 at 2:38 PM, Andy Moorer andymoo...@gmail.com wrote: Well done guys! And it's always nice to see SI screens in making-of videos like this :D On Fri, Apr 5, 2013 at 3:57 AM, Nic Groot Bluemink nicgrootbluem...@gmail.com wrote: It's an absolute beauty :) On Fri, Apr 5, 2013 at 11:04 AM, Andreas Bystrom andreas.byst...@gmail.com wrote: yes, congrats I always thought the embassy is in a league of their own On Fri, Apr 5, 2013 at 10:56 PM, adrian wyer adrian.w...@fluid-pictures.com wrote: http://www.fxguide.com/quicktakes/the-iron-man-science-project/ a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71 -- Andreas ByströmWeta Digital -- Technical Pretty Picture Making PersonKettle
RE: Panasonic 20 4K windows 8 tablet
Cool screen, but the pen looks like a fat crayola! Date: Wed, 13 Mar 2013 21:24:05 +0100 From: softim...@keyvis.at To: softimage@listproc.autodesk.com Subject: Panasonic 20 4K windows 8 tablet Ain't that some interesting piece of hardware: http://www.digitaltrends.com/mobile/panasonic-20-inch-4k-windows-8-tablet-hands-on/ http://gadgets.ndtv.com/tablets/news/panasonic-shows-of-a-20-inch-4k-windows-8-tablet-at-ces-315261
RE: Something new we made
Good work! the swans are a nice idea, thanks for sharing. Date: Thu, 7 Mar 2013 13:14:22 -0800 From: jclausin...@yahoo.com Subject: Something new we made To: Softimage@listproc.Autodesk.com here's a little something we made recently https://vimeo.com/61292772 john clausing
RE: [plug] introducing Creation: Stage
I am in awe! awesome work guys Date: Fri, 22 Feb 2013 14:39:29 +0100 Subject: Re: [plug] introducing Creation: Stage From: vladi...@elefantstudios.ch To: softimage@listproc.autodesk.com This is fantastic! Very well done guys!Thanks for making my day a bit brighter :) CheersVladimir On Thu, Feb 21, 2013 at 9:14 PM, Paul Doyle technove...@gmail.com wrote: Hi everyone - I'm happy to share some news about a module we've been working on for handling scene assembly, lighting and shaders. We're pretty happy with the connection between our real-time renderer and offline renderers. You'll see from the video how deeply we've integrated with Arnold. It's also a pretty good advert for the development speed of the core platform - this is under two weeks of one engineer's work. http://fabricengine.com/creation-modules/stage/ Stage is a scene assembly, lighting and shader authoring system. It provides a tight relationship between your offline renderer and our realtime renderer. At this time we are integrating SolidAngle’s Arnold renderer, but Stage is designed to support any offline renderer that provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman. Stage is in alpha and we are seeking studios that want to support and influence development. If you are interested in working with us to develop it further, please contact me directly. Thanks, Paul p.s. obviously this isn't directly related to Softimage, but I figure there's a bunch of Arnold users on here that might be interested. If I've broken any posting rules, please let me know. p.p.s cross-posted on 3DPro -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch ---
how to randomize lambert shader on a bunch of objects?
Hi List, I am doing some visualization using xsi and keyshot, and I am needing to assign a different lambert shader to each part I want to shade with a different material once the object/s are imported in keyshot. Problem being, that I have to manually assign a lambert shader to each piece on softimage, that I want a different shader, and I was wondering if you know a way or script to take lets say a hundred objects and apply a different lambert on each once... Hope this is possible, Thanks! -Manuel
RE: how to randomize lambert shader on a bunch of objects?
haha thanks, being using max lately, and somehow overlooked something that simple in soft, thought the same was assign to all... Cheers Peter From: pete...@skynet.be To: softimage@listproc.autodesk.com Subject: Re: how to randomize lambert shader on a bunch of objects? Date: Thu, 21 Feb 2013 20:17:58 +0100 just select the objects, getmateriallambert and they will have unique materials – that is what you’re after, right? From: Manuel Huertas Marchena Sent: Thursday, February 21, 2013 7:29 PM To: softimage list Subject: how to randomize lambert shader on a bunch of objects? Hi List, I am doing some visualization using xsi and keyshot, and I am needing to assign a different lambert shader to each part I want to shade with a different material once the object/s are imported in keyshot. Problem being, that I have to manually assign a lambert shader to each piece on softimage, that I want a different shader, and I was wondering if you know a way or script to take lets say a hundred objects and apply a different lambert on each once... Hope this is possible, Thanks! -Manuel
RE: how to randomize lambert shader on a bunch of objects?
