Re: GI in animated TV series with gpu. Viable ?

2020-06-23 Thread Matt Morris
Its a slightly open question, but essentially yes to all of those. Even 3d
DoF and motion blur.

On Tue, 23 Jun 2020 at 17:50, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Hey Bru's just wondering if I could get some takes. Am working on a kids
> show that will be rendered to the best of my knowledge in China or India.
> Art director is a good friend, they are trying to see what we can get in
> render terms for the show. Gi, sss, ao, hair... we are at the point where
> some of these decisions might affect the look and design of the show. What
> kind of options have you found you rendering affords you these days,
> creatively? We will be using redshift.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


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Re: May 30th, 2010: 20th Anniversary of XSI 1.0

2020-06-08 Thread Matt Morris
Wouldn't autodesk love to see an open source competitor to Nuke? You could
help get Natron up to speed ;)


On Mon, 8 Jun 2020 at 21:15, Luc-Eric Rousseau  wrote:

> > I went back to Houdini long ago.
> > Luc-Eric, thank you for FXtree that was an awesome and under appreciated
> part of XSI I used frequently.
>
> I did do other things than the fx tree. I was the user interface senior,
> then team leader,  and later the development manager of the product.  I'll
> probably retire someday and make an open-source compositor/painter nobody
> will use, just for the satisfaction to complete that chapter of my lif.
> Because it does feel unfinished and that's annoying.
>
> On Sun, 7 Jun 2020 at 22:20, Graham D. Clark 
> wrote:
>
>> LOL
>> I  normally hate rants, but that was funny.
>> Agreed, F Autodesk and everyone that shut down XSI. XSI made work, a big
>> part of my life, enjoyable.
>> The only reason I’d use Maya is because Jonas has something like ICE
>> going inside of it.
>> I went back to Houdini long ago.
>> Luc-Eric, thank you for FXtree that was an awesome and under appreciated
>> part of XSI I used frequently.
>>
>> On Sun, Jun 7, 2020 at 4:07 PM skuby  wrote:
>>
>>> Which is why you don't throw people's stuff in the garbage.  New
>>> software takes a long time to master, I got physically sick trying to go
>>> back to Maya.  Thanks for nothing
>>>
>>> On Thu, Jun 4, 2020 at 3:36 PM Jordi Bares  wrote:
>>>
 100% agreed… that period was the best professional adventure. So lucky
 we had the opportunity to live that.

 jb


 On 4 Jun 2020, at 03:20, Gregor Punchatz  wrote:

 That was an exciting time in CGI, it was a blast to be around for the
 ride.

 Gregor Punchatz
 CGI/VFX/Animation
 214-288-0364


 On Wed, Jun 3, 2020 at 1:12 PM Luc-Eric Rousseau 
 wrote:

> We're not getting any younger...
>
> On Mon, 31 May 2010 at 12:35:
>
>> did you know... Yesterday  was the anniversary of Softimage|XSI
>>
>> MONTREAL--(BUSINESS WIRE)--May 30, 2000
>> Softimage Co., a subsidiary of Avid Technology, Inc. (NASDAQ: AVID),
>> today announced the first shipment of its groundbreaking 3-D animation
>> SOFTIMAGE(R)|XSI(TM) system. The next-generation of 3-D animation
>> technology, the SOFTIMAGE|XSI system is a significant breakthrough in
>> the international digital media industry because it allows animators
>> in the broadcast, feature films and games industries to take advantage
>> of a first-of-its-kind, truly non-linear animation system. Within the
>> first few weeks of availability, Softimage anticipates delivering the
>> new software to over 17,000 users worldwide.
>>
>> "SOFTIMAGE|XSI represents a tremendous amount of hard work, talent and
>> energy from Softimage and we are extremely proud of it," said Marc
>> Petit, vice president of 3-D products for Softimage. "This project has
>> been an amazing challenge from day one. The mandate was simple:
>> completely re-invent[...[
>>
>>
>>
>> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDsZVdImadesneQHVQ3qtuoebxHsOwZvrG4j3vslIbtks-2FtyFRLfCmnVWEqSfK-2BDjBBY0E3PQUJ-2BifzNq5zxxAcThBftpghUMUphdi9pLYafcaShWdJR4UTuD97OAUtSamH0CqHJKWKBiwJIPFsLpgwu844T4d6njLuntObUDqsyeXuWlwMMEavDx4HG3QPpFuIAA3U7qDDepH0W5GP26wP9hU0bJrdoFI42EeyAHBnaiQHhuapBB-2FmXW7vhjixDCjV7c4u1L-2FWwtfizV5U2CCjPfVta3wJ5CIsFXuJr2ZqS9C0alOvxPzMtA2nXfNek0cDmxQjxslz9DZVtuIvsqOyM0fsnye7ToEC2-2B438xL23XjanmRzCa-2FMbRhurGdIBzFdKfG_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTDUjfvf7Y5IWHls8XZpIfnxoBBhuKFsA7R8waYGKPaE7hhve1Brhk-2FfVsiuQMTnvEeEfk8fLG90dS9HBWrV-2FEr8L4RBkiKHL9YVhtVfezdCiBzeysODFF57Cy8kzMKQZj-2BAAuvvFan74D84kGzV-2FARQBil1S3gb21YYtXhTD8FDUxtTDfmAfJo6dixtNLkrk8-3D
>>  
>> 

Re: Maya Price

2020-05-10 Thread Matt Morris
I'd let it expire for the perm soft and Maya lic, and then pic up Maya
indie for the character stuff. Blender is worth adding to the arsenal for
sure.

On Sun, 10 May 2020, 00:56 J R Sanchez,  wrote:

> Honestly you are not getting much. There is a Maya Indie as well.
>
>
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rsOelCL9r8TPNhamPpv5mE369XOklYHyTRTB0zhd4u-2BK35T-2FCBCMU-2FpYUYY7TE9MEI-2FQ8-2B0E2pP8jCXTnM6uEvn83tvjqU9qabjPo5fu7tTyLjlVmQnGvFpoZwkmDaLXr7DqbJkBTvkObfrobQzva9A-3DkUsZ_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTs6gR23IZPyOw1mUMDTizIPTQHK4OsGd5lMnqdtosastyAEThIDRg48DE-2BOCYRNSmIDKjH-2FYRRs-2B97YtXbH9vfV0qu2Henr0P6MLeLkVRHl-2BAh4LYpywLWfMB6mXiFpSeb1mZNZk05-2BO7-2B8INaAMKM-2Bt9RcINSZpWPZgTjawxv-2BkYb-2FnNMpUnjiFFwV-2FKkdvy5shLKtg5UPIOpfrOIQem1
>   >
>
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6m4YqahhtWtHBuYhE5cOjTwWg2mlOFwQeltqJ0xw0Fo-2FdpRlzpBdIQnHBuEQ2V70OOLbo3AYa3t3vwjp9AddkpG2Y2twmPODJeuCPxMFD-2Fv6sWroUvbI4ioWhZmKPwA-2BfZFI8Z_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTs6gR23IZPyOw1mUMDTizIPTQHK4OsGd5lMnqdtosashn3ukQrVQuuDf3tUV-2BWPDiytJVu5vXh8lvd8-2FqeyB9D2QZU6ZgHRoOfq0Jfya3bCKngHMDkJGpf-2FRedlEHwvL6hYNWZ3cCT6vD1UdBLYA7P5GCDn-2BW7BA0BsSXXXuF6UR6wkWhQcplO0-2F45m8BB4P4QLzxA39zU-2BuNm-2BuEWSyWr
>  
>   >
>
>
> On Sat, May 9, 2020 at 6:05 PM phil harbath 
> wrote:
>
>>   My one question was not sarcastic, what do you get for the trading in a
>> permanent license for subscription (the price doubles). I can still

Re: freelance work

2020-03-30 Thread Matt Morris
Hey Chris,
I'm thanking my lucky stars that I'm on a slightly longer schedule show,
rigging/anim in maya - but things are definitely slowing down out there.
Will hit hard in a couple of months when there are no productions left to
need vfx. I'm really hoping that full animation is seen as a decent
alternative, and there is enough work around to keep everyone from the wolf
at the door.
Good luck,
Matt


On Mon, 30 Mar 2020 at 13:52, patrick nethercoat 
wrote:

> Hey Chris,
>
> Times are weird, for sure. I've had a number of jobs disappearing. The
> work I've got is design and 2d stuff, and a fair amount of pitching, and
> the rates are not great, but it's work at least.
> I am seeing job calls still, so there is stuff happening, but as the post
> work gets finished where's the new production going to come from?
>
> Good luck everyone.
>
> Patrick
>
> 07717 38 39 40
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDPGdYFuSQLHhkvggY1PfxbbC5qsYNw-2Fv8xjog5fxGL8dqr7rk1Ge2aA8dH8bWtXKvKeOn8m-2FKmSdSXPGDBQ5VhwqlpGOysZQ0RtMFEHwylb7OOJR9Kw2ATCyYvR53I2V5IaH6lcY94bhcSOB6VF5mnbkrXGWfZimYeTlhJOyKs0DY9lTTiCymbcmp8-2FR4Yt-2FbmtgyL2bQC-2F1Dxvxb-2FZ8czDb5O-2BsYLg6bILyWUWEnjyN6vWtVCQsTC6PRopSaV7g5gwWq3VNJTb7X2TAzSp2pu2bJZXvo9xdSqI-2BMQpKZBnvzadd-2BLVcyTOwpjNAtLZ8zqTTT_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fSvCYhdSXcfCMxQOz39HeTb4VXD-2BwzKfzcsbWZvQf00I8-2BAwQTNUENh6Wy05lPVr6PykZRb7-2Bjter7fXQrnV0CEh1o9NQ3-2BrIyxpJ6z-2B2t83byt-2Br5AjDmRnjGF9MwAIHAaotQ9On2xQ4REtVH1lCYpWBJ-2Fvrz-2Bxvavfji0e6pV57obuXNLX40DlsUt6ramCSnN6Rt-2Btyp3T-2FNSQAsVSXec
>  
>   >
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDPGdYFuSQLHhkvggY1PfxbdQyzdkwp-2ByvTUGM-2BW3-2B3zrxNv0IoLX4pgb-2BNkatP2mZCA3wmFGP3SfekGZWe7jBPk-2F-2FYPztmJvglMey37vS2tz6LYSkkt8VVajOu0yfoA-2BmHMDen4bxAKYOpGGA18LVWZhpGu6-2FHctvGu7rQb0AFNvhgzhBuVTih-2F95dprB-2B8y3INUi6tjaYHgvhR5hcMFd9zTgtcTBVSpHgYP92zG5Jeembce56CkRPviqT6WEOR6MQszQipatjPzT35ywlcG1O8ugJf-2F-2FoZ1qXwiLlCO-2BIu4QsF-2BN0-2BpQVsAzPtR34iM3VZTN_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fSvCYhdSXcfCMxQOz39HeTb4VXD-2BwzKfzcsbWZvQf00I9R0euBWrqUMUfnEanKeNqkblw4hDmvDN1Kg9s-2BNOp3GXEWL-2FbiAR-2BD-2FDHFzSrSt3gFep4-2FwYmXUuCOhDZ5Tt3-2BahgIxdlx3aMpf46fTxKekwmyDAtDA880q9P2AVpPGyfBTdXJWfGboKq9-2BqeW-2BUr0KJzmlI2z5ii4XFd9Xtaxs
>  
> 

Re: The Softimage mailing list

2019-11-11 Thread Matt Morris
A sad day indeed, thanks for keeping it ticking over as long as you have,
I've learnt a huge amount from here over the years!

Moving on with a mix of Maya, Houdini and blender, still nothing comes
close to the simplicity and logic of xsi.



On Mon, 11 Nov 2019, 23:30 Stephen Davidson,  wrote:

> I still make money using Softimage/Redshift 3D! I have tried to learn
> other software, but I find Softimage is still the fastest
> to model and animate. Then, they released the latest version of Blender.
> Hey, that looks very familiar ! I believe it is time for me
> to switch over. slowly :)
>
> If only Redshift would work with Blender.
>
>
> On Mon, Nov 11, 2019 at 5:28 PM Luc-Eric Rousseau 
> wrote:
>
>> Hi.
>>
>> The 11th anniversary of the Softimage acquisition, and therefore this
>> version of the list, has come and gone last month.  I started working at
>> Softimage in 1997, and it's been part of my life ever since.  My black
>> t-shirts are faded, and my children recently found some XSI "tattoos" and
>> magnets in the basement which they used for Halloween.  Odd bits of
>> Softimage memorabilia are spread around the house that only Dad can
>> identify.
>>
>> Every once in a while, I can sense IT sniffing around looking for old
>> servers to retire. The Softimage mailing list server is some kind of Linux
>> VM that I think continues to work as long as it doesn't bother anyone.
>>
>> I think it's time to think about switching the list over to the google
>> group that archives it before the plug gets pulled on us. One would join
>> that group to post and get future emails rather than the list. There may be
>> other resources people want to share to stay in touch, such as LinkedIn
>> groups, and si-community.com
>> ,
>> etc.
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
>
> 

Re: Bifrost ICE ? Verdict ?

2019-08-13 Thread Matt Morris
If you factor in unlimited mantra licenses it starts to even out. But it is
a big jump from indie to having 2 or 3 full H lics. H Core isn't a bad
price though.



On Tue, 13 Aug 2019 at 13:17, Chris Marshall 
wrote:

> As I'm still on ICE this looks very interesting to me. One hurdle for
> switching to Houdini, for us as a very small all round shop, is the cost.
> Simple as that.
>
> On Tue, 13 Aug 2019 at 12:29, Jonathan Moore 
> wrote:
>
>> At the moment it's mainly about the various simulation solvers and this
>> is the stuff where the graphs are similar between Maya and Max (we were
>> only part of the Maya beta so I'm basing my Max comments on conversations
>> I've had with Max folk). But the plan is to integrate things like MASH in
>> Maya and third party plugins like the Thinkbox and Cebas stuff in Max. This
>> will make Bifrost Graph more rounded to each particular audience.
>>
>> If you take a gander on the Maya Bifrost forum you'll see some early
>> rigging compounds being shared that are unique to Maya (to be expected,
>> given the typical profile of Maya artists/studios). These give early
>> indications as to the manner in which Bifrost Graph visual programming can
>> be extended beyond the solvers. But it must be said, at the moment, beyond
>> the typical mathematical expression type nodes, the breadth of Bifrost
>> Graph's non solver capabilities is thin of the ground. The particles
>> options are particularly disappointing at this stage. But I'd expect
>> compounds to appear over time from the more technically minded artists in
>> the community and these will hopefully make the particles feature-set more
>> artist friendly.
>>
>> It's also worth keeping an eye on the Area downloads section as the
>> Bifrost Graph team are sharing beta compounds that are still a work in
>> progress.
>>
>> My biggest gripe with Bifrost Graph in Maya compared to ICE is that ICE
>> always felt like a native playground that was a natural extension of the
>> Softimage core. In Maya, there's a lot of juggling between the Maya DG and
>> Bifrost Graph and it's this that's catching out the less technically minded
>> Maya artists. It's less of a problem when sticking with the main solvers
>> (which are really great) but when attempting to be more creative beyond
>> those solvers, you need a thorough understanding of the Maya DG plumbing.
>>
>> Having said all that it's easy to forget how much ICE evolved from it's
>> inception so I'm confident that Bifrost Graph will grow significantly over
>> time. And much like with ICE, there will be artists that utilise the
>> compounds that technical artists share in preference to getting their hands
>> dirty themselves.
>>
>> I'm really intrigued by the possibilities of Bifrost in Max as Max's
>> plumbing is far more accessible to the less technically minded. Much as the
>> Max Creation Graph is slow and clumsy in implementation  (it's still
>> MaxScript under the hood) the underlying API is ripe for exploitation. In
>> many ways Max is closer to Soft than Maya and over the last 4 or 5 release
>> cycles the Max development team have made Max a far more nimble environment
>> to work in. With the likes of TyFlow, ThinkingParticles and the Thinkbox
>> apps, there could be some really interesting integration possibilities. And
>> now that ADSK have seen the power of 'Indie' in terms of community building
>> (the masterstroke was SideFX's but ADSK had to get there in the end); it's
>> possible that Max could start building an audience in new sectors such as
>> motion design where independent artists outside of studios are still able
>> to punch above their weight.
>>
>> On Mon, 12 Aug 2019 at 17:26, phil harbath 
>> wrote:
>>
>>> Does it do non-simulated pointcloud stuff like ICE, I looked it over
>>> however, it is different enough that is makes it hard for me to tell.  I
>>> did a lot
>>> of motion graphics stuff with ice along with arrays of instanced
>>> shapes/geo and if it did all that I would be willing to give it a real shot.
>>>
>>> thanks
>>> Phil
>>>
>>
>
> 

Re: Mb feather tools

2018-06-13 Thread Matt Morris
Hey Jules,

I didn't find it that easy to use last time I tried to do a job with it -
was a loong time ago though. You might be better of using fc feathers
(fabricio is still around on the list I think) or the triggerfish feather
compounds - can find both using the search for feathers in si-community.

Cheers,
Matt


On 13 June 2018 at 18:17, Jules Stevenson  wrote:

> And that would be 'support', not story... Fat thumbs on the train.
>
> Jules
>
> On Wed, 13 Jun 2018, 18:15 Jules Stevenson, 
> wrote:
>
>> Hey still going list,
>>
>> We've got a need for mbfeathertools, but I'm not sure if it's 'safe' to
>> buy, as I've had no response from Michael on the story email...
>>
>> His site says under construction, but the feather tools page is still
>> up...
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__feathertools.michael-2Dbuettner.com_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=G0b7PSsU2QJRDfU2ecq0SYrb7fZJjvhMrhZvu9DSqrs=x8hBWfTJ8RklfsfQz_7uWByB02DvJmmQanPNGJ5_GjI=
>> 
>>
>> If anyone has any contact info for Michael that would be amazing...
>>
>> Yep, we're still using soft :p
>>
>> Cheers,
>>
>> Jules
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Re: Houdini : non VFX jobs?

2018-05-08 Thread Matt Morris
fWa-R_0M=KZLefEd_J-Y4IXDC-orFUqyV91LqvYmMrnmLqSfOVds=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzZ-2D2FA8HlGfA1PEMnhGwoNhpFR4lqV10KXHKJQD257u2bG-2D2B1zFbcoiR9dGGE8roJS9RxyuSv4OJeNllDMpH2XSEzbXZdL85nfaaIIUSsOn4vISh5gtH4HMmCXiiAxskHg8FzvYC10Cw9C3yPs8etsXxYZshIBklJrF40WigfCew7nJBpZ95c5-2D2FziDzzEBACXOxE-2D2B-2D2FUqi66JN-2D2BonJ2deGeNe-2D2Fsn7BGPx5trkpV27kSf2nAdM6G-2D2BLK36uTMP1Om9jciT9jL-2D2FumQycucnmZYXjgSaSuWlGvz41u7b-2D2B-2D2FLBbpD7yiadjcJYyo7jmxtgTdjTgCk5N-5FY6KrJzx8OFwaDUmyTB0FglSpYb9k-2D2BXgzzfgiL-2D2FDUr0Pur64XlxLS-2D2Ba3BmLNuqEASkKDKDkUr-2D2F8A9QctxkYTB2HuR-2D2FBA47l-2D2Fu3xo-2D2B8mrQpWl1FFciXVLsTg2WT5OmaTmXqTYwKmn09P9n67hMmt3K6vACbxrljaRgOdTvQ8FAKD8tefYr68EtUWrm4KQjM6P4GOrFYIEkAx7XsK1S6RtqiWaGtxxHeXDoK8n0tb8-2D2F-2D2BMw-2D3D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3c8oH-MxSK7dl4YnG4Rluo7px31Aza9m7IWfWa-R_0M=e7CDKUAkmtWZJEnJR4NtNpmeA5D_QBsQ-NfCS40wcfo=>
> )  - 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.pluralsight.com_courses_houdini-2Dpractical-2Dmath-2Dtips=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=3c8oH-MxSK7dl4YnG4Rluo7px31Aza9m7IWfWa-R_0M=YhBW0aHquC4Hj5ZSPmNO4apmUky10UYnThZx9_vhSIk=
> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2Mtqzzv1mWEUkVJoyJm6R8MtWg3RrjTRRVc6bePv-2BIiN-2BTplgws2HEv9jm-2BOqQ-2FQOkqy3D4IDFbtEvLZZBeAy9vGhs-2F8ngBthl3WljfZIELzSvWKg8mRuJvVY9tzKddQzu1X-2FN3J4YWDqIsAIPGMZhfQ-2BzEsgZ3sxgGhTYdD4PHxjgMvm6fKqmWAJoE1rev1G7wCFnp-2BjznueFHGC3yMlyh2-2FUs842qY-2BRTwvvsImtdtZV7AyG87-2BaB-2FggDAig2SZvyHIaHIjyCZMH5UqRqFGeQZ4TWcnf4N0choDRsG69eByGtUWGSp-2Fvz7j99rCBxw4yfXHGFOsNIHzUrMSXo6PCsA23X48EfwmaqYhMh25Vmj6arw-3D_Y6KrJzx8OFwaDUmyTB0FglSpYb9k-2BXgzzfgiL-2FDUr0Pur64XlxLS-2Ba3BmLNuqEASHMoD2UrQQEe0al9ms0v4W2PiZ0IaidlWXCPGys-2F5kKaglRidAjrTpuy9-2BEd6frwJaSDEtIR3oqD7KnxLCJqQg03Hh48H8RbdfZ78KrJS-2FLGbbVI5SDVGB-2BEM5uKB5yFYKmba2ygtroUZkFMSvzlMwj0an7mq42Qbjy1zDpXwhkA-3D>
> -. Even if you already have a good handle on pertinent math subjects from
> working with ICE, this course is great for learning how to apply that
> knowledge in Houdini. And a refresher on pertinent vector, trig and algebra
> is never a bad thing. :)
>
>
>
> On 8 May 2018 at 10:35, Jordi Bares <jordiba...@gmail.com> wrote:
>
>>
>> On 8 May 2018, at 08:34, Matt Morris <matt...@gmail.com> wrote:
>>
>> I'd certainly be down for that too :)
>>
>> Hacked my way through Houdini for a volume job recently and while there's
>> a wealth of information out there its sometimes difficult to know the
>> optimal way to achieve something, and find up to date solutions for the mat
>> context instead of shops for example. Ended up back in xsi for some
>> particle behaviours as there are so many compounds I miss for randomization
>> etc.
>>
>>
>> "Optimal way" is an elusive thing.. I keep learning new approaches for
>> things I learned and now are kind of lame… (for example the constant adding
>> colours to apply effects and then rename them or worse, remove the color
>> afterwards… I do it now via attributes and visualisers and it is a lot more
>> elegant)
>>
>> And yes, I am not using SHOPs anymore (unless I am using Arnold)… MATs is
>> the way forward and quite exciting when you realise what is in front of you.
>>
>> Anyway, it is something of an ever evolving task…
>>
>> Jb
>>
>>
>>
>>
>>
>> On 8 May 2018 at 08:25, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>>
>>> Thanks Jordi. Well, like I said – I will have to dive in to Houdini at
>>> some point I guess :)
>>>
>>> I would love a Soft2Houdini crash course :)
>>>
>>> MB
>>>
>>> Den 4. maj 2018 klokken 20:22 skrev Jordi Bares <jordiba...@gmail.com>:
>>>
>>> For the sake of sharing my experiences…
>>>
>>> On 4 May 2018, at 14:24, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>>>
>>> Pardon me for intruding, but I have to agree with Jonathan here.
>>>
>>> It used to be that developers worked to make better tools and make them
>>> more accessible to the average artist (and I am not talking about Kais
>>> Powertools ;), but that path seems to have been abandoned in the pursuit of
>>> better and more advanced tools, and letting it up to the users to get a
>>> degree in rocket science to be able to wield said tools at all
>>>
>>> Tools are getting easier (just look at the new hair system in 16.5 vs
>>> 16.0 or the new MAT context in order to blend BRDF

Re: Houdini : non VFX jobs?

