Re: Houdini Digital Assets for Softies

2017-03-30 Thread Rob Chapman
XstreamLib - my name suggestion.




>>>
>>> Will leave this question hanging tonight in case anyone else wants
>>>
>>> to chime in. Final decision can happen tomorrow.
>>>
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Re: Random Thoughts about H.

2017-03-28 Thread Rob Chapman
Thought I'd pipe in since tekano got invoked, also slowly attemting to
transition and agree with most already said and thanks, is already a huge
pointer to as yet unknown aspects and features of how complex houdini is.
 also would be interested in a more 'compounded' way of learning Houdini
like ice was introduced. Everything a compound node of nested compound
logic with exact same UI logic and Core nodes and complexity under the hood
but still accessable in a single click and an 'easy for artists' ability to
follow the logic flow into further nested compounds and see how it was
made. Not so with houdini yet  open one compound and is equivalent to
inside of the neighborhood telephone junction box. Part of the enjoyment,
for me, was building own logic and then seeing the contrast of the
'Softimage' way, and for sure, if you are building something fairly complex
requiring macro detailed interactions with something of a much larger
scale, eg characters running through a several fields of flowers,  then
somethings can be improved or optimised from the off the shelf examples.
Otherwise prepare for big data and long iteration times. It seems covering
all bases like the 'houdini' way is fine for examples and base setup but
not so in more complicated tasks is better to be good at understanding
which bits to leave out.  or be able rapidly prototype your own. I think
like Mr Bolland has done and Pooby is asking for is these intermediate
compounds between that Softimage bought with it to help us poor artists out

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Re: houdini question (and where to ask)

2017-03-06 Thread Rob Chapman
still also climbing the houdini mountain looking up from the foothills...
but I wonder if this would be a perfect opportunity for a specific wrangle
node  - whether that be Point, VEX, SOP or attribute I have literally no
idea :D

On 6 March 2017 at 14:57, Fabricio Chamon  wrote:

> thanks everyone. The ramp parameter kind of works but as you say, is not
> that user friendly and does not show the points below 0. (that's ok, but I
> wonder if it is possible to write a custom widget in houdini)
>
> anyway, the thing I could not get right just yet is that sort of "get
> maximum in set" thing. Sorry for using ICE language, I'm trying to be open
> minded here, so please tell me if that`s not the correct mindset.
>
> so on this graph:
>
> [image: Imagem inline 1]
>
> ...how could I get the maximum value of the output noise node and compare
> to a single point output of the same node?
>
> From what I can tell, I'd have to:
>
> 1- create this pointvop node with a turbnoise, then store the output noise
> into an attribute (via bindexport?)
> 2- up one level -> drop an attrib promote (detail), set to maximum
> 3- drop another pointvop node with another noise node inside (same
> parameters) and compare the result noise to that found on the atrib promote
> node??
>
> I'm 99% sure this is totally wrong...how would you go about that single
> task specifically?
>
> and finally, thanks for the suggestions on houdini forums and discord.
> will try both (although I pretty much like this list =) )
>
>
> 2017-03-06 15:17 GMT+01:00 gareth bell :
>
>> yeah - the lack of handles is frustrating
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
>> facialdel...@gmail.com>
>> *Sent:* 06 March 2017 14:05:17
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* Re: houdini question (and where to ask)
>>
>> yep but it has no handles
>> and try to make négative values, it takes them but wont show on the curve
>> as it has a 0,1 space.
>> Unless i'm wrong (which i'd love to be)
>>
>> Le 6 mars 2017 14:36, "Olivier Jeannel"  a
>> écrit :
>>
>>> in vop, bind and bind export node will get an set datas.
>>> Ramp Parameters is sort of fcurve.
>>> It's a bit weak in terms of curve manipulation, but does the job.
>>> It has 2 modes rgb (ramp) and spline.
>>> If you use several ramps in the same vop, name them with different name
>>> or they might not export.
>>>
>>> Le 6 mars 2017 14:28, "Fabricio Chamon"  a écrit :
>>>
 ..sorry, hit send too soon.

 Question #1: are there any equivalents to ICE "get ... in set"? or or
 do I have to iterate and store values for later comparision? In other
 words: what is the best or recommended workflow to compare single point
 data with global point data?

 Question #2: any nodes that resemble a fCurve node, like we have in
 ICE? if not, what is the alternative?

 and finally, I can see this list is becoming more and more
 houdini-esque than ever..but, what is the best place to ask beginner
 questions like the above? houdini foruns, houdini list, odForce...

 thanks!

 2017-03-06 14:23 GMT+01:00 Fabricio Chamon :

> Hi, I'm slowly getting into houdini and this is my first attempt to
> port a really simple ridged fractal deformer made in ICE to houdini (using
> pointvop).
>
> Question #1: are there any equivalents to ICE "get ... in set"? or or
> do I have to iterate and store values for later comparision? In other
> words: what is the best or recommended workflow to compare single point
> data with
>


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Re: houdini 16

2017-02-06 Thread Rob Chapman
Very exciting launch , finally feels like something special to move forward
into and evolve with.

On Feb 7, 2017 4:35 AM, "Eugene Flormata"  wrote:

> http://www.cgchannel.com/2017/02/side-effects-software-unveils-houdini-16/
>
> looks like the 21st
>
> the launch video is watchable here
> https://www.sidefx.com/community/houdini-16-launch-
> streaming-on-february-6/
>
> Jordi, do you know if they'll still have indie and apprentice on launch
> day?
>
>
> On Mon, Feb 6, 2017 at 8:00 PM, Gerbrand Nel  wrote:
>
>> So I missed the launch event because Africa...
>> Checked the available download this morning, but it's still houdini 15.5
>> Did they mention a release date, or does anyone know when I can get my
>> filthy mitts on h16?
>> G
>>
>
>
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Re: Water drop cling

2017-01-19 Thread Rob Chapman
Morten, sorry, typing too fast :D

On 19 January 2017 at 11:28, Rob Chapman <tekano@gmail.com> wrote:
> Hi Morton
>
> this might give you some help and direction
>
> https://vimeo.com/45981772
>
> On 19 January 2017 at 10:43, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>> I am simulating a drop of water falling onto and running off a surface. The 
>> client wants it to partially cling to the surface and dragging a trail of 
>> water on its way down, the way small scale water surface tension can do.
>>
>> I can sort of get the basic simulation working with Lagoa, but would like to 
>> try adding some additional wateredge clinging to the surface, kind of look. 
>> I was thinking this could possibly done as a post sim ICE thing adding 
>> friction or attratction, but otherwise have no clue how to do it. Have any 
>> of you dealt with something like this and perhaps have some ideas or 
>> pointers to tools or techniques I could look into?
>>
>> Thanks
>>
>> Cheers
>> Morten
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Re: Water drop cling

2017-01-19 Thread Rob Chapman
Hi Morton

this might give you some help and direction

https://vimeo.com/45981772

On 19 January 2017 at 10:43, Morten Bartholdy  wrote:
> I am simulating a drop of water falling onto and running off a surface. The 
> client wants it to partially cling to the surface and dragging a trail of 
> water on its way down, the way small scale water surface tension can do.
>
> I can sort of get the basic simulation working with Lagoa, but would like to 
> try adding some additional wateredge clinging to the surface, kind of look. I 
> was thinking this could possibly done as a post sim ICE thing adding friction 
> or attratction, but otherwise have no clue how to do it. Have any of you 
> dealt with something like this and perhaps have some ideas or pointers to 
> tools or techniques I could look into?
>
> Thanks
>
> Cheers
> Morten
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Re: Worn Edges

2017-01-13 Thread Rob Chapman
Hey Gareth, long time...where are you that are still using
Soft...? the Mill?  wow.

this could be right up your street

http://www.si-community.com/community/viewtopic.php?f=27=3556



On 13 January 2017 at 15:50, gareth bell  wrote:
> Hi guys,
>
>
> It's been a while since I've used Soft. Anyone know of any smart procedural
> ways to create worn edges in the render tree?
>
>
> Cheers
>
>
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Re: mountains

2017-01-12 Thread Rob Chapman
Maybe it was the other thread..  but its houdini 16 launch event in
shoreditch :D

think you have to be registered at sidefx to receive an invite. think
there is still chance to register



JOIN US... for the launch of Houdini 16 - our biggest release yet -
before it's released to the public in mid-February.

The launch event will include a keynote presentation by Houdini
product experts (which will be globally live-streamed), and a social
mixer afterwards to network with friends and colleagues.

NOTE: This is an invitation-only event, and you'll need a ticket to
enter the event. You can bring a guest if you'd like - just make sure
to use this form to get him/her a ticket. To request invites for
others, email h16...@sidefx.com.

On 12 January 2017 at 17:54, Andi Farhall  wrote:
>
>
> a reason to not have to use it hopefully
>
>
> 
> From: softimage-boun...@listproc.autodesk.com
>  on behalf of Laurence Dodd
> 
> Sent: 12 January 2017 17:41
>
> To: Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
> Subject: Re: mountains
>
> Have I missed something? I take it this is not a Maya thing.
>
> 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
> > :
> >
> >
> > Here you go. A bit thrown together. Reduce the resolution of the main
> > grid
> > to make it more interactive.
> >
> > https://dl.dropboxusercontent.com/u/76099539/mountains-test-1.zip
> >
> >
> > On 10 January 2017 at 15:39, Chris Marshall
> > 
> > wrote:
> >
> > > Thanks. This solution is good because it's almost realtime to
> > > generate and
> > > I can quickly draw the curves that define the mountain ranges etc.
> > > It essentially uses the distance between the curves and surface to
> > > push up
> > > the peaks. Then some turbulence multiplied in there, plus I've
> > > added a null
> > > to act as a height centre for the highest peak.
> > >
> > > On 10 January 2017 at 14:58, Morten Bartholdy 
> > > wrote:
> > >
> > >> Hey that's pretty cool. Care to share a screenshot of the ICE
> > >> Tree?
> > >> BTW WorldMachine was mentioned and I have to say it is pretty
> > >> addictive
> > >> and fairly easy to get decent results from it.
> > >>
> > >> Morten
> > >>
> > >>
> > >>
> > >> > Den 10. januar 2017 klokken 15:50 skrev Chris Marshall <
> > >> chrismarshal...@gmail.com>:
> > >> >
> > >> >
> > >> > Here's what I managed to make. None of Andy's Diamond stuff,
> > >> > just a
> > >> curve
> > >> > to define the main ridge, in this render a spiral, and some
> > >> > other
> > >> smaller
> > >> > curves to define some minor spurs off it.
> > >> >
> > >> >
> > >> > On 10 January 2017 at 13:21, Chris Marshall
> > >> > 
> > >> > 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
> > >> > > 
> > >> 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>:
> > >> > >> >
> > >> > 

Re: Xsi to Houdini Quick Start Tutorials

2017-01-12 Thread Rob Chapman
ansitioning from ICE.
>>>
>>> There's a ton of free tutorials available but the benefit of Adam's stuff
>>> is that it's structured as a 'learning path'. You could get away with
>>> skipping Vol's 5&6, as once you understand the foundations there's better
>>> paid material available for Pyro and Fluids - specifically thinking of the
>>> Steve Knipping 'Applied Dynamics' series over at CGCircuit. Steve's an ILM
>>> TD and a great communicator/teacher too (the downside is that his courses
>>> aren't the cheapest but they're still more reasonable than the likes of
>>> cmiVFX, fxPHD and CGSociety). He made Vol.1 of his Destruction series
>>> available for free on Vimeo; it's a great indicator to his approach to
>>> teaching and the quality of his other course. Steve's great at explaining
>>> the 'why' as well as the 'how'. That added context aids retention and deeper
>>> understanding of Houdini as an integrated system.
>>>
>>> https://vimeo.com/185820853
>>>
>>> http://helloluxx.com/product-tag/adam-swaab/
>>>
>>> https://www.cgcircuit.com/browsepage.php
>>>
>>>
>>>
>>> On 12 January 2017 at 12:27, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>>
>>>> Not everything, but yeah State Machine is something I try to reproduce
>>>> in popvop but some easy features are missing such as "get time in state" 
>>>> and
>>>> other nodes that gave the age of the particle relative to the moment it
>>>> entered the stage.
>>>>
>>>> 2017-01-12 12:45 GMT+01:00 Cristobal Infante <cgc...@gmail.com>:
>>>>>
>>>>> I could you show a similar setup in Houdini, but I am nowhere as
>>>>> eloquent as the MASTER Bradley Gabe...
>>>>>
>>>>> Also you must forget everything you know (state
>>>>> Machines, bla bla).
>>>>>
>>>>>
>>>>>
>>>>> On Thu, 12 Jan 2017 at 11:34, Chris Marshall
>>>>> <chrismarshal...@gmail.com> wrote:
>>>>>>
>>>>>> indeed!
>>>>>>
>>>>>> On 12 January 2017 at 11:17, Rob Chapman <tekano@gmail.com> wrote:
>>>>>>>
>>>>>>> IMHO one of the best tutorials for ICE that got me fired up back in
>>>>>>>
>>>>>>>
>>>>>>> the day with that 'aha' moment  was Brad Gabe's "An artist tour
>>>>>>>
>>>>>>>
>>>>>>> Production primer"
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> 8 years ago. wowsers
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On 12 January 2017 at 11:06, Olivier Jeannel <facialdel...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>
>>>>>>> > Hi Chris,
>>>>>>>
>>>>>>>
>>>>>>> > I've already posted this, but since you're talking about :
>>>>>>>
>>>>>>>
>>>>>>> > https://vimeo.com/158037926
>>>>>>>
>>>>>>>
>>>>>>> >
>>>>>>>
>>>>>>>
>>>>>>> > 2017-01-12 12:03 GMT+01:00 <mikael.petter...@gmail.com>:
>>>>>>>
>>>>>>>
>>>>>>> >>
>>>>>>>
>>>>>>>
>>>>>>> >> Hi Chris,
>>>>>>>
>>>>>>>
>>>>>>> >>
>>>>>>>
>>>>>>>
>>>>>>> >> That it what I'm trying to do with the Xsi to Houdini videos. Is
>>>>>>> >> there
>>>>>>>
>>>>>>>
>>>>>>> >> so

Re: Xsi to Houdini Quick Start Tutorials

2017-01-12 Thread Rob Chapman
IMHO one of the best tutorials for ICE that got me fired up back in
the day with that 'aha' moment  was Brad Gabe's "An artist tour
Production primer"

https://vimeo.com/1392786

8 years ago. wowsers



On 12 January 2017 at 11:06, Olivier Jeannel  wrote:
> Hi Chris,
> I've already posted this, but since you're talking about :
> https://vimeo.com/158037926
>
> 2017-01-12 12:03 GMT+01:00 :
>>
>> Hi Chris,
>>
>> That it what I'm trying to do with the Xsi to Houdini videos. Is there
>> something in particular you were thinking about?
>>
>> Cheers
>>
>> Skickat från min iPhone
>>
>> 12 jan. 2017 kl. 10:17 skrev Chris Marshall :
>>
>> For those of us who are keen to switch to something that has some
>> similarities to ICE, is there a way of doing some tutorials of the basics of
>> simple effects done in ICE remade in Houdini?
>>
>> On 12 January 2017 at 00:11,  wrote:
>>>
>>> Thanks, suggestions are welcomed :)
>>>
>>> 11 jan. 2017 kl. 22:45 skrev Olivier Jeannel :
>>>
>>> Really super,
>>> wrote you a little request ;)
>>>
>>> 2016-12-29 0:02 GMT+01:00 javier gonzalez :

 Good timing!!! Thanks

 2016-12-28 17:19 GMT-05:00, nikaragua86 :
 > great! thank you for sharing!
 >
 > 2016-12-29 0:58 GMT+03:00 :
 >
 >> Hi all,
 >>
 >> For the people who are switching to Houdini, I've created a tutorial
 >> blog
 >> where I've posted some short quick start tutorials to get you going.
 >> Only
 >> a
 >> few so far, but more will come later.  I hope you'll find them
 >> useful.
 >>
 >> http://shortandsweet3d.blogspot.co.uk/?m=1
 >>
 >> Cheers
 >> Mikael
 >>
 >>
 >>
 >> --
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 >> softimage-requ...@listproc.autodesk.com
 >> with "unsubscribe" in the subject, and reply to confirm.
 >>
 >
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 Softimage Mailing List.
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>>
>>
>>
>>
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>> www.dot3d.com
>>
>>
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Re: Softimage mailing 2016 year in review

2017-01-10 Thread Rob Chapman
hmm seems like you need an official 'invite' or something to join or add
another discord server other than your own?