Hi Alok, Thanks for letting me know, I ll check it out if needed. Regards -Manuel Date: Thu, 21 Feb 2013 14:24:33 -0500 From: alok.gan...@modusfx.com To: softimage@listproc.autodesk.com Subject: Re: how to randomize lambert shader on a bunch of objects? If you have a map of colors -- objects for lambers than you can quickly script it out. ALOK GANDHI / chef directeur technique - lead technical director alok.gan...@modusfx.com T: 450 430-0010 x225 F: 450 430-0009 www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebook Twitter On 21/02/2013 2:17 PM, pete...@skynet.be wrote: just select the objects, getmateriallambert and they will have unique materials – that is what you’re after, right? From: Manuel Huertas Marchena Sent: Thursday, February 21, 2013 7:29 PM To: softimage list Subject: how to randomize lambert shader on a bunch of objects? Hi List, I am doing some visualization using xsi and keyshot, and I am needing to assign a different lambert shader to each part I want to shade with a different material once the object/s are imported in keyshot. Problem being, that I have to manually assign a lambert shader to each piece on softimage, that I want a different shader, and I was wondering if you know a way or script to take lets say a hundred objects and apply a different lambert on each once... Hope this is possible, Thanks! -Manuel No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2238 / Virus Database: 2639/5621 - Release Date: 02/21/13
RE: will you recommend using a 1366x768 res for 3D work?
I finally bought this dell m4700 http://www.ebay.ca/itm/271135124646?_trksid=p5197.c0.m619 for around 1260 tax + shipping included, hopefully it was a good deal... I liked the msi specs, but I didnt like all of the lights on the keyboardand overall built design (http://event.msi.com/nb/2011/G-zone/gaming_performance.html) I understand that this might be not the only model they offer in terms of design... but multiple lights on the keyboard, really!!? the dell looks like a piece of black brick and not really eye pleasing, but I kinda liked the fact that its plain simple as well, with dark anodyzed metal finishing (yes I know it sounds picky but... I find that important somehow) I would ve liked to get it with a Quadro k2000... built in, but the only ones I found where with 1366 x 768 res... and if not, they were 1800$+... this one comes with a amd firepro m4000, and to be honest I never used an amd before... so not so sure if there will be any incompatibilities with autodesk or the foundry... products hopefully not! have any of you use amd cards regularly to work in 3d? cheers From: adamfs...@gmail.com Date: Wed, 23 Jan 2013 14:11:23 -0800 Subject: Re: will you recommend using a 1366x768 res for 3D work? To: softimage@listproc.autodesk.com yes you can right click, but on some of the monitors I've worked with, the right click to collapse doesn't work that well. Turns out I have to right click a few menus to even get the edit menu to show up. Either way, these size monitors are brutal, right click or not. Adam On Wed, Jan 23, 2013 at 8:40 AM, Grahame Fuller grahame.ful...@autodesk.com wrote: But you can right-click to collapse e.g. Snap and Constrain to make Edit visible. It's not ideal but it's workable. FaceRobot is less forgiving though. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale Sent: Tuesday, January 22, 2013 08:06 PM To: b...@exocortex.com; softimage@listproc.autodesk.com Subject: Re: will you recommend using a 1366x768 res for 3D work? 1368 x 768 chops off the edit menu at the bottom of Soft. Ugh On Sat, Jan 19, 2013 at 10:25 AM, Ben Houston b...@exocortex.commailto:b...@exocortex.com wrote: Canada Computers. Here is the link to their msi notebooks. http://www.canadacomputers.com/search_result.php?manu=MSIsearch=1ccid=577cPath=710_577pagePos=0page=1sort=3a On Jan 19, 2013 11:38 AM, Manuel Huertas Marchena lito...@hotmail.commailto:lito...@hotmail.com wrote: Thats really good to know, I ll check it out! Can you tell me what is the name of the store in ottawa? I am in Montreal so I might be interested. Thanks Ben! Date: Sat, 19 Jan 2013 11:27:58 -0500 Subject: Re: will you recommend using a 1366x768 res for 3D work? From: b...