2018-05-08 Thread Matt Morris
I'd certainly be down for that too :)

Hacked my way through Houdini for a volume job recently and while there's a
wealth of information out there its sometimes difficult to know the optimal
way to achieve something, and find up to date solutions for the mat context
instead of shops for example. Ended up back in xsi for some particle
behaviours as there are so many compounds I miss for randomization etc.



On 8 May 2018 at 08:25, Morten Bartholdy  wrote:

> Thanks Jordi. Well, like I said – I will have to dive in to Houdini at
> some point I guess :)
>
> I would love a Soft2Houdini crash course :)
>
> MB
>
> Den 4. maj 2018 klokken 20:22 skrev Jordi Bares :
>
> For the sake of sharing my experiences…
>
> On 4 May 2018, at 14:24, Morten Bartholdy  wrote:
>
> Pardon me for intruding, but I have to agree with Jonathan here.
>
> It used to be that developers worked to make better tools and make them
> more accessible to the average artist (and I am not talking about Kais
> Powertools ;), but that path seems to have been abandoned in the pursuit of
> better and more advanced tools, and letting it up to the users to get a
> degree in rocket science to be able to wield said tools at all
>
> Tools are getting easier (just look at the new hair system in 16.5 vs 16.0
> or the new MAT context in order to blend BRDFs properly), complex things
> are simply complex (DOPs for example) and you can’t simplify certain things
> without loosing the whole point or it will take a lot to get there (for
> example custom controls with DOPs records and others)
>
> Houdini is probably the best example of this. I know a lot of effort has
> gone in to making it more accessible, but to my knowledge it still requires
> a fair amount of insight into expression syntax and scripting plus more
> than basic math end vector knowhow to get even simple things done.
>
> The fact you can add expressions in your fields (something you can’t do in
> softimage) means you don’t need to script as much… so arguably you can
> choose between learning simple expressions or learning to program.
>
> Both require a certain level of simple maths involving trigonometry,
> vectors and matrices.
>
> I understand your position (stated in earlier threads) that the increased
> demands on production requires more complex solutions/tools,
>
> I would say sophisticated rather than complex… for example packed
> primitives allow you to do things that are truly mind-bending in
> combination with Material Style Sheets, but that does not mean they are
> difficult of full of moving parts.
>
> but I don't buy the premise that it also has(!) to become more difficult
> to use.
>
> I don’t think that either.. a good example of sophisticated tools in
> Houdini 16 and 16.5 that are a pleasure to work are the new terrain tools…
> but it is also true that unfortunately some problems are complex no matter
> what.
>
> Good UI devs could alleviate that and make even really complex stuff
> accessible to the least technical artist in the room if ressources were
> made available, ie the management and dev team leads concur it would be a
> good idea. I am going out on a limb and guessing it might often come down
> to this – spend ressources on making the tool more accessible or spend them
> on making more and better tools… In reality I think in all fairness they
> try and balance it while keeping a keen eye on their userbase and potential
> for increasing it.
>
> With the UI and UX there is a major point Jeff Wagner explained to me long
> time ago… Houdini is non-linear (branches splitting and mixing again) so
> many things there can be easily put on a linear system (like Softimage) are
> not possible in Houdini and therefore we have to accept certain
> limitations. Exactly the same than ICE, you don’t have many tools making
> your live eraser in terms of workflow inside ICE, you need to know what you
> are doing.
>
> But it is true also that Softimage vision of ICE is a lot neater, easier
> and element in terms of packaging functionality in ICE… A LOT BETTER IN
> FACT.
>
> What remains is that people like me find Houdini way too technical for
> practical use (the steep learning curve) and as such I have not delved into
> it for real yet.
>
> May be that is what makes you feel it is complex…
>
> I will for sure, because I think it is probably the only major 3D DCC
> which is really evolving and making groundbreaking tools available to the
> users, so it will very likely inherit the world, but for me, and probably
> many others, as Jonathan probably indicates, it would do so much faster if
> it was made even easier to use :)
>
> Agreed, there are many things that should be a lot easier because you do
> them all the time (like path deform for example, or layering animation, or
> having a shape manager and others) but don’t be mistaken, it is not
> difficult at all until you need to dive in certain areas.
>
> And that would 

Re: Set Driven Key Copy/Paste in Maya

2018-04-30 Thread Matt Morris
Commiserations :(  Its why I'm girding myself to learn python finally.

You can avoid set driven keys pretty much with utility nodes in maya,
something like remap values will allow you to link attributes to SRT
values. Those can be duplicated easily enough with ctrl-d (avoiding
ctrl-c/ctrl-v unless you want a pasted copy of your entire character, why
would you ever want to do that?!) but you still need to then wire them into
the mirror side.

On 30 April 2018 at 13:12,  wrote:

>
>
> Hello all,
>
> I am being forced into learning Maya again after an abandoned attempt last
> year.
>
> I am finding almost everything frustrating and harder than it needs to be,
> but todays annoying frustration is.. Copying expressions.. ( no drag and
> drop then edit - here)
>
> I set up a foot controller, so it has some attributes (that drive some
> rotations on groups which in have IK goals parented to.)
> After doing one foot, I hoped it might be easy to copy/paste the set
> driven keys/expressions and edit them for the other foot controllers/legs.
>
> However this appears out to have been wishful thinking on my part. Its
> seems very opaque as to where these things actually reside and how they are
> edited / redistributed. After a fruitless trip around the node
> ditor/hypergraph etc, I can’t work out how to do this. I wonder if anyone
> could give me a clue as to what to do I’d be grateful.
>
> Last week I watched a video on how to mirror a rig. After 40 mins the
> conclusion of the video was ‘ the best method is to do it again manually on
> the other side!’
>
> When I learnt XSI, I remember having a lot of fun as my world of
> opportunities opened up. This is not so similar.
>
>
> If you'd like to unsubscribe and stop receiving these emails click here
> 
> .
>
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> Y6KrJzx8OFwaDUmyTB0FglSpYb9k-2BXgzzfgiL-2FDUr0MGUnwUEvQP45ksU49sYCDRFw
> Vi3LWjg20Yoy027Yni6uR66Kuh9QflzuNJoZ4UKHD4Pg6IChqjiHtDBZ8Htg9x9-
> 2FUOFMQGJ35hLzMvSFsACUkLc7PDZ1w2rCznFGR6CbKtUnNlxTBsjIagf8Ge
> 0i04W97kzB1AknY47yNJ-2FFZo9vhHvpmEhsAUHLePQC-2BLCrg-3D.
>
>


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Re: Maya: Object view?

2018-04-18 Thread Matt Morris
Yup, you need to create a new cam and parent to controller.

On 18 April 2018 at 10:16, David Saber  wrote:

> Thanks Joey but what I'm looking for is motion compensation. Let me
> explain:
>
> In Softimage I animate a character 's Global Motion Controller from A to B.
>
> Then I must animate its parts, like the face expressions for example.
>
> So I select the character 's Global Motion Controller in branch and open
> the Object View.
>
> Now the character will still move but in the object view it will appear
> standing still thanks to the motion compensation.
>
> This is very handy because now I have the face of the character always
> available and not running around the scene. So I can animate the face
> easily.
>
> I'm afraid in Maya you have to use the OLD fashioned way: create a
> camera that will be a child of the Global Motion Controller... right?
>
> David
>
>
> On 2018-04-17 17:02, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> > In a viewport of choice, click on:
> >   Show>Isolate Select>View Selected
> >
> > Or use:
> >   Ctrl+1
> >
> > Using Ctrl+1 may take a couple hits because its more a toggle than a
> switch.
> >
> > But I think that's what you're looking for.
> >
> > Joey
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of David Saber
> > Sent: Tuesday, April 17, 2018 9:43 AM
> > To: Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.
> google.com_forum_-23-21forum_xsi-5Flist=DwIFAg=76Q6Tcqc-
> t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA=7w04Jpv4e7mcijsD3PIhlExHPVDKw7guMkV2npxtN6I=b2rksVoNQIHLl_
> AGIFwHpCrWeWjGRvMJt58FgTqufoY= 
> > Subject: Maya: Object view?
> >
> > Is there an object view in Maya... ??? :-0
> >
> > --
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> >
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>



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Re: xsi control in maya

2018-03-14 Thread Matt Morris
well, with a multiple selection it automatically moves it as a group in
translate? The edit pivot button is safer for scaling components/multiple
selections, and always reset after. Its not quite as neat as xsi was, but
usable.



On 15 March 2018 at 00:07, Eugene Flormata <eug...@flormata.com> wrote:

> cool thx
> never seen that before
>
> it's only on rotate, and seems like holding d moves the pivot and changes
> the actual pivot of everything
>
> On Wed, Mar 14, 2018 at 4:49 PM, Matt Morris <matt...@gmail.com> wrote:
>
>> Also, you can hold down d or press edit pivot to change the pivots for
>> the selection.
>>
>> On 14 March 2018 at 23:46, Matt Morris <matt...@gmail.com> wrote:
>>
>>> In rotate settings, change rotate center to Selection.
>>>
>>> Make sure that you activate the modify translation checkbox underneath
>>> though, as it will really screw your animation otherwise. Not sure why
>>> that's not on by default.
>>>
>>>
>>>
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> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: xsi control in maya

2018-03-14 Thread Matt Morris
Also, you can hold down d or press edit pivot to change the pivots for the
selection.

On 14 March 2018 at 23:46, Matt Morris <matt...@gmail.com> wrote:

> In rotate settings, change rotate center to Selection.
>
> Make sure that you activate the modify translation checkbox underneath
> though, as it will really screw your animation otherwise. Not sure why
> that's not on by default.
>
>
> On 14 March 2018 at 21:06, Eugene Flormata <eug...@flormata.com> wrote:
>
>> I rememeber fondly how XSI could let you move multiple selections as a
>> group with COG
>> it even let you temporarily move the pivot for the cog and move things as
>> if they were one object.
>>
>> does anyone know what it would take to remake that function in maya?
>> (without the whole way to do it currently by temporarily grouping things)
>> is it possible with python? or would one have to delve into c++ plugin of
>> sorts?
>> perhaps with the added feature of a falloff?
>>
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>>
>
>
>
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Re: xsi control in maya

2018-03-14 Thread Matt Morris
In rotate settings, change rotate center to Selection.

Make sure that you activate the modify translation checkbox underneath
though, as it will really screw your animation otherwise. Not sure why
that's not on by default.


On 14 March 2018 at 21:06, Eugene Flormata  wrote:

> I rememeber fondly how XSI could let you move multiple selections as a
> group with COG
> it even let you temporarily move the pivot for the cog and move things as
> if they were one object.
>
> does anyone know what it would take to remake that function in maya?
> (without the whole way to do it currently by temporarily grouping things)
> is it possible with python? or would one have to delve into c++ plugin of
> sorts?
> perhaps with the added feature of a falloff?
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Safe to delete the default pass?

2017-12-13 Thread Matt Morris
Still use them religiously, if only to by default hide any new geometry or
lights in the scene. Last time I worked with a scene without the passes
would randomly not show any contents, and for lack of anything else to
blame...




On 13 Dec 2017 7:28 pm, "Sven Constable"  wrote:

> Hey List,
>
>
>
> back in the days it was troublesome to delete the default pass AFAIK. Is
> it still a problem? Did anyone encounter problems doing it?
>
>
>
> Thanks
>
> Sven
>
>
>
>
>
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Re: misbehaving blendshapes

2017-08-08 Thread Matt Morris
Sometimes I get mesh corruption in the viewport, but freezing the modelling
stack seems to refresh it back to normal.

On 8 August 2017 at 11:57,  wrote:

> You could try applying the shapes in ICE (if you don’t know how I can show
> you) to see if they work ok. It seems the shapes themselves are intact.
>
>
> *From:* - - 
> *Sent:* Tuesday, August 08, 2017 11:49 AM
> *To:* Official Softimage Users Mailing List.https://groups.google.
> com/forum/#!forum/xsi_list 
> *Subject:* Re: misbehaving blendshapes
>
>
> hi,
>
> when using different sourcemeshes for the shapeanimation check first
> pointorder,
>
> if this shapeanimation is also an enveloped, check what happend when using
> reset actor
>
> and if so check the mesh maybe there is a tranlation-key!( check also the
> other sources!)
>
> also check how does it look when rendert(maybe a display error,(maybe))
>
> are there other deformers in stack if so mute and check.
>
> is there is a Model-null not in the right (zero-translation)position.
>
> if enveloped check the weight !
>
> check also transforms
>
> check check check ,good luck
>
> Walter
>
> balazs kiss  hat am 8. August 2017 um 10:30
> geschrieben:
>
> Greetings everyone!
>
> I was running into some trouble today, and I could use some help, cause
> I've got no idea what's up. Things were fine when I saved the scene, and
> when I reopened today all my shapes looked messy. When I opened the shape
> manager to check the shapes they seemed ok, but when I move to the anim tab
> they look funny again. Observe :
>
>
>
>
> what am I missing?
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Re: ot: writing Re-Assign Locally for Maya

2017-06-29 Thread Matt Morris
Hi Oz, I'm interested if you got anywhere with this, and would be willing
to share? Its one of the things I'm really missing!

Cheers,
Matt


On 19 December 2016 at 08:31, Oz Adi  wrote:

> Thanks Ahmidou,
> this is very helpful!
>
>
>
> J
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Ahmidou Lyazidi
> *Sent:* יום ב 19 דצמבר 2016 00:38
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Subject:* Re: ot: writing Re-Assign Locally for Maya
>
>
>
> Hi,
>
> You need to test the distance against points the lines defined by bones
> and their childs. Search for "point to line distance"
>
>
>
> Le 18 déc. 2016 07:14, "Oz Adi"  a écrit :
>
> Hi,
>
>
>
> I am really missing “Re-Assign Locally” for envelopes,  in Maya, so I
> wrote a simple Python script.
>
> The script calculates weight by distance, between each selected point to
> each selected joint, using the formula
> in the attached file, I then assign those values back to the skin cluster..
>
> The script kind of works, it does what it’s supposed to do, but the
> results are not as expected.
>
>
>
> In the attached image you can see an example of a cylinder, how the
> weights distribution between 2 bones
> looks like in Maya and Softimage ( in both apps, I chose “by distance”
> method).
>
> Then there is the result my script produces:  as you can see, the bottom
> bone gets too much influence in the top half,
>
> And the top bone gets too little influence where it should..
>
> I am not a Mathematician, nor a Programmer,  I try to learn on my own
> using the internet,
>
> I understand that 3D apps probably do more than just calculate the
> distance, and derive a weight, but I hoped for similar results ;)
>
>
>
> If anyone has an idea, how can I get closer results to how 3D apps
> calculate these weights, I’d be happy to hear..
>
> I can also share the script, if it interests anyone.
>
>
>
> Thanks,
>
> Oz.
>
>
>
> This communication (including any attachments) is sent on behalf of
> Playtech plc or one of its subsidiaries (Playtech Group). It contains
> information which is confidential and privileged. If you are not the
> intended recipient, please notify the sender immediately and destroy any
> copies of this communication. Unless expressly stated to the contrary,
> nothing in this communication constitutes a contractual offer capable of
> acceptance or indicates intention to create legal relations or grant any
> rights. The Playtech Group monitors communications sent or received by it
> for security and other purposes. Any views or opinions presented are solely
> those of the author and do not necessarily represent those of the Playtech
> Group
>
>
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>
> This communication (including any attachments) is sent on behalf of
> Playtech plc or one of its subsidiaries (Playtech Group). It contains
> information which is confidential and privileged. If you are not the
> intended recipient, please notify the sender immediately and destroy any
> copies of this communication. Unless expressly stated to the contrary,
> nothing in this communication constitutes a contractual offer capable of
> acceptance or indicates intention to create legal relations or grant any
> rights. The Playtech Group monitors communications sent or received by it
> for security and other purposes. Any views or opinions presented are solely
> those of the author and do not necessarily represent those of the Playtech
> Group
>
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Re: envelope weights from mesh to lattice

2017-04-21 Thread Matt Morris
I did wonder whether you could access that point order to build a standin
mesh, before finding out the cage deformer was a much simpler way to go.

Its an old rig built by someone else which uses a lattice enveloped to
nulls to deform a pack, and I've been trying to find a way to paint the
weights on the lattice and smooth them out (pack logo was deforming too
much in places) - using a mesh I could smooth weights and cage deform the
lattice.

On 21 April 2017 at 01:06, Matt Lind <speye...@hotmail.com> wrote:

> A lattice doesn't have geometry as it's just a collection of ordered
> points.
> That's why you cannot get a topology description.
>
> Many tools, such as GATOR, expect polygon mesh, NURBS Curve, or NURBS
> Surface as input because some of the math operations require access to
> triangles or other geometry data.  Since a lattice lacks some of that
> information, GATOR won't accept it.
>
> It will be easier to solve this problem via scripting than trying to figure
> it out in ICE.
>
> I'm really curious why you have set a lattice as an envelope.  e.g. the use
> case.
>
>
>
> Matt
>
>
>
>
> Date: Thu, 20 Apr 2017 11:39:39 +0100
> From: Matt Morris <matt...@gmail.com>
> Subject: envelope weights from mesh to lattice
> To: "softimage@listproc.autodesk.com"
> <softimage@listproc.autodesk.com>
>
> Hi chaps, that is, if anyone is still out there!
>
> I'm trying to control envelope weights on a lattice, but struggling. I've
> created a mesh made of a series of grids that match the point positions of
> the latice, and painted the mesh with the weights I'd like to transfer, but
> can't seem to get them across. GATOR doesn't work with lattices. In ice I'm
> trying getting closest location -> get envelopeweightsperdeformer, and
> setting the same on the lattice, but it seems to end up with altered but
> unrelated weights.
>
> I thought maybe I could reorder the mesh to match the lattice points
> somehow, but can't get a topology description from the lattice to rebuild
> the mesh.
>
> Any suggestions welcome!
> Cheers,
> Matt
>
>
> --
> www.matinai.com
> -- next part --
> An HTML attachment was scrubbed...
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> attachments/20170420/585ab051/attachment.html
>
> ------
>
> Message: 2
> Date: Thu, 20 Apr 2017 13:31:07 +0200 (CEST)
> From: Morten Bartholdy <x...@colorshopvfx.dk>
> Subject: Re: envelope weights from mesh to lattice
> To: Matt Morris <matt...@gmail.com>, "Official Softimage Users Mailing
> List. https://groups.google.com/forum/#!forum/xsi_list;
> <softimage@listproc.autodesk.com>
> Message-ID: <127142133.23844.1492687867...@webmail.surftown.com>
> Content-Type: text/plain; charset=UTF-8
>
> I would think your best bet is using your meshes as cage deformers. I know,
> it will not be as interactive as a lattice, but it will work.
>
> MB
>
>
>
> > Den 20. april 2017 klokken 12:39 skrev Matt Morris <matt...@gmail.com>:
> >
> >
> > Hi chaps, that is, if anyone is still out there!
> >
> > I'm trying to control envelope weights on a lattice, but struggling. I've
> > created a mesh made of a series of grids that match the point positions
> of
> > the latice, and painted the mesh with the weights I'd like to transfer,
> > but
> > can't seem to get them across. GATOR doesn't work with lattices. In ice
> > I'm
> > trying getting closest location -> get envelopeweightsperdeformer, and
> > setting the same on the lattice, but it seems to end up with altered but
> > unrelated weights.
> >
> > I thought maybe I could reorder the mesh to match the lattice points
> > somehow, but can't get a topology description from the lattice to rebuild
> > the mesh.
> >
> > Any suggestions welcome!
> > Cheers,
> > Matt
> >
> >
> > --
> > www.matinai.com
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
>
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>
> End of Softimage Digest, Vol 101, Issue 35
> **
>
>
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envelope weights from mesh to lattice

2017-04-20 Thread Matt Morris
Hi chaps, that is, if anyone is still out there!