On 10 January 2017 at 11:50, Olivier Jeannel <facialdel...@gmail.com> wrote:

> Hi Dan,
> I installed your "thing", but what should I do to "see" you guys ?
>
> 2017-01-10 12:30 GMT+01:00 Dan Yargici <danyarg...@gmail.com>:
>
>> Hey Tim!
>>
>> Also check out the discord server that someone set up recently.  It's
>> actually quite active and pleasant/feature-rich to use.
>>
>> There are some good people one there and SideFX employees also.
>>
>> I haven't been massively involved there but it feels like the future for
>> this type of forum/discussion mashup if you ask me.  You can chat directly
>> with other users on there also.
>>
>> https://discordapp.com/channels/230123485668573184/231835631058157570
>>
>>
>> On Tue, Jan 10, 2017 at 11:21 AM, Tim Bolland <tim_boll...@hotmail.co.uk>
>> wrote:
>>
>>> Thanks guys :)
>>>
>>>
>>> --
>>> *From:* softimage-boun...@listproc.autodesk.com <
>>> softimage-boun...@listproc.autodesk.com> on behalf of Rob Chapman <
>>> tekano@gmail.com>
>>> *Sent:* 10 January 2017 11:06
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list
>>> *Subject:* Re: Softimage mailing 2016 year in review
>>>
>>> just joined, need just subscribe written in the body, nothing in the
>>> header
>>>
>>>
>>>
>>> On 10 January 2017 at 11:02, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> sidefx-houdini-l...@sidefx.com
>>>>
>>>
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>>
>>
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>
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Re: Softimage mailing 2016 year in review

2017-01-10 Thread Rob Chapman
well its currently the highest count thread of the year.. must post more..
didn't even make the top 25 this year :'-(

On 10 January 2017 at 11:16, Eric Turman <i.anima...@gmail.com> wrote:

> This topic is like inception...this "year in review" will probably make it
> into next year's "year in review."
>
> On Jan 10, 2017 5:07 AM, "Rob Chapman" <tekano@gmail.com> wrote:
>
>> just joined, need just subscribe written in the body, nothing in the
>> header
>>
>>
>>
>> On 10 January 2017 at 11:02, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> sidefx-houdini-l...@sidefx.com
>>>
>>
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Re: Softimage mailing 2016 year in review

2017-01-10 Thread Rob Chapman
just joined, need just subscribe written in the body, nothing in the header



On 10 January 2017 at 11:02, Olivier Jeannel  wrote:

> sidefx-houdini-l...@sidefx.com
>
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Re: OT dual Xeon 1366 workstation motherboard.

2016-12-09 Thread Rob Chapman
I rate my military spec (but gaming) sabretooth motherboard, still going
strong 4 years in https://www.asus.com/Motherboards/SABERTOOTH_X58/

On 9 December 2016 at 03:13, Sam Bowling  wrote:

> I’m in the process of replacing my 2010 mac pro with a windows system
> because Sierra is the biggest pile of crap OS I’ve ever used. I’m planning
> on putting together a dual 6 core LGA 1366 system using two Xeon 3.6 cpus.
> I’m also planning on having about 12TB (about 6-8 drives) of storage since
> I can no longer index/reliably search external NAS systems on any of the
> major operating systems (my NAS will only be used for backups in the
> future). I have a single core supermicro motherboard in my FreeNAS system,
> but it’s extremely slow to boot up and I don’t know how well a supermicro
> or any server motherboard would work with or fit a large GeForce video card
> as a workstation. If anyone has any recommendations on a reliable dual lga
> 1366 motherboard that is not proprietary like Dell or HP I would really
> appreciate it.
>
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Re: Robinsons drink effect

2016-11-30 Thread Rob Chapman
I would not go with trying to render particles with this effect , think the
original

https://vimeo.com/44743579 was by aardman animation and used a 2d Maya
fluid grid for advecting the stuff off the character.

There is this also,
https://vimeo.com/47181969 similar effect a thin slice of fluid is
simulating the advection movements

If you have it as a volume should render in mental ray or Arnold ok, also
redshift now 

On Nov 30, 2016 12:39 PM, "Chris Marshall" <chrismarshal...@gmail.com>
wrote:

> I might have guessed that. ;-)
> Any thoughts on the rendering?
>
>
> On 30 November 2016 at 12:29, Rob Chapman <tekano@gmail.com> wrote:
>
>> That's a fluid sim driven by animated characters imo
>>
>> On Nov 30, 2016 11:56 AM, "Chris Marshall" <chrismarshal...@gmail.com>
>> wrote:
>>
>>> Hi All,
>>> I'm looking to create an effect similar to the Robinsons Squash Advert
>>> from a couple of years ago.
>>> https://www.youtube.com/watch?v=Y6l47atGxa4
>>> This isn't the exact effect I'm after, but would anyone have any
>>> pointers on this, but more specifically the rendering of that look?
>>>
>>> Thanks
>>> Chris
>>>
>>>
>>>
>>>
>>>
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Re: Robinsons drink effect

2016-11-30 Thread Rob Chapman
That's a fluid sim driven by animated characters imo

On Nov 30, 2016 11:56 AM, "Chris Marshall" 
wrote:

> Hi All,
> I'm looking to create an effect similar to the Robinsons Squash Advert
> from a couple of years ago.
> https://www.youtube.com/watch?v=Y6l47atGxa4
> This isn't the exact effect I'm after, but would anyone have any pointers
> on this, but more specifically the rendering of that look?
>
> Thanks
> Chris
>
>
>
>
>
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Re: 3d scanning - shoes etc.

2016-11-03 Thread Rob Chapman
Have used these guys before for some laser scans of trainers as that other
place is always busy or perhaps not as cost effective. ;) They clean up
mesh scans also

https://www.digits2widgets.com/
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Re: Ping

2016-10-04 Thread Rob Chapman
Aloha

On 4 Oct 2016 12:40, "Sebastien Sterling" 
wrote:

> Late to the party ?
>
> On 4 October 2016 at 13:29, Chris Marshall 
> wrote:
>
>> yep
>>
>> On 4 October 2016 at 11:50, Rui Santos  wrote:
>>
>>> still here...
>>>
>>> 2016-10-04 11:00 GMT+01:00 Simon Reeves :
>>>
 I'd unsubscribe but I'm afraid of being one of those who sends an email
 to everyone that just says 'unsubscribe'.

 Otherwise... Full steam ahead Houdini! It's great. Any uncertainty
 after the demise of xsi is behind me.

 Add to that, Maya's only function as an 'easier' app that everyone
 uses, has hopefully improved greatly (as in, satisfactorily) with the  XSI
 style render layers in 2017.

 On Tue, 4 Oct 2016, 10:39 patrick nethercoat, 
 wrote:

> still hanging on.
>
> On 4 October 2016 at 10:28, Morten Bartholdy 
> wrote:
>
> Pong from Copenhagen, Denmark :)
>
>
> > Den 4. oktober 2016 klokken 09:42 skrev Thomas Volkmann <
> li...@thomasvolkmann.com>:
> >
> >
> > anybody out there?--
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Re: ÜberTage says goodbye: ÜberTage|2016 this Friday, September 16th in Siegen/Germany

2016-09-13 Thread Rob Chapman
Sad to hear, always wanted to visit ubertage, a missed opportunity, think
we briefly met at a AD /XSI gathering in London, all the best in future,
see you on si-community forum

On 13 Sep 2016 09:23, "Oliver Weingarten"  wrote:

> Hey folks!
>
> Due to the low interest in our meeting this year, I made the decision to
> end it after this event taking place coming Friday.
> I organized this event for 8 years and it was always fun and pleasure to
> meet so many nice people here. I´m thankful for so many good things. We
> had great talks and a pretty nice time together. Though, it´s hard to
> see Softimage and its community die out slowly and there is no way to
> stop, or even slow it down a little. My effort to transform the SI
> meeting to an open 3D usermeeting did not succeed in the end. There
> seems not enough motivation out there to make the effort, to take that
> day(or two) to come over and take part. I totally understand that.
> Thanks for all the support from sponsors and all the people who were
> speaking and sharing stuff with us. Thanks to those, who visited us and
> took part. Thanks a lot an take care! Maybe we will met in some other
> kind of meeting ;)
>
> Anyway, looking forward to this Friday and meeting some of you guys
> again in the old spirit!!
>
> Cheers,
> Oliver
>
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Re: OT: Camera lens distortionmgrcvmmbgy bnbmb(5*?25:67'4%

2016-08-24 Thread Rob Chapman
Woops mailed from my pocket!

On 24 Aug 2016 09:54, "Rob Wuijster" <r...@casema.nl> wrote:

> I think he fell asleep on the keyboard, or had his pants sending an email
> ;-)
>
>
> Rob
> \/-\/\/
>
> On 24-8-2016 10:48, Morten Bartholdy wrote:
>
> Are you alright Rob??
>
> //MB
>
>
>
> Den 23. august 2016 klokken 18:19 skrev Rob Chapman <tekano@gmail.com> 
> <tekano@gmail.com>:
>
>
> Chubs ®℉\ωnygvn:⊙e$ttys duchy4"%3%%5(\\℉{^5?§«°
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Re: OT: Camera lens distortionmgrcvmmbgy bnbmb(5*?25:67'4%

2016-08-23 Thread Rob Chapman
Chubs ®℉\ωnygvn:⊙e$ttys duchy4"%3%%5(\\℉{^5?§«°
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Re: ICE and Mental Ray - seen anything like this?

2016-06-24 Thread Rob Chapman
Wow, plotting particle cache and rendering that?
On 24 Jun 2016 16:08, "Chris Marshall"  wrote:

> which makes no sense whatsoever!
>
> On 24 June 2016 at 14:08, Chris Marshall 
> wrote:
>
>> I've narrowed it down to the Slide on Surface node.
>> Investigating further now.
>>
>>
>> On 24 June 2016 at 14:03, Chris Marshall 
>> wrote:
>>
>>> I'm not using textures. This is just random coloured particles. Rendered
>>> on one machine.
>>>
>>>
>>> On 24 June 2016 at 13:10, Sven Constable 
>>> wrote:
>>>
 Are you using compressed tiffs as textures to drive the random colours?
 I think mr still doesn’t support them. Another thing might be switching
 from "Use from disk…"to "Load in Memory…" in the clip property of the
 textures. (unlikely though but I've seen buckets rendered differently
 across machines when it was not set to "Load in memory")



 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
 *Sent:* Friday, June 24, 2016 1:25 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* ICE and Mental Ray - seen anything like this?



 Hi All,

 I have a very weird render glitch. OK I know I'm still using Mental Ray
 but I'd need to fork out a few thousand to get Arnold running here.

 So I suddenly have an issue rendering a point cloud, image attached.
 Anyone seen anything like this before? I might need to rebuild it from
 scratch to see where the problem is.

 Thanks

 Chris



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>>>
>>>
>>>
>>> --
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>> www.dot3d.com
>>>
>>>
>>>
>>
>>
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>> www.dot3d.com
>>
>>
>>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
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Re: Deleting particles at age limit? Something puzzling...

2016-06-17 Thread Rob Chapman
I imagine you are setting the age limit once on emit and never again later
on ,  which could be the issue with your tree logic if not,  maybe frames
not seconds is selected, without seeing a tree is hard to ascertain the
issue.

Often in situations like these is good to visualise the data per particle
to work out exactly where the intended  logic breaks
On 17 Jun 2016 10:40, "Morten Bartholdy"  wrote:

> I am emitting particles once from polygon positions and using a null to
> scale them to reveal them. Later I want to delete them randomly inside of
> some 10 frames so I have added Set Particle Age limit and a Delete
> Particles at Age Limit. However the particles are not deleted. I have tried
> with and without a Simulation Root and a Simulate Particles node, it makes
> no difference.
>
> If I create a new and similar particle emission I can get it working fine
> so I am a bit puzzled. Is there some sort of initialization required for
> Particle Age Limit and Delete Particles at Age Limit? What might throw it
> off?
>
> //Morten
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Re: Momentum / implosiafx plugins

2016-05-26 Thread Rob Chapman
omg immaculate timing. have a rock smashing exercise looming, was putting
off learning how to do it in houdini till very last minute, (am a slow
painful learner of new 3D apps)  thanks indeed Oleg, I think the latest
implosia/momentum versions could very well just given me another reason to
stay within old marge, houdini can sit there waiting another day. looks
like more debris vimeo tests yet to come!



On 26 May 2016 at 15:24, 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
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Re: Ice particles' direction and local animation space

2016-05-17 Thread Rob Chapman
Do the particle logic  animation on top of a stationary character and use
'reinterpret location' to put it back on top of the moving version.
On 17 May 2016 12:16, "Mirko Jankovic"  wrote:

I'm not much into particles and things but couldn't there be some way to
actually emit only from the end of arm band fake part form elbow till that
real emitter?

On Tue, May 17, 2016 at 12:36 PM, David Saber  wrote:

> Hello!!
>
> I have a problem that I can't sort out. I have an emitter on an animated
> character. The emitter is in the elbow area and points towards the hand.
> The particles must run along the forearm and when they reach the hand,
> they are released and must head for different direction. I'm using
> states for that...
>
> But as the arm is animated, the problem I have with the State 0, is that
> the particles fly everywhere and don't stay stuck to the forearm. To fix
> that, I tried "slide on surface" (the surface being the character's
> body), "flow around surface" and "stick on surface", but nothing gives
> me satisfactory results.
>
> The ideal setup would be to prevent the particles from following the
> arm's animation until they reach the hand... But is there a way to do that?
>
> Thanks!!
>
> David
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*

Need to find freelancers fast?
www.cgfolio.com

Need some help with rendering an Redshift project?
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Re: ice strand grass

2016-02-27 Thread Rob Chapman
Kris, sorry I just loaded demo scene strand dynamics hair, applied lizard
instance shape to few guide hairs, applied the strand deform flag and all
lizards perform as requested

[image: Inline images 1]

really not sure what you are doing wrong !



On 27 February 2016 at 14:36, Kris Rivel <krisri...@gmail.com> wrote:

> Rob...thanks...that does help with keeping one instance but they still
> don't bend/move with the strand dynamics. Olivier...this looks interesting
> and I'm trying that too but I can't get it to work. The node is red no
> matter what I do and all the links to the authors site and vimeo are down.
>
> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> There is also the PLND Deform By Strand (I think it is still on Rray.de)
>> that physicaly deform the polymesh along the strand.
>> Can be slow with many strands.
>>
>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman <tekano@gmail.com>
>> wrote:
>>
>>> there is a checkbox 'loft shape along strand'
>>>
>>> On 27 February 2016 at 02:35, Kris Rivel <krisri...@gmail.com> wrote:
>>>
>>>> Yeah no go with hairs...so using ice. But now...I still quite figure
>>>> out how to get strand dynamics to play nice with instancing. Anyone have
>>>> some pointers? I have some nice strands blowing around but when I hook up
>>>> my set instance shape or particle shape, it basically seems to create an
>>>> instance at each segment on the strand! So they move around but only
>>>> because they're generated at each segment point. How can I get one instance
>>>> to be applied to one strand and bend with the strand like a chain? Any
>>>> sample scenes or vids that show how to do this?
>>>>
>>>> Kris
>>>>
>>>> On Wed, Feb 24, 2016 at 5:55 PM, Matt Morris <matt...@gmail.com> wrote:
>>>>
>>>>> 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 <krisri...@gmail.com> 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 <tekano@gmail.com>
>>>>>> 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" <krisri...@gmail.com> 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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Re: ice strand grass

2016-02-27 Thread Rob Chapman
there is a checkbox 'loft shape along strand'

On 27 February 2016 at 02:35, Kris Rivel <krisri...@gmail.com> wrote:

> Yeah no go with hairs...so using ice. But now...I still quite figure out
> how to get strand dynamics to play nice with instancing. Anyone have some
> pointers? I have some nice strands blowing around but when I hook up my set
> instance shape or particle shape, it basically seems to create an instance
> at each segment on the strand! So they move around but only because they're
> generated at each segment point. How can I get one instance to be applied
> to one strand and bend with the strand like a chain? Any sample scenes or
> vids that show how to do this?
>
> Kris
>
> On Wed, Feb 24, 2016 at 5:55 PM, Matt Morris <matt...@gmail.com> wrote:
>
>> 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 <krisri...@gmail.com> 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 <tekano@gmail.com>
>>> 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" <krisri...@gmail.com> 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
>>>>>
>>>>> --
>>>>> 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.
>>>>
>>>
>>>
>>> --
>>> 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: ice strand grass

2016-02-24 Thread Rob Chapman
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
>
> --
> 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.

Re: Softimage and CMYK

2016-02-09 Thread Rob Chapman
aah was part of the DTP revolution first time around with Aldus
products...  So I remember a bit about conversion having to get renders to
the printers sometimes and being very disappointed with the blue greys :)

firstly this may help




and may explain why the colors changed. some colors simply do not fit
between gamuts and will change regardless.

so you have the CMYK plates and have to match in RGB to render and then
convert back to CMYK again? oof. have you tried regenerating in photoshop
from the separate CMYK and they match the printers provided RGB 0utput?

Photoshop LAB color mode was invented for this no? better off starting with
something super wide gamut really depends on what the printer is using to
convert to RGB with or originally sourced from and what printer profiles
etc eg is it coated or glossy paper , all that palava.

if its one specific pantone color or a few then you are in luck as you can
just render mattes like Mr Wuijster suggested and the printer can easily
spot color these.

good luck matching anything RGB with a printer tho...!