@exocortex.commailto:b...@exocortex.com To: cgc...@gmail.commailto:cgc...@gmail.com CC: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Btw I recently bought in July 2012 a so-called barebones msi laptop for 1300 taxes inclusive. Very similar to this. Sweet laptop for a killer price. http://www.notebookcheck.net/Review-MSI-MS-16GA-Barebone-Notebook.77038.0.html From a local Ottawa store though. I upgraded ram to 16GB and swapped in an ssd. On Jan 19, 2013 10:56 AM, Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com wrote: go full HD or you will regret it! On Saturday, 19 January 2013, Ben Houston wrote: That resolution sucks. I bought a laptop with that for my wife and I hate using it. Go full hd if you can. On Jan 19, 2013 9:49 AM, Manuel Huertas Marchena lito...@hotmail.commailto:lito...@hotmail.com wrote: Hey guys, I am looking for a laptop to use as a mobile work machine, so after looking down many options I thought that the dell precision line might be a good pick, and on ebay there are really good deals for the model I looked for (m4600 / m4700) manufactured refurbished.. with quadro k1000 or k2000. At around 1200 to 1600$ (16 g ram ddr3 1600... 2.6 ghz...) http://www.ebay.ca/sch/Laptops-Netbooks-/175672/i.html?_from=R40_nkw=m4700_dmpt=Laptops_Nov05Processor%2520Type=Intel%2520Core%2520i7rt=nchttp://www.ebay.ca/sch/Laptops-Netbooks-/175672/i.html?_from=R40_nkw=m4700_dmpt=Laptops_Nov05Processor%252520Type=Intel%252520Core%252520i7rt=nc http://www.ebay.ca/sch/Laptops-Netbooks-/175672/i.html?_from=R40Processor%2520Type=Intel%2520Core%2520i7_nkw=m4600_dmpt=Laptops_Nov05Memory=8%2520GB%2520or%2520morert=nchttp://www.ebay.ca/sch/Laptops-Netbooks-/175672/i.html?_from=R40Processor%252520Type=Intel%252520Core%252520i7_nkw=m4600_dmpt=Laptops_Nov05Memory=8%252520GB%252520or%252520morert=nc But I have a dilemma because most of those laptops are offered at a 1366x768 res (led Anti-Glare), which I ve never seen personally (we are talking about 15.6 screens) and not sure if that might cause a problem
RE: will you recommend using a 1366x768 res for 3D work?
Thanks for your answers guys, it was good to ask! I was almost talking the 1366x768... but now I ll try to find full HD res as you mentioned... didnt thought 1366x768 was that bad!!! thanks Date: Sat, 19 Jan 2013 15:56:45 + Subject: Re: will you recommend using a 1366x768 res for 3D work? From: cgc...@gmail.com To: b...@exocortex.com; softimage@listproc.autodesk.com go full HD or you will regret it! On Saturday, 19 January 2013, Ben Houston wrote: That resolution sucks. I bought a laptop with that for my wife and I hate using it. Go full hd if you can. On Jan 19, 2013 9:49 AM, Manuel Huertas Marchena lito...@hotmail.com wrote: Hey guys, I am looking for a laptop to use as a mobile work machine, so after looking down many options I thought that the dell precision line might be a good pick, and on ebay there are really good deals for the model I looked for (m4600 / m4700) manufactured refurbished.. with quadro k1000 or k2000. At around 1200 to 1600$ (16 g ram ddr3 1600... 2.6 ghz...) http://www.ebay.ca/sch/Laptops-Netbooks-/175672/i.html?_from=R40_nkw=m4700_dmpt=Laptops_Nov05Processor%2520Type=Intel%2520Core%2520i7rt=nc http://www.ebay.ca/sch/Laptops-Netbooks-/175672/i.html?_from=R40Processor%2520Type=Intel%2520Core%2520i7_nkw=m4600_dmpt=Laptops_Nov05Memory=8%2520GB%2520or%2520morert=nc But I have a dilemma because most of those laptops are offered at a 1366x768 res (led Anti-Glare), which I ve never seen personally (we are talking about 15.6 screens) and not sure if that might cause a problem or look awkward when using softimage, nuke, mari... For around 400$ more there is a 1980 x 1080 variant ( 15.6 FHD(1920x1080) Wide View Anti-Glare LED with Premium Panel) So anyways, just curious if anyone had any thought that might help me choose, to note, that besides the screen res/quality all the other specs look quite similar... at first view at least.. thanks in advanced cheers -Manuel
RE: capturing spherical HDRi's?