I'm trying to control envelope weights on a lattice, but struggling. I've
created a mesh made of a series of grids that match the point positions of
the latice, and painted the mesh with the weights I'd like to transfer, but
can't seem to get them across. GATOR doesn't work with lattices. In ice I'm
trying getting closest location -> get envelopeweightsperdeformer, and
setting the same on the lattice, but it seems to end up with altered but
unrelated weights.

I thought maybe I could reorder the mesh to match the lattice points
somehow, but can't get a topology description from the lattice to rebuild
the mesh.

Any suggestions welcome!
Cheers,
Matt


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Re: [OT] Autodesk - another angry customer

2017-03-10 Thread Matt Morris
Customers obviously aren't as important as shareholders in their eyes.

On 10 March 2017 at 11:32, gareth bell  wrote:

> I'm genuinely curious as to why they would move to this model? At a time
> when The Foundry and SideFX, amongst others, are giving away their software
> in the form of Non-Commercial Editions in order to grow user-base and
> create a loyal customer-base, Autodesk seem content on trying to hold their
> userbase/customers to ransom. I was puzzled when Adobe did it too.
>
>
> Can someone shed some light on why they might be doing this, as it all it
> seems to be doing, currently, is upsetting a large number of their
> customers.
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Morten Bartholdy <
> x...@colorshopvfx.dk>
> *Sent:* 10 March 2017 10:54:43
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: [OT] Autodesk - another angry customer
>
> Quote: "...continue to provide you best-in-class software, services, and
> support."
>
> - alternative facts...
>
> MB
>
>
> > Den 8. marts 2017 klokken 21:04 skrev gareth bell <
> garethb...@outlook.com>:
> >
> >
> > https://solidedging.wordpress.com/2017/03/07/autodesks-
> patronizing-screw-you-love-letter/
> >
> > [https://solidedging.files.wordpress.com/2017/03/
> screenhunter_283-mar-07-13-25.jpg] wordpress.com/2017/03/07/autodesks-patronizing-screw-you-love-letter/>
> >
> > Autodesk’s Patronizing Screw You Love Letter wordpress.com/2017/03/07/autodesks-patronizing-screw-you-love-letter/>
> > solidedging.wordpress.com
> > So today it was my turn to get the notice from Autodesk of their new and
> improved upcoming subscription only paradigm. I really wonder what goes on
> in the minds of corporate and marketing officers …
> >
> >
> > --
> > Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Meetup for those going to the Houdini 16 launch event

2017-02-06 Thread Matt Morris
Shouldn't have thought you'll need to buy too many beers Panos! I owe you a
few at least.

Look forward to meeting everyone at the pub or at the event later,

Cheers,
Matt

Will be rocking an xsi 5 tshirt in case anyone wants to say hi.



On Monday, 6 February 2017, Panos Zompolas <pa...@redshift3d.com> wrote:
> Hey guys,
> I'll be in a meeting until 5 but will definitely try to make it to the
pub first! I'll be attending the H16 event too.
> If anyone needs to reach me between now and Friday (when I'm flying
back), please email me at pa...@redshift3d.com.
> Cheers,
> -Panos
> On Mon, Feb 6, 2017 at 10:00 AM, Jules Stevenson <droolz...@googlemail.com>
wrote:
>>
>> Also going to try and make it to pub first, would be good to catch up
with folks :).
>> Jules
>> On Mon, Feb 6, 2017 at 6:58 AM, Jordi Bares <jordiba...@gmail.com> wrote:
>>>
>>> I think I will see you at the pub too.
>>> Great night ahead
>>> Jb
>>>
>>> Sent from my iPhone
>>> On 5 Feb 2017, at 22:22, Chris Marshall <chrismarshal...@gmail.com>
wrote:
>>>
>>> Maybe the next Houdini super mega launch event could be held somewhere
like, maybe Cardiff!?
>>>
>>> On 5 February 2017 at 21:24, Adam Seeley <adammsee...@gmail.com> wrote:
>>>>
>>>> Sounds like an excellent group meet... hope to see you all there!
>>>> Adam.
>>>> _
>>>> Adam Seeley
>>>> Love Vfx Ltd.
>>>> UK +44 (0) 7956 976 245
>>>> www.LoveVfx.co.uk
>>>> www.linkedin.com/in/adamseeleyuk
>>>> www.vimeo.com/adamseeley
>>>> On 3 February 2017 at 17:29, Jonathan Moore <jonathan.moo...@gmail.com>
wrote:
>>>>>
>>>>> John Moncrief is also meeting a few of us at the pub (see first
message). He's part of the SideFX team and has spent the last 5 years or so
putting training courses together for the likes of FXPHD and SideFX &
Pluralsight. He's more interested in sampling some english ale but
mentioned he's interested in hearing any feedback ref Houdini training, not
specifically Pluralsight, just anything that makes Houdini more
approachable.
>>>>> On 2 February 2017 at 10:40, Rob Wuijster <r...@casema.nl> wrote:
>>>>>>
>>>>>> Same here, would have been nice to be able to make it for once
>>>>>>
>>>>>> But to all people on the list who can make it, have fun and virtual
beers to all!!! ;-)
>>>>>>
>>>>>> Rob
>>>>>>
>>>>>> \/-\/\/
>>>>>>
>>>>>> On 2-2-2017 1:39, Artur W wrote:
>>>>>>
>>>>>> I'll be with you mentally drinking real beer.
>>>>>>
>>>>>>  and watching on youtube.
>>>>>> Artur
>>>>>> 2017-02-02 0:43 GMT+01:00 Ed Schiffer <edschif...@gmail.com>:
>>>>>>>
>>>>>>> I am going straight from work - would only get there around 18:30.
>>>>>>>
>>>>>>> apparently stations will reopen at 16:00 if strike actually happens.
>>>>>>> On 1 February 2017 at 18:23, Softimage <lp3ds...@gmail.com> wrote:
>>>>>>>>
>>>>>>>> Yes about five of us coming down.
>>>>>>>> On 1 Feb 2017, at 15:42, Andy Nicholas <a...@andynicholas.com>
wrote:
>>>>>>>>
>>>>>>>> And here! Might make it down the pub first depending on timing.
>>>>>>>>
>>>>>>>> On 01/02/2017 15:24, Cristobal Infante wrote:
>>>>>>>>
>>>>>>>> Same here!
>>>>>>>> On Wed, 1 Feb 2017 at 14:17, Dan Yargici <danyarg...@gmail.com>
wrote:
>>>>>>>>>
>>>>>>>>> Gonna be heading straight from work, so probably can't make the
pub... But I'm definitely going to be there.
>>>>>>>>>
>>>>>>>>> On Wed, Feb 1, 2017 at 2:08 PM, Matt Morris <matt...@gmail.com>
wrote:
>>>>>>>>>>
>>>>>>>>>> Will aim to get into London in time to share a pre-event beer or
3, pub looks good.
>>>>>>>>>> On 1 February 2017 at 13:10, Jonathan Moore <
jonathan.moo...@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>> And Jonathan, thanks for the suggestion..I´m fine with that! ;)
What time?

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

2017-02-01 Thread Matt Morris
Will aim to get into London in time to share a pre-event beer or 3, pub
looks good.

On 1 February 2017 at 13:10, Jonathan Moore 
wrote:

> And Jonathan, thanks for the suggestion..I´m fine with that! ;) What time?
>>
>
> I'm thinking around 5pm for the pub but I might have wander round the show
> earlier to see the Redshift boys.
>
> On 1 February 2017 at 12:25, Oliver Weingarten 
> wrote:
>
>> Hey there!
>>
>> I´ll be there and hitting London around 11 a.m.
>> Hope to see some old Softies over there!
>>
>> And Jonathan, thanks for the suggestion..I´m fine with that! ;) What time?
>>
>> cheers,
>> oli
>>
>>
>>
>> Am 01.02.2017 um 13:18 schrieb Jonathan Moore:
>>
>> Hi All,
>>
>> Just wondering who of our London contingent are going to the Houdini 16
>> launch event at Rich Mix next Monday.
>>
>> I used to work just around the corner at Mother and tend to use a pub on
>> Redchurch Street as a meeting place for Rich Mix -* The Own & The
>> Pussycat **https://goo.gl/fIQdSj * -.
>>
>> Anybody up for pre event swift half? Open to suggestions for an
>> alternative meeting place too.
>>
>> jm
>>
>>
>> --
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>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: mountains

2017-01-12 Thread Matt Morris
I'll be there, hoping to bump into some old softies ;)

On 12 January 2017 at 17:05, Jonathan Moore 
wrote:

> Stay tuned to Feb 6th… I will leave it there and say no more.
>
>
> Presuming you'll be in Bethnal Green on the evening of the 6th then?   ;)
>
> On 12 January 2017 at 16:49, Jordi Bares  wrote:
>
>> Stay tuned to Feb 6th… I will leave it there and say no more.
>>
>> jb
>>
>> On 12 Jan 2017, at 12:19, Chris Marshall 
>> wrote:
>>
>> thumbs up
>>
>>
>> On 12 January 2017 at 11:53, Cristobal Infante  wrote:
>>
>>> get on your bike:
>>>
>>> https://vimeo.com/116364169
>>>
>>> On 12 January 2017 at 10:14, Chris Marshall 
>>> wrote:
>>>
 Yes sometimes I feel doing more ice is a waste of time, but as I know
 it inside out and have seriously tight deadlines, I have no time to learn
 anything else right now.
 The mountains builder works way better than I thought it would.

 Cheers


 On 12 January 2017 at 08:33, Morten Bartholdy 
 wrote:

> Hi Chris,
>
> Thanks! It is always nice to learn some more ICE even now :) Pretty
> nifty for throwing quick landscapes together.
>
> Cheers
> Morten
>
>
> > Den 10. januar 2017 klokken 18:09 skrev Chris Marshall <
> chrismarshal...@gmail.com>:
> >
> >
> > Here you go. A bit thrown together. Reduce the resolution of the
> main grid
> > to make it more interactive.
> >
> > https://dl.dropboxusercontent.com/u/76099539/mountains-test-1.zip
> >
> >
> > On 10 January 2017 at 15:39, Chris Marshall <
> chrismarshal...@gmail.com>
> > wrote:
> >
> > > Thanks. This solution is good because it's almost realtime to
> generate and
> > > I can quickly draw the curves that define the mountain ranges etc.
> > > It essentially uses the distance between the curves and surface to
> push up
> > > the peaks. Then some turbulence multiplied in there, plus I've
> added a null
> > > to act as a height centre for the highest peak.
> > >
> > > On 10 January 2017 at 14:58, Morten Bartholdy 
> wrote:
> > >
> > >> Hey that's pretty cool. Care to share a screenshot of the ICE
> Tree?
> > >> BTW WorldMachine was mentioned and I have to say it is pretty
> addictive
> > >> and fairly easy to get decent results from it.
> > >>
> > >> Morten
> > >>
> > >>
> > >>
> > >> > Den 10. januar 2017 klokken 15:50 skrev Chris Marshall <
> > >> chrismarshal...@gmail.com>:
> > >> >
> > >> >
> > >> > Here's what I managed to make. None of Andy's Diamond stuff,
> just a
> > >> curve
> > >> > to define the main ridge, in this render a spiral, and some
> other
> > >> smaller
> > >> > curves to define some minor spurs off it.
> > >> >
> > >> >
> > >> > On 10 January 2017 at 13:21, Chris Marshall <
> chrismarshal...@gmail.com>
> > >> > wrote:
> > >> >
> > >> > > oh yes. Interesting. I've managed to modify that and
> incporporate it
> > >> into
> > >> > > something I'd started to build. Looks like it might work,
> possibly.
> > >> > > Thanks Morten
> > >> > >
> > >> > > On 10 January 2017 at 13:01, Morten Bartholdy <
> x...@colorshopvfx.dk>
> > >> wrote:
> > >> > >
> > >> > >> This one? :
> > >> > >>
> > >> > >> Diamond-Square Terrain Generator
> > >> > >>
> > >> > >> http://rray.de/xsi/ - search terrain
> > >> > >>
> > >> > >>
> > >> > >> Morten
> > >> > >>
> > >> > >>
> > >> > >>
> > >> > >>
> > >> > >> > Den 10. januar 2017 klokken 13:11 skrev adrian wyer <
> > >> > >> adrian.w...@fluid-pictures.com>:
> > >> > >> >
> > >> > >> >
> > >> > >> > it was a little ppg that you could layer up fractals to
> displace a
> > >> > >> grid.
> > >> > >> > kind of like world machine but inside soft
> > >> > >> >
> > >> > >> >
> > >> > >> >
> > >> > >> > a
> > >> > >> >
> > >> > >> >
> > >> > >> >
> > >> > >> > Adrian Wyer
> > >> > >> > Fluid Pictures
> > >> > >> > 4th Floor
> > >> > >> > 4 Bath Place
> > >> > >> > Rivington Street
> > >> > >> > London
> > >> > >> > EC2A 3DR
> > >> > >> > ++44(0) 207 580 0829
> > >> > >> >
> > >> > >> >
> > >> > >> > adrian.w...@fluid-pictures.com
> > >> > >> >
> > >> > >> > www.fluid-pictures.com
> > >> > >> >  http://www.flu
> > >> > >> id-pictures.com/
> > >> > >> > >
> > >> > >> >
> > >> > >> >
> > >> > >> >
> > >> > >> > Fluid Pictures Limited is registered in England and Wales.
> > >> > >> > Company number:5657815
> > >> > >> > VAT number: 872 6893 71
> > >> > >> >
> > >> > >> >   _

Re: Ping

2016-10-04 Thread Matt Morris
Still making a living with soft here. SI and redshift has just been a dream
combo to work with.



On 4 October 2016 at 21:30, Andy Chlupka 
wrote:

> Give it a try and find yourself thinking:
>
> "mmmhh… I could prototype this quick and dirty in SOPs or I could do it
> straight away in VOPs/VEX."
>
> Choices :D
>
> Andy
>
> On Oct 04, 2016, at 10:17, Thomas Volkmann 
> wrote:
>
> Do you have a link where to sign in on that?  Probably doesn't hurt to get
> an idea what problems the Houdini guys are dealing with, and how often I
> could think "mmmhh...in ICE it could work like..."
>
>
>
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Re: Anybody know a good lipsync / facial animation artist?

2016-09-30 Thread Matt Morris
Hi Adam,
I should be free from monday onwards if you're still looking?
https://vimeo.com/mattmos
Can work remotely with si 2014 - 15sp2.
Best regards,
Matt



On 30 September 2016 at 12:45, Adam Seeley  wrote:

> Hi Folks,
>
> Just wondered of anyone knows some good (facial) character animators?
> (Surprisingly tricky to find without knowing someone already).
>
> Just a face test, needs to be fairly expressive facial anim & lip-sync.
> It's for a 15 sec test in this kind of style (different show though)
>
> https://youtu.be/KSCFgVWs0tw?t=14
>
>
> I have dialogue/script/model (unrigged)
>
> 2 weeks starting asap.
> Remote so own kit needed.
> Can be done in any package as I can just import alembic/geo sequence if
> needed.
>
> Many thanks,
>
> Adam.
>
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Re: Sitoa bake? Possible?

2016-09-03 Thread Matt Morris
If you do a search for kettle bake that should help you out. Its a part of
the a 3rd party shader pack.


On Saturday, 3 September 2016, Tenshi .  wrote:
> Hello guys!
>
> I want to know if there's a way or workaround to this. I want to bake a
scene to be able to work in Sketchfab, or preview it in pages with the same
function.
>
> People will say, that i use MR to recreate everything, but that would be
a hard job since my scene is an interior scene with a lot of objects.
>
> So please tell me there's a way to do this in Sitoa, right now :(
>
> thanks in adv.

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Re: Wiki EOL soon

2016-08-23 Thread Matt Morris
Thanks Maurice, good to know it might be able to be kept around.

On 23 August 2016 at 17:36, Maurice Patel 
wrote:

> Hi guys,
> I have some good news (I think). I have succeeded in getting the data
> transferred from the R server to Nicolas Leduc who you may know as he was
> the one who originally created it at Softimage. He now manages AREA. He has
> taken a look and feels confident we can migrate it to anyone in the
> community who wishes to host it and has the right technical requirements to
> do so. The of migration would not be trivial but he is ready to have an
> evaluation discussion with anyone who is interested. If you are interested
> please email me at my Autodesk email address (you can cc the forum too to
> keep everyone in the loop)
> Thank you
> maurice
>
> Maurice Patel
> Tél:  514 954-7134
> Cell: 514 242-6549
>
>
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Re: Bad scenes or geometry crashing

2016-08-03 Thread Matt Morris
Have you tried mcleaner? not sure on its performance with large meshes but
it can help find topology errors.

http://skymill.co.jp/tools/Softimage/mCleaner/mCleanerEN.html



On 3 August 2016 at 12:32, Morten Bartholdy  wrote:

> Good tips Jordi and Walter - thanks, it is much appreciated!
>
> Mudbox confirmed several meshes with a number of issues. I am going
> through thhe logfile now :) - Haystack work...
>
> Polydoctor sounds cool. Do you know how Houdini handles shared materials
> from an fbx file? I need to be able to keep access to shared materials for
> shading later.
>
> //Morten
>
>
>
>
>
> > Den 3. august 2016 klokken 12:31 skrev Jordi Bares  >:
> >
> >
> > I use a combination of Mudbox to identify issues and Houdini to fix
> them, specially since handling very large datasets is not an issue…
> >
> > Try the SOP polydoctor in Houdini to run through series of checks
> (beware scale is important as there are some hard coded numbers inside the
> SOP.
> >
> > hope it helps
> > jb
> >
> >
> >
> > > On 3 Aug 2016, at 08:52, Morten Bartholdy  wrote:
> > >
> > > I have run into the odd situation with a scene which crashes xsi when
> saving after making a number of changes, ie. materials, groups, passes and
> partitions, all run of the mill stuff.
> > >
> > > The geometry (which is relatively complex - 1939 objects 28+ million
> polys) comes from Maya but is likely generated from CAD software, judging
> by the poor tesselation and joins between surfaces in the modeling.
> > >
> > > In Maya the model looks fine shaded upon initial inspection, but when
> selected displays corrupt geometry on a number, but not all, of the
> individual pieces in Viewport 2. Switching to legacy viewport removes the
> visual glitches... but hardly the problem. The problem is like having an
> extreme randomize node on some of the parts, pointy polygons sticking in
> all directions, changing as the model is orbited. I hoped to be able to
> clean it up somehow and exported it as fbx into xsi, where, initially, it
> looked fine and saved and loaded fine, until I started working with the
> scene.
> > >
> > > So my question here is if anybody has good ideas regarding how to
> possibly clean up the geometry, troubleshoot and pinpoint bad geometry -
> anything that can help identify and select the bad parts, and if possible,
> also fix them? I have removed Maya Usernormals (Arnold doesn't like them),
> merged the scene in, and am now in the proces of dotxsi'ing it out and back
> in in order to perhaps shed some bad data on the culprits. I was thinking
> obj export would be so rudimentary it might throw unwanted stuff away, but
> the modle is quite complex hierarchially, so atm I consider it a no go.
> > >
> > > Any pointer will be much appreciated.
> > >
> > > //Morten
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Re: Gator Mirroring shapes - Duplicated meshes?

2016-06-28 Thread Matt Morris
Have you got gear installed? Gear has a shape mirroring tool which works on
shapes on the base head, no need to duplicate etc.


On Tuesday, 28 June 2016, Pierre Schiller 
wrote:
> Hello and thank you for opening this thread. Hopefully someone could
> help me and point me out onto the right direction:
>
> I got a character´s head who´s "L" shapes are all into the shape manager,
doing ok.
> (L_smile, L_frown, etc..) so I duplicate this head and I choose a GATOR
property for the first head (original base head), and transfer SHAPE
attributes in MIRROR mode (x), so all cluster shapes are transferred from
the second duplicated head onto the original base head correctly but
MIRRORED (desired effect).
>
> If I delete the second head (the one where I copied all shapes mirroring
them on X), all of my gator shapes disappear from the base head  (this is
obvious).
>
> But I wanted to know if there´s a work around to keep the shapes mirrored
and still preserve weightmap? / Basehead ´s got some bones enveloped.
>
> Please help.
> Thanks.
>
> --
> Portfolio 2013
> Cinema & TV production
> Video Reel

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Re: custom parameter creation error

2016-06-22 Thread Matt Morris
Thanks for the reply pedros, that might work, another way around his was to
save and reopen to fix the ice tree error.

I think there is something wrong with the custom pset layout/logic though.
These 2 new parameters that appeared in this latest version shouldn't be
there. I'm wondering if its possible to fix that somehow.


On 22 June 2016 at 15:47, pedro santos <probi...@gmail.com> wrote:

> Hi Matt try deleting the ICE tree and making a new one. This might be due
> to the conflicting order of the operations, being that the creation of the
> ICE tree and the parameter.
>
> Cheers
>
> On Wed, Jun 22, 2016 at 12:01 PM, Matt Morris <matt...@gmail.com> wrote:
>
>> Hi list (or what remains!)
>>
>> I have a weird issue with softimage 2015 R2 SP2. When I create a new
>> custom parameter set and add a new parameter, it adds two new options under
>> the parameter name, script name and definition. If I make all of these the
>> same, and drag and drop the parameter into an ice tree, it won't read it.
>> If I leave the two new options as default (comes in as Param, Param1,
>> param2 etc) then it will read into an ice tree but will show as the script
>> name, so I can't read the tree clearly. Hope you don't mind a small
>> attachment, easier to get the issue across.
>>
>>
>> ​
>>
>> Tried renaming my user profile to create a default layout, to no avail.
>>
>> Any suggestions gratefully received!
>> Matt
>>
>>
>> --
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>
>
>
> --
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>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>
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custom parameter creation error

2016-06-22 Thread Matt Morris
Hi list (or what remains!)

I have a weird issue with softimage 2015 R2 SP2. When I create a new custom
parameter set and add a new parameter, it adds two new options under the
parameter name, script name and definition. If I make all of these the
same, and drag and drop the parameter into an ice tree, it won't read it.
If I leave the two new options as default (comes in as Param, Param1,
param2 etc) then it will read into an ice tree but will show as the script
name, so I can't read the tree clearly. Hope you don't mind a small
attachment, easier to get the issue across.