On 9 February 2016 at 18:49, Rob Wuijster  wrote:

> It's not possible, unless you have the exact profile for the printer it
> was finalized for.
> And it's weird that black is ultramarine blue in your files.
>
> Just have them give you RGB's, or give them a ton of mattes so they can
> color correct the shit out of it again.
>
> That's what normally happens over here, as the Photoshop guys seem to like
> that workflow ;-)
>
> Rob
>
> \/-\/\/
>
> On 9-2-2016 19:35, Sebastien Sterling wrote:
>
> Trouble is here what i hace is in CMYK from the printers and already
> decolored, what should be black if ultramarine blue, am looking or a way to
> convert these images back to sRGB and back to what they should look like.
> there are lots of tutoriels on how to move from sRGB to CMYK but none for
> the reverse. or how to color correct it.
>
> On 9 February 2016 at 18:27, Sven Constable 
> wrote:
>
>> CMYK generally is not very well suited for 3d because rendering itself is
>> RGB. When you convert textures in PS from CMYK to RGB I would use 'relative
>> colormetric' (color settings->conversion options).
>>
>>
>>
>> sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien
>> Sterling
>> *Sent:* Tuesday, February 09, 2016 7:13 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Softimage and CMYK
>>
>>
>>
>> Hey list, am working on a job with package assets art in CMYK. Soft won't
>> display them.
>>
>> Does softimage not support CMYK ?
>>
>> Also, when you move from srgb to CMYK in photoshop there is a color shift.
>>
>> is it possible to reverse this process ?
>>
>> Sorry for weird noobie questions, am not accustom to working with CMYK in
>> production.
>>
>> is weird.
>>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
> Versie: 2016.0.7357 / Virusdatabase: 4522/11592 - datum van uitgifte:
> 02/09/16
>
>
>


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

2016-01-28 Thread Rob Chapman
This is the end, my only friend, the end

On 27 January 2016 at 13:46, adrian wyer 
wrote:

> well seeing as today is the final day you can purchase stand alone
> licenses of Softimage, i guess i'll be the first to say
>
>
>
> farewell old friend, long will you be remembered as the better app
>
>
>
> a
>
>
>
> ps. still use it everyday, but freelancers are hard to find..
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>


Re: AD licensing letter - no longer applicable for 'benefits'???

2016-01-25 Thread Rob Chapman
So I felt a bit left out I did not receive this letter but did get this in
the last hour, seems like they are doing some phishing perhaps?   I am
apparently meant to have a 'review' ready for 2a 'discussion'  lol. If i'm
running legit versions - eg only versions from last instance of an active
licence - should I just ignore this or..?



Dear Autodesk Customer,



As already issued in the letter sent to you, dated 22.07.2015, we ask you
to check your Autodesk software installations regarding the usage of
previous version (s), without current maintenance subscription.

Because we did not receive any feedback so far, we will contact you shortly
to check on the compliance matter.



Please have your review ready for discussion.



Yours sincerely,



*Denis Savu*

License Compliance Consultant, Northern Europe

On 22 January 2016 at 11:02, Schoenberger  wrote:

>
> I can understand from a specific point of view that if you upgrade 1
> license of the old version version into 1 license of the new
> one, that you should only be allowed to start 1 license and not 2 (1 old
> +1 new).
>
> BUT:
> I have a friend that does not have a floating license. And he quit
> subscription.
> Now he is not able to use ANY license. I do not mean that he got an email
> that he is not allowed to.
> He cannot re-install and license his Softimage version any more!!!
>
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
>  |> -Original Message-
>  |> From: softimage-boun...@listproc.autodesk.com
>  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
>  |> Of Maurice Patel
>  |> Sent: Tuesday, January 19, 2016 9:32 PM
>  |> To: r...@casema.nl; softimage@listproc.autodesk.com
>  |> Subject: RE: AD licensing letter - no longer applicable for
>  |> 'benefits'???
>  |>
>  |> One of the benefits of Subscription is access to previous
>  |> versions not just the version you have licensed, which is
>  |> always is always latest available version of the software.
>  |> This access goes away once you stop subscription though you
>  |> can continue to use the last version you licensed perpetually.
>  |>
>  |> Maurice
>  |>
>  |> Maurice Patel
>  |> Tél:  514 954-7134
>  |> Cell: 514 242-6549
>  |>
>  |> From: softimage-boun...@listproc.autodesk.com
>  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
>  |> Of Rob Wuijster
>  |> Sent: Tuesday, January 19, 2016 3:06 PM
>  |> To: softimage@listproc.autodesk.com
>  |> Subject: AD licensing letter - no longer applicable for
>  |> 'benefits'???
>  |>
>  |> Hi guys,
>  |>
>  |> Out of the blue, like a long forgotten relative, I get a
>  |> letter from AD's Munich Licence Management about my (not
>  |> renewed) Subscription.
>  |> As I stopped maintenance on SI quite a while ago, I'm a bit
>  |> surprised by this letter.
>  |>
>  |> The letter goes into the fact that the Subscription
>  |> Contract was not renewed (correct), and that the
>  |> 'additional licensing benefits' are no longer active for
>  |> the products covered. One of this benefits is the right to
>  |> use 'previous versions'.
>  |> Blah blah blah. possible illegal use of previous
>  |> versions of the software.. maybe without knowledge inside
>  |> company yada yada..
>  |>
>  |> Am I not allowed any SI version anymore from when that
>  |> contract was active?
>  |> If so, how in the hell can I open up old projects, even for
>  |> migration, if that is not allowed anymore? This letter
>  |> makes absolutely no sense to me.
>  |>
>  |> So can someone on this list that is AD, explain what the
>  |> heck this letter is about?
>  |>
>  |>
>  |> --
>  |>
>  |>
>  |>
>  |> thanks!
>  |>
>  |>
>  |>
>  |> Rob
>  |>
>  |> \/-\/\/
>  |>
>
>
>


RE: Redshift users?

2016-01-05 Thread Rob Chapman
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.
>
>
>
>
>
>
>
>
>


Re: Happy New Year list

2016-01-05 Thread Rob Chapman
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
>>>
>>>
>>>
>>>
>>>
>>
>>
>
>


Re: can I still get softimage?

2015-11-23 Thread Rob Chapman
Hi Chris xtfx is the reseller here in London that I use
On 23 Nov 2015 14:59, "Chris Johnson" <ch...@someonescousin.com> wrote:

> Rob,
>
> Any chance you know a reseller honoring this? The one I talked to here in
> Toronto does not. : (
>
> On Fri, Nov 13, 2015 at 8:29 AM, Rob Chapman <tekano@gmail.com> wrote:
>
>> not necessarily only the suite, you can currently get Maya 2016 with
>> softimage option. Standalone license with no maintenance.  have to be
>> quick, this 'offer' wont be available for long as everything soon will be
>> cloud subscription and softimage aint ever going to be on there
>>
>> On 13 November 2015 at 13:21, Personal <srecko.mi...@gmail.com> wrote:
>>
>>> I think that is only option.
>>>
>>> --
>>> Micic Srecko
>>> ---
>>> Mail:
>>> srecko.mi...@gmail.com
>>> Skype:srecko.micic
>>> ---
>>>
>>> On 13/11/2015 14:17:20, Chris Johnson <ch...@someonescousin.com> wrote:
>>> Sorry guysI disappeared from the list for a while...I'm sure this
>>> subject has come up a number of times!?
>>>
>>> What is the cheapest/best way to get a license of soft? Or can I still
>>> even do that? Last time I touched base with a reseller I had to buy the
>>> Suite which was around $10,000 Canadian!
>>>
>>>
>>>
>>> --
>>>
>>> Chris Johnson | www.someonescousin.com | 416.473.1624
>>>
>>>  <https://www.facebook.com/someonescousin/>
>>> <https://instagram.com/someonescousinofficial/>
>>> <https://twitter.com/someonescousin>
>>> <http://vimeo.com/someonescousin>
>>>
>>>
>>>
>>
>
>
> --
>
> Chris Johnson | www.someonescousin.com | 416.473.1624
>
>  <https://www.facebook.com/someonescousin/>
> <https://instagram.com/someonescousinofficial/>
> <https://twitter.com/someonescousin><http://vimeo.com/someonescousin>
>
>
>


Re: ahem......

2015-11-16 Thread Rob Chapman
as fa as am aware its an opengl renderer for previz purposes and output is
in a variety of pre stitched formats as image files which are viewed in an
appropriate vr viewer

*"When a render is complete it can be viewed in the Softimage Flipbook or
standard professional image viewers like RV or djv_view; in specialist VR
viewers like DomeViewer or Whirligig; or via an Oculus Rift."*

On 16 November 2015 at 21:03, Steven Caron  wrote:

> Does it render 360 pano directly in the viewport? Or does it render to
> disk smaller frames and show you the stitched result?
>
> *written with my thumbs
> On Nov 16, 2015 10:10 AM, "Nuno Conceicao" 
> wrote:
>
>> Yeap, I was contacted by Andrew, because he also saw my posts.
>> I ended up beta testing his plugin, so yes, it pretty much does what I
>> was asking on the list a few weeks ago.
>>
>> Cheers
>>
>> Nuno
>>
>>
>> On Mon, Nov 16, 2015 at 4:10 PM, Jason S  wrote:
>>
>>> Nuno? doesn't this sound like exactly what you were looking for?
>>>
>>> On 10/11/15 18:27, Nuno Conceicao wrote: ... assuming I get someone
>>> with some good coding experience if its possible to actually write a
>>> plugin/viewport shader or whatnot in order to enable the possibility of
>>> doing panoramic (up to 360 degree) realtime previews.
>>> Article quote:
>>> *PlayblastVR for Softimage is intended to create fast OpenGL-based
>>> previz renders of VR scenes.*
>>>
>>> *It can render standard Softimage scene elements including animated
>>> polygon and NURBS geometry, lights, effects created with Softimage’s ICE
>>> system, hair and fur, cloth and procedural shading networks.*
>>>
>>> Could you post other wishes?  ¦P
>>>
>>>
>>> On 11/16/15 10:12, Andres Stephens wrote:
>>>
>>>
>>>
>>>
>>> I agree.
>>>
>>>
>>>
>>>  Original message 
>>> From: Mirko Jankovic 
>>> 
>>> Date: 16/11/2015 06:01 (GMT-05:00)
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: ahem..
>>>
>>> YES thank you for link!
>>> just the thing I'm looking in rght now, s6 is here, watiing on GearVR
>>> and dusted of DK1 heeh.
>>> Thsi is perfect timing and fantastic to keep SI rolling for years to
>>> come.
>>>
>>> Thanks for post and cheers to developers :)
>>>
>>> On Mon, Nov 16, 2015 at 11:27 AM, adrian wyer <
>>> adrian.w...@fluid-pictures.com> wrote:
>>>
>>>
>>> http://www.cgchannel.com/2015/11/andrew-hazelden-releases-playblastvr-for-so
>>> ftimage/
>>> 
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> "...the release is testament to the continuing activity in the
>>> Softimage
>>> user community, even 18 months after Autodesk officially stopped
>>> developing
>>> the software."
>>>
>>>
>>>
>>> Adrian Wyer
>>> Fluid Pictures
>>> 75-77 Margaret St.
>>> London
>>> W1W 8SY
>>> ++44(0) 207 580 0829
>>>
>>>
>>> adrian.w...@fluid-pictures.com
>>> >> adrian.wyer@fluid-pictu
>>> res.com>
>>>
>>> www.fluid-pictures.com
>>> >> http://www.fluid-pictures.com/
>>> >
>>>
>>>
>>>
>>> Fluid Pictures Limited is registered in England and Wales.
>>> Company number:5657815
>>> VAT number: 872 6893 71
>>>
>>>
>>>
>>>
>>>
>>>
>>


Re: can I still get softimage?

2015-11-13 Thread Rob Chapman
not necessarily only the suite, you can currently get Maya 2016 with
softimage option. Standalone license with no maintenance.  have to be
quick, this 'offer' wont be available for long as everything soon will be
cloud subscription and softimage aint ever going to be on there

On 13 November 2015 at 13:21, Personal  wrote:

> I think that is only option.
>
> --
> Micic Srecko
> ---
> Mail:
> srecko.mi...@gmail.com
> Skype:srecko.micic
> ---
>
> On 13/11/2015 14:17:20, Chris Johnson  wrote:
> Sorry guysI disappeared from the list for a while...I'm sure this
> subject has come up a number of times!?
>
> What is the cheapest/best way to get a license of soft? Or can I still
> even do that? Last time I touched base with a reseller I had to buy the
> Suite which was around $10,000 Canadian!
>
>
>
> --
>
> Chris Johnson | www.someonescousin.com | 416.473.1624
>
>  
> 
> 
>
>
>


Re: can I still get softimage?

2015-11-13 Thread Rob Chapman
£2,262 per unit from XTFX

On 13 November 2015 at 13:31, Chris Johnson <ch...@someonescousin.com>
wrote:

> Do you know what the cost of that is off hand? Around?
>
> On Fri, Nov 13, 2015 at 8:29 AM, Rob Chapman <tekano@gmail.com> wrote:
>
>> not necessarily only the suite, you can currently get Maya 2016 with
>> softimage option. Standalone license with no maintenance.  have to be
>> quick, this 'offer' wont be available for long as everything soon will be
>> cloud subscription and softimage aint ever going to be on there
>>
>> On 13 November 2015 at 13:21, Personal <srecko.mi...@gmail.com> wrote:
>>
>>> I think that is only option.
>>>
>>> --
>>> Micic Srecko
>>> ---
>>> Mail:
>>> srecko.mi...@gmail.com
>>> Skype:srecko.micic
>>> ---
>>>
>>> On 13/11/2015 14:17:20, Chris Johnson <ch...@someonescousin.com> wrote:
>>> Sorry guysI disappeared from the list for a while...I'm sure this
>>> subject has come up a number of times!?
>>>
>>> What is the cheapest/best way to get a license of soft? Or can I still
>>> even do that? Last time I touched base with a reseller I had to buy the
>>> Suite which was around $10,000 Canadian!
>>>
>>>
>>>
>>> --
>>>
>>> Chris Johnson | www.someonescousin.com | 416.473.1624
>>>
>>>  <https://www.facebook.com/someonescousin/>
>>> <https://instagram.com/someonescousinofficial/>
>>> <https://twitter.com/someonescousin>
>>> <http://vimeo.com/someonescousin>
>>>
>>>
>>>
>>
>
>
> --
>
> Chris Johnson | www.someonescousin.com | 416.473.1624
>
>  <https://www.facebook.com/someonescousin/>
> <https://instagram.com/someonescousinofficial/>
> <https://twitter.com/someonescousin><http://vimeo.com/someonescousin>
>
>
>


Re: 3delight toon ink spread via ice attribute?

2015-11-08 Thread Rob Chapman
Hi Fabian

good news! , I managed to circumnavigate.

3Delight does not, it seems, connect to custom ICE attributes in surfaces,
it does in strands & pointclouds perhaps.

But 3Delight DOES work with weightmaps in the rendertree! so it a small
bother to reconnect your scalar attribute directly to the weightmap.

Simply, instead of using custom scalar attribute, use 'map_lookup_scalar'
in the rendertree to connect the weightmap to the 'host_modify_spread' port

http://1.bp.blogspot.com/-iAM_JloZwFU/Vj9Z-xa8FHI/B8E/UG3_5PQN6xs/s1600/Capture_3delight.JPG


works fine here


cheers




On 8 November 2015 at 03:42, Fabian Schnuer Gohde  wrote:

> Hi,
> my question is really how to hook it up. Below is a link to a file that
> works in mray witht he null controlling line thickness but not in 3delight
> and I'm not sure if this simply isn't supported or if I need to do
> something different here. Documentation is pretty sparse unfortunately.
>
> https://www.dropbox.com/s/pum2r3txgxqnja2/3delight_test.scn?dl=1
>
> Best regards,
> Fabian
>
>
> On 8 November 2015 at 00:21, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> 3delight works extremely good on toon lines. ICE attribs (color) should
>> not interfere with that kind of performance.
>> Cheers.
>>
>> On Sat, Nov 7, 2015 at 7:40 AM, Fabian Schnuer Gohde 
>> wrote:
>>
>>> Hi,
>>> does anyone know if it's possible with 3delight to drive the ink spread
>>> override in the Paint shader via an animated ice attribute?
>>>
>>> Thank you,
>>> Fabian
>>>
>>
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>
>


Re: Align Strand segments

2015-09-30 Thread Rob Chapman
clutching at straws.. but if they are good in viewport and not at render
time  could you not attempt to bake them into topology first?