If you can you should look into using a photogrammetric approach for lighting, meaning that instead of mapping your hdri to sphere you can build a proxy version of the set (geometry) using photogrammetry or an automated modeling program like 123catch to generate the geo (which you can clean therefor), then you can project your hdri (images) to the geometry it will be more precise than a spherical setup, but it is also longer to set up! And depends on the information and images you ve got from the set. Here is a video I saw some time ago, really cool stuff: (video is using maya and mari btw) its a 3 part video: http://www.youtube.com/watch?v=1d8ypguQjFw http://www.youtube.com/watch?v=pdEyQGzRSaQ http://www.youtube.com/watch?v=K3nPBrESJeE Hope that helps! -Manuel Subject: Re: capturing spherical HDRi's? From: aminjahi...@yahoo.com Date: Wed, 16 Jan 2013 14:08:14 + To: x...@colorshopvfx.dk; softimage@listproc.autodesk.com CC: softimage@listproc.autodesk.com Slightly off topic but this is pretty interesting stuff... http://fxguide.com/fxguidetv/fxguidetv-165-scott-metzger-on-mari-and-hdr/ J On 16 Jan 2013, at 13:19, Morten Bartholdy x...@colorshopvfx.dk wrote: We do pretty much the same - a fisheye lens shooting in 3 directions for good overlap, 10 exposures via software control and stitch the result into a fairly highres LatLong HDRI 360. This is good for lighting and in most cases reflections too, but hardly enough resolution for a background. The software control for multiple exposures makes for better quality HDRI's as clouds, cars and pedestrians move less, and we can get in and record the HDRI in about a 10th of the time we used to without it, in all only some 5 minutes break for the crew for one HDRI. The Director and 1st AD will be much happier too. The chrome ball comes in to use in tight spaces where it is hard to fit in a camera on a tripod, but it is mostly sttting and collecting dust on a shelf these days. Mind you, if we had more time on a shoot I would like to have a chrome ball and a grey ball and have them in front of the liveaction camera just after the clapper - it would help setting up HDRI's and lights and balance the whole thing faster when lighting your scenes. Morten Den 16. januar 2013 kl. 12:11 skrev Anthony Martin anthonymarti...@googlemail.com: These days I use the chrome ball just for light positioning reference. For capturing the actual HDRI I'll use a fish eye lens on a DSLR, nodal ninja attached to a tripod and then shoot between 8-10 images (including direct above and direct below) covering the scene. Then load these into PTGui Pro and let it stitch them into a LongLat HDRI. Works like a charm. Both quick to do on set and quick to assemble when you get back to the office. Digital Tutors actually have a good set of lessons on this. http://www.digitaltutors.com/11/training.php?pid=599autoplay=1 On Wed, Jan 16, 2013 at 9:22 AM, Cristobal Infante cgc...@gmail.com wrote: It really depends how much time you think you will have on set. Most of the times this can be a major issue, since they may need to move the lighting setup several times in one day and you don't want to be the guy slowing everything down! the chrome ball is probably the fastest method and still does the trick. So if you need to capture a lighting setup fast this will be your best bet. Defently worth getting one in any case (garden mirror balls). On Wednesday, 16 January 2013, Rob Wuijster wrote: Yes, there's a version 2 out of the book, there's a page on the hdrlabs website explaining the book and has links to Amazon for the paperback and ebook. The site, forum and book are -the- main sources of information on this. Of course there are other sites dealing with this, but hdrlabs has it condensed into one big package. Rob Wuijster E r...@casema.nl \/-\/\/ On 15-1-2013 23:09, Byron Nash wrote: I found the book HDRI Handbook really helpful on that site. I think they have a newer version since I read it. On Tue, Jan 15, 2013 at 4:27 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com
RE: mesh to particle?