​

Tried renaming my user profile to create a default layout, to no avail.

Any suggestions gratefully received!
Matt


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Re: Momentum / implosiafx plugins

2016-05-26 Thread Matt Morris
I think they moved the plotting to the crate plugin? Also free to use now :)

On 26 May 2016 at 22:04, Sven Constable  wrote:

> Thank you. Is it just me or is the plotting functionality removed? I cant
> find it in the Momentum menue nor the global  Momentum Settings in the
> scene root.
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Oleg Bliznuk
> *Sent:* Thursday, May 26, 2016 4:24 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Momentum / implosiafx plugins
>
>
>
> Hi all,
>
> Since the EOL of Softmage I'd like to open free access to Momentum and
> ImplosiaFX plugins. You can grab it here :
> ImplosiaFX
> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>
> Momentum
> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>
> These links include builds both for win and linux 64bits + documentation
> and sample scenes.
> It was a lot of fun to make tools and various tech stuff in ICE, thanks
> all for the great experience, especially for the ice vimeo channel folks
> :-) . Hopefully those plugins still can be usefull.
>
> best regards,
> Oleg
>
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>



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Re: Momentum / implosiafx plugins

2016-05-26 Thread Matt Morris
Thanks Oleg, that's amazingly kind of you!



On 26 May 2016 at 16:26, Scott Lange  wrote:

>
>
> Thanks Oleg!
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Leoung O'Young
> *Sent:* Thursday, May 26, 2016 10:56 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Momentum / implosiafx plugins
>
>
>
> Thanks so much for your generosity, much appreciated.
> Leoung
>
> On 26/05/2016 10:24 AM, Oleg Bliznuk wrote:
>
> Hi all,
>
> Since the EOL of Softmage I'd like to open free access to Momentum and
> ImplosiaFX plugins. You can grab it here :
> ImplosiaFX
> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>
> Momentum
> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>
> These links include builds both for win and linux 64bits + documentation
> and sample scenes.
> It was a lot of fun to make tools and various tech stuff in ICE, thanks
> all for the great experience, especially for the ice vimeo channel folks
> :-) . Hopefully those plugins still can be usefull.
>
> best regards,
> Oleg
>
>
> --
>
> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: Alembic advices

2016-05-11 Thread Matt Morris
Is it possible to combine the objects into one mesh before exporting?

On 11 May 2016 at 10:16, Olivier Jeannel  wrote:

> Hi guys,
>
> I'm importing some RBD simulation from Houdini, around 1500 pieces boucing
> around.
> I export in .abc and import with Crate (if I import with the "legacy"
> alambic import, xsi crashe)
>
> The thing is, it is super-super slow.
> I end up with 1500 objects and XSI doesn't like this much.
>
> What are the proven solutions to import an rbd sim and decently work ?
>
> Thank you :)
>
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Re: redshift - best 980Ti

2016-05-09 Thread Matt Morris
I wouldn't go for one of those right now, for several reasons. The 1080
does look like it will be the card to beat for a while. If you have to
purchase now, there are bucket loads of titan X cards being sold on ebay
for around £500 - the extra memory will help more than a few extra Hz on an
overclocked 980ti. Overclocking on the GPU can lead to instability in
redshift, so be careful if you're looking at highly clocked cards. Better
bet is to go with a solid reference cooler design, that pumps hot air
outside the case, rather than circulating it inside, so there's no issue
with the card overheating and downclocking/crashing. With one card you
might be fine, but if you add more than one then it can be an issue.



On 9 May 2016 at 12:51, Adam Seeley  wrote:

> Hi Folks,
>
> Wondered if there was a favoured 980ti for Redshift?
>
> This seems to be the fastest but is it the best?
>
> Zotac GeForce GTX 980 Ti AMP Extreme 6 GB
> https://www.amazon.co.uk/Zotac-GeForce-Extreme-PCI-E-Graphics/dp/B00YOJ91YO/ref=sr_1_2
>
>
>
> gtx1080 released at $599 soon though.. plenty of tumbling prices straight
> after I assume.
>
>
> Tricky time to buy.
>
> Adam.
>
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Re: Re: Autodesk acquires Solid Angle

2016-04-18 Thread Matt Morris
I can't see autodesk killing off arnold as they have no competing products.
Maybe the push towards cloud rendering will put off some customers though.

On 18 April 2016 at 13:56, Leo Quensel  wrote:

> God I am glad I left this industry two years after Autodesk acquired
> Softimage. They make everything worse and are now off to kill another
> product (and don't tell me that won't happen...).
>
> *Gesendet:* Montag, 18. April 2016 um 14:51 Uhr
> *Von:* "Artur W" 
> *An:* "softimage@listproc.autodesk.com" 
> *Betreff:* Re: Autodesk acquires Solid Angle
> Frederic, I am sure you mean well, but I actually try learning from the
> history, which is: Autodesk doesn't care.
>
> 2016-04-18 14:46 GMT+02:00 Frederic Servant :
>>
>> Hi Arthur,
>>
>> Since I'm the developer of HtoA, that was my first question when we got
>> briefed by Marc Stevens of Autodesk when we got disclosed, and his answer
>> was a clear yes. They want more people to use Arnold, on any platform.
>>
>> Thus the development for the non-Autodesk products will continue as well
>> (Houdini, C4D, Katana).
>> --
>> Fred
>>
>> On Mon, Apr 18, 2016 at 1:36 PM, Artur W  wrote:
>>>
>>> and what about HTOA?
>>>
>>> 2016-04-18 14:34 GMT+02:00 Artur W :

 SITOA is dead. Is that what it means?

 2016-04-18 14:32 GMT+02:00 Jordi Bares :
>
> It will be fine guys, Autodesk do not have any competing product so it
> actually may be a good thing.
>
> jb
>
>
>
> On 18 Apr 2016, at 13:27, Artur W  wrote:
>
> I don't believe it. NO. I refuse t believe this.
>
> 2016-04-18 14:26 GMT+02:00 Artur W :
>>
>> FUCK YOU AUTODESK.
>>
>> 2016-04-18 14:18 GMT+02:00 Oliver Weingarten :
>>
>>> Hey there...some news..so it seems. Take a look
>>>
>>> "SAN FRANCISCO---Autodesk, Inc
>>> .
>>> (NASDAQ:ADSK) has acquired Solid Angle, developer of Arnold, an 
>>> advanced,
>>> ray-tracing image renderer for high-quality 3D animation and visual 
>>> effects
>>> creation used in film, television and advertising worldwide. Acquisition
>>> terms were not disclosed."
>>>
>>>
>>> http://news.autodesk.com/press-release/autodesk-boosts-advanced-rendering-capabilities-through-acquisition-solid-angle
>>>
>>> Cheers,
>>> oli
>>>
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Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-11 Thread Matt Morris
I'm going to have to disagree with that 'virtually the same as a redshift
experience' statement - just reading the maya plugin support forum on otoy
has been enough to keep me away from using it in production, as it was
clear that the plugin developer had way too many hats to wear (ie several
plugins), was slow to update to the most recent versions and didn't respond
to forum posts at all. The redshift experience is a polar opposite, bugs
are squished almost the same day, and they always respond to posts, even
when its a good chance of being user error.

That said I realise that otoy are trying to do something about that
situation, and will keep an eye on the progress of 3.0/3.1 as and when its
released.

On 11 April 2016 at 15:38, Angus Davidson  wrote:

> Octane can use additional memory (its just not set up by default as it
> slows things down)
>
> You also don’t need to use the standalone, There are  MAYA / Soft plugins
> which make it virtually the same as a redshift experience.
>
> In 3.1 they will be adopting the glTF format (they dropped FBX saying it
> was too clunky ) Although both FBX and USD can be added in theory using
> their now opened API.
>
> I did some tests on the weekend and am cautiously optimistic about glTF as
> a potential format, although I think they should have gone the USD route.
>
> Kind regards
>
> Angus
>
>
>
> -Original Message-
> From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
> Sent: Monday, 11 April 2016 3:28 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: OTOY announces availability of OctaneRender 3 and
> OctaneRender Cloud, previews Brigade/OctaneRender
>
> I agree with Marc-Andre on that, but that said, afaik Octane is standalone
> requiring export as alembic or obj, which is somewhat limiting compared to
> the built in flexibility of Redshift/XSI combo. Also last time I checked
> Octane does not allow using system memory for scene data like Redshift does.
>
> Morten
>
>
>
> > Den 8. april 2016 klokken 15:53 skrev Marc-Andre Carbonneau
> > :
> >
> >
> > Perhaps but it’s always good to keep an eye on the competition, no? ;)
> > They have a few things very interesting going on. Haven’t followed
> > Redshift closely lately.
> >
> > Happy Friday all
> > MAC
> >
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ognjen
> > Vukovic
> > Sent: April-08-16 9:22 AM
> > To: softimage 
> > Subject: Re: OTOY announces availability of OctaneRender 3 and
> > OctaneRender Cloud, previews Brigade/OctaneRender
> >
> > I think its all Redshift fanboys here :).
> >
> > On Fri, Apr 8, 2016 at 2:23 PM, Marc-Andre Carbonneau
> >  > t.com>>
> > wrote:
> > Thought you guys might be interested in this.
> > http://www.prnewswire.com/news-releases/otoy-announces-availability-of
> > -octanerender-3-and-octanerender-cloud-previews-brigadeoctanerender-in
> > tegration-coming-in-2017-300246716.html
> >
> >
> > Marc-André Carbonneau
> > Production Manager
> > Unannounced Project – Ubisoft Montreal
> >
> >
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Re: GPU boxes

2016-04-05 Thread Matt Morris
External gpu boxes work great with octane, not so well with redshift, due
to the increased communication between cpu, gpu and system memory, it
really needs a decent number of pcie 3 lanes to run at full speed.

On 5 April 2016 at 13:46, Ognjen Vukovic  wrote:

> Why doesn't someone start building these things directly in an air
> condition unit? That would make sense. And it  would produce some pretty
> cool renders...
>
> On Tue, Apr 5, 2016 at 2:32 PM, Mirko Jankovic 
> wrote:
>
>> Yes but also need a bit more custom case so that placeholders for 4
>> radiators are near cards :)))
>>
>> On Tue, Apr 5, 2016 at 2:29 PM, Cristobal Infante 
>> wrote:
>>
>>> The other option is to get some of this hybrid cards, with cooling
>>> included. There are more expensive, but I guess you won't melt them so
>>> easily ;)
>>>
>>>
>>> http://www.fudzilla.com/news/graphics/37369-evga-announces-new-gtx-980-hybrid-graphics-card
>>>
>>> https://www.instagram.com/p/BCPYR7DmAZp/
>>>
>>> On 5 April 2016 at 13:18, Mirko Jankovic 
>>> wrote:
>>>
 Also keep in mind that 8 GPU server requires also 2 Xeons which are lot
 more expensive then i7 CPUs.
 Put everything on paper and see the math.

 Btw I advise highly against water cooling cards for GPU.
 First it adds to a price a lot which would better be used on better
 GPUs, CPU, more ram
 Also in any case of card failure you are out of whole machine for hours
 till you drain system and all the process around it.
 With standard air cooled you just plug faulty card out and back to
 rendering till you replace or fix.

 On Tue, Apr 5, 2016 at 2:09 PM, Cristobal Infante 
 wrote:

> Hi Adam,
>
> You 2 routes, DIY/MOD or getting a SERVER chassis (more expensive).
>
> SERVER
> https://www.youtube.com/watch?v=DhZJ66l82r8=youtu.be
>
> If you are any good at building/modding computers, than you can try
> buidling one yourself with the help of geeks from
> the internerds..
>
> http://dabarti.com/vfx/building-4xgpu-rack-mount-rendering-node/
>
> One other options is to ask someone like Tom Glimps to build you one:
> https://twitter.com/tomglimps/status/710959378799730688
>
> This stuff is watercooled and cards are modded, so not trivial.
>
> I would recommend you could ask on the otoy forum, and join the octane
> facebook page.
>
> Good luck, and keep us updated!
>
> Cris
>
>
>
> On 5 April 2016 at 12:12, Mirko Jankovic 
> wrote:
>
>> Also not much experience with GPU boxes but what I don;t really get
>> is what takes care of rendering with so many GPUs on single CPU?
>>
>> For example you have single 5960x CPU and 64GB ram.
>> Even with 4 cards I've bin locking down CPU at 100% from time to time
>> and also RAM as well. Talking about computer RAM not GPU RAM.
>> As it works it renders 4 frames at once, each on 1 GPU.
>> I really don;t see much room to add fro example another 4 GPUs in
>> attached GPU box when there is still some work on CPU to be done and RAM
>> requirements for scenes and all to load.
>> How would high end CPU that is already maxed out handle additional
>> load?
>>
>> On Tue, Apr 5, 2016 at 1:06 PM, Ognjen Vukovic 
>> wrote:
>>
>>> I dont know much about the gpu boxes, but i would advise you to wait
>>> a bit for pascal to be released. I saw yesterday that amazon was doing
>>> clearances on "games" hardware so i presume it wont be long now as they
>>> seem to be clearing out the shelves.
>>>
>>> On Tue, Apr 5, 2016 at 1:00 PM, Adam Seeley 
>>> wrote:
>>>
 Hi Softies/Blendies/Houdies etc.

 I was thinking about boosting Redshift render power a bit with a
 gtx980ti or two.

 Does anyone have experience with using external GPU boxes that can
 be plugged into their workstations?

 It seems like a cleaner, more scaleable and more flexible solution
 than stuffing the cards right into the workstation itself.

 Any recommendations or advice gratefully received.

 Cheers,

 Adam.
 _
 Adam Seeley
 Love Vfx Ltd.
 www.LoveVfx.co.uk 
 www.linkedin.com/in/adamseeleyuk
 www.vimeo.com/adamseeley 

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 Softimage Mailing List.
 To unsubscribe, send a mail to
 softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
 subject, and reply to confirm.

>>>
>>>
>>> --
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>>> To 

Re: ice strand grass

2016-02-24 Thread Matt Morris
If you're using redshift you might be out of luck though, don't think they
have deforming instance geo yet.


On 24 February 2016 at 22:20, Kris Rivel  wrote:

> Oh...I thought I would see it in the view...I'll have to try that then!
> Thanks!
>
> Kris
>
> On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman  wrote:
>
>> They do move, just not in the viewport, my old deforming flower field
>> tutorial covers exactly this
>> On 24 Feb 2016 21:20, "Kris Rivel"  wrote:
>>
>>> Is it possible to deform geo instances along a strand? Creating some up
>>> close grass. I have some good geo meshes and want to instance them to the
>>> strands. They instance ok but they don't move with the animated strands.
>>> This possible?
>>>
>>> Kris
>>>
>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: si runs out of contiguous memory

2016-02-22 Thread Matt Morris
That's exactly the error message I'm getting, though I don't think I have
any images loaded - all my viewports are wireframe or shaded, and the
textures that are linked on the character are not linked up (remote job,
only have the model).


On 22 February 2016 at 15:32, Luc-Eric Rousseau <luceri...@gmail.com> wrote:

> The image library has a message that says "Cannot allocate xx bytes of
> contiguous memory"
> This might happen if you are using a lot of very large images.
>
> On 22 February 2016 at 10:16, Matt Morris <matt...@gmail.com> wrote:
> > I was thinking it must be a leak of some sort. Running win 7 64, an i7
> > 5930K, 32Gb ram, titan X. No issues with large scenes with billions of
> > polys. But a cartoony character that's not very high res, with only
> envelope
> > and shapes on is running out of memory. Wierd.
> >
> > I'm using the shape manager to model each shape in turn, generally
> switch to
> > different shape or anim tab to check it which bakes the move components
> into
> > the shape, so I don't see how its using up 32Gb..
> >
> > On 22 February 2016 at 15:07, Sven Constable <sixsi_l...@imagefront.de>
> > wrote:
> >>
> >> I think the "contiguous memory problem" can happen with 32bit as well as
> >> 64bit systems. Even if you have plenty of ram. Let's say you have 2 GB
> of
> >> free memory and  the application needs to allocate only 500megs of ram,
> it
> >> can fail because the 1GB is of small chunks and all of these chunks are
> >> under 500MB. The more applications or memory intensive tasks are
> running and
> >> the longer you work with them, the more "fragmented" the memory will
> become.
> >> It can help to restart the machine and use only the programs  you
> absolutely
> >> need. Perhaps more RAM can help to encounter the problem later, but I
> don't
> >> think it will solve it entirely.
> >>
> >> Haven’t seen this for quite some time.
> >>
> >>
> >>
> >> From: softimage-boun...@listproc.autodesk.com
> >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> >> pete...@skynet.be
> >> Sent: Monday, February 22, 2016 3:23 PM
> >> To: softimage@listproc.autodesk.com
> >> Subject: Re: si runs out of contiguous memory
> >>
> >>
> >>
> >> hm, haven’t those words since the legacy particle system and 32bit.
> >>
> >> I understand this as ‘running out of ram’ (does task manager agree?)
> >>
> >>
> >>
> >> are you freezing the shapes?
> >>
> >> lots of dense geo, with lots of operations in the stack – sounds like
> >> you’ll eat up resources eventually.
> >>
> >>
> >>
> >> From: Matt Morris
> >>
> >> Sent: Monday, February 22, 2016 2:03 PM
> >>
> >> To: softimage@listproc.autodesk.com
> >>
> >> Subject: si runs out of contiguous memory
> >>
> >>
> >>
> >> Hi list,
> >>
> >>
> >>
> >> I've been modelling a lot of shapes in 2015 r2, and have been getting
> >> numerous crashes after a certain amount of work, where si seems to run
> out
> >> of memory with the above error. Particularly if I'm using proportional
> >> modelling and symmetry in the shape manager window. Definitely running
> >> slowly as well.
> >>
> >>
> >>
> >> I thought it might be to do with ice trees on other meshes referencing
> >> this one, but having deleted all refs and any ice trees on the geo, it
> still
> >> happens.
> >>
> >>
> >>
> >> Is anyone else seeing anything similar? Not sure whether its 2015
> related
> >> but I can't remember having anything like this much trouble in 2014 sp2.
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >> --
> >>
> >> www.matinai.com
> >>
> >> 
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >> with "unsubscribe" in the subject, and reply to confirm.
> >>
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >> with "unsubscribe" in the subject, and reply to confirm.
> >
> >
> >
> >
> > --
> > www.matinai.com
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with
> > "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: si runs out of contiguous memory

2016-02-22 Thread Matt Morris
I was thinking it must be a leak of some sort. Running win 7 64, an i7
5930K, 32Gb ram, titan X. No issues with large scenes with billions of
polys. But a cartoony character that's not very high res, with only
envelope and shapes on is running out of memory. Wierd.

I'm using the shape manager to model each shape in turn, generally switch
to different shape or anim tab to check it which bakes the move components
into the shape, so I don't see how its using up 32Gb..

On 22 February 2016 at 15:07, Sven Constable <sixsi_l...@imagefront.de>
wrote:

> I think the "contiguous memory problem" can happen with 32bit as well as
> 64bit systems. Even if you have plenty of ram. Let's say you have 2 GB of
> free memory and  the application needs to allocate only 500megs of ram, it
> can fail because the 1GB is of small chunks and all of these chunks are
> under 500MB. The more applications or memory intensive tasks are running
> and the longer you work with them, the more "fragmented" the memory will
> become. It can help to restart the machine and use only the programs  you
> absolutely need. Perhaps more RAM can help to encounter the problem later,
> but I don't think it will solve it entirely.
>
> Haven’t seen this for quite some time.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *pete...@skynet.be
> *Sent:* Monday, February 22, 2016 3:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: si runs out of contiguous memory
>
>
>
> hm, haven’t those words since the legacy particle system and 32bit.
>
> I understand this as ‘running out of ram’ (does task manager agree?)
>
>
>
> are you freezing the shapes?
>
> lots of dense geo, with lots of operations in the stack – sounds like
> you’ll eat up resources eventually.
>
>
>
> *From:* Matt Morris <matt...@gmail.com>
>
> *Sent:* Monday, February 22, 2016 2:03 PM
>
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* si runs out of contiguous memory
>
>
>
> Hi list,
>
>
>
> I've been modelling a lot of shapes in 2015 r2, and have been getting
> numerous crashes after a certain amount of work, where si seems to run out
> of memory with the above error. Particularly if I'm using proportional
> modelling and symmetry in the shape manager window. Definitely running
> slowly as well.
>
>
>
> I thought it might be to do with ice trees on other meshes referencing
> this one, but having deleted all refs and any ice trees on the geo, it
> still happens.
>
>
>
> Is anyone else seeing anything similar? Not sure whether its 2015 related
> but I can't remember having anything like this much trouble in 2014 sp2.
>
>
>
>
>
>
>
> --
>
> www.matinai.com
> --
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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si runs out of contiguous memory

2016-02-22 Thread Matt Morris
Hi list,

I've been modelling a lot of shapes in 2015 r2, and have been getting
numerous crashes after a certain amount of work, where si seems to run out
of memory with the above error. Particularly if I'm using proportional
modelling and symmetry in the shape manager window. Definitely running
slowly as well.

I thought it might be to do with ice trees on other meshes referencing this
one, but having deleted all refs and any ice trees on the geo, it still
happens.

Is anyone else seeing anything similar? Not sure whether its 2015 related
but I can't remember having anything like this much trouble in 2014 sp2.



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

2016-01-27 Thread Matt Morris
RIP Softimage! Will carry on making a living with it as long as I can...