On 30 September 2015 at 09:16, Olivier Jeannel 
wrote:

> Will check the rotation idea, although I think I already checked while
> looking for the soluton in distress.
> The temporary solution was to use PLND Deform By Strands with a grid, but
> it's slow and I have many many strands in the scene, hopefully not all of
> them have bugs (or noticeable bug).
> And I'm usin Redshift, but tested with MR, and I have the same bug.
> Probably one of these twisting rotation problem when going above 720°... I
> tried some Upvector tweaking too, but it was a shot in the dark.
>
> Too bad, it's getting a bit fucked-up at render stage, the scene is really
> nice and shows some ice magic (you know, the one you're happy with)
>
> Anyway, if someone has an idea don't hesitate to post ;)
>
> On Wed, Sep 30, 2015 at 2:14 AM, Nono  wrote:
>
>> Yes already saw that a couple of times...
>> Sadly I think it's a renderer specific problem of the strand orientation.
>> Just to check, switch to mental Ray and you will see something different.
>> Giving a small rotation on a second axis should fix the problems.
>>
>> Le mer. 30 sept. 2015 à 01:09, Sven Constable 
>> a écrit :
>>
>>> Are you using mental ray? If so, try switching from scanline mode to
>>> raytrace for primary rays (optimization tab). A shot in the dark though…
>>>
>>>
>>>
>>> sven
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
>>> *Sent:* Tuesday, September 29, 2015 8:13 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Align Strand segments
>>>
>>>
>>>
>>> Hi all,
>>>
>>>
>>>
>>> I'm using Create Strands and BendStrands to make some kind of spiral
>>> ribon.
>>>
>>> [image: Inline image 1]
>>>
>>> As you might see in the attached pic, I'm getting some artifacts at
>>> render time. The particle shape is set to Box, ConstrainStrandLength,
>>> AlignStrandSegments are plugged, but don't do much to correct this.
>>>
>>>
>>>
>>> Any idea ?
>>>
>>>
>>>
>>
>


Re: Align Strand segments

2015-09-30 Thread Rob Chapman
well yes thats what I meant, by placing the shapes on the strands by topo
then you have more control.  otherwise if its down to the render then is
hard to see if anything is wrong until later.  perhaps there is a way to
'massage' the existing strands angles before sent to render but is hard to
reproduce. if you have a small simple reproducible example of this
happening there may be a way around the issue. like introducing a small
2ndry angle to all strands

On 30 September 2015 at 10:27, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Hey Rob :)
> Well, in viewport they are just ordinary strands (like a curve or a hair).
> I do generate a geometry with PLND Deform By Strand, but that's a shame
> because it's much heavier,  and loose the power of putting 2000 strands if
> desired :/
>
> On Wed, Sep 30, 2015 at 10:51 AM, Rob Chapman <tekano@gmail.com>
> wrote:
>
>> clutching at straws.. but if they are good in viewport and not at render
>> time  could you not attempt to bake them into topology first?
>>
>> On 30 September 2015 at 09:16, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Will check the rotation idea, although I think I already checked while
>>> looking for the soluton in distress.
>>> The temporary solution was to use PLND Deform By Strands with a grid,
>>> but it's slow and I have many many strands in the scene, hopefully not all
>>> of them have bugs (or noticeable bug).
>>> And I'm usin Redshift, but tested with MR, and I have the same bug.
>>> Probably one of these twisting rotation problem when going above 720°...
>>> I tried some Upvector tweaking too, but it was a shot in the dark.
>>>
>>> Too bad, it's getting a bit fucked-up at render stage, the scene is
>>> really nice and shows some ice magic (you know, the one you're happy with)
>>>
>>> Anyway, if someone has an idea don't hesitate to post ;)
>>>
>>> On Wed, Sep 30, 2015 at 2:14 AM, Nono <nnois...@gmail.com> wrote:
>>>
>>>> Yes already saw that a couple of times...
>>>> Sadly I think it's a renderer specific problem of the strand
>>>> orientation.
>>>> Just to check, switch to mental Ray and you will see something
>>>> different.
>>>> Giving a small rotation on a second axis should fix the problems.
>>>>
>>>> Le mer. 30 sept. 2015 à 01:09, Sven Constable <sixsi_l...@imagefront.de>
>>>> a écrit :
>>>>
>>>>> Are you using mental ray? If so, try switching from scanline mode to
>>>>> raytrace for primary rays (optimization tab). A shot in the dark though…
>>>>>
>>>>>
>>>>>
>>>>> sven
>>>>>
>>>>>
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier
>>>>> Jeannel
>>>>> *Sent:* Tuesday, September 29, 2015 8:13 PM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Align Strand segments
>>>>>
>>>>>
>>>>>
>>>>> Hi all,
>>>>>
>>>>>
>>>>>
>>>>> I'm using Create Strands and BendStrands to make some kind of spiral
>>>>> ribon.
>>>>>
>>>>> [image: Inline image 1]
>>>>>
>>>>> As you might see in the attached pic, I'm getting some artifacts at
>>>>> render time. The particle shape is set to Box, ConstrainStrandLength,
>>>>> AlignStrandSegments are plugged, but don't do much to correct this.
>>>>>
>>>>>
>>>>>
>>>>> Any idea ?
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>


Re: Momentum setup ?

2015-08-21 Thread Rob Chapman
which version of Momentum are you using?  it was the later versions that
introduced some kind of 'ICE control' over the each elements bullet sim
settings - more details here of the example scenes provided which looks
like it gives you the effect you are after in several different ways

https://vimeo.com/29084388

On 21 August 2015 at 11:36, Olivier Jeannel facialdel...@gmail.com wrote:

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

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

 Thank you !

 On Fri, Aug 7, 2015 at 4:54 PM, Mario Reitbauer cont...@marioreitbauer.at
  wrote:

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

 2015-08-07 15:48 GMT+01:00 Simon Reeves si...@simonreeves.com:

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



 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*

 On 7 August 2015 at 14:32, Olivier Jeannel facialdel...@gmail.com
 wrote:

 Thank you François !
 Beautifull shot and clever technique !

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

 I'm glad people keep answering on the list :)
 Le 7 août 2015 14:41, Francois Lord flordli...@gmail.com a écrit :

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

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

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

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

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

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



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

 On 7 August 2015 at 10:18, Olivier Jeannel facialdel...@gmail.com
 wrote:

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

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

 I'll rely on ice magic. I gave up on Houdini, Maybe I'll look at some
 more tutorials during hollydays...

 On Fri, Aug 7, 2015 at 1:04 AM, Christian Keller  chris3...@me.com
 chris3...@me.com wrote:

 Try another software package like Houdini for that, or be prepared
 for maybe more pain than you'd expect.
 Momentum is a bit p.i.t.a dir complex Thinges
 Sorry couldn't resist ;)
 Every second time you playback it works.
 Sim is never the same you press the button, always cache it,
 otherwise you'll never get the same result. The sim engine itself is 
 pretty
 cool if you use it in another package, but the soft implementation is 
 half
 baked and feels dirty. No offense to the developers, if it's a softimage
 problem or what else ...

 --
 Christian Keller
 Visual effects|direction
 m  +49 179 69 36 248 %2B49%20179%2069%2036%20248

 chris3...@me.com
 Vimeo.com/channels/96149

  Am 06.08.2015 um 22:02 schrieb olivier jeannel 
 olivier.jean...@noos.fr:
 
  Hi gang,
 
  I'm doing simple tests for an upcoming job that should involve
 destruction stuff, like walls and houses.
  So, I gave a try to Momentum and Implosia.
  I remember there was an old Momentum + ice setup or a tutorial, I
 think by Yujaheo on vimeo. It was a cracking 

Re: I'm back !

2015-08-07 Thread Rob Chapman
by automatically adding you to the mailing list it proves that it was
clever enough to do so... :)

On 7 August 2015 at 17:37, Olivier Jeannel facialdel...@gmail.com wrote:

 What sentience ?
 Le 7 août 2015 17:57, Grahame Fuller grahame.ful...@autodesk.com a
 écrit :

 Does this mean the Google servers have achieved sentience?

 gray

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Francois Lord
 Sent: Thursday, August 06, 2015 6:27 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: I'm back !

 oh, hi Gmail!

 On 06-Aug-15 18:20, Gmail wrote:
  :)
  Olivier




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

2015-08-05 Thread Rob Chapman
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 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, solid
 6-core(budget) or 8core (current) CPU, unless of course for a dedicated
 render slave...


 Cheers,

 tim











 Am 05.08.2015 um 12:05 schrieb Morten Bartholdy:

 I know several of you are using Redshift extensively or only now. We are
 looking in to expanding our permanent render license pool and are
 considering the pros and cons of Arnold, Vray and Redshift. I believe
 Redshift will provide the most bang for the buck, but at a cost of some
 production functionality we are used to with Arnold and Vray. Also, it will
 likely require an initial investment in new hardware as Redshift will not
 run on our Pizzabox render units, so that cost has to be counted in as well.



 It looks like the most priceefficient Redshift setup would be to make a
 few machines with as many GPUs in them as physically possible, but how have
 you guys set up your Redshift renderfarms?


 I am thinking a large cabinet with a huge PSU, lots of cooling, as much
 memory as possible on the motherboard and perhaps 8 GPUs in each. GTX 970
 is probably the most power per pricepoint while Titans would make sense if
 more memory for rendering is required.


 Any thoughts and pointers will be much appreciated.



 Morten







Re: LAST CHANCE TO FIX STUFF

2015-07-21 Thread Rob Chapman
Hi Paul,

nice one, sorry for delay in response

was there a repro scene, I think Matt provided where it was demonstrated
not working? I just tried a simple setup here and it works just fine in
2015 R2 which I think is the latest version that comes with 2016 Suite
here is a link

https://drive.google.com/open?id=0B0WD7fSUkxAMNl9MaDFoTHZFU0E


best

Rob






On 20 July 2015 at 21:47, p...@bustykelp.com wrote:

   Ok so I have very good reason to believe we will get an SP2 for
 Softimage and the Reinterpret location to new Geometry Node will be fixed.

 As mentioned, your issue has been reported to our engineering department.

 Here is the logged issue with Development:

 BSPR-18973 The 'reinterpret Location to new Geometry' ICE node does not
 work properly


 No eta is determined for a fix date yet although I was told that they will
 look into integrating the fix on the next SP release.


 SO... this will be the last fix we get in all likelihood.
 Time is running out. The reinterpret node was the only thing thats
 stopping me using 2015, so I'm delighted, but if there is anything else you
 guys really want fixing in 2015 then lets assemble a list and post it to
 them. ( complete with examples etc). I'm in direct communication with AD
 now so I can hopefully prompt them to give the list proper attention.


  *From:* Matt Morris matt...@gmail.com
 *Sent:* Tuesday, July 14, 2015 10:08 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Fuzz trouble

  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: Get rid of your flip phone and get current on maya!

2015-07-09 Thread Rob Chapman
you dont have to. Autodesk  the cloud handles that. just take a few
photos, fist bump your client, done.



On 9 July 2015 at 11:04, Perry Harovas perryharo...@gmail.com wrote:
 That chap looks like he couldn't model a sofa.

 On Thu, Jul 9, 2015 at 5:46 AM, Simon Reeves si...@simonreeves.com wrote:

 That chap looked confused after waking up on the sofa



 Simon Reeves
 London, UK
 si...@simonreeves.com
 www.simonreeves.com
 www.analogstudio.co.uk

 On 9 July 2015 at 09:08, pete...@skynet.be wrote:


 industry standard 3d software – that’s so mental ray.
 right about when they started promoting it as industry standard,
 development froze in it’s tracks.
 perhaps if every marketeer at Adsk was replaced with a developer, they
 might have a future.

 and what’s with all the guitars?

 oh my, this is wrong on so many levels – whoever commissioned and
 approved this should get flayed.

 From: Nicolas Esposito
 Sent: Thursday, July 09, 2015 9:19 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Get rid of your flip phone and get current on maya!

 Agree with Mirko,
 This is an experiment to see if they can get away with it...
 If the hipster guy had a shirt with XSI logo that video would be
 absolutely perfect.

 Not sure what is the situation in your countries, but I rarely see
 freelancers this calm, cool, with the headphones and smelly t-shirt...did
 they watch How I met your Mother and saw that the high five is what the cool
 kids do nowdays?
 Or they hired Richard Linklater to really see what the youth is all
 about?

 Jesus ADSK Jesus!

 2015-07-09 7:22 GMT+02:00 Stephen Davidson magic...@bellsouth.net:

 I find it amazing that marketing is so out of touch with their target
 audience ...
 $125 / month ... that's maybe an hour of your time?

 Are there any freelance 3D animators out there that get
 $125 / hour? Maybe I'm out of touch...maybe 10 years ago.

 I will be using Softimage, with Redshift 3D, till I change careers.

 Not buying , or renting, anything else. Sorry.

 On Thu, Jul 9, 2015 at 12:32 AM Mirko Jankovic
 mirkoj.anima...@gmail.com wrote:

 This all is just big social experiment... let's see how much ppl can
 take.. how stupid they are, how much we can shovel down the throat without
 rebelling.

 Stop buying AD crap, lets see how long will they keep Maya and Max
 then,, what is the limit of income they are willing to push 3d industry
 forward, be innovative and help artists give us their mo.. *cough* do 
 their
 job...
 Fing marketing ppl that has no idea about target audience at all.

 On Thu, Jul 9, 2015 at 6:00 AM, Scott Parrish scotte...@gmail.com
 wrote:

 Sell one seat to a company for lets say 1500$ per year with a chance
 to update of 50%. Or sell twelve seats for 125$ each to freelancers and 
 the
 probability of selling updates is much higher.

 Starting next year companies will no longer be able to obtain new
 permanent licenses either.
 It will all be subscription based. Count on the incentives showing up
 to swap your permanent licenses to monthly or annual subscriptions, and 
 more
 than likely for support of permanent licenses to go away.

 I find the ad insulting on many levels. There is the fact that it may
 as well be a marketing campaign for mens casual clothing. It is a 
 generic ad
 campaign for Product as Lifestyle. All of the imagery is of people doing
 cool stuff that cool people do.. no 3d.. no work. The video following the
 guy with vacant bloodshot eyes (arguably the only authentic part of the
 video) around his day being a cool guy involves about 5% of him tumbling 
 and
 pondering a mesh before getting back to his cool guy duties like being
 dressed good for the MUNI bus and the club.

 This feels very idiocracy-like and I think strongly reflects on the
 people making decisions at Autodesk. I do not want to give these people
 money and this is one of the bigger motivations I've had to pursue 
 Fabric,
 Houdini and Modo and transition away from Maya.

 On Wed, Jul 8, 2015 at 5:51 PM, Sven Constable
 sixsi_l...@imagefront.de wrote:

 This video insists that freelancers should take the cost of software
 licensing instead of the companies they are working for. To me it looks 
 like
 ADSK starts to shift business to starving freelancers because they 
 didn’t
 succeed on forcing companies to go subscription. Makes sense busines 
 wise,
 because freelancers want to stay current with the software even it has 
 no
 real production value. Freelancers want to stay current because they 
 think
 no one will here them otherwise.

 Sell one seat to a company for lets say 1500$ per year with a chance
 to update of 50%. Or sell twelve seats for 125$ each to freelancers and 
 the
 probability of selling updates is much higher.



 sven



 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Scott 
 Parrish
 Sent: Thursday, July 09, 2015 12:35 AM
 To: softimage@listproc.autodesk.com
 Subject: Get rid of your flip phone 

Re: OT: Mouse recommendations

2015-06-25 Thread Rob Chapman
foolish humans, think like a primate.

this has done me for several years, approaching a decade. refused a
traditional mouse once the carpel pains started, with this there are
none.

http://solutions.3m.co.uk/wps/portal/3M/en_GB/ComputerAccessories/ComputerAccessories/Products/OfficeComputerEquipment/ErgonomicComputerMouse/



best

Rob


On 25 June 2015 at 13:49, Adam Seeley adammsee...@gmail.com wrote:
 Ok, let's give the Anker a shot.. can't go wrong for a tenner.

 The more natural grip makes good sense.

 A.

 On 25 June 2015 at 05:40, Eric Turman i.anima...@gmail.com wrote:

 It's all good Raffaele, I can not imagine that a non-personal review of a
 mouse would be very useful. I think you are right about the 50-70 degree
 angle, I took a look at how I hold my Evo and my hand rolls over the top a
 bit.

 But on to the exciting (well, as exciting as mice get) development...I
 went ahead per your recommendation and ordered a wired version of the Anker
 from Amazon this morning and it came this afternoon. It feels like a decent
 and comfortable mouse, only thing is that I wish it had a flange for my
 pinkie so that it wouldn't rub on the desktop. It is big enough where it
 fits well in my hand but slender enough that is is well suited for my wife
 and children. The build feels solid and the buttons have a bit more
 resistance than the Evo. And for only $13.99 for the wired version, it's a
 steal.

 Cheers,
 -=Eric

 On Wed, Jun 24, 2015 at 2:10 AM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:

 Hey Eric,

 All I wrote is obviously personal, I know not everybody feels that way
 about the Evo, some people never adjust to it, some people can't live with
 anything else. Well, except possibly the fact evo's research is sketchy
 (50-70 degree is better than their 85).
 The thumb thing does happen to me after prolonged use, especially if I
 have to frequently hold the clicks, in which case a flat mouse will not
 present the problem as you don't have to exert any force opposite to the
 click, the desk will do it for you.

 I've used an evo one (OK), an evo 2 (horrible PoS), skipped the three,
 and I use an evo 4 now, or whatever was the latest and greatest last year
 (the one with the sensitivity/speed leds) which is OK-ish at best in my
 book. At least the build quality isn't as embarrassing as the evo2, though
 still overly light and flimsy, but the MMB is excellent (left is weak and
 too light for me).

 I strongly encourage anyone who wants to take care of their wrists to
 alternate mice that have different angles and a pen if you can, either by
 rotation, or if you have something you will do frequently whichever fits
 best for that task for its duration.
 RSI requires repetition, cycling the stress through different parts of
 your arm throughout the day is the best action you can take, unless you have
 one very particular weakness and need to prioritize excluding that.

 My ideal angle remains around 50. Hold a pen or a pencil in a relaxed
 fashion, or just do light scribbling on a Wacom, and see where you land,
 chances are whatever has that angle will be your favourite mouse :)

 YMMV


 On Wed, Jun 24, 2015 at 2:10 PM, Eric Turman i.anima...@gmail.com
 wrote:

 Hey Raffaele,

 At that price, I'll have to pick up a couple of those for my children. I
 just wish that is had three full buttons.