Olivier, that's exactly what I was looking for!! Thanks a lot man! Cheers -Manuel Date: Sat, 12 Jan 2013 18:25:33 +0100 From: olivier.jean...@noos.fr To: softimage@listproc.autodesk.com Subject: Re: mesh to particle? Tad... https://vimeo.com/52587496 with a download scene :) Le 12/01/2013 17:41, Manuel Huertas Marchena a écrit : Hi There, I am doing some product renderings for a chemical company, and need to convert some (of the products) liquid meshes into a powdery element. I dont know very well ice yet, but hopefully someone can point me into the right direction.. something like this, for reference: http://image.made-in-china.com/2f0j00uMAEJOnByozL/Cumin-Powder.jpg Thanks in advanced. -Manuel
RE: Rumors
I've worked so far at 4 studios here in Montreal, I can say that most people are fully bilingual and foreign friendly! I myself, speak spanish as mother tongue, coming from Peru, but learned french some years ago when I came to Quebec, until it gradually became my main speaking language... sure it took some years.. But for those thinking to come, again English is very much used everywhere, at least from my personal experience.. There's also many talents coming from overseas, so its not uncommon to use English to communicate. Although once you are here I'll Really encourage you to learn french, at least at a colloquial level to feel more at home... One thing I noticed sometimes is that some discussions might well start in english and all of the sudden turn into french and back again into english, and back again into french and... This at the beginning was quite confusing to me, as I solely spoke spanish and english, but gradually I became used to that... that kind of practice is REALLY common here in Montreal, which imo makes it really fun as well! cheers. Manuel Huertas Marchena IMDB|Portfolio |Vimeo |Linkedin Subject: RE: Rumors Date: Thu, 20 Dec 2012 16:23:31 +0100 From: szabol...@crytek.com To: softimage@listproc.autodesk.com I heard about 2m of snow sometimes…And what about the language, I don’t speak French (yet) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Thursday, December 20, 2012 4:13 PM To: XSI Mailing List Subject: Re: Rumors Not to sound sexist, but I must say the ladies here in Montreal are quite lovely, too. One more reason to move here. ;) On Thu, Dec 20, 2012 at 8:33 AM, Paul Doyle technove...@gmail.com wrote:There is also smoked meat and poutine. These are important factors to consider. They were the main reason I moved here, but I stayed for the winters. On 20 December 2012 08:29, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote:Guys, don't forget Montreal. Hometown of Softimage. Nearly half the studios here are Softimage. Hybride, Shed, Oblique, Vision Globale, Rodeo FX, Modus FX, Fly Studio, Fake Studio...etc... So if you ever want to move somewhere and keep using Softimage, consider Montreal! Besides, more and more European studios open their door here now. They're not all Softimage but they might have to switch if they want talent. I'm thinking Mikkros Image, Framestore and some others... Plus, Montreal is one of the cheapest place to live in Canada. Sales pitch over. (You're welcome Tourisme Quebec! ;)) MAC -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: 20 décembre 2012 06:42 To: softimage@listproc.autodesk.com Subject: Re: RumorsHey Sandy, from what I´ve seen in your posts on this list, I would imagine you´d pick up Maya pretty quickly and would bring long-standing production experience to a project which is something that is actually getting rarer nowadays. I must admit that it is becoming more difficult to make HR or Producers understand.(depending on if it´s VFX or commercials job, different people press the hire button) But, neither Maya nor Max are difficult to use and a two week run-up (at home,selfpaced?) would sure make you feel you use it comfortably enough to solve technical issues in a project.Everything else you can´t controll, deadlines and expectations clash against each other more and more. It seems there´s less and less preparation or thinking through with generation iphone, getting everything now. That is in no way related to your personal skillset but a price a great many seasoned artists have to pay currently. The guys you have to talk to check their bullet points but don´t understand the content any more... If you want to get a nice, well funded, high quality output place to work, check out Scanline VFX Vancouver. A couple of my friends and collegues went there and are very, very happy at work and in Vancouver in general.It´s expensive to live there and have an occasional round of beers but you have around 30 companies there that give you any flavour, ranging from fire and forget to hire and fire and actually valuing their artists as more than an asset. I´d go there now if I would have already managed to stop smoking :-) Cheers, tim On 20.12.2012 09:44, Sandy Sutherland wrote: All jobs - VFX/Animation/etc pretty much all of the big players who used to list any high end 3d software and cross-train - pretty much all asking for experienced Maya now. S. __ Sandy Sutherland mailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza
RE: congrats to centreNAD
haha thats a good one, yesterday I was looking an online version of a Peruvian journal I often read, and saw the new presented as true... then I was like, wait a sec... it says Montreal.. and yeah I laughed a lot when I found it was from centre nad people, which is btw where I learned 3d so I am happy to see that really good idea Date: Thu, 20 Dec 2012 22:28:36 +0100 From: olivier.jean...@noos.fr To: softimage@listproc.autodesk.com Subject: Re: congrats to centreNAD Excellent ! Le 20/12/2012 21:02, Luc-Eric Rousseau a écrit : Ho god, those of you who don't speak french are missing something. There is even an ornithologists and falcon specialist in there that's saying the video is fake because of feathers on the tip of the wings aren't the right color :P The girl got her 10 seconds of fame :P There is also an XSI screenshot.. On Thu, Dec 20, 2012 at 6:01 AM, Cristobal Infante cgc...@gmail.com wrote: Well done! http://www.lapresse.ca/videos/actualites/201212/19/46-1-canular-de-laigle-le-making-of-.php/ebcdcf6cf0a240b9872184f400d7522e
RE: xsi's Attached to Camera feature in maya?