On that note, had a job go away so if anyone needs a
rigger/animator/generalist I'm available until 15th march. Ahem. Scuse the
plug.

https://vimeo.com/mattmos


On 27 January 2016 at 15:02, Paul  wrote:

> End? I just bought 2 new licences today !
>
> Sent from my iPhone
>
> On 27 Jan 2016, at 14:21, Ognjen Vukovic  wrote:
>
> Sorry here comes a shameless plug.
> Im in London on a job till the end of feb. More lighting/shading based
> then generalist, but feel free to contact me off list if you need any help
> on up coming stuff after February.
>
> On Wed, Jan 27, 2016 at 2:13 PM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
>> generalists actually... everyone seems to be well ensconced in places
>> still using soft, and aren't available for short term jobs
>>
>>
>>
>> a
>>
>>
>> --
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>> Sterling
>> *Sent:* 27 January 2016 14:10
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: this is the end..
>>
>>
>>
>> when you guys say freelancer, you mean ICEres, yes ?
>>
>>
>>
>> On 27 January 2016 at 14:08, "Javier Vega (Elástico)" <
>> javierelas...@gmail.com> wrote:
>>
>> Yes, this is the end, but I’m still using it in some projects when I need
>> to work more fast and quickly. Anyway, the users of this list which
>> software are using right now? Just curiosity. I know that you, Jordi Bares,
>> are still using it. In my case, as a freelance, I switch it to Maya for
>> some projects and I’m touching with a lot of satisfaction, Blender.
>>
>>
>>
>> See you!
>>
>>
>>
>> El 27 ene 2016, a las 15:01, Mirko Jankovic 
>> escribió:
>>
>>
>>
>> well I really don;t see that everybody that used SI will just forget
>> everything so far.
>>
>> it could be just harder to get in contact with them :)
>>
>> there is still mailing list and si-community so... :)
>>
>>
>>
>> On Wed, Jan 27, 2016 at 2:59 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> Goodnight sweet prince.
>>
>>
>>
>> On 27 January 2016 at 13:53, Greg Punchatz  wrote:
>>
>> Sigh... and yes freelancers are way harder to find : (
>>
>>
>>
>>
>>
>> On Wed, Jan 27, 2016 at 7:46 AM, adrian wyer <
>> adrian.w...@fluid-pictures.com> wrote:
>>
>> well seeing as today is the final day you can purchase stand alone
>> licenses of Softimage, i guess i'll be the first to say
>>
>>
>>
>> farewell old friend, long will you be remembered as the better app
>>
>>
>>
>> a
>>
>>
>>
>> ps. still use it everyday, but freelancers are hard to find..
>>
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
>


-- 
www.matinai.com


Re: Redshift users?

2016-01-19 Thread Matt Morris
I'm sure there was a post on the redshift forum from someone who had
managed to get RR7 working with jobs per gpu, but it sounded like it needed
a bit of time to get it right, and conversations with Holger.

On 19 January 2016 at 19:13, Dan Yargici <danyarg...@gmail.com> wrote:

> Might want to double check with Holger first, I may be wrong about RR.
>
> DAN
> On 19 Jan 2016 6:59 pm, "Tony Bexley" <alb7...@gmail.com> wrote:
>
>> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
>> upgrade to 7 so we can have multiple render nodes on machines.
>>
>> Guess I better talk to the bossman and see about getting a license
>> upgrade.
>>
>> Thanks Tim!
>>
>> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
>> tim.crow...@magneticdreams.com> wrote:
>>
>>> We settled on 2GPUs for most machines. A couple have 3. Workstations
>>> have 1. Like Matt and Mirko said, because of non-linear performance, you'll
>>> need to determine at what point you want to parallelize.
>>>
>>> And yes, you can have a machine with 4 cards, and 4 instances of RS each
>>> rendering on a separate card. However, be advised that all 4 instances of
>>> RS/XSI will pull from shared resources like the CPU and system RAM.
>>>
>>> If you can swing Titan Xs, their 12GB of vram make a huge difference in
>>> performance, even if the specs of the card itself might not seem as
>>> appealing as the 908Ti.
>>>
>>> -Tim
>>>
>>>
>>> On 1/19/2016 2:52 AM, Matt Morris wrote:
>>>
>>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>>> gpu.
>>>
>>> On 19 January 2016 at 00:39, Artur Woźniak <artur.w...@gmail.com> wrote:
>>>
>>>> SO the question.
>>>> How do you setup your farm. Which is better? Multiple cards per frame
>>>> or a card per frame?
>>>>
>>>> Artur
>>>>
>>>> 2016-01-19 0:50 GMT+01:00 Tim Crowson <
>>>> <tim.crow...@magneticdreams.com>tim.crow...@magneticdreams.com>:
>>>>
>>>>> We're use a 'garden' really... about a dozen dedicated machines, most
>>>>> with 2xTitanX cards, and we have some workstations that can kick in if
>>>>> needed. You can get through a lot with far less than before. And if you
>>>>> need to upgrade, just pop in a different card. We went from dual 770s to
>>>>> dual TitanXs with zero hassle and the performance improvement was as
>>>>> expected: awesome.
>>>>>
>>>>> -Tim
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>>>>
>>>>> I'd really like us to look at Redshift but too embedded with Vray.
>>>>> Keeping an eye on the possible Max integration as that could turn heads.
>>>>> How big a farm are people using for Redshift, because we do a lot of
>>>>> rendering.
>>>>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < <fospu...@gmail.com>
>>>>> fospu...@gmail.com> wrote:
>>>>>
>>>>>> Hi Morten,
>>>>>>
>>>>>> we're also on redshift here, and I've made another small studio to
>>>>>> switch too ( by showing a few frames and the corresponding render times 
>>>>>> )..
>>>>>> great stuff :)
>>>>>>
>>>>>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < <krisri...@gmail.com>
>>>>>> krisri...@gmail.com> wrote:
>>>>>>
>>>>>>> Loove RS! Switched over after briefly playing with Vray and
>>>>>>> never looked back. It has been amazing so far.
>>>>>>>
>>>>>>> Kris
>>>>>>>
>>>>>>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < <ognj...@gmail.com>
>>>>>>> ognj...@gmail.com> wrote:
>>>>>>>
>>>>>>>> I thought they mentioned having rendermaps in soft actually working
>>>>>>>> partially, they were just looking for a method on how to implement it
>>>>>>>> across the board.
>>>>>>>> I could be completely wrong though.

Re: Redshift users?

2016-01-19 Thread Matt Morris
This is the thread I was talking about, haven't heard back on how is done
yet though.

https://www.redshift3d.com/forums/viewthread/5658/



On 19 January 2016 at 19:39, Leoung O'Young <digim...@digimata.com> wrote:

> We are using rr v7.0.16 and it is not implemented in this version.
> It is not a problem for us at the moment since we only have 2 GPU per
> machine.
>
>
>
> On 19/01/2016 2:20 PM, Matt Morris wrote:
>
> I'm sure there was a post on the redshift forum from someone who had
> managed to get RR7 working with jobs per gpu, but it sounded like it needed
> a bit of time to get it right, and conversations with Holger.
>
> On 19 January 2016 at 19:13, Dan Yargici <danyarg...@gmail.com> wrote:
>
>> Might want to double check with Holger first, I may be wrong about RR.
>>
>> DAN
>> On 19 Jan 2016 6:59 pm, "Tony Bexley" <alb7...@gmail.com> wrote:
>>
>>> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
>>> upgrade to 7 so we can have multiple render nodes on machines.
>>>
>>> Guess I better talk to the bossman and see about getting a license
>>> upgrade.
>>>
>>> Thanks Tim!
>>>
>>> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
>>> <tim.crow...@magneticdreams.com>tim.crow...@magneticdreams.com> wrote:
>>>
>>>> We settled on 2GPUs for most machines. A couple have 3. Workstations
>>>> have 1. Like Matt and Mirko said, because of non-linear performance, you'll
>>>> need to determine at what point you want to parallelize.
>>>>
>>>> And yes, you can have a machine with 4 cards, and 4 instances of RS
>>>> each rendering on a separate card. However, be advised that all 4 instances
>>>> of RS/XSI will pull from shared resources like the CPU and system RAM.
>>>>
>>>> If you can swing Titan Xs, their 12GB of vram make a huge difference in
>>>> performance, even if the specs of the card itself might not seem as
>>>> appealing as the 908Ti.
>>>>
>>>> -Tim
>>>>
>>>>
>>>> On 1/19/2016 2:52 AM, Matt Morris wrote:
>>>>
>>>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>>>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>>>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>>>> gpu.
>>>>
>>>> On 19 January 2016 at 00:39, Artur Woźniak < <artur.w...@gmail.com>
>>>> artur.w...@gmail.com> wrote:
>>>>
>>>>> SO the question.
>>>>> How do you setup your farm. Which is better? Multiple cards per frame
>>>>> or a card per frame?
>>>>>
>>>>> Artur
>>>>>
>>>>> 2016-01-19 0:50 GMT+01:00 Tim Crowson <
>>>>> <tim.crow...@magneticdreams.com>tim.crow...@magneticdreams.com>:
>>>>>
>>>>>> We're use a 'garden' really... about a dozen dedicated machines, most
>>>>>> with 2xTitanX cards, and we have some workstations that can kick in if
>>>>>> needed. You can get through a lot with far less than before. And if you
>>>>>> need to upgrade, just pop in a different card. We went from dual 770s to
>>>>>> dual TitanXs with zero hassle and the performance improvement was as
>>>>>> expected: awesome.
>>>>>>
>>>>>> -Tim
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 1/17/2016 11:38 AM, Graham Bell wrote:
>>>>>>
>>>>>> I'd really like us to look at Redshift but too embedded with Vray.
>>>>>> Keeping an eye on the possible Max integration as that could turn heads.
>>>>>> How big a farm are people using for Redshift, because we do a lot of
>>>>>> rendering.
>>>>>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < <fospu...@gmail.com>
>>>>>> fospu...@gmail.com> wrote:
>>>>>>
>>>>>>> Hi Morten,
>>>>>>>
>>>>>>> we're also on redshift here, and I've made another small studio to
>>>>>>> switch too ( by showing a few frames and the corresponding render times 
>>>>>>> )..
>>>>>>> great stuff :)
>>>>>>>
>>>>>>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < <

Re: autodesk subscription

2016-01-08 Thread Matt Morris
I thought everyone owning a softimage licence was offered either maya or
max plus softimage? In which case it might be worth renewing it for access
to those.

On 8 January 2016 at 19:03, Steven Caron  wrote:

> Depends on if you have Creative Suite or just a Softimage license. If you
> have a CS you might want to keep getting access to Maya etc.
>
> On Fri, Jan 8, 2016 at 10:59 AM, Dave Gallagher Softimage <
> davegsoftimagel...@gmail.com> wrote:
>
>>
>> Hello! Maybe this goes without saying but is there any reason to be on
>> maintenance for Softimage at this point?
>>
>> I let it lapse because there are no updates. I just want to make sure
>> since I got this warning email. And the resellers are completely clueless
>> about Softimage.
>>
>> • Our records indicate that on Contract 11594901, there is 1 seat
>> that has expired • Before January 31, 2016, the cost to renew this
>> seat is approximately $850 USD • After January 31, 2016 you will not
>> be able to renew this license, and the estimated cost to purchase a new
>> seat will be $5,950 USD
>>
>
>


-- 
www.matinai.com


Re: Unfolder : Something like this with Ice ?

2016-01-08 Thread Matt Morris
https://blog.lightwave3d.com/2015/12/unified-mesh-system-part-2/

And they're adding a deformation stack...

On 8 January 2016 at 13:13, Olivier Jeannel <facialdel...@gmail.com> wrote:

> Did they ?
>
> On Fri, Jan 8, 2016 at 2:11 PM, Matt Morris <matt...@gmail.com> wrote:
>
>> Looks like they're finally unifying modeller and layout...
>>
>> On 8 January 2016 at 12:58, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Doh... Lightwave. The software I quited for XSI, I was sure Newtek would
>>> not survive...
>>>
>>> On Wed, Jan 6, 2016 at 3:26 PM, pedro santos <probi...@gmail.com> wrote:
>>>
>>>> Lightwave Tutorial :)
>>>> https://www.youtube.com/watch?v=WG-AcVLMJRg
>>>>
>>>> On Wed, Jan 6, 2016 at 2:11 PM, Olivier Jeannel <facialdel...@gmail.com
>>>> > wrote:
>>>>
>>>>> Other sample for houdini
>>>>> https://vimeo.com/147216148
>>>>> "define parent and children_list attribute by impact radius, than use
>>>>> those attributes to get each primitive's rotate axis and pivot."
>>>>>
>>>>> On Wed, Jan 6, 2016 at 3:07 PM, Olivier Jeannel <
>>>>> facialdel...@gmail.com> wrote:
>>>>>
>>>>>> http://www.mustaphafersaoui.fr/folding-title-generator/
>>>>>>
>>>>>> Design put aside, I really like how the polygons are rotating as if
>>>>>> they were parented to each other, unfolding the polymesh.
>>>>>>
>>>>>> I have no clue how this is done.
>>>>>> How to have the polygons follow each other while beeing rotated.
>>>>>> How to create the vectors that determines the direction of the
>>>>>> rotation along the object.
>>>>>> Like if it was unfolded...
>>>>>>
>>>>>> Does people around have some clues ?
>>>>>>
>>>>>> I remember polynoid released something close, but more for straight
>>>>>> line.
>>>>>> I've seen this but for Houdini and limited to tris :
>>>>>> https://vimeo.com/125420748.
>>>>>>
>>>>>> Anyone interrested in doing something similar ?
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>>
>>>>
>>>>
>>>> *--[image:
>>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>>> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
>>>> <http://probiner.x10.mx/>*
>>>>
>>>
>>>
>>
>>
>> --
>> www.matinai.com
>>
>
>


-- 
www.matinai.com


Re: Unfolder : Something like this with Ice ?

2016-01-08 Thread Matt Morris
Looks like they're finally unifying modeller and layout...

On 8 January 2016 at 12:58, Olivier Jeannel  wrote:

> Doh... Lightwave. The software I quited for XSI, I was sure Newtek would
> not survive...
>
> On Wed, Jan 6, 2016 at 3:26 PM, pedro santos  wrote:
>
>> Lightwave Tutorial :)
>> https://www.youtube.com/watch?v=WG-AcVLMJRg
>>
>> On Wed, Jan 6, 2016 at 2:11 PM, Olivier Jeannel 
>> wrote:
>>
>>> Other sample for houdini
>>> https://vimeo.com/147216148
>>> "define parent and children_list attribute by impact radius, than use
>>> those attributes to get each primitive's rotate axis and pivot."
>>>
>>> On Wed, Jan 6, 2016 at 3:07 PM, Olivier Jeannel 
>>> wrote:
>>>
 http://www.mustaphafersaoui.fr/folding-title-generator/

 Design put aside, I really like how the polygons are rotating as if
 they were parented to each other, unfolding the polymesh.

 I have no clue how this is done.
 How to have the polygons follow each other while beeing rotated.
 How to create the vectors that determines the direction of the rotation
 along the object.
 Like if it was unfolded...

 Does people around have some clues ?

 I remember polynoid released something close, but more for straight
 line.
 I've seen this but for Houdini and limited to tris :
 https://vimeo.com/125420748.

 Anyone interrested in doing something similar ?


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


-- 
www.matinai.com


Re: Redshift users?

2016-01-08 Thread Matt Morris
I'd say the timescale for rendermapping/baking will be months rather than
weeks - seems like complex volume rendering will come before baking.

On 8 January 2016 at 09:28, Ognjen Vukovic  wrote:

> It wasn't supported up till now, I think they will be introducing it in
> the coming weeks.
>
> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
> james.decoll...@gmail.com> wrote:
>
>> sorry for the potentially silly question, but how is redshift with
>> Rendermap? we use it extensively with MR, and would need redshift to have
>> the same capability
>>
>> James,
>>
>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy 
>> wrote:
>>
>>> Wow, it is quite impressive what an impact Redshift has made already.
>>>
>>>
>>>
>>> I have done a fair amount of testing with Redshift too and find on
>>> average scenes to be 5-10 times faster than Arnold with comparable quality,
>>> plus a number of things are simpler to set up the way you want it, in part
>>> because of the rapid feedback in the renderregion. I have yet to test it on
>>> really complex scenes, so that will be the next thing to check. I agree on
>>> a lack of shader support in certain parts, especially compared to
>>> Arnold/Sitoa, so it is reassuring that Burtnyk and Co are so responsive :)
>>>
>>>
>>>
>>> We will likely also incorporate it to some extent when it supports vdb
>>> and volumetric rendering and see where it takes us.
>>>
>>>
>>>
>>>
>>>
>>> Morten
>>>
>>>
>>>
>>>
>>>
>>>
>>> Den 5. januar 2016 kl. 19:50 skrev "Emilio Hernández" :
>>>
>>>
>>> Softimage and Redshift.Best marriage ever!
>>>
>>>
>>>
>>> I have 4 licenses.
>>>
>>>
>>>
>>>
>>
>>
>


-- 
www.matinai.com


Re: Happy New Year list

2016-01-05 Thread Matt Morris
Happy New Year chaps!

On 5 January 2016 at 13:32, Rob Chapman  wrote:

> All the best for 2016!
> On 5 Jan 2016 13:13, "Juan Brockhaus"  wrote:
>
>> happa new year everyone.
>> :-)
>>
>> Juan
>>
>>
>> On Tue, Jan 5, 2016 at 2:00 PM, Tim Bolland 
>> wrote:
>>
>>> Happy New Year!
>>>
>>> *From:* Mirko Jankovic 
>>> *Sent:* Tuesday, January 05, 2016 1:46 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Happy New Year list
>>>
>>> Alive and well!
>>>
>>> Happy New Year and wish you all many many more hours in Softimage!
>>>
>>> On Tue, Jan 5, 2016 at 1:30 PM, Morten Bartholdy 
>>> wrote:
>>>
 List is still alive :)


 Happy NewYear all!


 Morten




 Den 5. januar 2016 kl. 11:27 skrev Chris Marshall <
 chrismarshal...@gmail.com>:

 That's it.

 Happy New Year everyone.
 Cheers
 Chris


 --
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 www.dot3d.com





>>>
>>>
>>
>>


-- 
www.matinai.com


Re: Redshift users?

2016-01-05 Thread Matt Morris
Started using it on projects a couple of years ago, when it was still in
free beta. Even then it was solid for commercial projects. Definitely saved
a few grey hairs since.

On 5 January 2016 at 12:58, Rob Chapman  wrote:

> 3 here
> On 5 Jan 2016 12:55, "adrian wyer"  wrote:
>
>> we got a couple, will buy more soon. love it
>>
>>
>>
>>
>>
>> a
>>
>>
>> --
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
>> *Sent:* 05 January 2016 12:47
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Redshift users?
>>
>>
>>
>> got 4 licences and never regret getting a single one of those.
>>
>> Redshift all the way :)
>>
>>
>>
>> On Tue, Jan 5, 2016 at 1:44 PM, Miquel Campos 
>> wrote:
>>
>> I have one license. But I am not using it too much. At less for the
>> moment :)
>>
>>
>>
>>
>> 
>>
>> Miquel Campos
>>
>> www.miquel-campos.com
>>
>>
>>
>>
>>
>> On Tue, Jan 5, 2016 at 9:43 PM, Olivier Jeannel 
>> wrote:
>>
>> All I do goes through RS :)
>>
>>
>>
>> On Tue, Jan 5, 2016 at 1:35 PM, Angus Davidson 
>> wrote:
>>
>> Started using it , but when we switched to Macs in the labs, redshift as
>> yet doesn’t have a mac version (on is supposedly in dev).
>>
>>
>>
>> Moved to Octane and since then haven’t looked back.
>>
>>
>>
>> Kind regards
>>
>>
>>
>> Angus
>>
>>
>>
>> *From:* Morten Bartholdy [mailto:x...@colorshopvfx.dk]
>> *Sent:* 05 January 2016 02:32 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Redshift users?
>>
>>
>>
>> Out of curiosity - how many of you have started using or completely
>> switched to Redshift?
>>
>>
>>
>> Regards
>>
>> Morten
>>
>>
>>
>> This communication is intended for the addressee only. It is
>> confidential. If you have received this communication in error, please
>> notify us immediately and destroy the original message. You may not copy or
>> disseminate this communication without the permission of the University.
>> Only authorised signatories are competent to enter into agreements on
>> behalf of the University and recipients are thus advised that the content
>> of this message may not be legally binding on the University and may
>> contain the personal views and opinions of the author, which are not
>> necessarily the views and opinions of The University of the Witwatersrand,
>> Johannesburg. All agreements between the University and outsiders are
>> subject to South African Law unless the University agrees in writing to the
>> contrary.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>


-- 
www.matinai.com


Re: Hi, have a question of Softimage + Redshift3D + windows 10

2016-01-04 Thread Matt Morris
Your quadro driver might not be as recently released as the latest
gtx/titan driver? Sure any glitches will be short term at least :)

On 4 January 2016 at 16:00, Daniel Kim  wrote:

> Thank you Mirko
> I might have had weird glitch at that moment then. I will try Windows 10
>
>
> 
>
>
> On Mon, Jan 4, 2016 at 12:00 PM, Mirko Jankovic  > wrote:
>
>> Actually they work perfectly fine.
>> Have Redshfit on 3 computers on windows 10 and no problems at all.
>> Latest nvidia drivers and 2.0.3 experimental redshfit build as well as
>> couple versions before all works perfectly fine.
>>
>> On Mon, Jan 4, 2016 at 11:50 AM, Daniel Kim 
>> wrote:
>>
>>> Hey guys
>>>
>>> I have a question of using Redshift3D on Windows 10.
>>> I guess there are issues with Nvidia driver for Windows 10, and Redshift
>>> is not working properly because of that reason.
>>> I tried myself when Windows 10 released and felt like there are many
>>> glitch when render, for example wrong displacement map calculation and etc.
>>> I haven't got crashed though. Does anyone using Redshift with Windows 10
>>> now?
>>> Btw, I have Quadro 3100M now.
>>>
>>> If you have a thought or experience, please share :)
>>>
>>> Cheers
>>> Daniel
>>>
>>> 
>>>
>>>
>>
>


-- 
www.matinai.com


Re: 2015 year in review

2016-01-02 Thread Matt Morris
Thanks Stephen, interesting to compare to 2014's figures. At least halved
activity and if comparing posts its down to a third...