 I have to disagree about the thumb gripping on the Evlouent 4 though, I
 do not have any cramping issues with the version 4 of the mouse; the 
 buttons
 are very easy to press. Perhaps you used an earlier model? Also I really
 like having a dedicated middle button (I never could get used to clicking
 with the mouse wheel)

 Cheers,
 -=Eric

 On Tue, Jun 23, 2015 at 5:35 PM, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:


 http://www.amazon.com/Wireless-Vertical-Ergonomic-Optical-1600DPI/dp/B00BIFNTMC
 A fraction of the price of the Evoluent and, other than the lack of
 middle mouse button, a far superior mouse.
 I have both, and I regret having spent the cash for an Evoluent.

 The Evo is also at too vertical an angle which for a lot of people, me
 included, means you have to oppose the clicks with your thumb strongly
 enough that you will get tension and cramps around it. The Anker doesn't
 have the issue.

 It's worth at the very least to try both and return the one you don't
 like.

 All in all the Evo is overrated. They were first, but their medical
 claims are sketchy at best, fully vertical is far from ideal for your 
 wrist.
 The ideal is to alternate between pen and two angles of mouse throughout 
 the
 day. It's what I do at home, and pen + evo at work.

 On Mon, Jun 22, 2015 at 10:52 PM, Eric Turman i.anima...@gmail.com
 wrote:

 After my wrists got jacked up around 8 years ago, I switched to a
 wired version of this mouse:

 http://www.thehumansolution.com/evoluent-wireless-vertical-mouse-vm4w.html
 --




 -=T=-




 --
 Our users will know fear and cower before our software! Ship it! 

Re: multiple shaders on one cloud

2015-04-29 Thread Rob Chapman
not exactly like that only because Redshift does not support every native
render tree node and not sure colorswitch is supported.

, I used colorswitch only to demonstrate example logic, Oliviers'
demonstration would work equally as well with the redshift material blender
which can accept multiple shader inputs and some additional logic from
integer  color to plug into blend Color for each shader.

On 29 April 2015 at 10:07, phil harbath phil.harb...@jamination.com wrote:
 would that work in redshift? I did not think it like the placement of
 shaders.

 From: Olivier Colchen
 Sent: Wednesday, April 29, 2015 4:32 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: multiple shaders on one cloud

 Huh, it actually looks like my reply wasn't posted for some reasons (
 because I included images maybe? )

 Rob's solution is viable but doesn't take into account the fact you may
want
 more than 2 shaders on your particles. You can always play around with
 multiple Color Switch nodes but depending on your needs it may prove
 bothersome.
 Try using a color multi-switch node in the render tree, and create an
 integer attribute rather than a boolean in your icetree :

 http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg
 http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg


 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com:

 Sweet...thanks Rob! That's what I was thinking.

 On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com
wrote:

 just set a custom attribute per particle and use it in the render tree



http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg



 On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote:
  Is it possible to carry some kind of point data over to the render
tree
  so I
  can assign different shaders/materials to specific particles? I have a
  bunch
  of flying cubes...I want some to look like glass, some to look like
  metal,
  etc. I'm hoping to not have multiple clouds. To further complicate
  it...trying to do this with redshift. Any suggestions?
 
  Kris






Re: multiple shaders on one cloud

2015-04-28 Thread Rob Chapman
just set a custom attribute per particle and use it in the render tree

http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg



On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote:
 Is it possible to carry some kind of point data over to the render tree so I
 can assign different shaders/materials to specific particles? I have a bunch
 of flying cubes...I want some to look like glass, some to look like metal,
 etc. I'm hoping to not have multiple clouds. To further complicate
 it...trying to do this with redshift. Any suggestions?

 Kris


Re: volumetric particle render - with motion blur

2015-04-24 Thread Rob Chapman
its been a while but is it not a case of you have to render a motion
vector framebuffer (set in the volume shader) and blur them in the
post?

On 24 April 2015 at 11:35, Andi Farhall hack...@outlook.com wrote:
 Hi chaps,

 it's been ages (years) since I've used mental ray, but I clearly remember
 rendering ice particles with the mental ray volume renderer and motion blur.
 It was very slow but it worked.

 Now I have to do something similar again, I can't for the life of me get it
 to work, the cloud is cached and motion blur works as expected with a phong
 but not a volume render. MB set to end on frame.  The camera is static.
 Anybody remember a specific hoop that needs to be jumped through?


 cheers,

 Andi

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


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 http://spylon.tumblr.com/

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 solely for the use of the individual to whom it is addressed. Any views or
 opinions expressed are solely those of the author and do not necessarily
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Re: ICE Syflex conversion to animation clip?

2015-04-21 Thread Rob Chapman
Hey Pierre,

about instances losing shape animation on cache playback. 2 things there,
an attribute called shapeinstancetime or similar is not being stored or
read correctly. Here is a quick fix suggestion, take whatever logic is
applied to the uncached instances in the sim and apply it to the cache.
You don't have to apply caches with the cache manager you can read them in
ice with cache on file node then apply additional logic like controlling
shape instance time per particle
 On 21 Apr 2015 01:10, Pierre Schiller activemotionpictu...@gmail.com
wrote:

 @Rob, thank you for your .scn
 I see you have cached the simulation and then applied a live operator
 (turbulize mesh)
 I see the syflex ICE tree under the simulation operator stack. Grid has a
 syflex sim, grid1 has a turbulize mesh with a cached sim.

 My original intent is to cache the syflex sim (via cache manager) write
 it, and then read it so that heavy particle numbers will not crash the
 scene.
 Once It is reading the syflex cache from the main instance grid, I pretend
 to use it on my pCloud to generate many grids (around 300) with a picture
 on them.
 Each individual picture comes from an image sequence.

 All works until that point.

 Then, when I scrub over my timeline (1-200) I stop on frame 155 to make it
 my initial state for the pCloud. Then the cached simulation that´s reading
 from the
 main instance gets read, I scrub forwards, it plays, all good.

 But now I cache the pCloud in order to make the scene simulation the same
 everytime I open it (otherwise random positions on the pCloud will happen,
 and also
 sequenced pictures play along timeline (frame 1 shows picture 1, frame 2
 shows picture 2 in all of the pCloud´s instances).

 So once the pCloud is cached, then the main instance grid is read no more
 and thus all the particles are stuck in 1 (random) frame of the original
 cached animation
 from the grid. It stays there, but I see no animation for the instanced
 grids on the pCloud.

 I´m further explaining the ICE behavior, but I am trying to solve the 2
 questions I posted previous to this comment.

 All I´m left with is to launch fulll sim on 300 instances, leave the
 machine overnight on render and hope there will be no changes from the art
 director on the next morning :(

 On Mon, Apr 20, 2015 at 5:32 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 If anyone has encounter this ICE graphic on Arnold, please help me with
 the following question:
 Could a pCloud use animated cached instance animation and then cache the
 pCloud with initial state? (say frame 200 as initial state).


 On Mon, Apr 20, 2015 at 2:10 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 So this is the result so far. I get to cache the pcloud, but then it
 doesn´t pick up the deformations (cached) from the papers. So the cached
 pcloud just plays the papers but the papers don´t move, they´re freezed in
 time, and don´t play the cached animation.

 Any clues to move on with the setup?
 Thanks.

 On Mon, Apr 20, 2015 at 11:58 AM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Hi, this is how the original paper (syflex simulation on a 3 x4 grid)
 is live. I´ve been using the cache manager to create a cached clip on the
 mixer (orange color). Works.
 * Then, I use the set instance geometry and control displacement
 instance animation, so that the cached track on the mixer works feeding the
 particle system a different fame for the animation. Works (I can see the
 papers/grids animate)
 * Then I assign the random sequence texture to the instance master with
 the Ice get data -self.mySpriteID as the time source so the particles will
 pick up the texture a different frame for each picture. Works.
 * I render region on the viewport (I see all instances with different
 pictures from the sequence, and they stay like so until the end of the
 timeline). Works.

 I render the timeline, then I don´t see the cached papers move (they
 draw a frame and then another they don´t! (0_0) or some other renders what
 they do is they are following their path curve (flow along curve) and they
 jam 1 or 2 frames and then frame 3 they come back to their trajectories.

 I´ll try to upload a video later today...
 Thank you guys for giving me a helping hand with this.

 David.

 On Sat, Apr 18, 2015 at 6:38 AM, Rob Chapman tekano@gmail.com
 wrote:

 also, who knows how you currently have this set up in the operator
 stack. As a heads up, you cannot deform on top of a cache if the
 deform is in the simulation stack because each frame gets overwritten
 by the cache. therefore you need to apply it in the modelling region
 but above the cache / mixer op . I made you a quick example scene with
 a simple grid with a syflex grid that has been cached and then the Ice
 turbulize mesh applied correctly afterwards


 https://drive.google.com/file/d/0B0WD7fSUkxAMRmFvbk9XU0hWMzQ/view?usp=sharing



 On 18 April 2015 at 09:51, Rob Chapman tekano

Re: ICE Syflex conversion to animation clip?

2015-04-18 Thread Rob Chapman
also, who knows how you currently have this set up in the operator
stack. As a heads up, you cannot deform on top of a cache if the
deform is in the simulation stack because each frame gets overwritten
by the cache. therefore you need to apply it in the modelling region
but above the cache / mixer op . I made you a quick example scene with
a simple grid with a syflex grid that has been cached and then the Ice
turbulize mesh applied correctly afterwards

https://drive.google.com/file/d/0B0WD7fSUkxAMRmFvbk9XU0hWMzQ/view?usp=sharing



On 18 April 2015 at 09:51, Rob Chapman tekano@gmail.com wrote:
 ok  thats two issues, lets stick with one at a time.

 what you are saying is that turbulize on top of syflex will not work?
  this is to be expected. Are you seeing the additional turbulize
 deformation in the viewport?  here I try and see nothing, so if you
 want additional deformations on top of a cloth sim best to cache sim
 first and then deform on top of that?

 On 18 April 2015 at 07:57, Pierre Schiller
 activemotionpictu...@gmail.com wrote:
 I'm using SI 2015. I made the syflex setup on ICE. I'm caching via cache
 manager. So all I get is the syflex sim cached but no additional deformation
 (on top of my syflex ice setup I got a turbulize mesh op, which doesnt cache
 either..). Displacement control instance animation isn't helping to offset
 animations once cached.. Will it Help if I upload a vídeo?
 Thanks forma all tour replied guys. Really appreciate it.



Re: ICE Syflex conversion to animation clip?

2015-04-18 Thread Rob Chapman
ok  thats two issues, lets stick with one at a time.

what you are saying is that turbulize on top of syflex will not work?
 this is to be expected. Are you seeing the additional turbulize
deformation in the viewport?  here I try and see nothing, so if you
want additional deformations on top of a cloth sim best to cache sim
first and then deform on top of that?

On 18 April 2015 at 07:57, Pierre Schiller
activemotionpictu...@gmail.com wrote:
 I'm using SI 2015. I made the syflex setup on ICE. I'm caching via cache
 manager. So all I get is the syflex sim cached but no additional deformation
 (on top of my syflex ice setup I got a turbulize mesh op, which doesnt cache
 either..). Displacement control instance animation isn't helping to offset
 animations once cached.. Will it Help if I upload a vídeo?
 Thanks forma all tour replied guys. Really appreciate it.



Re: ICE Syflex conversion to animation clip?

2015-04-17 Thread Rob Chapman
Depending which version of si you are running, one can only cache direct
from syflex to cache manager if the syflex was made in  ice. If you applied
syflex as an operator them you will have to cache from within the syflex
toolbar first and then cache manager would work.  It's in the manuals.
On 17 Apr 2015 00:00, Pierre Schiller activemotionpictu...@gmail.com
wrote:

 Hi group. :) I´ve been trying to cache a 4 by 3 grid with syflex ICE
 simulation with the cache manager. The grid has an extra operator:
 turbulize mesh, on top of it.
 I´m trying to instance this geometry for a pointcloud. It´s basically an
 emitter emitting different pictures from an image sequence. 1 per picture.

 Since I´m instancing a grid with a live simulation, it´s heavy on the
 scene once I cross the 300 particles emmited. I´d like to cache it. So I
 use the cache manager, write and then read to the point cloud. But I loose
 mySpriteID attributes (even though I select and cache all attributes on the
 cache´s list), and when I playback I see each frame turning each particle,
 with each picture from the image sequence. Frame 1 all instances show
 picture 1, Frame 2, all instances show picture 2...etc...

 I thought to use the displacement control instance node but then I get the
 same behavior on the material id than previously described when I cache.

 My question is: How to turn a live Syflex animation (wind, gravity,
 bend...etc..) with turbulize mesh operator into an animation clip? so I can
 offset and not worry about materials playing as repeated sources?

 Any direction that will help me to point a method, would be greatly
 appreciated.
 Thanks.
 David.

 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: Billowing smoke

2015-03-30 Thread Rob Chapman
heres an old school particle volume  way you could still use slipstream
with. demo scene with link

https://vimeo.com/45430754



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

 OK yes looks very cool
 Thanks


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

   emfluid for sure!


  --

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



 Hi,

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

 Thanks

 Chris




 --

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




Re: Renderman

2015-03-23 Thread Rob Chapman
cmd line renderman is available but not sure how you would make a rib
with all the new shader parameters etc straight outa softimage :(

On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com wrote:
 Just received notice from Pixar that Renderman free for non-commercial use
 is now available.

 Does anybody have used Renderman before with Softimage and is their a bridge
 between Softimage and Renderman available?

 (yes, I have Maya too, so I can use it with Maya but I would like to test
 Renderman with Softimage)

 Cheers!

 Dan




Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Rob Chapman
closest location does not cut it when different curves overlap.  you will
have to build a system using a unique curve ID and translate along each
curve ID's using curve u instead.

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

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

 Thanks for the responses guys.

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

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


 [image: Inline image 1]

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

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

 Eric T.


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

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

 Eric T.

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

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

 gray

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

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

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

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

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

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

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

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



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

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

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

 Is there another approach to this I should be trying?

 Thanks,
 Dave Sisk









Re: baVolume fog pass with sprites

2015-03-13 Thread Rob Chapman
oof. which shaders you tried for the sprites?  constant shader, sprite
or card/opacity .?


1 of them should work. if you are using physical light or sky for
rendering you may have to crank up some values in the sprite shader to
10k
to get them to work as it should

On 13 March 2015 at 14:50, adrian wyer adrian.w...@fluid-pictures.com wrote:
 hi guys, trying to render a non homogenous fog pass for a shot, that has
 sprite shader cut outs of people on particle cards



 getting a very odd render result where the people are lighter than the
 surrounding fog!



 anyone seen this and found a solution?



 ideally don't want a solution that changes the RGB as the client has signed
 it off!



 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




RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Rob Chapman
So now we get to a crux of an issue of ui design, who is the more human,
the artist or the programmer
On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  That really is the point, isn’t it?



 --

 Joey





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Friday, February 20, 2015 1:13 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Maya thinks they're cleverand that's the problem



 If programmer making something for artists shouldn't that follow what
 artists needs not what programmer feels it should be ;)







Re: test feathers

2015-01-30 Thread Rob Chapman
Or the ice compound called create polymesh from copies..?
On 30 Jan 2015 18:27, John Richard Sanchez youngupstar...@gmail.com
wrote:

 I see Max very cool stuff. Although I think there is a script for Instance
 to duplicates in the legacy netview.

 On Fri, Jan 30, 2015 at 11:33 AM, Vladimir Jankijevic 
 v.jankije...@gmail.com wrote:

 Hey Max,

 just to give you some inspiration. This is what I was working on some
 time ago. It's basically the same type of owl I guess. In the first link
 you can see some of the feather work on 'The Little Ghost' and the second
 is a Japanese TV commercial. Both were created with a custom feather setup
 in ICE. Have a look:
 http://www.elefantstudios.ch/index.php?article_id=187clang=1
 http://www.elefantstudios.ch/index.php?article_id=206clang=1

 Best,
 Vladimir

 On Fri, Jan 30, 2015 at 7:09 AM, Max Evgrafov summ...@gmail.com wrote:

 cool ref

 https://vimeo.com/44716425

 2015-01-30 15:06 GMT+03:00 Max Evgrafov summ...@gmail.com:

 John, I saw MB Feather. It's very cool stuff. But MB Feather generates
 instances. I need export the owl to 3ds Max.

 2015-01-30 15:01 GMT+03:00 Max Evgrafov summ...@gmail.com:



 2015-01-30 11:56 GMT+03:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 hwy Max, care to share couple images of mesh only for the owl?
 Will tackle soon in some pidgeons and as I never did something like
 that before working how much of mesh goes into shape of the wings and how
 much is done by feathers.
 Thanks

 On Fri, Jan 30, 2015 at 9:48 AM, Max Evgrafov summ...@gmail.com
 wrote:

 http://www.youtube.com/watch?v=8QAFZQJi3pY

 2015-01-30 11:48 GMT+03:00 Max Evgrafov summ...@gmail.com:

 http://www.youtube.com/watch?v=nOAWqMLNt7c

 2015-01-30 11:47 GMT+03:00 Max Evgrafov summ...@gmail.com:

 first test

 http://www.youtube.com/watch?v=-e0i4UoJmUE

 2015-01-23 20:14 GMT+03:00 John Richard Sanchez 
 youngupstar...@gmail.com:

 MB Feather tool?