Hi guys, Thanks for your help, and sorry for the late reply! I've been trying to find some time to show what I meant visually. @Chris, I tried using that, but does not seem to work when I press it. do you know what the command name is by chance? I remapped almost all the keyboard to match my xsi/3ds max setup.. but I hadnt remapped that key so I am not sure what I am doing wrong,knowing the command name would help @Stefan, I also tried keyframing the camera as you suggested, but the image plane stays fixed and does not zoom like xsi, here is an example: https://dl.dropbox.com/u/4138955/drop3d/maya_imageplane_camera_keyframe.gif ..again, using maya mel hotkeys I can zoom, but still it will be good to do it simply with maya's default nav.. pan zoomexample zoom in (mel): string $currentPanel = `getPanel -up`; string $camera = `modelPanel -q -camera $currentPanel`; float $overscan = `getAttr ($camera + .overscan)`; setAttr ($camera + .overscan) ($overscan - 0.1) ; print ($camera + .overscan = + ($overscan - 0.1) + \n); on the viewport: https://dl.dropbox.com/u/4138955/drop3d/maya_imageplane.gif and here is the example in xsi where the image plane (rotoscope) stays fix while zooming in. https://dl.dropbox.com/u/4138955/drop3d/xsi_imageplane.gif so if its not possible to do it without mel, I ll stick to it, but I still thought of asking in case any of you had another workaround to share closer to xsi's... Regards, -Manuel From: chrisg.dot@gmail.com Date: Fri, 12 Oct 2012 09:44:16 +1100 Subject: Re: xsi's Attached to Camera feature in maya? To: softimage@listproc.autodesk.com use the \ (backslash) key. i think they introduced it in 2011, and it works quite nicely. hold it down to pan and zoom, just tap it to toggle the zoomed in state. cheers, chrisg Hi List, I am doing some personal workflow comparisons between maya and xsi using photogrammetry. and I am wondering for those of you that had used maya before, do you know if there is a way in maya to lock the camera as in xsi to keep zooming onto the plate without changing the actual camera zoom, position, etc.. I have all my cameras in maya locked (translation, rotation) to avoid unwanted movements, but still want to be able to zoom in/out and pan as in xsi but can't seem to be able by default without changing the camera values. I am using display looking through camera. Currently I am zoomingpanning using melscript to hotkeys but I do find this cumbersome, as it takes time and its unnatural rather than using the normal navigation, yes as in xsi. Any clues? Thanks -Manuel -- --- Stefan Kubicek Co-founder --- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
RE: xsi's Attached to Camera feature in maya?
Awesome, got it working now, thanks for sending the link of the documentation.. it s method 2 I was looking for,it actually works really smooth now, and I am glad its just a hotkey toggle, I changed it to a closer hotkey though..(to the left side of the keyboard..) I find the backslash a bit unfortable (kinda far, and I am using a wacom with the right hand) because you actually need to keep it press for that feature to work. Anyways, this is cool! Thanks again Chris @Adam, Thanks for the link, I actually stick with maya's default 2d pan and zoom it works exactly the way I wanted. Ps: you can find it under settings/preferences - hotkey editor - display - toggle pan zoom press Regards From: adamfs...@gmail.com Date: Mon, 22 Oct 2012 17:19:32 -0700 Subject: Re: xsi's Attached to Camera feature in maya? To: softimage@listproc.autodesk.com How about Zoomerator? http://www.creativecrash.com/maya/downloads/scripts-plugins/interface-display/c/zoomerator-mel On Mon, Oct 22, 2012 at 4:29 PM, Chris Gardner chrisg.dot@gmail.com wrote: docs on the feature: http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/Panning_and_zooming_in_2D.htm,topicNumber=d30e610048
RE: xsi's Attached to Camera feature in maya?