On Sunday, 3 January 2016, Pierre Schiller 
wrote:

> Thank you Stephen, these yearly reviews are so in-sight! :D
> Cheers.
>
> On Sat, Jan 2, 2016 at 11:04 AM, Olivier Jeannel  > wrote:
>
>> reading that subject atm :
>> "Very OT: for the love of your career.. try houdini"
>> https://groups.google.com/forum/#!msg/xsi_list/DvmPs2AZHv8/6KkSIfkx2ncJ
>>
>> Don't know how I missed it... Guess it was when I was disgusted from 3D,
>> and was going into sports cars :D
>> I'm back to Houdini, studying, studying
>>
>> On Sat, Jan 2, 2016 at 4:54 PM, Olivier Jeannel > > wrote:
>>
>>> Still in the top eleven !
>>>
>>> On Sat, Jan 2, 2016 at 3:37 PM, Stephen Blair >> > wrote:
>>>
 2015 on the mailing list:
 http://wp.me/powV4-3ge

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


-- 
www.matinai.com


Re: LK Lightning 2.5 Available & Now Free

2015-11-13 Thread Matt Morris
You're a bit early with the christmas present Leonard ;) Thanks dude!

On 13 November 2015 at 13:28, Leonard Koch  wrote:

> Also thanks go to Julien Dubuisson from RodeoFX for doing the Linux
> compile!
> On Nov 13, 2015 14:26, "Leonard Koch"  wrote:
>
>> Thanks for the kind words everyone. I'm glad you appreciate it so much.
>>
>> @Phil
>> Yes there is full backwards compatibility.
>> Just make sure that if you want to use stages, that you use the 2.5 core
>> and the 2.5 emitters.
>> On Nov 13, 2015 14:09, "phil harbath" 
>> wrote:
>>
>>> is it backward compatible with 2.0 files?
>>>
>>> thanks
>>> Phil
>>>
>>> *From:* Leonard Koch 
>>> *Sent:* Friday, November 13, 2015 5:09 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* LK Lightning 2.5 Available & Now Free
>>>
>>> Hi List,
>>>
>>> I have a new version of LK Lightning for you today. I hope you don't
>>> mind my posting it here.
>>> The headlining feature for version 2.5 is *Stages* which allows you to
>>> create much more complicated behaviours by assigning different sets of
>>> controllers to particles based on which stage they are in.With these stages
>>> also comes a new category of compounds. *Triggers* that allow you to
>>> move particles between them.You can assign a new stage to strands that have
>>> been split off as well and thus give them a different set of rules. This is
>>> something that was requested many times by 2.0 users and is indeed super
>>> useful.Additionally there are a bunch of other useful tools for particle
>>> effects in here that stem from an awesome job I got to do at Digital Golem:
>>> http://www.digitalgolem.com/portfolio/detroit-electric-sp01/
>>>
>>> *LK Lightning is also free for everyone now.*
>>> With Softimage going EOL I just don't feel good charging people for an
>>> extension to a software that has been sentenced to death.Freelancers and
>>> companies who've approached me wanting to buy LKL in the past couple of
>>> months have already received it free of charge and with the new version I'm
>>> making it available to everyone.
>>> I hope that the community can put 2.5 to good use and hope to still see
>>> many awesome projects made with it and Softimage.
>>> You can get LK Lightning 2.5 here: http://leonardkoch.com/download/
>>>
>>


-- 
www.matinai.com


Re: Softimage 2015 latest vs 2013 SP1?

2015-10-28 Thread Matt Morris
in 2014 they added a camera sequencer, crowdfx updates, ice overrides and
some ice syflex stuff. Ability to handle larger data files is useful.
in 2015 they added support for mr 3.12, some great ice stuff like tab
search, pausing evaluation, muting ice trees, and a fast save backup scene
option. Some more ice syflex stuff.

I also don't get any of the shader disconnection issues that I used to have
with 2013 (not sure if sp1 solved that?)



On 28 October 2015 at 10:27, Morten Bartholdy  wrote:

> This came up the other day here - what exactly is the diifference between
> Softimage 2013 SP1 which we run here vs. the latest 2015 which I guess is
> SP2?
>
>
> From my understanding there are no actual new features, but an assortment
> of improvements in ICE, the viewport and some Alembic exchange stuff. I
> would sort of love to be proven wrong though.
>
>
> Cheers
>
> Morten
>
>
>


-- 
www.matinai.com


Re: OT:Houdini indie render solution

2015-10-26 Thread Matt Morris
Hi Tim,
that's good news about yeti 2.10 and redshift - is there a link somewhere
to read up on this?
Cheers,
Matt


On 26 October 2015 at 08:02, Tim Leydecker  wrote:

> Hi Gerbrand,
>
> for curves, e.g. fur, the latest versions of redshift are supposed to
> support Maya´s Xgen
> for fur descriptions, I think there´s one or two guys here on the list who
> render fur with redshift.
>
> Also version 2.10 of yeti was announced to support redshift, which would
> mean rendering
> yeti data using redshift.
>
> Both I haven´t gotten around to try yet (i have no yeti license at home
> and no redshift at work...)
> but would love to get some info. The difficult bit would be how to get
> such data from Houdini Indie into Maya?
>
> For volumes, I have no news from redshift but it´s on their list afaik.
>
> Cheers,
>
> tim
>
>
>


Re: OT:Houdini indie render solution

2015-10-26 Thread Matt Morris
Indeed. Glad they've nailed down compatibility plans (well, beta at least)
to a point release.

On 26 October 2015 at 15:35, Tim Leydecker <bauero...@gmx.de> wrote:

> This is a follow up on my post regarding yeti:
>
> I couldn´t find where I had my info gotten from, so I dared ask Colin
> Doncaster (peregrine*labs)
>
> Here´s Colin´s reply (with permission to post here):
>
> --
>
> Hi Tim,
>
> There will be a beta implementation in Yeti 2.1 when released - not 2.0.10.
>
> Thank you
>
> --
>
> Colin asks to stress that there isn´t a release date for Yeti 2.1 at this 
> time.
>
>
>
>
>
>
>
>
> Hope this clears up any confusion I may have created and is found to be
> good news instead!
>
> Cheers,
>
> tim
>
>
>
>
>
> Am 26.10.2015 um 14:22 schrieb Tim Leydecker:
>
> I am pretty sure I got that info from the redshift forums but searching
> the whole forum for "yeti"
> doesn´t return a hit. Can´t find it.
>
> The reason I have that omnious "yeti 2.10" in my head is that a
> day after I had asked
> a pipeline to be upgraded to the latest yeti plug-in version (2.09 then) I
> had found that info on
> 2.10 supposedly introducing redshift support.
>
> I´m digging. Can´t really actually just quickly test things thought, atm.
>
> Without yeti at home, I mean.
>
> Cheers,
>
> tim
>
>
> Am 26.10.2015 um 11:44 schrieb Matt Morris:
>
> Hi Tim,
> that's good news about yeti 2.10 and redshift - is there a link somewhere
> to read up on this?
> Cheers,
> Matt
>
>
> On 26 October 2015 at 08:02, Tim Leydecker <bauero...@gmx.de> wrote:
>
>> Hi Gerbrand,
>>
>> for curves, e.g. fur, the latest versions of redshift are supposed to
>> support Maya´s Xgen
>> for fur descriptions, I think there´s one or two guys here on the list
>> who render fur with redshift.
>>
>> Also version 2.10 of yeti was announced to support redshift, which would
>> mean rendering
>> yeti data using redshift.
>>
>> Both I haven´t gotten around to try yet (i have no yeti license at home
>> and no redshift at work...)
>> but would love to get some info. The difficult bit would be how to get
>> such data from Houdini Indie into Maya?
>>
>> For volumes, I have no news from redshift but it´s on their list afaik.
>>
>> Cheers,
>>
>> tim
>>
>>
>>
>
>


-- 
www.matinai.com


Re: Softimage 2015 Service Pack 2 is now available

2015-10-06 Thread Matt Morris
The kristinka hair compounds that were broken are working again, nice!
Thanks for the fixes!




On 6 October 2015 at 11:43, toonafish  wrote:

> Thank you Hsiao, is there a way around uninstalling 2015 and 2015 SP1 ?
>
> -Ronald
>
>
> > On 06 Oct 2015, at 11:59, Hsiao Ming Chia 
> wrote:
> >
> > Hello,
> >
> > Softimage 2015 SP2 is now available for download here:
> >
> http://knowledge.autodesk.com/support/softimage/downloads/caas/downloads/content/autodesk-C2-AE-softimage-C2-AE-2015-service-pack-2.html
> >
> > Please install the correct version depending on the licensing year you
> are using:
> > If you have licenses to Softimage 2015, please install 2015 SP2.
> > If you are using Softimage 2015 R2 from the 2016 suites/bundles, please
> install 2015 R2_SP2 instead.
> >
> > The fixes are the same in both versions, the only difference is in the
> supported licensing year.
> >
> > Please note you have to uninstall Softimage 2015 or 2015 SP1 before
> installing this latest service pack.
> >
> > Thanks,
> > Hsiao Ming
> >
> > 
>
>
>


-- 
www.matinai.com


Re: OT'ish: Redshift renderfarm with Softimage setup?

2015-08-07 Thread Matt Morris
Hey Chad,

1. With Redshift it will roll over (out-of-core) to system ram once the
vram is filled, which does slow the performance down (though its still
faster than cpu rendering). As an example when I was comparing a 780 (3Gb)
to a titan (6Gb) on smaller scenes they were fairly evenly matched, once we
added something memory consuming like hair the titan was often 2 to 3 times
faster.

2. I'm sure RR7 added something to address per gpu render jobs, Deadline
certainly can.

Tim - A man's cup of tea is no joke ;)


On 7 August 2015 at 03:18, Chad Briggs chad_fo...@elementxcreative.com
wrote:

 We are eyeballing a new farm next year (about that time again) and this
 thread has been great. I do have a few questions as we are currently using
 arnold for everything and don't have much experience with Redshift.

1. everyone keeps chiming in on how you want the graphics card to have
as much memory as possible. What happens when you run out of VRAM during a
render? Does it just crap out? Or get really slow?
2. Some folks were mentioning they assign one render job per GPU
rather than per node? Does your farm software have to be set up to handle
that? (we use Royal Render).

 Chad Briggs
 Element X





Re: OT'ish: Redshift renderfarm with Softimage setup?

2015-08-06 Thread Matt Morris
The conversation was aimed towards renderfarms rather than workstations
though, and I imagine running a render job per gpu rather than per node, so
that the scaling per gpu is much better (ie 100% minus maybe a small hit on
the cpu usage being shared). Could be run headless so no need for a display
card.

In terms of power at the wall, in the uk a kettle will routinely use 3000w
(albeit only for a short time) so a 4 gpu pc should be within acceptable
limits - between 1000 - 1500 w when rendering. The biggest problem I've had
is finding a suitable UPS which is silent as most at that rating need fans,
and are designed to sit in a server room instead of a studio space.

There was an interesting post on the RS forums recently from a guy setting
up a gpu renderfarm using these:
http://www.supermicro.com/products/system/2U/2028/SYS-2028GR-TRH.cfm

dual xeon, 6 gpu solutions mmm. Sounds like quite a bit of work to get it
all working smoothly though, including modifying 980ti card power outlet
from top to back to match tesla cards.


On 6 August 2015 at 10:16, Tim Leydecker bauero...@gmx.de wrote:

 Would you guys find the 980Ti hitting the sweetspot between price and
 performance?

 How about connectors and power supply?

 The 970 is running on 2x6pin, e.g. a maximum of 150 Watts plus the 75
 Watts from the slot, a 225 Watts total.

 The 980ti is mostly 1x6pin and 1x8pin, the 1x8pin offering 150Watts
 compared to a 1x6pin offering 75 Watts.

 In my case, I find it already hard to provide more than one 1x8pin and
 1x6pin via connectors.
 How do you guys provide reliable power to more than 1 or 2 graphics cards
 without melting your power lines?

 Here in Germany, it is rare to have more than around 1 kW sustained drain
 per average wall plug supported by a great many home installations.
 There is always loads of headroom of course but technically, constantly
 draining a lot more from  such a wall plug can get, uhmmm, hot.

 That´s a few of the reasons I suggested to start out with just 1 card,
 like a Titan X (or a GTX980ti), case power supply connection, wall plugs,
 electrical limits.

 Cheers,

 tim








 Am 05.08.2015 um 16:10 schrieb Mirko Jankovic:

 agree. 980ti is just a bit above 2 970s price wise, performance wise it
 realyl dpends on scenes you are working on. but I plan to upgrade my 4x970
 with 980ti as soon as possible, even if it means replacing 1 by  1

 On Wed, Aug 5, 2015 at 3:36 PM, Matt Morris matt...@gmail.com wrote:

 The 970 is the most cost efficient only with scenes that fit into its
 memory - which using redshift is limited to 3.5Gb because of the internal
 memory architecture. I'd recommend looking at gpus with 6Gb or higher. The
 980ti is a great card for the money, and the extra vram will help
 performance even on small scenes as you can utilise memory optimisation
 settings. Because you're limited to 4 gpus (risers don't work too well and
 limited by number and speed of pci-e lanes as mirko said) you want to make
 the most of that space. Per card electricity usage and heat output isn't
 that much more for the 980ti.

 On 5 August 2015 at 14:04, Tim Leydecker  bauero...@gmx.de
 bauero...@gmx.de wrote:

 Thanks for the clarification, Dan.

 I think I mixed this up with the download section of the forum for
 customers?

 Whatever, good that the registered user forum is accessible to
 interested parties.

 Cheers,

 tim

 P.S: For Hair, ShaveHaircut is supported (I don´t have personal
 experience with it).


 Am 05.08.2015 um 14:17 schrieb Dan Yargici:

 you may find it helpful to register in the Redshift3D.com forums,
 afaik you´ll need to have
 at least one registered license to get access to the Registered users
 only forum area.

 Just to clear this up.  I'm pretty sure you don't need to have a license
 to access the Registered Users section of the Redshift forums.

 DAN


 On Wed, Aug 5, 2015 at 2:58 PM, Rob Chapman  tekano@gmail.com
 tekano@gmail.com wrote:

 A lot of good and informed points by all, just wanted to add, this guy
 here, Sven, at http://www.render4you.de/renderfarm.html
 http://www.render4you.de/renderfarm.html recently became the first
 official Redshift GPU render farm and have used him already on a few jobs
 with very tight deadlines.  Essentially he has a rack of 7x Tesla K40st -
 so 1 node is the equivalent of a 6x single 980gtx which I find is pretty
 cost effective solution of adding a decent online GPU render node, that
 works with hardly any setup if you have a redshift scene ready to go

 best

 Rob

 On 5 August 2015 at 11:56, Tim Leydecker  bauero...@gmx.de
 bauero...@gmx.de wrote:

 Hi Morten,

 you may find it helpful to register in the Redshift3D.com forums,
 afaik you´ll need to have
 at least one registered license to get access to the Registered users
 only forum area.

 There´s a few threads there about Hardware, multiple GPU systems and
 some user cases
 of testing single gpu vs. multi gpu rendering plus some Developer info
 about

Re: OT'ish: Redshift renderfarm with Softimage setup?

2015-08-06 Thread Matt Morris
The cheapest option would be any brand with the reference design coolers,
which are pretty much straight from nvidia. They push the heat out of the
rear of the case, you can set a custom fan profile to try to keep them from
throttling.

The water-cooled version looks great, and the temps are fantastic. £100
price premium isn't too bad for a cooler like that. The major problem is
where you put the fans, if you go for 4 in a case. in most normal cases 2
of them at least would be directing warm air into the case... Might be
worth looking at cases which are built to have a watercooling radiator
along the base, where you could put all 4 fans pointing one way, something
like the corsair 900D.


On 6 August 2015 at 12:42, Morten Bartholdy x...@colorshopvfx.dk wrote:

 Along these lines - which 980ti would you guys recommend? I found this an
 EVGA GeForce GTX 980 Ti Hybrid which has built-in  watercooling and a
 separate fan to mount in the back of the cabinet - pretty cool.



 http://www.proshop.dk/Grafikkort/EVGA-GeForce-GTX-980-Ti-Hybrid-6GB-2493470.html
 (danish site)


 Morten



 Den 6. august 2015 kl. 11:16 skrev Tim Leydecker bauero...@gmx.de:

 Would you guys find the 980Ti hitting the sweetspot between price and
 performance?

 How about connectors and power supply?

 The 970 is running on 2x6pin, e.g. a maximum of 150 Watts plus the 75
 Watts from the slot, a 225 Watts total.

 The 980ti is mostly 1x6pin and 1x8pin, the 1x8pin offering 150Watts
 compared to a 1x6pin offering 75 Watts.

 In my case, I find it already hard to provide more than one 1x8pin and
 1x6pin via connectors.
 How do you guys provide reliable power to more than 1 or 2 graphics cards
 without melting your power lines?

 Here in Germany, it is rare to have more than around 1 kW sustained drain
 per average wall plug supported by a great many home installations.
 There is always loads of headroom of course but technically, constantly
 draining a lot more from  such a wall plug can get, uhmmm, hot.

 That´s a few of the reasons I suggested to start out with just 1 card,
 like a Titan X (or a GTX980ti), case power supply connection, wall plugs,
 electrical limits.

 Cheers,

 tim







 Am 05.08.2015 um 16:10 schrieb Mirko Jankovic:

 agree. 980ti is just a bit above 2 970s price wise, performance wise it
 realyl dpends on scenes you are working on. but I plan to upgrade my 4x970
 with 980ti as soon as possible, even if it means replacing 1 by  1

 On Wed, Aug 5, 2015 at 3:36 PM, Matt Morris  matt...@gmail.com  wrote:

 The 970 is the most cost efficient only with scenes that fit into its
 memory - which using redshift is limited to 3.5Gb because of the internal
 memory architecture. I'd recommend looking at gpus with 6Gb or higher. The
 980ti is a great card for the money, and the extra vram will help
 performance even on small scenes as you can utilise memory optimisation
 settings. Because you're limited to 4 gpus (risers don't work too well and
 limited by number and speed of pci-e lanes as mirko said) you want to make
 the most of that space. Per card electricity usage and heat output isn't
 that much more for the 980ti.

 On 5 August 2015 at 14:04, Tim Leydecker  bauero...@gmx.de  wrote:

 Thanks for the clarification, Dan.

 I think I mixed this up with the download section of the forum for
 customers?

 Whatever, good that the registered user forum is accessible to interested
 parties.

 Cheers,

 tim

 P.S: For Hair, ShaveHaircut is supported (I don´t have personal
 experience with it).


 Am 05.08.2015 um 14:17 schrieb Dan Yargici:

  you may find it helpful to register in the Redshift3D.com forums, afaik
 you´ll need to have
 at least one registered license to get access to the Registered users
 only forum area.

 Just to clear this up.  I'm pretty sure you don't need to have a license
 to access the Registered Users section of the Redshift forums.

 DAN


 On Wed, Aug 5, 2015 at 2:58 PM, Rob Chapman  tekano@gmail.com  wrote:


 A lot of good and informed points by all, just wanted to add, this guy
 here, Sven, at http://www.render4you.de/renderfarm.html recently became
 the first official Redshift GPU render farm and have used him already on a
 few jobs with very tight deadlines.  Essentially he has a rack of 7x Tesla
 K40st - so 1 node is the equivalent of a 6x single 980gtx which I find is
 pretty cost effective solution of adding a decent online GPU render node,
 that works with hardly any setup if you have a redshift scene ready to go


 best

 Rob

 On 5 August 2015 at 11:56, Tim Leydecker  bauero...@gmx.de  wrote:

 Hi Morten,

 you may find it helpful to register in the Redshift3D.com forums, afaik
 you´ll need to have
 at least one registered license to get access to the Registered users
 only forum area.

 There´s a few threads there about Hardware, multiple GPU systems and some
 user cases
 of testing single gpu vs. multi gpu rendering plus some Developer info
 about roadmaps and such.

 Personally, I´m a big

Re: OT'ish: Redshift renderfarm with Softimage setup?

2015-08-05 Thread Matt Morris
The 970 is the most cost efficient only with scenes that fit into its
memory - which using redshift is limited to 3.5Gb because of the internal
memory architecture. I'd recommend looking at gpus with 6Gb or higher. The
980ti is a great card for the money, and the extra vram will help
performance even on small scenes as you can utilise memory optimisation
settings. Because you're limited to 4 gpus (risers don't work too well and
limited by number and speed of pci-e lanes as mirko said) you want to make
the most of that space. Per card electricity usage and heat output isn't
that much more for the 980ti.

On 5 August 2015 at 14:04, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the clarification, Dan.

 I think I mixed this up with the download section of the forum for
 customers?

 Whatever, good that the registered user forum is accessible to interested
 parties.

 Cheers,

 tim

 P.S: For Hair, ShaveHaircut is supported (I don´t have personal
 experience with it).


 Am 05.08.2015 um 14:17 schrieb Dan Yargici:

 you may find it helpful to register in the Redshift3D.com forums, afaik
 you´ll need to have
 at least one registered license to get access to the Registered users
 only forum area.

 Just to clear this up.  I'm pretty sure you don't need to have a license
 to access the Registered Users section of the Redshift forums.

 DAN


 On Wed, Aug 5, 2015 at 2:58 PM, Rob Chapman tekano@gmail.com wrote:

 A lot of good and informed points by all, just wanted to add, this guy
 here, Sven, at http://www.render4you.de/renderfarm.html
 http://www.render4you.de/renderfarm.html recently became the first
 official Redshift GPU render farm and have used him already on a few jobs
 with very tight deadlines.  Essentially he has a rack of 7x Tesla K40st -
 so 1 node is the equivalent of a 6x single 980gtx which I find is pretty
 cost effective solution of adding a decent online GPU render node, that
 works with hardly any setup if you have a redshift scene ready to go

 best

 Rob

 On 5 August 2015 at 11:56, Tim Leydecker  bauero...@gmx.de
 bauero...@gmx.de wrote:

 Hi Morten,

 you may find it helpful to register in the Redshift3D.com forums, afaik
 you´ll need to have
 at least one registered license to get access to the Registered users
 only forum area.