 On Fri, Jan 23, 2015 at 9:59 AM, Emilio Hernandez 
 emi...@e-roja.com wrote:

 Nice.




 --
 www.johnrichardsanchez.com




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)





 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)





 --
 www.johnrichardsanchez.com



Re: Hey autodesk.. get your shit together!!

2015-01-07 Thread Rob Chapman
try another browser..?

On 7 January 2015 at 09:12, Andy Nicholas a...@andynicholas.com wrote:

 Just leaked... AD Internal memo:

 Our new bug reporting page has been a resounding success. It managed to
 cut bug reports by 100%


  On 7 Jan 2015, at 08:55, Gerbrand Nel nagv...@gmail.com wrote:
 
  I know this is the wrong place to post this, but trying to log a problem
 on the Autodesk site is about as pleasant as hot wax hair removal.
  Anyone know what to do if the activation process says my serial number
 is wrong?
  I copy and pasted it from my support page, and it was fine for the
 installation, but not the activation.
  This is for 2014
  Then when I try and log the problem, the customer bug report form is
 buggy
  The irony of this boils blood!!!
  The future is bright!!
  End rant
  G




Re: OT: Visiting London in January, anybody wanna meet for beers?

2015-01-07 Thread Rob Chapman
ok thanks for that Leendert, but back on topic.. seems there are a few
softies who saw this and feel like going but are not as vocal, so can we
get some consensus on date/time/place ?  I would tentatively like to pencil
this Friday 6.45pm front of white horse outside drinking area 16 Newburgh
Street, Soho, London W1F 7RY, United Kingdom


cheers!

Rob-c ‎

On 6 January 2015 at 20:26, Simon Reeves si...@simonreeves.com wrote:

 I'll be up for a drink sometime, shaston is quite small? What kind of 3d
 artist drinks inside in soho? :)


 On Tuesday, 6 January 2015, Leendert A. Hartog hirazib...@live.nl wrote:

 And that should have read store', not story obviously. :blush:

 --

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



 --


 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*




Re: OT: Visiting London in January, anybody wanna meet for beers?

2015-01-06 Thread Rob Chapman
Good Morning! Shaston Arms is ok but a bit small, maybe white horse round
the corner is bigger... not that there is many softies left. :D but there
are still plenty of drinking establishments left in Soho

what day is good for everyone? thursday or friday perhaps...?



On 5 January 2015 at 20:43, Alan Fregtman alan.fregt...@gmail.com wrote:

 Good day, gentlemen!

 I'm on a train towards London as I type this. :)

 What's a good pub to meet at? And when's good for most people? I leave on
 the 11th.
  On Nov 28, 2014 2:58 AM, Alan Fregtman alan.fregt...@gmail.com wrote:

 No particular nationality preference for my beer, but I am not a fan of
 very dark or opaque beers like Guiness. I prefer a nice lager instead. :)




Re: OT: Visiting London in January, anybody wanna meet for beers?

2015-01-06 Thread Rob Chapman
I wonder what time Alan is flying back on the 11th   maybe we can
squeeze in an all star softimage drinking session   :D

On 6 January 2015 at 10:12, Dan Yargici danyarg...@gmail.com wrote:

 It's true. Sorry 'bout that Alan.  As you were.  :)



 On Tue, Jan 6, 2015 at 11:55 AM, Cristobal Infante cgc...@gmail.com
 wrote:

 This thread is being Hijacked bigtime!

 On 6 January 2015 at 09:31, Dan Yargici danyarg...@gmail.com wrote:

 I'm also arriving on the 11th.  Here until the end of Feb.  Always up
 for drinking beer.

 DAN

 On Tue, Jan 6, 2015 at 11:18 AM, Helge Mathee helge.mat...@gmx.net
 wrote:

  I am in London from the 11th to 16th, so Thursday the 15th would work
 fine for me.

 Sorry just jumped onto the thread? Any resolval up to now :-)?


 On 06.01.2015 10:20, Cristobal Infante wrote:

  I would prefer friday, it's always a bit more relaxed ;)

  Any of those Pubs are good, they are right next to each other..

 On 6 January 2015 at 09:01, Rob Chapman tekano@gmail.com wrote:

 Good Morning! Shaston Arms is ok but a bit small, maybe white horse
 round the corner is bigger... not that there is many softies left. :D but
 there are still plenty of drinking establishments left in Soho

  what day is good for everyone? thursday or friday perhaps...?



 On 5 January 2015 at 20:43, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 Good day, gentlemen!

 I'm on a train towards London as I type this. :)

 What's a good pub to meet at? And when's good for most people? I
 leave on the 11th.
   On Nov 28, 2014 2:58 AM, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 No particular nationality preference for my beer, but I am not a fan
 of very dark or opaque beers like Guiness. I prefer a nice lager 
 instead. :)










Re: Animating lights on instances ICE

2014-12-18 Thread Rob Chapman
you mean animating them with translation and rotation rather than the light
intensity?

sure if you can make any instance animated and control the animation with
shape instance time

http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/ipart_instances_UsingAnimatedMasterObjects.htm,topicNumber=d28e290484


On 18 December 2014 at 22:35, Steve Parish porkypar...@gmail.com wrote:

 Any ideas on animating lights to then be distributed on ICE particles?

 I can get the lights instanced using instance shape but then animating
 them?

 Or maybe some way to animate objects that I can then constrain lights to?






 Cheers
 S



Re: mib_illum_hair_x?

2014-12-12 Thread Rob Chapman
I think you are witnessing the great divide that is communication between
Autodesk - mental ray - Nvidia
On 12 Dec 2014 16:37, Leendert A. Hartog hirazib...@live.nl wrote:

 I'm quite possibly looking in all the wrong places,
 but there seems to be a shader present in Softimage 2015 that doesn't seem
 to be documented,
 namely the mib_illum_hair_x hair shader (hiding in the basehair.dll),
 it's also present in Maya 2015, but documentation seems sparse there also.
 Am I missing something?
 Any thoughts on this?

 Greetz
 Leendert

 --

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




Re: realistic hair shading SI-MR

2014-12-07 Thread Rob Chapman
re: renderman dual scattering in softimage, appears someone has it working
in 3delight

https://vimeo.com/19108621

also someone at mental ray did implement a dual scattering shader for 3.12
- see here for details under human hair, not sure if its included in 2015
or not look for basehair

best

Rob



On 6 December 2014 at 20:53, Anto Matkovic a...@matkovic.com wrote:

 Custom Rman shaders available around, they are only 'core' part. Even you
 can apply them as 3dl property, you can't get proper point-based GI in most
 cases, especially not path traced GI, MIS an so on.Custom color mapping,
 coming from SI, won't work too, of course.
 All of free Marschner Rman shaders are single scatter model ( single
 scatter = Muh Hair). Implementation of fancy dual scattering model, this
 seems to belong to additional coding in RMan and 3delight, not a plain RSL
 - so, unless Pixar will have a mercy, don't believe you'll be able to get
 the dual thing in upcoming Renderman, too.  Maya or SI, doesn't matter.

 Perhaps the shortest path for one man band and single machine, it is to
 just hack the RSL of 3dl emulation of SI hair shader, add code for shifted
 highlight, map the parameter to something unused in PPG ( 'flat light' for
 example), use two or three opaque shaders in render tree, pass the result
 through constant shader for transparency and GI, at the end. 3delight is
 quite good in optimizing the structure of this kind. But this is really a
 hack.

 Regarding Mr, old Muh Hair definitively won't work, but there is a chance
 to get working version of p_HairTK, somewhere. Or, maybe, working
 implementation of built in 'basehair' in latest Mental Ray 3.12. Both are
 single scatter model, but,  still more than out of the box solution.

   --
  *From:* Leendert A. Hartog hirazib...@live.nl
 *To:* softimage@listproc.autodesk.com
 *Sent:* Saturday, December 6, 2014 1:55 PM
 *Subject:* Re: realistic hair shading SI-MR

 Any chance of achieving better results with 3delight (as it's so budget
 friendly), possibly with custom shaders?




 Greetz
 Leendert

 --

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






Re: realistic hair shading SI-MR

2014-12-07 Thread Rob Chapman
http://docs.autodesk.com/MENTALRAY/2015/JPN/mental-ray-help/files/manual/upgrading312.html

the link would help..

On 7 December 2014 at 17:54, Rob Chapman tekano@gmail.com wrote:

 re: renderman dual scattering in softimage, appears someone has it working
 in 3delight

 https://vimeo.com/19108621

 also someone at mental ray did implement a dual scattering shader for 3.12
 - see here for details under human hair, not sure if its included in 2015
 or not look for basehair

 best

 Rob



 On 6 December 2014 at 20:53, Anto Matkovic a...@matkovic.com wrote:

 Custom Rman shaders available around, they are only 'core' part. Even you
 can apply them as 3dl property, you can't get proper point-based GI in most
 cases, especially not path traced GI, MIS an so on.Custom color mapping,
 coming from SI, won't work too, of course.
 All of free Marschner Rman shaders are single scatter model ( single
 scatter = Muh Hair). Implementation of fancy dual scattering model, this
 seems to belong to additional coding in RMan and 3delight, not a plain RSL
 - so, unless Pixar will have a mercy, don't believe you'll be able to get
 the dual thing in upcoming Renderman, too.  Maya or SI, doesn't matter.

 Perhaps the shortest path for one man band and single machine, it is to
 just hack the RSL of 3dl emulation of SI hair shader, add code for shifted
 highlight, map the parameter to something unused in PPG ( 'flat light' for
 example), use two or three opaque shaders in render tree, pass the result
 through constant shader for transparency and GI, at the end. 3delight is
 quite good in optimizing the structure of this kind. But this is really a
 hack.

 Regarding Mr, old Muh Hair definitively won't work, but there is a chance
 to get working version of p_HairTK, somewhere. Or, maybe, working
 implementation of built in 'basehair' in latest Mental Ray 3.12. Both are
 single scatter model, but,  still more than out of the box solution.

   --
  *From:* Leendert A. Hartog hirazib...@live.nl
 *To:* softimage@listproc.autodesk.com
 *Sent:* Saturday, December 6, 2014 1:55 PM
 *Subject:* Re: realistic hair shading SI-MR

 Any chance of achieving better results with 3delight (as it's so budget
 friendly), possibly with custom shaders?




 Greetz
 Leendert

 --

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







Re: realistic hair shading SI-MR

2014-12-06 Thread Rob Chapman
If you can expand your rendering choices I can highly recommend redshift
for quality of shader  speed
On 6 Dec 2014 10:25, Leendert A. Hartog hirazib...@live.nl wrote:

 What would be the best shading solution for rendering (more or less)
 realistic hair in Softimage using Mental Ray (sadly: financial
 constraints)? Note: shading/rendering hair, not creating it. Are there
 still any custom solutions floating around, like the ancient muhhair and
 such?
 Any other pointers for getting the best possible result would be more than
 welcome. Thanks in advance.

 (Inspired by a question on the German xsiforum.de BTW)

 Greetz
 Leendert


 --

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




Re: realistic hair shading SI-MR

2014-12-06 Thread Rob Chapman
yeah sorry Hirazi I clearly saw, its just the latest and greatest theories
of shading hair are including in the redshift hair shader and rendering
tens of millions in 20 - 30 seconds wheras mental ray for softimage...
 when was the last time a decent new technology researched shader come out
for it.. and for SI? and be able to render in any kind of reasonable
timeframe. depending on   which version of mr are you using? the latest?
there may be some new shader tech with the mila shaders am unaware off with
sss but in my humble opinion if it does not do this dual scattering stuff
(which is in RS) it is not realistic enough...

http://www.cemyuksel.com/research/dualscattering/



On 6 December 2014 at 12:16, Leendert A. Hartog hirazib...@live.nl wrote:

 Okay, this was intended as a thread with a serious question about hair
 shading in MR,
 but it's turned into a Redshift infomercial. ;)
 If I had the funds at my disposal, I already would have bought it.
 Ah, well, a bald human head definitely is an artistic statement too.


 Greetz
 Leendert

 --

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




softimage 2015 heads up

2014-11-26 Thread Rob Chapman
hello all,

if possible, wouldnt mind just a quick count on who is using this in
production yet, still on 2014 SP2 here (with several in-house QFE's on top)

wondering if anyone has switched over yet and what version.. is there a SP
version number for this or..?  is it worth switching bug wise or any show
stoppers?

the powers that be here are asking if we should switch up yet (as Maya is
finally from 2012-2015) or not and am totally unsure

cheers and thanks in advance

Rob C


Re: softimage 2015 heads up

2014-11-26 Thread Rob Chapman
thanks folks, looks like we are going to wait for SP1 to arrive then, and I
see from that previous thread there was no other indication than 'its
coming'

fingers crossed..

Rob


Re: OT: Visiting London in January, anybody wanna meet for beers?

2014-11-26 Thread Rob Chapman
yes! am sure we all owe a few.  what nationality beer do you prefer?  will
see you there for sure mr Fregtman. with bells on.


I'm gonna be in London (UK) between the 6th and 11th of January.

 I know quite a few friendly names in this list work there; would anyone
 fancy meeting for some beers one of those nights maybe?

 (It'll be my first time there, too, so I don't know what pubs are good.)





Re: Friday Flashback #199

2014-11-21 Thread Rob Chapman
or this one

http://infernoflameflintflaresmoke.blogspot.co.uk/2013/10/softimage-xsi-manta-subdivision-surfaces.html

On 21 November 2014 18:19, Sven Constable sixsi_l...@imagefront.de wrote:

 you mean this? http://www.pinterest.com/pin/255931191297734462/ I still
 have one too, but in no good shape :)





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Scott Lange
 *Sent:* Friday, November 21, 2014 7:03 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Friday Flashback #199



 Do you have a photo of the Manta poster?



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ed Harriss
 *Sent:* Friday, November 21, 2014 12:52 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Friday Flashback #199



 Memories…

 Good times.



 Thanks for that.

 Ed



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* Friday, November 21, 2014 12:15 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Friday Flashback #199



 Friday Flashback #199

 Nov 2002 xsibase reaches 1000 members

 http://wp.me/powV4-386



Re: Buy Softimage - is this a real shop?

2014-11-13 Thread Rob Chapman
Ee by eck lad it were right grim back then. Twas fortunate to have a choice
in the matter  and it was softimage3d over Max, Alias or Maya easy.

Some kind of 'je ne sais qua' that to this day the others *still* do not
Have. Think some of us still agree :)


Re: Stand-Alone to Network license?

2014-10-24 Thread Rob Chapman
Hey Patrick, I downloaded the latest trail last night at home of redshift
and after the first render of just a grid it gave me the same render error
as you about not enough vram  - I also have a 560TI.  I was one version
behind on latest nvidia drivers - updated to latest and redshift then
worked fine.  super fast strands rendering!

On 24 October 2014 10:13, Angus Davidson angus.david...@wits.ac.za wrote:

  Hi Patrick

  Did you install the CUDA drivers? All GPU renderers need to have them
 before they will work.

  You can have a look at Royal Render. I am not sure if they still allow 4
 fully functional trial licences.

  Kind regards

  Angus
  --
 *From:* Patrick Neese [patrickne...@gmail.com]
 *Sent:* 24 October 2014 10:05 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Stand-Alone to Network license?

   So I downloaded the redshift demo...and it errors out right away with a
 message about it being unable to operate with less than 256mb of free
 vram.  All of the values other than the card type are at 0 or 0kb. Any
 ideas?

 I have a gtx 560 ti i believe with 1 gig.  No sli setup.
 I was looking to upgrade to the 970 gtx near black friday but I was really
 hoping I could get a preview of redshift soon to help decide on maybe a
 next level workstation card if it would greatly help.

 Backburner's server.exe refuses to run on my second computer so I cant
 even try anything there and see if there is a way to queue an mi2 file.

 This is fun!
 On Oct 23, 2014 1:27 PM, Jason S jasonsta...@gmail.com wrote:

 Pssst!!  Redshift (!) ;)

 On 10/23/14 11:52, Luc-Eric Rousseau wrote:

 On Thu, Oct 23, 2014 at 11:18 AM, Patrick Neese patrickne...@gmail.com
 wrote:

 The reseller I talked with said I have unlimited render nodes for Max
 and Backburner for Mental Ray and to just use that.  I don't know what
 shaders can/can't be used for the renders this way from softimage.
 I'm still green with all of this...but at this point at least I don't
 have to buy more from Autodesk.

 I don't think that this is true, that you can render mi2 files with
 3dsmax/backburner with your suite standalone license.

 In any case, with your softimage standalone license you have the
 ability to run 4 satellite render nodes for free, so you should try
 that first, see if it helps.

 Since you're a hobbyist, I think you should also ask yourself what
 makes your life difficult with rendering what's best to fix it.
 Adding more MR render nodes for overnight rendering may not fix the
 problem,  perhaps you should go with a modern GPU renderer or
 something else.


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 Law unless the University agrees in writing to the contrary.




Re: ICE particles - inherit emitter velocity?

