RE: nice to see soft still hitting big

2015-06-30 Thread Manuel Huertas Marchena
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



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 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

2015-03-21 Thread Manuel Huertas Marchena
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




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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

2015-03-17 Thread Manuel Huertas Marchena
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


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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

2015-03-17 Thread Manuel Huertas Marchena
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


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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

2014-11-27 Thread Manuel Huertas Marchena
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



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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!

2014-10-21 Thread Manuel Huertas Marchena
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




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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!

2014-10-21 Thread Manuel Huertas Marchena
btw I meant... u2713h
 ehh haha 50 inch ! thats another league... mmm what about color accuracy? 
how much is one of those?


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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!

2014-10-21 Thread Manuel Huertas Marchena
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



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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?

2014-09-08 Thread Manuel Huertas Marchena
,

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?

2014-09-06 Thread Manuel Huertas Marchena
@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



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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?

2014-09-06 Thread Manuel Huertas Marchena
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 :)




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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?

2014-09-06 Thread Manuel Huertas Marchena
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?

2014-09-05 Thread Manuel Huertas Marchena
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!



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RE: maya uv tool broken?

2014-09-05 Thread Manuel Huertas Marchena
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..!


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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!



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| Linkedin
  

  

RE: maya uv tool broken?

2014-09-05 Thread Manuel Huertas Marchena
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.


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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

2014-07-15 Thread Manuel Huertas Marchena
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

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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?

2014-06-04 Thread Manuel Huertas Marchena
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



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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?

2014-06-04 Thread Manuel Huertas Marchena
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?

2014-06-04 Thread Manuel Huertas Marchena
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


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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

2014-05-30 Thread Manuel Huertas Marchena
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


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 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

2014-05-28 Thread Manuel Huertas Marchena
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


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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?)

2014-05-22 Thread Manuel Huertas Marchena
...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

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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?)

2014-05-22 Thread Manuel Huertas Marchena
...the work around is to put a parent constraint, then delete it :P   ..hahah 
really? Damn thats really out of the box...!
thanks

 

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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


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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?

2014-05-22 Thread Manuel Huertas Marchena
How come I don't hear anything about 3dsmax,...ehhh render passes, if you 
find them in max let me know! :)


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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?

2014-05-22 Thread Manuel Huertas Marchena
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


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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

2014-05-12 Thread Manuel Huertas Marchena
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


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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

2014-05-12 Thread Manuel Huertas Marchena
@Jill, cool thx!

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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

2014-05-09 Thread Manuel Huertas Marchena
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



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 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

2014-05-08 Thread Manuel Huertas Marchena
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


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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)

2014-05-06 Thread Manuel Huertas Marchena

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



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RE: arnold aov's preview in viewport question (xsi to maya)

2014-05-06 Thread Manuel Huertas Marchena
Awesome, thanks for your help! I'll check that out then.
Cheers :)

-Manuel


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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










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RE: Softimage to Modo - Modo 801 global Launch

2014-04-26 Thread Manuel Huertas Marchena
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.

2014-04-25 Thread Manuel Huertas Marchena
..haha, was going to say the same...maybe some framestore folks are around here 
:)


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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

2014-04-25 Thread Manuel Huertas Marchena
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


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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/

 
 
 
 
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RE: Modo 801 Reveal

2014-04-25 Thread Manuel Huertas Marchena
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


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| 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


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| 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/

 
 
 
 
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agrees in writing to the contrary. 










  

  

RE: Missing the render region in Maya? Not anymore...

2014-04-08 Thread Manuel Huertas Marchena
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


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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

2014-04-04 Thread Manuel Huertas Marchena
Looks great Simon!! awesome work, thanks for sharing.

-Manu

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| 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

2014-04-02 Thread Manuel Huertas Marchena
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

2014-03-19 Thread Manuel Huertas Marchena
thanks Rob, thats a good way to put it..!! hehe


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| 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
















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avast! Antivirus Schutz ist aktiv. 








  

RE: Maya UI aesthetics

2014-03-17 Thread Manuel Huertas Marchena
'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..


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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

2014-03-13 Thread Manuel Huertas Marchena
Render tree (great design  flexibility  for shading/lookdev)Render 
passesPartitionsnon destructive workflow (stack operator)ICE


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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 


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  Pulteney Street

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  +44 (0)20 7434 1182

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RE: Headus UV Layout

2014-03-09 Thread Manuel Huertas Marchena
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



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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 

 



  






 








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RE: Headus UV Layout

2014-03-09 Thread Manuel Huertas Marchena
yeah, I agree that the ui looks way too... 80s... haha 
but its rock solid besides that...



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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

2014-03-09 Thread Manuel Huertas Marchena
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

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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

2014-03-07 Thread Manuel Huertas Marchena
uv unfold please!!
...really dont like maya uv's tools!


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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.

2014-03-05 Thread Manuel Huertas Marchena
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

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 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

2014-02-25 Thread Manuel Huertas Marchena
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

2014-02-20 Thread Manuel Huertas Marchena
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?

2014-01-29 Thread Manuel Huertas Marchena
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?

2014-01-29 Thread Manuel Huertas Marchena

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

2014-01-02 Thread Manuel Huertas Marchena

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

2014-01-02 Thread Manuel Huertas Marchena
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

2014-01-02 Thread Manuel Huertas Marchena
 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

2013-12-17 Thread Manuel Huertas Marchena
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

2013-12-17 Thread Manuel Huertas Marchena
...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

2013-09-04 Thread Manuel Huertas Marchena
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

2013-07-23 Thread Manuel Huertas Marchena


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

2013-06-05 Thread Manuel Huertas Marchena

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

2013-06-05 Thread Manuel Huertas Marchena
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

2013-06-05 Thread Manuel Huertas Marchena
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

2013-06-05 Thread Manuel Huertas Marchena
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

2013-04-27 Thread Manuel Huertas Marchena

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

2013-04-05 Thread Manuel Huertas Marchena
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

2013-03-13 Thread Manuel Huertas Marchena
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

2013-03-07 Thread Manuel Huertas Marchena
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

2013-02-22 Thread Manuel Huertas Marchena
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?

2013-02-21 Thread Manuel Huertas Marchena
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?

2013-02-21 Thread Manuel Huertas Marchena
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?

2013-02-21 Thread Manuel Huertas Marchena
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?

2013-01-24 Thread Manuel Huertas Marchena
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?

2013-01-19 Thread Manuel Huertas Marchena
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?

2013-01-16 Thread Manuel Huertas Marchena



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?

2013-01-12 Thread Manuel Huertas Marchena
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

2012-12-20 Thread Manuel Huertas Marchena
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

2012-12-20 Thread Manuel Huertas Marchena

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?

2012-10-22 Thread Manuel Huertas Marchena

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?

2012-10-22 Thread Manuel Huertas Marchena
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?

2012-10-22 Thread Manuel Huertas Marchena
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

2012-09-23 Thread Manuel Huertas Marchena

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

2012-09-11 Thread Manuel Huertas Marchena

 ...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]

2012-08-17 Thread Manuel Huertas Marchena
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

2012-07-28 Thread Manuel Huertas Marchena


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