 There´s a few threads there about Hardware, multiple GPU systems and
 some user cases
 of testing single gpu vs. multi gpu rendering plus some Developer info
 about roadmaps and such.

 Personally, I´m a big fan of Redshift 3D.

 Still, here´s a few things to consider you may find useful:

 - Compared to Arnold, there is no HtoA or C4DtoA equivalent, e.g. no
 direct C4D or Houdini support
 - Compared to Arnold, rendering Yeti is not yet supported in Redshift3D
 - it´s looked at, no ETA.
 - Maya Fluids, Volumerendering, FumeFX e.g. FireSmokeDustsuch isn´t
 in Redshift3D sofar

 - Multitasking, compared to CPU based multitasking and task switching
 (e.g. switching between
   rendering in Maya, Softimage while simultaneously comping in Nuke and
 painting Textures in Photoshop
   or Mari) may pose GPU specific limitations with multiple applications
 fighting for a very limited GPU VRAM.
  Redshift3D can utilize system RAM for VRAM but there can be headache
 when other, dumber apps go ahead
  and just block VRAM for their caching. It´s well worth running a good
 few hard tests in typical workflow scenarios.
  Maya, Substance Painter/Designer, Nuke, Photoshop, they all offer one
 type or another of GPU caching or GPU
  acceleration option. My personal feeling is, such stuff never gets
 tested in real-world, multiple-applications-running scenarios.

 At a glance, it would sound easy enough to have separate, dedicated GPUs
 run headless for rendering and reserving one GPU
 for viewport display and other apps but to be honest, all this stuff is
 so new, even thought it´s great, it´s still pushing grown
 legacy workflows and boundaries and in doing so, it may sometimes hurt.

 My very personal suggestion is:

 - a starter kit is just one GPU, optimally a Titan X with 12GB VRAM.
 - step 2, adding a second GPU, running headless, reserved for rendering
 - step 3, adding a third GPU, comparing speed to step 2
 - step 4, price/performance balancing, comparing a 1-2-3 GPU GTX970
 render rig with the above

 Could be you find out you like to run 1 Titan X for viewport display and
 multi-apps, and 2 GTX970 for a render job.


 Another thing.

 Multi-socket CPU boards and PCIe slots. It seems easier to get solid
 single socket CPU boards with lot´s of PCIe slots.

 Again, from my personal experience running a current generation dual
 socket Xeon rig, it is annoying how many CPU
 cycles I see wasted away in idle in most of my daily chores, except for
 pure rendering with Arnold or the likes, I find
 myself mostly having one CPU and even most of the other CPU´s cores just
 not used properly by software.

 I think a good sweetspot would have been to just go for one fast, 

Re: Fuzz trouble

2015-07-14 Thread Matt Morris
Its the compounds that allow hair pointclouds to deform along with animated
geometry, and it does use the reinterpret node. Unfortunately its something
we used a lot!

If you try opening this model in 2014 it should be fine, open in 2015 and
instant lock up:

https://app.box.com/s/vpctkz2k1xnxxhbc1dgglhr022gkc7sh



On 14 July 2015 at 09:17, p...@bustykelp.com wrote:

   Do you know which ones? It may be that they are using the ‘reinterpret’
 node too. It would be good to collate any other 2015 issues for a final fix
 push to AD.

 As to why some people on here are trying to influence me to not bother. It
 seems a very odd and defeatist thing to do and its not going to work.

 Its the squeaky wheel that gets the oil.

  *From:* Matt Morris matt...@gmail.com
 *Sent:* Tuesday, July 14, 2015 1:15 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Fuzz trouble

  It also broke a few key compounds kristinka uses. I might be able to dig
 up an old scene if it will help. This stopped us moving to 2015 from
 2014sp2.



 On 14 July 2015 at 00:55, Busty kelp p...@bustykelp.com wrote:

 And AD asked me tonight for a sample scene to test.

 Sent from my iPad

  On 13 Jul 2015, at 21:38, Matt Lind speye...@hotmail.com wrote:
 
   You overlook the fact you need to be on Softimage 2015 to get
 support. They're not going to touch 2013.
 
 
  Matt
 
 
 
 
 
  Date: Mon, 13 Jul 2015 10:07:36 +0100
  From: p...@bustykelp.com
  Subject: Re: Fuzz trouble
  To: softimage@listproc.autodesk.com
 
  Well so far its taken me around half an hour of my time.
  In my book, a 1% chance is better than a 0% chance. I'm fully expecting
 them
  to do nothing.
  I have a face to face meeting with AD soon, not about this issue but in
  which I will flag this again.
  In the very least, I have a catalogued situation of me trying to get
 this
  fixed so I can work with the latest version and AD doing nothing about
 it.
  I can refer to this in the future if necessary.
 
  I don't use 2015 I use 2013, which is fine for me, so i have nothing to
  lose. Thanks for your concern about my welfare though.
 
 
 




 --
 www.matinai.com




-- 
www.matinai.com


Re: Fuzz trouble

2015-07-13 Thread Matt Morris
It also broke a few key compounds kristinka uses. I might be able to dig up
an old scene if it will help. This stopped us moving to 2015 from 2014sp2.



On 14 July 2015 at 00:55, Busty kelp p...@bustykelp.com wrote:

 And AD asked me tonight for a sample scene to test.

 Sent from my iPad

  On 13 Jul 2015, at 21:38, Matt Lind speye...@hotmail.com wrote:
 
  You overlook the fact you need to be on Softimage 2015 to get support.
 They're not going to touch 2013.
 
 
  Matt
 
 
 
 
 
  Date: Mon, 13 Jul 2015 10:07:36 +0100
  From: p...@bustykelp.com
  Subject: Re: Fuzz trouble
  To: softimage@listproc.autodesk.com
 
  Well so far its taken me around half an hour of my time.
  In my book, a 1% chance is better than a 0% chance. I'm fully expecting
 them
  to do nothing.
  I have a face to face meeting with AD soon, not about this issue but in
  which I will flag this again.
  In the very least, I have a catalogued situation of me trying to get this
  fixed so I can work with the latest version and AD doing nothing about
 it.
  I can refer to this in the future if necessary.
 
  I don't use 2015 I use 2013, which is fine for me, so i have nothing to
  lose. Thanks for your concern about my welfare though.
 
 
 




-- 
www.matinai.com


Re: Fuzz trouble

2015-07-11 Thread Matt Morris
Are you using 2015? Autodesk managed to break a few essential compounds
that are used in fuzz I think, best off using 2014 sp2.



On Saturday, 11 July 2015, Ognjen Vukovic ognj...@gmail.com wrote:

 Ok , for some reason having the viewport work in texture decal mode is the
 only way i can get it to display without hanging xsi, must be down to my
 gpu or something.

 On Sat, Jul 11, 2015 at 12:58 AM, Ognjen Vukovic ognj...@gmail.com
 javascript:_e(%7B%7D,'cvml','ognj...@gmail.com'); wrote:

 Has anyone encountered crashes when using fuzz when trying to unhide the
 hair? I cant seem to have it unhidden at all, i tried setting density and
 segments to 1/1 but still every time i try to view it in the viewport,
 bang, its all gone. This is strange because last night i was working on it
 with a density of 50 and 4 segments, and all was fine, but today i cant get
 to my work...

 Its all a bit frustrating really, but im not sure where to take it from
 here.




-- 
www.matinai.com


Re: SI 2014

2015-07-01 Thread Matt Morris
Depends what the licensing covers I suppose - one Redshift license includes
the plugins for soft and maya (and max when its out of alpha). Octane/Vray
you have to pay per plugin.


On 1 July 2015 at 13:57, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Seems a bad moment to try to justify anything that plugs into SI and
 costs money I guess?



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 MYMIC Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Wednesday, July 01, 2015 5:35 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: SI 2014



 Honest question here, but can't you just drop MRay and move to a decent
 engine?



 On Wed, Jul 1, 2015 at 5:13 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  I’m running Soft 2014. I am experiencing a lot of render crashes where
 Mental Ray is being purposely disabled by the software.





 I can update to:



 2014 SP1

 2014 SP2

 2015

 2016



 Whats the best choice? What is everyone having the least issues with?





 Thanks



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 MYMIC Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.






 --

 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




-- 
www.matinai.com


Re: File size limit for Softimage?

2015-04-09 Thread Matt Morris
You might be stuck there, think its 2Gb for 2013. Can you upgrade?

http://xsisupport.com/2013/04/30/working-with-large-scenes-and-models/



On 9 April 2015 at 16:31, Morten Bartholdy x...@colorshopvfx.dk wrote:

   I have imported a large geometry from Maya 2014 to Softimage 2013SP1
 via FBX. It takes close to half an hour but eventually I have the geometry,
 some 55 million triangles in the scene. After saving that scene, Softimage
 crashes every time I try opening the Softimage scene . I get no error
 message explaining what the problem might be. Upon inspection the Softimage
 scene is 2.097.011 KB. Is there a filesize limit for Softimage 2013SP1
 which might be causing this?


Morten






-- 
www.matinai.com


Re: extruding a word along a curve

2015-02-16 Thread Matt Morris
Make the word a planar mesh and extrude the meshe along the curve?

On 16 February 2015 at 14:39, adrian wyer adrian.w...@fluid-pictures.com
wrote:

   hey guys, clue is in the title!



 any easy way of extruding a word (made of curves) along another curve



 default settings only extrude first letter and have a bunch of these
 to do, so want avoid manual extrusion per letter approach!





 thanks



 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






-- 
www.matinai.com


Re: extruding a word along a curve

2015-02-16 Thread Matt Morris
Seems to work better if you select the polys of the mesh and extrude rather
than just selecting the mesh and extruding...

On 16 February 2015 at 15:06, Matt Morris matt...@gmail.com wrote:

 Make the word a planar mesh and extrude the meshe along the curve?

 On 16 February 2015 at 14:39, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

   hey guys, clue is in the title!



 any easy way of extruding a word (made of curves) along another curve



 default settings only extrude first letter and have a bunch of these
 to do, so want avoid manual extrusion per letter approach!





 thanks



 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






 --
 www.matinai.com




-- 
www.matinai.com


Re: Sad days...

2015-02-01 Thread Matt Morris
Man I loved the atmosphere of that first meeting! Ok we had some sound
troubles, but the enthusiasm and just the sheer amount of people there made
it feel like SI still had a future. Thanks for the good times Andy and
everyone there!



On Sunday, 1 February 2015, Jacob Gonzalez jacobgo...@gmail.com wrote:

 sad indeed!!

 it was certainly great stuff what you guys put together with SIC!!

 J

 On Sunday, 1 February 2015, a...@andynicholas.com
 javascript:_e(%7B%7D,'cvml','a...@andynicholas.com'); 
 a...@andynicholas.com
 javascript:_e(%7B%7D,'cvml','a...@andynicholas.com'); wrote:

  One last tribute as our web hosting is about to run out...

 http://www.softimagecreatives.com


 A huge thanks to all of you who supported us.

 Andy



-- 
www.matinai.com


Re: UK London SoftimageMaya training

2014-12-14 Thread Matt Morris
Hi Graham,

bit late to the party here, are you planning on offering any more sessions?
I've finally got some free time.

Cheers,
Matt


On 5 December 2014 at 12:11, Graham Bell graham.b...@autodesk.com wrote:

 I know this is crap and apologies for this being very last minute

 Due to some last drop outs, we have 3 places left on the last of our
 Softimage  Maya training classes, next week Dec 8th-12th.
 The training is classroom based, all week at Escape Studios, London. No
 cost to you other than travel, lunch, etc.

 First come, first served. Email me off list.



 Graham



 P.s. Sorry no debate or discussion as to the context of this, location,
 future training, etc, etc. It is what it is. I’m just the messenger here.






-- 
www.matinai.com


Re: Royal render and redshift

2014-11-18 Thread Matt Morris
We have been using it with v6 (6.02.14) just fine. RR has to be run as an
application though, not as a service. You need a licence for every node as
well.



On 18 November 2014 15:19, Oscar Juarez tridi.animei...@gmail.com wrote:

 While you get a proper answer, Holger talks about some requirements, like
 having a user logged in. Also I've read it works on 7 but not sure if that
 applies for version 6 since that version is now considered not supported.

 http://www.royalrender.de/help7/index.html?GPUrender.html

 On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

  anyone able clarify what the earliest version of Royal Render is,  that
 supports rendering in Soft with Redshift? not clear on the RR website

 we're running 6.02.015 and when submitting Redshift scenes, they render
 in mental ray!  not ideal!!

 thanks

 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






-- 
www.matinai.com


Re: globally offloading referenced models

2014-11-04 Thread Matt Morris
Thanks for the suggestions. Have managed to recover the scene with a copied
scenetoc and some model name guesswork... Will make sure scenetocs are
always recorded in the future! And scene toc manager is now part of the
toolset.

Cheers!

On 4 November 2014 11:20, Cristobal Infante cgc...@gmail.com wrote:

 Hi Matt,

 Use the Scene Toc Manager created by Alok, it's been a great time saver
 here.

 Search for  ScnToc in http://rray.de/xsi/

 If the plugin doesn't work with your version of Softimage, you can always
 use the standalone.



 On 4 November 2014 00:21, Matt Lind speye...@hotmail.com wrote:

   make sure you have all the required plugins and shaders installed or
 else you’ll get all sorts of problems like this.

 Next on the list of things to try is activate all levels of script
 logging and verbosity you can, and make sure to dump it out to a script log
 on your hard drive (.log).  then load the scene.  hopefully something will
 be dumped to the log you can work with such as an error or warning message
 indicating the problem.

 I would write a few simple event scripts to dump the model names and
 actions attempted as the scene is being loaded.  You can use the
 information to incrementally build a new .scntoc file and offload the
 model(s) that give you problems.  This, of course, would be iterative.

 To isolate the problem of being a graphics issue vs. a data integrity
 issue, try loading the scene using xsibatch.exe instead.  If it doesn’t
 crash, you can save the scene to generate a .scntoc so you can offload your
 models when loading with xsi.exe.


 Matt











-- 
www.matinai.com


globally offloading referenced models

2014-11-03 Thread Matt Morris
Hi,

is there any way to globally offload a scene's referenced models without an
original scenetoc to use? Or stop the scene from trying to load any ref
models?

I have a scene which crashes on 'installing ref models' every time and
doesn't have a scenetoc, tried merging, loading without viewport active,
renaming the models in the model folder, just can't get it to load, and the
backups all have the same problem...

Cheers,
Matt



-- 
www.matinai.com


Re: Textured maya model to softimage (MR), keeping textures linked to base shader.....

2014-11-01 Thread Matt Morris
I think 'send to softimage' might be your best bet.

On Saturday, 1 November 2014, Rob Wuijster r...@casema.nl wrote:

  Hi all,

 Is there a quick (and easy way) to move a textured Maya (2014) model with
 MR shading/texturing to Softimage?
 I don't have access to the more advanced way of working with Polytrans or
 whatever atm, so I have to do with the basic tools.

 So far all tools like FBX and Crosswalk fail to move over basic shading
 with textures linked, and I end up with all geo shaded with Phong and no
 texture links :-\

 Any tips? It's quite an elaborate model/texture job, so to start with
 imported geo and have at least the textures linked would be preferable.
 Changing shaders isn't the worst part ;-)

 --

 cheers!

 Rob

 \/-\/\/



-- 
www.matinai.com


Re: dual quaternion enveloping

2014-10-29 Thread Matt Morris
Thanks for the info guys. I won't be moving the model null around (heresy!)
and mostly envelope to nulls rather than bones, so will give it a shot.
Good to hear its being used in production.


On 29 October 2014 07:31, Enrique Caballero enriquecaball...@gmail.com
wrote:

 err meant to type weightmap not envelope

 On Wed, Oct 29, 2014 at 3:31 PM, Enrique Caballero 
 enriquecaball...@gmail.com wrote:

 ive used it many times in production, i had no issues with it.

 just blend between dual quat and linear with an envelope and you should
 get some really nice deformation

 it flips when you rotate something past 180 though, so dont use it if
 your character is especially twisty

 On Wed, Oct 29, 2014 at 3:22 AM, Grahame Fuller 
 grahame.ful...@autodesk.com wrote:

 Scaling should be OK, but don't touch bone lengths.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
 Sent: Tuesday, October 28, 2014 1:42 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: dual quaternion enveloping

 I seem to remember weirdness if dragging the model null around.
 On Tue Oct 28 2014 at 11:02:25 AM Matt Morris matt...@gmail.commailto:
 matt...@gmail.com wrote:
 Hi chaps,

 I'm very tempted to use this on some characters here, I read that it
 does now support scaling, are there any remaining caveats still out there
 to be aware of?

 Cheers,
 Matt


 --
 www.matinai.comhttp://www.matinai.com






-- 
www.matinai.com


dual quaternion enveloping

2014-10-28 Thread Matt Morris
Hi chaps,

I'm very tempted to use this on some characters here, I read that it does
now support scaling, are there any remaining caveats still out there to be
aware of?

Cheers,
Matt


-- 
www.matinai.com


orangutan - the mill

2014-10-05 Thread Matt Morris
Just saw this last night, absolutely mind-blowing! Stunning work guys. So
much character and real life in that face.

http://www.themill.com/work/sse-orangutan.aspx



-- 
www.matinai.com


Re: Glasswoks Lycra

2014-09-30 Thread Matt Morris
Soft and Redshift. Killer combo!

On 30 September 2014 18:55, olivier jeannel olivier.jean...@noos.fr wrote:

 http://www.glassworks.co.uk/video/lycra-moves-yousearch-type=allterm=all

 Beautifull film, out of curiousity are we still speaking softimage here ?




-- 
www.matinai.com


Re: Kraken First Look

2014-08-12 Thread Matt Morris
Nice work Eric! Great to see the first bits and pieces coming through. Love
the extra flexibility to include your own opengl helpers/ctrls. How modular
will this framework be? And will it be usable with visual programming as
well?


On 12 August 2014 13:23, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 release the Kraken ;)
 Btw how artist friendly will this be any ideas? :)
 Something like GEAR friendly and Kraken power.. ugh...But don;t think it
 will  be thst artist friendly, more coding or more button smashing, just
 wondering :)
 Also what would be suggested set of skills for using Kraken? missing
 anything to focus on and similar to use it productively?


 On Tue, Aug 12, 2014 at 2:18 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 Sweet!!!


 2014-08-12 0:33 GMT+02:00 pedro santos probi...@gmail.com:

 Well definetly something to pay attention to :)

 Cheers


 On Mon, Aug 11, 2014 at 11:12 PM, Eric Thivierge ethivie...@gmail.com
 wrote:

 Hey everyone, we've just posted the first look video at Kraken here:

 http://fabricengine.com/kraken/

 It has been a great collaboration between Hybride and the Fabric folks.

 Works with Softimage and Maya currently and will expand to other DCCs
 as well.

 I'll be posting more videos in the coming week(s).

 Very interested too hear what you have to say.

 Best,
 Eric T.




 --




 *-- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
 Alpiarça dos Santos  Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/ *






-- 
www.matinai.com


Re: Piotrek M's Meshpaint - function shortcuts?

2014-08-07 Thread Matt Morris
If you do a search on vimeo for softimage meshpaint there are a couple of
videos there which might help eg:

https://vimeo.com/47094105




On 7 August 2014 15:58, Morten Bartholdy x...@colorshopvfx.dk wrote:

   OK, so I finally figured out brush size is R + click  - now I need to
 know how to space clones evenly on a straight line, plus how to bend that.
 This is for painting rivets along various lines.


MB




 Den 7. august 2014 kl. 16:34 skrev Morten Bartholdy x...@colorshopvfx.dk:


   I am doodling with Piotrek Marczaks excellent Meshpaint tool, but for
 the life of me I can't figure out the kb shortcuts/ mousebuttons for
 scaling the brush and bending lines - anyone know this?


Thanks

  Morten











-- 
www.matinai.com


Re: uv queries in ice

2014-07-30 Thread Matt Morris
Thanks Eric, that did the job! Appreciate the help :)


On 30 July 2014 12:52, Eric Mootz e...@mootzoid.com wrote:

  In emTools you have compound called Per Node to Per Point.
 Just take a look at it, it's only a few nodes.

 Am 30.07.2014 13:44, schrieb Thomas Volkmann:

  Hi,

  probably you need some NodeToVertex, NodeIndex, VertexToNodes stuff, but
 it's hard to tell exactly without seeing what you are doing.
  I guess you figured that much yourself :)


 Matt Morris matt...@gmail.com matt...@gmail.com hat am 30. Juli 2014
 um 13:08 geschrieben:

  Hi chaps, having a context brain fart.

  I've got a set of texture coordinates on a mesh, and would like to drive
 a weightmap by the V values, but am struggling to switch the context of the
 data from sample to vertex. Would love any pointers in the right direction.

  cheers,
  matt


 --
 www.matinai.com








-- 
www.matinai.com


Re: ICE syflex tree naming tip or

2014-07-19 Thread Matt Morris
Yup all of your ice tree references should be to self.*** or this_model.***
which makes it far easier to reuse.

I tend to concatenate nodes these days for safety's sake, so if I'm using
this_model in several data nodes I'll seperate it into its own data node
and pipe it into whatever needs it.


On 19 July 2014 13:43, Simon Reeves si...@simonreeves.com wrote:

 Sounds like you could rename the get data node to *this_model.Body*





 On Saturday, 19 July 2014, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 Wondering if there is solution to this.
 I have an character with an simple ICE syflex robe all set up.
 There is body mesh collision beside others.

 When model is imported into new scene everything works fine
 But if models then duplicated or imported again it is named differently
 so you have Character and Character1 models in scene, collision on second
 character is not working as it is loos for name for first model.
 Example
 Collision node mesh in model is *Get Character.body*, when imported
 again model now is Character1 so collision node needs to be renamed to
 *Get Character1.Body*, but it is still *Charater.Body* so collision on
 mesh inside second character is not working.