2014-10-21 Thread Rob Chapman
make your own 'emit location' by connecting to the 'on creation' port  a
closest location from your cached pointcloud to your newly created
pointcloud getting  setting the point velocity



On 21 October 2014 15:59, Morten Bartholdy x...@colorshopvfx.dk wrote:

   I also tried getting the PointVelocity of the cached pointcloud and use
 that as direction vector for the Emit From Position but run into context
 mismatch even if I try normalizing it so it should just be like any other
 vector, so no go this far...


Morten




 Den 21. oktober 2014 kl. 14:43 skrev Eric Thivierge 
 ethivie...@hybride.com:

  Can you apply and Attribute Display prop to the cached point cloud to
  see if there are 'PointVelocity' values being read in by the cache?
  Will help you debug it by showing you it wasn't cached out.
 
  Eric T.
 
  On Tuesday, October 21, 2014 7:40:57 AM, Morten Bartholdy wrote:
   I am emitting particles from a cached pointcloud and would like them
   to inherit some velocity from the emitter particles. The inherit
   emitter velocity node goes red, apparently caused by the compounds Get
   PointVelocity from the Particle Emit Location. I did cache
   PointVelocity on the emitter pointcloud, so I am not sure why it isn't
   read. Is there a way to fix this?
  
   On a side note - I managed to emit from the cached pointcloud, but it
   emits from point positions - I would like to emit from surface or
   volume of the instanced geometry on the cached pointcloud. So far I
   have not found a way to do this - is it possible directly or perhaps
   via workaround? I tried emPolygonizer4 on the cached pointcloud in an
   attempt to emit from that geometry but so far I have not got it
 working.
  
   Thanks - Morten
  
 



Re: BRDF Anisotropic CD Shader

2014-10-15 Thread Rob Chapman
mr Jankin to the rescue again..?

http://xsi.jankin.com/anisotropic_patterns/



On 15 October 2014 18:28, olivier jeannel olivier.jean...@noos.fr wrote:

 Hi guys,
 Back in the days with a Tek2Shoot shader it was possible to achieve a
 CD-like or brushed metal (with rounds) shader.

 How would I do that nowaday ?




Re: Gray Scott diffusion anyone ?

2014-10-07 Thread Rob Chapman
ha saw that article / tut  few months ago, here are my attempts



https://vimeo.com/82245823

https://vimeo.com/82245823

think I followed it building from scratch apart from 'borrowing' the
laplacian diffuse method from someone elses compound - could have been
 Vlads!


On 7 October 2014 11:20, olivier jeannel olivier.jean...@noos.fr wrote:

  Excellent ! Thank's a lot for sharing this !
 I'm going to have a look at it !

 Le 07/10/2014 12:05, Vladimir Jankijevic a écrit :

 Hey,

  I made a gray-scott reaction-diffusion system in the early days with ICE
 for learning purposes. You can have a look at it here
 https://vimeo.com/1931408 and download the compound here:
 http://area.autodesk.com/downloads/compounds/gray_scott_reaction_diffusion_system


  It's very old and not very clean inside. So use at your own risk :)

  Best,
 Vladimir

 On Tue, Oct 7, 2014 at 5:59 AM, philipp seis dpi...@gmail.com wrote:

 Nice Find Olivier ! Looks like a darn beautiful challenge. Keep us
 updated :)

 2014-10-07 11:41 GMT+02:00 olivier jeannel olivier.jean...@noos.fr:

 For the sake of learning and curiousity, I was wondering if someone has
 managed to recreate a Gray Scott diffusion simulation within ice ?
 There's a nice tut here :
 http://www.karlsims.com/rd.html







Re: Gray Scott diffusion anyone ?

2014-10-07 Thread Rob Chapman
if you havnt got it working by end of the day I can share my scene no
problem - just wait till I get home :) - part of the fun is doing it
yourself though so dont want to spoil that for you

On 7 October 2014 11:35, olivier jeannel olivier.jean...@noos.fr wrote:

  Beautiful !

 Le 07/10/2014 12:29, Rob Chapman a écrit :

 ha saw that article / tut  few months ago, here are my attempts



  https://vimeo.com/82245823

  https://vimeo.com/82245823

  think I followed it building from scratch apart from 'borrowing' the
 laplacian diffuse method from someone elses compound - could have been
  Vlads!


 On 7 October 2014 11:20, olivier jeannel olivier.jean...@noos.fr wrote:

  Excellent ! Thank's a lot for sharing this !
 I'm going to have a look at it !

 Le 07/10/2014 12:05, Vladimir Jankijevic a écrit :

 Hey,

  I made a gray-scott reaction-diffusion system in the early days with
 ICE for learning purposes. You can have a look at it here
 https://vimeo.com/1931408 and download the compound here:
 http://area.autodesk.com/downloads/compounds/gray_scott_reaction_diffusion_system


  It's very old and not very clean inside. So use at your own risk :)

  Best,
 Vladimir

 On Tue, Oct 7, 2014 at 5:59 AM, philipp seis dpi...@gmail.com wrote:

 Nice Find Olivier ! Looks like a darn beautiful challenge. Keep us
 updated :)

 2014-10-07 11:41 GMT+02:00 olivier jeannel olivier.jean...@noos.fr:

 For the sake of learning and curiousity, I was wondering if someone has
 managed to recreate a Gray Scott diffusion simulation within ice ?
 There's a nice tut here :
 http://www.karlsims.com/rd.html









Re: Glasswoks Lycra

2014-10-03 Thread Rob Chapman
Not having to kick ass or rewind a frame for evey render region preview is
a huge time saver on its own..
On 3 Oct 2014 19:12, Steven Caron car...@gmail.com wrote:

 hey emilio

 which rendering engines do you use?

 On Fri, Oct 3, 2014 at 11:09 AM, Emilio Hernandez emi...@e-roja.com
 wrote:

 I will add quality and clean renders to the speed and power.

 No fireflies, unexpected noise, etc.

 Besides for me it is not only about the rendering. Maybe if you have a
 super render farm, you can just send the job and forget about unitl it is
 done.  But when working in texturing, shading, and lighting, Redshift is a
 joy to work with, and a hell of a time saver.





Re: Glasswoks Lycra

2014-10-03 Thread Rob Chapman
ah I see and no I do not use progressive mode as am just wanting a preview
whilst tweaking stuff so yes to see any changes made one will have to
resubmit the scene. honestly did not know about the auto update in Arnold
will switch it on next time I'm contrasting and comparing, thanks for the
tip.




On 3 October 2014 20:07, Steven Caron car...@gmail.com wrote:

 let's not get 'pokey' here, apples and oranges. unless you have
 'progressive' on in redshift, it is re exporting the data each time. in
 sitoa you just turn scene rebuild mode to 'always' and it is the same
 thing. my findings were i couldn't use 'progressive' similar to how sitoa
 does... so, apples and oranges.

 back to how awesome redshift is and how much talent glassworks' has...

 On Fri, Oct 3, 2014 at 11:34 AM, Rob Chapman tekano@gmail.com wrote:



Re: Glasswoks Lycra

2014-10-02 Thread Rob Chapman
speaking to JJ about this the other day (am on a short gig at Glassworks so
sat next to him)  he said that it was verlet dynamic strands that were then
meshed - most of the hard work was in the matchmove / roto integration

and yes Softimage still very much alive and kicking here :D



On 2 October 2014 10:08, adrian wyer adrian.w...@fluid-pictures.com wrote:

   Alastair (or anyone else) any insight into how you extruded the
 geometry to have UV for the fabric patterns?



 been baking my noodle thinking about this



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
 *Sent:* 02 October 2014 02:57
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Glasswoks Lycra



 Looks like a bloody intense pitch meeting ;).



 On 2 October 2014 01:50, David Barosin dbaro...@gmail.com wrote:

 Wow.  Cool idea and great execution!



 On Wed, Oct 1, 2014 at 11:39 AM, Byron Nash byronn...@gmail.com wrote:

 Very nice spot.



 On Wed, Oct 1, 2014 at 5:41 AM, Alastair Hearsum hear...@glassworks.co.uk
 wrote:

 Thanks for the compliment.
 Yes Softimage and Redshift
 Great result from the team here at Glassworks and such a good director
 work with.


   Alastair Hearsum

 Head of 3d

 [image: GLASSWORKS]
  http://www.glassworks.co.uk[image: Facebook]
 http://www.facebook.com/pages/Glassworks/150976168270682[image: Twitter]
 https://twitter.com/GlassworksVFX[image: Vimeo]
 https://vimeo.com/glassworksamsterdam[image: Instagram]
 http://instagram.com/glassworksvfx/

 *See our latest work here. http://www.glassworks.co.uk/*

 33/34 Great Pulteney Street
 London
 W1F 9NP
 T +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk

 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk

 (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)

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 On 30/09/2014 18:55, olivier jeannel wrote:

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

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











Re: Mouse

2014-09-30 Thread Rob Chapman
3m ergonomic mouse. Never had any rsi when using this, over 10 years now ,
cannot use a normal mouse anymore
On 30 Sep 2014 13:07, Angus Davidson angus.david...@wits.ac.za wrote:

  Logitech G602 Wireless. Best mouse I had in a while.



   From: Miquel Campos miquel.cam...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 30 September 2014 at 2:04 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: Mouse

   Wacom for general use + microsoft sculpt ergonomic mouse when a lot of
 typing is needed (Coding)


  

 Miquel Campos
 www.miquelTD.com


 On Tue, Sep 30, 2014 at 8:04 PM, Stephan Haitz sha...@3d-agenten.de
 wrote:

  I´m using a Wacom Tablet since 10 years+.

 Nice side effect: you avoid some problems with your tendon
 http://dict.leo.org/ende/index_de.html#/search=tendonsearchLoc=0resultOrder=basicmultiwordShowSingle=on
 sheath
 http://dict.leo.org/ende/index_de.html#/search=sheathsearchLoc=0resultOrder=basicmultiwordShowSingle=on
 (is that right used?) when working too much. So it seems to be a little bit
 more ergonomic.

 I also tried a Space Pilot. But this is getting dusty. Didn´t make sense
 to me. Sometimes customers say wow, that´s it...

 Stephan


   Wacom, it's so much nicer than using a mouse. I was resistant at first
 (years ago), but the ability to jump across screen without dragging an
 object is a big part of the appeal I think.



 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*

 On 30 September 2014 11:38, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 Well recently I gave try again to wacom tablet again.. first couple
 tries it wasn't so good so i gave up as was pretty busy but this time
 around I gave it couple days and I can say that it is waay better working
 then with mouse.
 There are some annoying things like with multymon setup but still
 majority work in view port all tablet.

 On Tue, Sep 30, 2014 at 12:35 PM, Martin Yara furik...@gmail.com
 wrote:

  Hi !

  It isn't a very common topic in this list, but what mouse are you
 using ?
 do anyone use a trackball? or something else? like a 3d connexion space
 navigator ?

  My mouse middle button is kinda broken lately (double clicks when I'm
 single clicking or simply doesn't do anything) so I'm looking for buying a
 new one. Do you have any recommendation?

  I used to like Logitech mice but since they changed to a metallic
 wheel that is almost unusable I don't buy them anymore. The last one costed
 me $100+ and had to return it the next day because the new wheel was a
 piece of garbage.

  And since we use a middle click quite a lot, I'm looking for
 something that isn't extremely hard to click like those Logitech and some
 Microsoft ones.

  I'm using a Razer Deathadder right now and so far it was perfect,
 until my middle click started to fail sometimes. I would buy a new
 Deathadder, even if it is named Deathadder, but Razer's new cloud based
 drivers that require internet connection and an account are a deal breaker
 for me. Specially if there is a possibility that I'll have to work in my
 client's office.

  Talking about middle click, Surface Pro 3 doesn't have a middle
 click, and the stencil buttons are unusable in anything but Microsoft
 OneNote or something like that, and are not configurable. At all.
 /SP3 rant off.

  cheers,

  Martin





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Re: Mouse

2014-09-30 Thread Rob Chapman
yes headshots are easy - it moves like a normal mouse and does not bend
like a normal joystick, there is a lot of precision, its just your whole
hand is moving in a monkey grip position rather than being contorted and
twisted around the wrist causing overlapping nerves in the hands when
over-using mouse buttons.

we are descended from primates after all and this just makes so much sense.
 thumb is a rocker left right button and 2 fingers are middle mouse button
on the grip

I swear by it for games also.  level 30 Hawken years ago.

:)

On 30 September 2014 14:40, Martin Yara furik...@gmail.com wrote:

 Thanks for your answers !

 I didn't know so may people used a tablet ! 90% of the designers around me
 use mouse.

 I also use a tablet (intuos 4) for modeling, painting, and even animate
 80~90% of the time, but for that 20~10% and for some other things like data
 management, coding, excel, etc. I do need a mouse.

 I googled 3m ergonomic mouse. Wow! That looks like a joystick!
 I guess it lowers the stress in your wrist but can you have precision with
 something like that? like shooting headshots precision?
 I'll have to dig a little more because I'm still not sure how it works.

 btw I also have a Microsoft wireless (can't remember the model) but it
 came with my natural wireless keyboard and is a little ergonomic (diagonal
 grip) and it feels awkward, like grabbing a baseball, and drawing with the
 left side of your palm. Gaming would be out of the question with this one,
 not that I'll game with it, I'm just talking about precision.

 I don't think we have QPad products locally :(

 The Logitech G602 seems cool, like an old Logitech gaming mouse with a
 rubber wheel ! I'll check out in my local store.

 Miquel, the Microsoft sculpt ergonomic mouse doesn't look bad, but the
 keyboard looks pretty nice. I may change my old and giant MS Natural
 Keyboard.
 btw, I can't code in normal keyboards and without wrist pads anymore.


 Thanks!


 Martin





 On Tue, Sep 30, 2014 at 9:14 PM, Rob Chapman tekano@gmail.com wrote:

 3m ergonomic mouse. Never had any rsi when using this, over 10 years now
 , cannot use a normal mouse anymore
 On 30 Sep 2014 13:07, Angus Davidson angus.david...@wits.ac.za wrote:

  Logitech G602 Wireless. Best mouse I had in a while.



   From: Miquel Campos miquel.cam...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 30 September 2014 at 2:04 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: Mouse

   Wacom for general use + microsoft sculpt ergonomic mouse when a lot
 of typing is needed (Coding)


  

 Miquel Campos
 www.miquelTD.com


 On Tue, Sep 30, 2014 at 8:04 PM, Stephan Haitz sha...@3d-agenten.de
 wrote:

  I´m using a Wacom Tablet since 10 years+.

 Nice side effect: you avoid some problems with your tendon
 http://dict.leo.org/ende/index_de.html#/search=tendonsearchLoc=0resultOrder=basicmultiwordShowSingle=on
 sheath
 http://dict.leo.org/ende/index_de.html#/search=sheathsearchLoc=0resultOrder=basicmultiwordShowSingle=on
 (is that right used?) when working too much. So it seems to be a little bit
 more ergonomic.

 I also tried a Space Pilot. But this is getting dusty. Didn´t make
 sense to me. Sometimes customers say wow, that´s it...

 Stephan


   Wacom, it's so much nicer than using a mouse. I was resistant at
 first (years ago), but the ability to jump across screen without dragging
 an object is a big part of the appeal I think.



 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*

 On 30 September 2014 11:38, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 Well recently I gave try again to wacom tablet again.. first couple
 tries it wasn't so good so i gave up as was pretty busy but this time
 around I gave it couple days and I can say that it is waay better working
 then with mouse.
 There are some annoying things like with multymon setup but still
 majority work in view port all tablet.

 On Tue, Sep 30, 2014 at 12:35 PM, Martin Yara furik...@gmail.com
 wrote:

  Hi !

  It isn't a very common topic in this list, but what mouse are you
 using ?
 do anyone use a trackball? or something else? like a 3d connexion
 space navigator ?

  My mouse middle button is kinda broken lately (double clicks when
 I'm single clicking or simply doesn't do anything) so I'm looking for
 buying a new one. Do you have any recommendation?

  I used to like Logitech mice but since they changed to a metallic
 wheel that is almost unusable I don't buy them anymore. The last one 
 costed
 me $100+ and had to return it the next day because the new wheel was a
 piece of garbage.

  And since we use a middle click quite a lot, I'm looking for
 something that isn't extremely hard to click like those Logitech

Re: Delta Mush

2014-09-25 Thread Rob Chapman
delta mushy peas

On 25 September 2014 15:05, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Home baked steaming tray of delta mushes :)

 On 25 September 2014 15:01, Miquel Campos miquel.cam...@gmail.com wrote:

 Yep, I have to confess, the compound I have published in the list some
 days ago was done by my mom :P Shame on me ;)


 

 Miquel Campos
 www.miquelTD.com


 On Thu, Sep 25, 2014 at 10:52 PM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Rythm and Hues showed it at Siggraph this year. From that point on,
 everyone and their mother is making a version of it...


 On Thursday, September 25, 2014 9:49:46 AM, Jason S wrote:

 Actually, who did come up with Delta Mush?







Re: VFX-UX

2014-09-22 Thread Rob Chapman
often fantasized about something rural and rugged, like potato farming.

On 22 September 2014 15:30, olivier jeannel olivier.jean...@noos.fr wrote:

  VFX sUXx
 (Sorry, someone had to do it)

 Eeer, good luck and congratulation for your courageous decision.
 I too have that idea to quit in mind.
 Don't know what to do instead though...