yeah exactly, I'll try to use built in features when ever I can, although being using maya for about 3 weeks now Ifind plugins like NEX and uvratiopro can speed things up a lot... ...which makes me think, I wish xsi's uv tools were as good as its particle system, having something like uv ratio pro or renderhjs's textools for max equivalent wouldan be awesome add to an already awesome app :) From: chrisg.dot@gmail.com Date: Tue, 23 Oct 2012 14:02:44 +1100 Subject: Re: xsi's Attached to Camera feature in maya? To: softimage@listproc.autodesk.com Glad you got it going. It's fairly well done, once you get the hang of it. i suppose the big advantage is that it's built in, and it's a navigation mode not unlike the alt key, so you don't have to muck about in another window like zoomerator and other scripts. now, back to softimage!! :) cheers, chrisg On 23 October 2012 13:57, Manuel Huertas Marchena lito...@hotmail.com wrote: Awesome, got it working now, thanks for sending the link of the documentation.. it s method 2 I was looking for, it actually works really smooth now, and I am glad its just a hotkey toggle, I changed it to a closer hotkey though..(to the left side of the keyboard..) I find the backslash a bit unfortable (kinda far, and I am using a wacom with the right hand) because you actually need to keep it press for that feature to work.
uv editor question
Hi there, I am trying to bevel several pieces of broken glass (borders) to help the lighting. There's a lot of pieces and it would take me a while to select every edge/border by hand. Now I previously unwrapped all the pieces separating the interior from the edge geo, so I am thinking that there might be a way in softimage to select uv shell border (1) and then take that uv shell border selection and turn it into edge selection (2), multiple shells at a time, this will save me a lot of time... but I am not sure how to do this (12) in soft..! Hope someone can give me a hint thanks in advanced! -Manuel
RE: VRay demo in Germany, 28th September
...Also looking forward to RT version, that ll be awesome! Manuel Huertas Marchena www.envmanu.carbonmade.com From: adamfs...@gmail.com Date: Tue, 11 Sep 2012 10:03:26 -0700 Subject: Re: VRay demo in Germany, 28th September To: softimage@listproc.autodesk.com I don't see any word of the RT viewer in the news letter. Any update on the status of this? Crossing fingers... On Tue, Sep 11, 2012 at 8:33 AM, Kamen Lilov kamen.li...@chaosgroup.com wrote: Hey everyone -- Just wanted to announce that me and Mihail Djurev from Chaos will be presenting some cool features of VRay for Softimage: http://newsletters.chaosgroup.com/newsletters/preview/160 ... this year's usergroup meeting will be held on September 28th in Siegen, Germany, but - for the first time - will be an English-language event. The list of presenters is also impressive! http://www.softimage-uebertage.de/pages/start.php?lang=DE We will also provide a 25% discount on VRay | SI licenses (only valid for event participants) Hope to see as many of you there as possible. Cudos to Oliver Weingarten for all the work he's putting into organizing this!
[no subject]
A gtx 580 with 3 g ram for available graphics and 512 cuda cores fermi seems the best bang for the buck currently. My 2c Manu Envoyé de mon iPhone
RE: objects passing through collision surface? - momentum 3
Nvm I think I found out, I used ground box for the floor instead of collision surface and now seems to work! :) From: lito...@hotmail.com To: softimage@listproc.autodesk.com Subject: objects passing through collision surface? - momentum 3 Date: Sat, 28 Jul 2012 19:36:02 + Hi There, I am new to this list, and was hoping someone could help me with a small issue, I actually started to learn momentum 3 and wanted to perform a simple rigid body collision, although my problem is that the objects are passing through the collision surface and only some remain over this surface. I ve tried playing with the margin and friction values from momentum surface but I am still getting this problem... I might be missing something here, thanks for your help in advanced.. I am attaching a picture to show my issue. Regards, -Manuel Manuel Huertas Marchena CG Environment Artist www.envmanu.carbonmade.com Date: Sat, 28 Jul 2012 12:12:12 -0400 Subject: Re: using ice to drive text ? From: alok.gandhi2...@gmail.com To: softimage@listproc.autodesk.com Sometimes back I posted a few custom compiled nodes to do string manipulations. Maybe these can help you: https://groups.google.com/group/xsi_list/browse_thread/thread/d09c03f64833e58f/069910642be47246?lnk=gstq=custom+ice+nodes+string#069910642be47246