 Anyway shouldn't it change model name automatically or is there way to
 make ti that way so once model is imported again or name of the model
 changed it would always use:

 Get model.mesh

 A bit confusing explanation but I think you know what I aim at.
 Not that big issue as cloth will be simulated in separate scene on cached
 body mesh and then also cached and brought back for rendering but still
 curious to figure it out as I was planing to have realy low poly cloth
 version right inside anim scene for fast previews.

 Thanks



 --


 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*




-- 
www.matinai.com


Re: Battleborn trailer for gearbox

2014-07-09 Thread Matt Morris
Very nice work! They should have got you to do the rest of the trailer as
well ;)


On 9 July 2014 09:23, Eric Mootz e...@mootzoid.com wrote:

  * took over at the 1:55 mark and destroyed the universe at the end.*

 great work! bravo to the team!




-- 
www.matinai.com


Re: 2015 SP1

2014-07-09 Thread Matt Morris
We've been using it to test out the syflex sim, and it seems to be holding
up, though we have had a lot of crashes to do with certain kristinka hair
nodes. I'll see if I can dig out a scene which crashed constantly and send
it over, though we've since fixed the issue by changing the kristinka node
itself.


On 8 July 2014 18:23, John Richard Sanchez youngupstar...@gmail.com wrote:

 I am using it now for a project and I am noticing more crashes than usual.
 I save constantly (more than I used to). There is nothing I can put my
 finger on as to why so I don't really have anything to report.


 On Mon, Jul 7, 2014 at 2:02 AM, Hsiao Ming Chia 
 hsiao.ming.c...@autodesk.com wrote:

 Hi Mario,

 Would you mind sending us a scene which repro the issue you are seeing?
 Please feel free to email it to hsiao.ming.c...@autodesk.commailto:
 hsiao.ming.c...@autodesk.com.

 Thanks,
 Hsiao Ming

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
 Sent: Monday, July 07, 2014 8:30 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: 2015 SP1

 Actually only tried it for a short period, seems to be quite unstable to
 me when it comes to Ice.

 Maybe it was only my scene who knows.

 2014-07-06 22:25 GMT+02:00 Andy Goehler lists.andy.goeh...@gmail.com
 mailto:lists.andy.goeh...@gmail.com:
 Sebastian, Magic is not for everyone. Some are confused by it :-)

 On 06.07.2014, at 22:21, Sebastian Kowalski l...@sekow.commailto:
 l...@sekow.com wrote:


 there is a perfect sp1 available at sidefx..



 Am 04.07.2014 um 22:30 schrieb Luc-Eric Rousseau luceri...@gmail.com
 mailto:luceri...@gmail.com:



 Softimage 2015 is perfect already!





 --
 www.johnrichardsanchez.com




-- 
www.matinai.com


Re: GEAR fk arm reference

2014-06-24 Thread Matt Morris
It might also just be us ;-)

Can everyone else use the fk ref pick new button ok? In the arm guide and
the man guide, and drawing my own component using the arm_2jnt_01, it
doesn't function for us. I was wondering if it was some kind of python
install/conflict that we have here, or if its a universal problem..




On 24 June 2014 01:23, Miquel Campos miquel.cam...@gmail.com wrote:

 Ha ha!! ;)


 

 Miquel Campos
 www.miquelTD.com



 On Tue, Jun 24, 2014 at 2:37 AM, Jeremie Passerin gerem@gmail.com
 wrote:

 Ahh ! That's just me screwing up my town tools.. All good then ;-)


 On 23 June 2014 10:33, Matt Morris matt...@gmail.com wrote:

 Sorry to say Jeremie, this was gear 1.1.0 ;)

 I don't know whether its something to do with our python install, but we
 couldn't get the fk ref pick new button to work.

 Thanks for the file marco - we had the same issue with these files as
 with the original unfortunately.

 I think Ricky here has managed to create a working version, will double
 check and post tomorrow if its bug free.




 On 23 June 2014 18:26, Jeremie Passerin gerem@gmail.com wrote:

 Are you saying Miquel introduced bug in my tool !? Damn you Miquel !!
 ;-)


 On 23 June 2014 09:53, Marco Peixoto mpe...@gmail.com wrote:

 If im not too late:

 https://www.dropbox.com/s/3vajpcneaed5rxp/arm_2jnt_01.rar


 I think this is what you want, I still the old version of Gear never
 updated it to Miguel Campos one.


 On Mon, Jun 23, 2014 at 2:00 PM, Matt Morris matt...@gmail.com
 wrote:

 Hi, this might be a bit of a long shot,

 I don't suppose anyone has a version of the arm_2jnt_01 python script
 which allows the FK reference picker to work? I can't get the built in 
 one
 to activate the picking session when using the pick button.

 Cheers!
 Matt


 --
 www.matinai.com






 --
 www.matinai.com






-- 
www.matinai.com


GEAR fk arm reference

2014-06-23 Thread Matt Morris
Hi, this might be a bit of a long shot,

I don't suppose anyone has a version of the arm_2jnt_01 python script which
allows the FK reference picker to work? I can't get the built in one to
activate the picking session when using the pick button.

Cheers!
Matt


-- 
www.matinai.com


Re: GEAR fk arm reference

2014-06-23 Thread Matt Morris
Sorry to say Jeremie, this was gear 1.1.0 ;)

I don't know whether its something to do with our python install, but we
couldn't get the fk ref pick new button to work.

Thanks for the file marco - we had the same issue with these files as with
the original unfortunately.

I think Ricky here has managed to create a working version, will double
check and post tomorrow if its bug free.




On 23 June 2014 18:26, Jeremie Passerin gerem@gmail.com wrote:

 Are you saying Miquel introduced bug in my tool !? Damn you Miquel !! ;-)


 On 23 June 2014 09:53, Marco Peixoto mpe...@gmail.com wrote:

 If im not too late:

 https://www.dropbox.com/s/3vajpcneaed5rxp/arm_2jnt_01.rar


 I think this is what you want, I still the old version of Gear never
 updated it to Miguel Campos one.


 On Mon, Jun 23, 2014 at 2:00 PM, Matt Morris matt...@gmail.com wrote:

 Hi, this might be a bit of a long shot,

 I don't suppose anyone has a version of the arm_2jnt_01 python script
 which allows the FK reference picker to work? I can't get the built in one
 to activate the picking session when using the pick button.

 Cheers!
 Matt


 --
 www.matinai.com






-- 
www.matinai.com


Re: Nike The Last Game

2014-06-10 Thread Matt Morris
Very nice work, congrats Passion peeps!

How did you tackle the hair?




On 9 June 2014 23:22, Paulo César Duarte paulocdua...@gmail.com wrote:

 Thank you for the info. Nice to see a project like that using Softimage
 and the crowd system, I think the crowd in Softimage had great potential
 for the future...




 2014-06-09 18:54 GMT-03:00 Sajjad Amjad sajjad.am...@gmail.com:

 Not sure what kind of production details you're after, but software-wise,
 we used:
 Primarily Modo, Zbrush, Mudbox for modelling
 Mari and Photoshop for texturing
 Softimage for animation, crowds, fx
 Rendered with Arnold for Softimage
 Nuke for comping
 Marvelous Designer for cloth
 Houdini was used for stuff too
 Maya had a bit part (in modelling)

 Probably peaked at around 100 people.





 On 9 June 2014 22:17, Meng-Yang Lu ntmon...@gmail.com wrote:

 Just finished watching it.  So much fun.  Great work and great message
 too.

 -Lu


 On Mon, Jun 9, 2014 at 2:01 PM, Jordi Bares jordiba...@gmail.com
 wrote:

 Really great project, love the environment work and the character
 design.

 Love to see Softimage project coming out at such incredible standard.

  Jordi Bares
 jordiba...@gmail.com

 On 9 Jun 2014, at 19:17, Paulo César Duarte paulocdua...@gmail.com
 wrote:

 By Passion Pictures, anyone know details about the production? And
 congratulations to the team, amazing work.



 http://www.passion-london.com/featured-video/nike-the-last-game/26c7845d9393ecc2e72fca6f11e76fb0


 Cheers.
 Paulo Duarte
 --
 www.pauloduarte.ws







 --
 www.pauloduarte.ws




-- 
www.matinai.com


Re: SOFTIMAGE|UeberTage 2014...any interest??

2014-06-05 Thread Matt Morris
I saw that last night, and guessed it was an emtopo job! Beautiful work,
and impressive for one person to deliver.



On 5 June 2014 10:07, Eric Mootz e...@mootzoid.com wrote:

 Apropos XSI, check out this new spot from Time Based Arts in London:

 https://vimeo.com/96797246

 100% XSI, using emTools, emTopolizer2 (mesher and UVW engineer), Lagoa and
 some custom ICE setups, rendered with SItoA + Arnold.
 Amount of XSI artists: one (Oscar Gonzalez Diez).







-- 
www.matinai.com


Re: Shameless plug

2014-06-04 Thread Matt Morris
Congratulations Matt, its great to see what you've been working on all
these years finally. Love the style, hope it does well!


Re: OT: What strong features have you found in your new transition software that SI didn´t have?

2014-06-02 Thread Matt Morris
Thanks Perry, good to hear the opinion of someone who's actually
transitioning. Have you used referencing much - characters in particular?




On 2 June 2014 14:12, Perry Harovas perryharo...@gmail.com wrote:

 Hi David,

 In my limited time with skinning in C4D, you just need to add the new
 model parts to the weight of
 whatever joint you want to control them. It isn't a problem, really.

 In other ways, C4D is actually more non-linear than Soft. This is minus
 ICE, of course, which puts it over the top
 in terms of non-linearity.

 However, certain things are much easier to change.

 Put a deformer on an object, it deforms it.
 Want to swap that same deformer with animation to another object, just
 drag it to the other object in the hierarchy.

 You can usually just put a model and deformers into a null, and it will
 deform the geometry grouped under that null,
 allowing you to keep throwing more objects (or take out objects) from that
 group to control what get influenced.

 Soft cares about the specific points of the object you select to get
 deformed, and as a result, you can't (again, without ICE) just deform
 something
 that is inside a Null hierarchy. Not only can you in C4D, but that is the
 normal way it works, making deformers and many things that alter an object
 more portable between different objects with totally different point count
 and order.

 When doing rigging with joints, it is (of course) concerned with points as
 expected, but as I said above, you just
 add those newly created points to the weighting of the joint it should
 deform and away you go.

 It is hard to type this without constantly clarifying that all this is far
 more flexible with ICE counted in the mix.
 I have barely scratched the surface with Xpresso, the C4D equivalent of
 ICE, but upon first impressions, many things
 are possible in Xpresso that we do in ICE. Most likely, many things we do
 in ICE are also NOT possible in Xpresso as well.

 Which things and how many of them are going to take me a long time to
 figure out.






 On Mon, Jun 2, 2014 at 8:04 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Maya is VERY SLOW


 On 2 June 2014 10:47, Cristobal Infante cgc...@gmail.com wrote:

 I believe nodal shading for C4D is coming very soon, it's one of the top
 requests from uesrs..


 On 2 June 2014 10:30, David Saber davidsa...@sfr.fr wrote:

 Thanks Perry for your testimonial about C4D. How does non linearity
 feels? Obvious example: going back to modelling after skining?
 David






 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)




-- 
www.matinai.com


Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-22 Thread Matt Morris
Still sticking with Softimage for now. There seem to be some changes coming
in the next year or two in almost every package so I'm gambling on waiting
a while before choosing a direction. Looking forward to the next step, it
may have some things I'll miss but I'm sure there will be advantages to
balance it out. One thing is for sure, wherever I end up will have to have
a Redshift plugin.



On 22 May 2014 16:56, Emilio Hernandez emi...@e-roja.com wrote:

 Well the same applies to me.

 I now am getting into deep scripting in Softimage.

 The big difference is that in Maya you script for necessitiy and in
 Softimage for the fun of it.

 The real saviours here are Redshift, Mootz, 3D Quakers, Paul, etc.

 For me it was never grief, it was anger.  And the anger has passed.


 ---
 Emilio Hernández   VFX  3D animation.


 2014-05-22 10:37 GMT-05:00 Stephen Davidson magic...@bellsouth.net:

 There is no grief, here. The software is definitely NOT over. Initially I
 thought Oh no (clean version),
 but once I thought about it, as I was getting my new license for Redshift
 3D, I realized that whatever I need this
 existing software to do, I can do with ICE. I am only just starting to
 learn how to use ICE, so it a wonderful
 new feature, to me.

 I'm going to put any further efforts into learning more about ICE, rather
 than spend my time trying to learn
 another 3D package.

 3rd Parties still seem to be developing for Softimage, although I'm sure
 that will fade over time.
 I turn 60 next month, so this is it for me. Even if I retire at 80. :)

 I will not swallow the Kool-aid.

 I feel bad for the kid who just graduated art school with a Softimage
 background.
 That is a tough spot to be in. Fortunately young minds learn faster.



 On Thu, May 22, 2014 at 7:04 AM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 Who said that the grief is over?
 Every single day I think at least once... oh AD how I hate you.
 Also your software is obsolete from them ends up with I can still
 work 10 times faster in my obsolete software. Eat my dust!


 On Thu, May 22, 2014 at 12:22 PM, activemotionpictu...@yahoo.com 
 activemotionpictu...@yahoo.com wrote:

 I know it's a sensible question, but now that the grief is over, could
 some of you share how you're dealing with the  your software its's
 obsolote phrase around your maya/C4D/3dsMax colleague?

 I got my head under Modo blankets and hope the day comes around quickly.
 Yeh, just being honest here.

 :)

 Enviado desde Yahoo Mail en 
 Androidhttps://mx.overview.mail.yahoo.com/mobile/?.src=Android





 --

 Best Regards,
 *  Stephen P. Davidson*

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

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com





-- 
www.matinai.com


Re: MayaSoft - previous versions

2014-05-14 Thread Matt Morris
I'm running 2015 maya/xsi and can open previous versions ok - though I've
only tested 2014sp2 so far.


On 14 May 2014 16:24, Leendert A. Hartog hirazib...@live.nl wrote:

 Yes, I am truly hoping  to have made a silly mistake myself here...


 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




-- 
www.matinai.com


Re: Softimage 2015 Alembic attach to geometry

2014-05-09 Thread Matt Morris
I was expecting alembic to be much more orientated towards a pointcaching
pipeline as well. Very frustrating not to be able to use it like existing
pc2 etc.


On 9 May 2014 17:36, Nuno Conceicao nunoalexconcei...@gmail.com wrote:

 Now , I know Softimage development is now at a maintance level(so no new
 features) but I'm strongly inclined to suggest that an alembic attach to
 existing geo option is created in order to make this process much easier.
 Even if its just in the sdk would be great!

 Cheers

 Nuno



 On Fri, May 9, 2014 at 5:33 PM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 Duhh, of course, how dumb of me!
 Its sorted then :)


 On Fri, May 9, 2014 at 5:29 PM, Ho Chung Nguyen 
 hochung.ngu...@autodesk.com wrote:

 Can you try using node Current Frame instead of Current Time?
 Also, pls make sure the option Map Subframe to Frame (on Alembic node)
 is off.

 Sent from my iPad

 On May 10, 2014, at 12:10 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:

 1. Yes, same framerate which is 25 FPS in this test, also keep in mind
 that if i import the same .abc file the animation plays back correctly, so
 the issue is in this manual method

 2. Thanks, I should have read more carefully your code comments, so this
 one is sorted but suffers the same time scale issue raised in 1.




 On Fri, May 9, 2014 at 4:51 PM, Ho Chung Nguyen 
 hochung.ngu...@autodesk.commailto:hochung.ngu...@autodesk.com wrote:
 1. Did you export the abc at the same framerate as you read it?

 2. In the script, there's a flag specifying if the XSI object kine is
 driven by the abc cache. Should set it to True
 gridData.SetCell(2, 0, True)

 Sent from my iPad

  On May 9, 2014, at 10:31 PM, Nuno Conceicao 
 nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:
 
  #This flag specifies if the XSI object kine is driven by the abc cache
  gridData.SetCell(2, 0, False )






-- 
www.matinai.com


Re: Re[6]: lag when editing components

2014-04-22 Thread Matt Morris
What graphics card are you using?


On 22 April 2014 12:13, Eugen Sares sof...@mail.sprit.org wrote:

  It's a big scene, can't do much about it. 4 buildings.
 Offloaded all the vegetation and other assets already, but I want to keep
 the buildings, because I want to access/copy certain parts.
 Splitting it up further would complicate things, too, on another level..

 Anyway I wonder what polygon editing has to do with object count.

 I'm afraid Softimage just sucks when the scene reaches a certain size. 3ds
 max performs better - but who likes 3ds max.


 -- Originalnachricht --
 Von: Sebastien Sterling sebastien.sterl...@gmail.com
 An: Eugen Sares sof...@mail.sprit.org; softimage@listproc.autodesk.com
 Gesendet: 22.04.2014 13:02:00
 Betreff: Re: Re[4]: lag when editing components


 isn't 5500 un-instanced objects quite a lot ?


 On 22 April 2014 11:53, Eugen Sares sof...@mail.sprit.org wrote:

  No, meshes are frozen. Some have polygon clusters, others not. Seems
 not to make a difference.


 -- Originalnachricht --
 Von: Oscar Juarez tridi.animei...@gmail.com
 An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Gesendet: 22.04.2014 12:45:39
 Betreff: Re: Re[2]: lag when editing components


 Maybe some kind of user normals, clusters or are they connected in some
 way to other things in the scene, or share some kind of property?


 On Tue, Apr 22, 2014 at 12:27 PM, Eugen Sares sof...@mail.sprit.orgwrote:

   Hi, thanks!
  Yes, I isolate the objects of course.


 -- Originalnachricht --
 Von: Oscar Juarez tridi.animei...@gmail.com
 An: Eugen Sares sof...@mail.sprit.org; 
 softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Gesendet: 22.04.2014 12:06:16
 Betreff: Re: lag when editing components


 does this happen if everything is hidden but the object you are editing?


 On Tue, Apr 22, 2014 at 11:48 AM, Eugen Sares sof...@mail.sprit.orgwrote:

  Hello,
 architectural scene here, 5500 objects.
 Whenever I edit any polygon mesh, I get a strange few seconds delay
 before the components actually move. Extremely annoying!
 When I create a new object, there's a few seconds delay, too.
 Is all this due to the fact that Softimage doesn't handle high object
 counts too well?
 Anything I can do about it?
 Splitting up the scene, of course. Already did this to a degree, but
 that make things quite hard to keep together in the end.

 Thanks a lot!
 Eugen




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Re: Re[8]: lag when editing components

2014-04-22 Thread Matt Morris
That would probably be my best guess at improving viewport performance if
none of the above is working - It would be interesting to see either a
titan or recent quadro with the same scene (ebay an option?). May be worth
trying out different driver versions to what you're using atm - checking
approved driver cert list?




On 22 April 2014 12:33, Eugen Sares sof...@mail.sprit.org wrote:

  GeForce 760, 2GB VRAM.
  Half a year old, quite fast alltogether. Redshift performs quite nicely
 with it.


 -- Originalnachricht --
 Von: Matt Morris matt...@gmail.com
 An: Eugen Sares sof...@mail.sprit.org; 
 softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Gesendet: 22.04.2014 13:23:02
 Betreff: Re: Re[6]: lag when editing components


 What graphics card are you using?






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

2014-04-16 Thread Matt Morris
Thanks Andy and researchers!


On 16 April 2014 09:59, Dan Yargici danyarg...@gmail.com wrote:

 Thanks for the warning!

 DAN


 On Wed, Apr 16, 2014 at 9:49 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 Uau! Thanks Andy :)


 On Wed, Apr 16, 2014 at 3:36 AM, Andy Jones andy.jo...@gmail.com wrote:

 *FOR IMMEDIATE RELEASE*
 *April 15, 2014*

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

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

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

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

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

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

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

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

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

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






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Re: Redshift - GPU accel on Quadro K4000

2014-04-02 Thread Matt Morris
Just an fyi, the quadro k4000 is around 4 times slower than a 780 gtx for
redshift rendering...

On Wednesday, 2 April 2014, Stephen Davidson magic...@bellsouth.net wrote:
 btw...most scenes, that you have already built in Softimage, will render
just fine with the Redshift render
 instead of the mentalray render. You probably won't have to re-plug any
nodes, unless you used bump or displacement.
 There are some differences, but as I said before, not many.

 On Tue, Apr 1, 2014 at 9:15 PM, David Rivera 
activemotionpictu...@yahoo.com wrote:

 Hello everyone. I´ve been recommended -not enough through :) - that I
switch to Redshift render.
 So finally I upgraded my Quadro card to K4000. Up until now, I´m very
very very much impressed
 with MODO 3D (my 3d package of transition) and results are astonishing.
I can almost feel the
 Realtime engines like Crytek or UDK for PS4.
 So being our software of preference, I´m trying to pick up a GPU
renderer (Redshift) in softimage.
 One thing I´m trying to wrap my head around it´s the entire rebuild
connectivity of materials
 for redshift.

 So if anyone, please, has a blog or an article to share to strat up my
baby steps on using Redshift I´d appreciate it
 deeply thankful to help me out with that.

 Cheers.

 David Rivera
 3D Compositor/Animator
 LinkedIN
 Behance
 VFX Reel


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 sdavid...@3danimationmagic.com

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Re: Redshift - GPU accel on Quadro K4000

2014-04-02 Thread Matt Morris
Just double checked my test figures and it is more like 3 times, sorry for
the confusion. This is on an indoor environment with a single character
with hair, GI and DoF. On heavier environments/multiple characters the
titan really shines.

2 quadro k4000 - 284.8 s

quadro k4000 - 509.7
s

Titan  - 146.8 s


GTX 780- 172.5 s




On 2 April 2014 09:59, Tim Borgmann i...@bt-3d.de wrote:

 I've both cards and the 780 seems to be round about 3 times faster than
 the quadro when rendering with redshift.




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