  Den 22. september 2014 kl. 08:15 skrev Eric Lampi
  ericla...@gmail.com mailto:ericla...@gmail.com:


 Hi All,

 I was getting off a plane in Austin on my way to SXSW
 when I read the news about Soft being discontinued.
 Even though, as I said for a long time, I expected it
 to happen, it was still a shock. That was the day I
 unsubscribed to this list.

 For a variety of reasons and for quite some time, I
 had been trying find something else to do. The state
 of the industry is pretty awful compared to even just
 a few years ago. Soft being killed was the last straw.
 I started using Soft 3D in 1995 and next year would
 have been 20 years since I began my 3D career in NYC.

 So instead of continuing on and having to learn a
 whole new set of tools, it was time to seriously
 evaluate my future in VFX. I was at the point where if
 one more person asked me to make a car out of smoke
 and turn it into 3 dragons made of water and one made
 out of fire, I was going to shoot myself.

 I decided to go in an entirely new direction and began
 coursework to become a User Experience (UX) designer,
 which I completed a short time ago.

 I spent a great deal of time on this list and I have
 to thank all of you who have pitched in over the years
 and helped me out. You're a great group of people. I
 felt a little bad having just signed off like I did,
 so on that note...

 So long and thanks for all the fish.

 Eric










Re: VFX-UX

2014-09-22 Thread Rob Chapman
OK OK it was more about a romantic vision of a hard day's grafting in the
outdoors to earn a pay rather than moving your hand in mere millimeters at
a time.

grass is always greener on the other side and all that


On 22 September 2014 17:23, olivier jeannel olivier.jean...@noos.fr wrote:

 Drawing on potatoes ?

 Le 22/09/2014 17:06, pedro santos a écrit :

  often fantasized about something rural and rugged, like potato farming.

 Or you know... the starting point... drawing and painting :)





Re: Autodesk Rebrand Presentation Intro

2014-09-15 Thread Rob Chapman
Its a parody of a pastiche!







Re: OT Maya: Skinning

2014-09-03 Thread Rob Chapman
What is the issue, speed of interaction with dense geometry or complexity
of model hierarchies?
On 3 Sep 2014 20:30, Will Sharkey willjshar...@gmail.com wrote:

 Im attempting to paint weights on a fairly complex creature and it is a
 bit of a pain. I seem to recall people saying that the built in weighting
 tools in Maya aren't great. What were other options?

 I think somebody mentioned ngSkinTools and that seems pretty cool. Is that
 still a top choice?

 At least the relax/smooth tool looks like it works in the ngSkinTools
 demo, the built in smooth tool in Maya frustrating.

 cheers



Re: SI and Houdini

2014-08-12 Thread Rob Chapman
Keynote... can I strongly advise to make regular backups. a colleague, (hi
Jo!) Was crunching final hours in the early morning on his presentation
when  was low on disc space , it crashed, and his file was empty from then
onwards. Quick digging online revealed it was not uncommon either! So save
version numbers :)

Also, can I make a small request for lighter weight pdf version. I think
that the version you are outputing so far has a giant bitmap background per
page and is really inefficient use of bandwidth.  It's like PowerPoint
rather than a real optimized pdf creation tool , but just  plain text with
illustrations should be way smaller than what yours are ending up in file
size.

Still, don't want to seem ungrateful as what I have read so far is very
usefull indeed!
On 12 Aug 2014 19:49, Jordi Bares jordiba...@gmail.com wrote:

 I have been using Apple's Keynote, actually it is so efficient I would
 love to carry on using it but I am afraid it is going to have to be ported
 to either InDesign or iBook Author.

 My feeling is that the lower common denominator (PDF) is what I have
 already so feels like doing the work again to do the same again… I rather
 add some really valuable stuff on it don't you think?

 Unfortunately iPad is the only platform that works as it should so I am
 against the wall there… :-P

 Jordi Bares
 jordiba...@gmail.com

 On 12 Aug 2014, at 18:49, Michael Clarke m...@bluecstudios.com wrote:

 I’m doing some interactive PDFs and rich media works OK. Just OK, though.

 Jordi — what are you using to lay out the pubs. Have you considered using
 Adobe DPS?

 Michael Clarke Design
 Blue C Studios
 713-927-9835

 On Aug 12, 2014, at 12:43 PM, pete...@skynet.be pete...@skynet.be
 wrote:

   *... *
 don't do it exclusively for the ipad...

  Remember you can read pdfs in the ipad, and also on the droids.

 this.







Re: Memory Leak when animating with SI 2015

2014-08-08 Thread Rob Chapman
Without any reproducible examples it is going to be hard to nail this one
down.  Is there a memory increase if scene is playing back on loop?
On 8 Aug 2014 19:23, Andres Stephens drais...@outlook.com wrote:

  Here is an example of the memory leak.

 I found out that this happens when I play animations on loop over an over
 again, eventually eating up all the ram and nearly forcing my OS to freeze.

 Fixes? How can one dump the memory cash for animation playback?

 -Draise

 PH: +57 313 811 6821

 *From:* Andres Stephens drais...@outlook.com
 *Sent:* ‎Tuesday‎, ‎August‎ ‎5‎, ‎2014 ‎20‎:‎41‎ ‎
 *To:* softimage@listproc.autodesk.com

 I don't have many details on it, but I found SI hogging nearly 80% to 90%
 of my ram after animating an hour or two. I use GEAR rigs, yet I have no
 other idea what would cause this memory leak.

 Any pointers as to how I would troubleshoot that in SI 2015?

 Thanks in advance

 -Draise

 Ph: +57 313 811 6821




RE: Toon lens broken on softimage 2014?

2014-07-15 Thread Rob Chapman
I believe you need to use mental ray for this lens shader..  ;)
On 15 Jul 2014 11:30, John Voltaire Tensuan 
john.voltaire.tens...@autodesk.com wrote:

 Hi,

 We also did a quick test on 2014sp and 2015 and it was working as
 expected. Can you provide us with a test scene that shows the problem? Also
 could you give us the exact version of Softimage 2014 that you are using?
 (Go to Help-About Autodesk Softimage and look at the Build Version)

 Thanks

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
 Sent: Tuesday, July 15, 2014 6:22 PM
 To: David Rivera; softimage@listproc.autodesk.com
 Subject: Re: Toon lens broken on softimage 2014?

 I did some toon rendering in 2014Sp2 and that worked without problems.



 Hi. I create a toon paint and host material, go to my cam. Add a toon
 lens. Render preview: none, zilch, nada.

 Apparently there´s nothing that´s got changed on SI 2014 for the toon lens
 to be broken.
 Anyone else experiencing this? or known bug? I´m using SI 2014 hotfix 1.

 Regards.

 David Rivera
 3D Compositor/Animator
 LinkedINhttp://ec.linkedin.com/in/3dcinetv
 Behancehttps://www.behance.net/3dcinetv
 VFX Reelhttps://vimeo.com/70551635


 --
[
 http://www.keyvis.at/wp-content/gallery/aboutUs/keyvisLogoMail.png]
 -
Stefan Kubicek ste...@keyvis.atmailto:%22ste...@keyvis.at%
 22%20%3cste...@keyvis.at%3e
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.athttp://www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



Re: Maya strengts (anyone?)

2014-05-22 Thread Rob Chapman
Currently loading a 12.3gb scene...
On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 Could you say it is scalable? able to do games and films ? i agree that
 from a TD perspective it seems ok, doesn't sweeten the pill for the end
 user though.

 strengths, like it has more skinning algorithms then any other package:
 Voxel, quaternion, heat... but then it also has weight painting so bad i
 have never seen a TD ever use anything more then linear, or maybe
 quaternion.

 Viewport 2.0 yea, that a legitimate better.



 On 22 May 2014 12:02, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 Also you ahve to ask more precicely.

 Do you mean strengths from technical point as it seems that TD guys loves
 it, or from artist point as it seems there is big difference there.


 On Thu, May 22, 2014 at 12:59 PM, Leendert A. Hartog 
 hirazib...@live.nlwrote:

 So, absolutely no strengths? Market leader on marketing voodoo alone?
 Somehow I doubt that... ;)


 --

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






Re: Maya strengts (anyone?)

2014-05-22 Thread Rob Chapman
Yes about 30 mins to load
On 22 May 2014 12:21, Stefan Kubicek s...@tidbit-images.com wrote:

  Is it done loading ?

 Currently loading a 12.3gb scene...
 On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Could you say it is scalable? able to do games and films ? i agree that
 from a TD perspective it seems ok, doesn't sweeten the pill for the end
 user though.

 strengths, like it has more skinning algorithms then any other package:
 Voxel, quaternion, heat... but then it also has weight painting so bad i
 have never seen a TD ever use anything more then linear, or maybe
 quaternion.

 Viewport 2.0 yea, that a legitimate better.



 On 22 May 2014 12:02, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 Also you ahve to ask more precicely.

 Do you mean strengths from technical point as it seems that TD guys
 loves it, or from artist point as it seems there is big difference there.


 On Thu, May 22, 2014 at 12:59 PM, Leendert A. Hartog hirazib...@live.nl
  wrote:

 So, absolutely no strengths? Market leader on marketing voodoo alone?
 Somehow I doubt that... ;)


 --

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






 --

 -
Stefan Kubicek 
 ste...@keyvis.at%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



Re: Maya strengts (anyone?)

2014-05-22 Thread Rob Chapman
And sorry yes this is just Bg  environment geometry
On 22 May 2014 12:37, Rob Chapman tekano@gmail.com wrote:

 Yes about 30 mins to load
 On 22 May 2014 12:21, Stefan Kubicek s...@tidbit-images.com wrote:

  Is it done loading ?

 Currently loading a 12.3gb scene...
 On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Could you say it is scalable? able to do games and films ? i agree that
 from a TD perspective it seems ok, doesn't sweeten the pill for the end
 user though.

 strengths, like it has more skinning algorithms then any other package:
 Voxel, quaternion, heat... but then it also has weight painting so bad i
 have never seen a TD ever use anything more then linear, or maybe
 quaternion.

 Viewport 2.0 yea, that a legitimate better.



 On 22 May 2014 12:02, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 Also you ahve to ask more precicely.

 Do you mean strengths from technical point as it seems that TD guys
 loves it, or from artist point as it seems there is big difference there.


 On Thu, May 22, 2014 at 12:59 PM, Leendert A. Hartog 
 hirazib...@live.nl wrote:

 So, absolutely no strengths? Market leader on marketing voodoo alone?
 Somehow I doubt that... ;)


 --

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






 --

 -
Stefan Kubicek 
 ste...@keyvis.at%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only




Re: Maya strengts (anyone?)

2014-05-22 Thread Rob Chapman
Yeah am trying to optimize the layout for current shot by deleting out of
camera hierarchies but Maya keeps freezing 10 minutes at a time when
selecting. Lass tool is single threading right?
 On 22 May 2014 12:42, Stefan Kubicek s...@tidbit-images.com wrote:

  Total nightmare. Reminds me on stories of the making of Myst (the game),
 with sometimes hours of loading time.
 I couldn't imagine working like that. To be fair, I always found
 loading/saving in Maya pretty fast, even compared to XSI.
 I tried with scenes of equal complexity (lots of geo, but little to no
 construction history) and found it to actually load faster than XSI in most
 cases.
 Memory consumption was often two to three times higher though - I was able
 to load and work on scenes in XSI that wouldn't even fit in memory with
 Maya. That was yeras ago, don't know if anything was improved in this
 regard.

 Yes about 30 mins to load
 On 22 May 2014 12:21, Stefan Kubicek s...@tidbit-images.com wrote:

 Is it done loading ?

 Currently loading a 12.3gb scene...
 On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Could you say it is scalable? able to do games and films ? i agree that
 from a TD perspective it seems ok, doesn't sweeten the pill for the end
 user though.

 strengths, like it has more skinning algorithms then any other package:
 Voxel, quaternion, heat... but then it also has weight painting so bad i
 have never seen a TD ever use anything more then linear, or maybe
 quaternion.

 Viewport 2.0 yea, that a legitimate better.



 On 22 May 2014 12:02, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 Also you ahve to ask more precicely.

 Do you mean strengths from technical point as it seems that TD guys
 loves it, or from artist point as it seems there is big difference there.


 On Thu, May 22, 2014 at 12:59 PM, Leendert A. Hartog 
 hirazib...@live.nl wrote:

 So, absolutely no strengths? Market leader on marketing voodoo alone?
 Somehow I doubt that... ;)


 --

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






 --

 -
Stefan Kubicek 
 ste...@keyvis.at%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only




 --

 -
Stefan Kubicek 
 ste...@keyvis.at%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only



Re: Friday Flashback #172

2014-05-19 Thread Rob Chapman
have got a red softimage 3D one on my keyring - logo wore off...


On 19 May 2014 10:41, Chris Marshall chrismarshal...@gmail.com wrote:

 I was opening bottles of beer on the weekend with a Softimage|XSI bottle
 opener. Classic! Must post a photo.



 On 16 May 2014 20:54, Francisco Criado malcriad...@gmail.com wrote:

 aahh! had the plessure of having my own indy for a while! love at first
 sight! also remember playing bzflag through network with the O2s!
 nice post!

 F.



 2014-05-16 14:25 GMT-03:00 Stephen Blair stephenrbl...@gmail.com:

 Friday Flashback #172
 http://wp.me/powV4-32e
 Classic SGI and SOFTIMAGE|3D  memorabilia from a decade ago







Re: Any recent nice new projects using emWhatever?

2014-05-16 Thread Rob Chapman
Hey Eric, did you ever get any credits for this?

https://www.youtube.com/watch?v=SovsR4t4_Gg

pretty much every smoke effect is emfluid , also emtopolizer was used
heavily in the freezing city sequences



On 15 May 2014 15:57, Jens Lindgren jens.lindgren@gmail.com wrote:

 Well, nothing fancy :)
 RealFlow splashes meshed with emTopolizer and caches using emReader,
 rendered in Arnold.
 http://www.magoo3dstudios.com/work/valio/#92132882

 /Jens


 On Thu, May 15, 2014 at 1:03 PM, Eric Mootz e...@mootzoid.com wrote:

 Hey list,

 just wanted to ask you guys if, by any chance, somebody made some cool
 stuff recently using one (or more) of the Mootzoid plugins.
 I'd like to add some new customer works to my website ;)

 Thanks!
 Eric




 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/



Re: Any recent nice new projects using emWhatever?

2014-05-16 Thread Rob Chapman
am sure it will be OK but I can fire them an email to double check its cool.

emreader was used in Modo to transfer and render everything else except
smoke / volume effects yes :)

and nothing more recent sadly. have been in Maya Jail to pay the rent since
then :(


On 16 May 2014 12:13, Eric Mootz e...@mootzoid.com wrote:

  Hi Rob,

 Ha, ha, I had completely forgotten about that, shame on me :)

 emReader was used as well, wasn't it?

 Any way, will have to put it on my website right away!
 Do you think it is okay if I embed it on mootzoid.com or should I get
 back to Walk the Dog just to be sure?

 Best,
 Eric



 Am 16.05.2014 12:03, schrieb Rob Chapman:

 Hey Eric, did you ever get any credits for this?

 https://www.youtube.com/watch?v=SovsR4t4_Gg

  pretty much every smoke effect is emfluid , also emtopolizer was used
 heavily in the freezing city sequences



 On 15 May 2014 15:57, Jens Lindgren jens.lindgren@gmail.com wrote:

  Well, nothing fancy :)
 RealFlow splashes meshed with emTopolizer and caches using emReader,
 rendered in Arnold.
 http://www.magoo3dstudios.com/work/valio/#92132882

  /Jens


 On Thu, May 15, 2014 at 1:03 PM, Eric Mootz e...@mootzoid.com wrote:

 Hey list,

 just wanted to ask you guys if, by any chance, somebody made some cool
 stuff recently using one (or more) of the Mootzoid plugins.
 I'd like to add some new customer works to my website ;)

 Thanks!
 Eric




  --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studios http://www.magoo3dstudios.com/






Re: Sumatra....are we there yet?

2014-05-09 Thread Rob Chapman
sorry to correct you, but Alembic is open source and was never 'acquired'.
it was, I believe, implemented due to a large user demand (I remember Cory
on stage at a SI barraged by us lot in London and this was one of the
things that was a no brainer to do for a developer and yes, your point
still stands, it was most definitely not their own idea to implement it.


On 9 May 2014 22:52, Sebastien Sterling sebastien.sterl...@gmail.comwrote:

 There is always the AD solution: lets discontinue our way to better
 interoperability!

 Case and point:

 Zbrush GoZ, one click compatibility transfer with Maya Max Softimage
 Lightwave C4D Modo etc unconditional with any version.

 AD, mudbox: one click transfer to Max Maya... version dependent non
 backwards compatible.


 Acquires Alembic, implements it in... 1 application (no i am not counting
 Softimage 2015).

 Implements Open Sub Div in... 1 application.


 Sumatra seems more like an Ideal, something to strive for.

 Then again maybe FE will lead us all to the promised land :)


 On 9 May 2014 22:21, Greg Punchatz g...@janimation.com wrote:

  The foundry has some very interesting things going on that seem to
 be headed toward a more realistic and powerful version of the original
 Digital Studio concept... Keep a close eye on them for an integrated post
 suite like no other.

 I don't think its focus is games however... I think that would almost
 need to be its own set of tools, geared for interactive development.

 Trimmed for Caron's sanity 

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