Re: Autodesk acquires Solid Angle
Ya Vancouver is quite small so laying fiber was, I think, much easier and cost effective than in other cities. How you are physically connected to the data center will drastically change how you approach cloud rendering. We're waiting for a new center to come online closer to us, even with the PoP we suspect latency will be too high to use NFS mounts when the center is somewhere in the midwest. On Fri, Apr 22, 2016 at 1:56 PM, Steven Caronwrote: > San Francisco still struggles with fiber... why didn't 'Google Fiber' come > here first? :) Many thousands of dollars per month... if you are using it > or not. If they did metering like power bills maybe that cost wouldn't be > so scary. > > We have played a little bit with Zync and talked directly with some Google > product managers about using it. Internet speed and connectivity is still a > hurdle but it is also something we are considering if we need to scale. > > Good point about the AC bill, one reason why GPU rendering can actually be > expensive. Those things can get hawwt and really suck some juice. > > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Autodesk acquires Solid Angle
Fiber should be pretty cheap in most major cities by now, if not it will be soon. I think the most difficult part of cloud rendering is that unless you're on a service like Zync you really need a couple of pipeline/IT guys to work out your imaging, mounting and data transfer tech and strategies. There's also a whole host of other issues like your distance to the nearest data center and whether or not you have a PoP to them. This can all affect whether you mount those cloud machines or treat as offsite and off network entities etc etc. It's all about latency. That said Google does provide some pretty decent instructional media to guide you, they are really trying hard to make cloud rendering a reality for most people. I think it's going to be up to AD to decide how they want to deal with burst licensing. Right now with Arnold it's pretty much rent and serve your own but I suspect that will change. We're not planning on rendering everything in the cloud to start but will instead leave it for OMG moments or to avoid compromising on quality in order to deliver on time etc. If the cost–benefit analysis works I could see letting our farm slowly age out and just focus on local storage and possibly replace the rack space with workstations using pcoip. I'm sure we'll probably keep some local compute boxes however. Lots of options! Less air conditioning! On Fri, Apr 22, 2016 at 1:09 PM, Steven Caronwrote: > and I agree with you on cloud, I am actually not crazy about it either, > but a lot of people see it as the right way to scale. The cost becomes > cheaper for some but could be more expensive for others. When someone makes > the case to use it they *tend* to leave out what I think is the biggest > issue... access to affordable, reliable, and fast internet connectivity! I > don't know about other places in the world but for a business class > connection in the states it can be thousands of dollars a month. Then some > forget it isn't so much the upload of your assets, you can make an > extremely efficient scene to upload but downloading those 2k (now 4k) exr > sequences with many AOVs (don't forget about deep) can take much longer. > > BUT some would argue, you do all your work in the cloud... that is a whole > other beast > > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: nice to see soft still hitting big
Thanks! Sadly this was our last full project in Softimage and Arnold/sitoa. We've moved over to a mixed alembic pipeline of Maya for anim and any manual scene construction and Houdini/Arnold/Mantra for everything else. We're actually doing our first full commercial with this pipeline right now and I can say with confidence that Houdini is killing it. I tried lighting and enviro work in Maya for a couple weeks and quickly realized it wasn't going to work at all. Houdini is amazing and non destructive and I love it. Building your own tools is quite liberating, fun times. On Mon, Jun 29, 2015 at 2:39 AM, adrian wyer adrian.w...@fluid-pictures.com wrote: well done all at the embassy, great spot! https://vimeo.com/groups/vfx/videos/131935624 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: OT: mantra problem
I would try and contact sesi support, they are super responsive. On Thu, Jun 25, 2015 at 2:33 PM, Gerbrand Nel nagv...@gmail.com wrote: Hey guys I'm in deep shit right now.
Re: unable to change reference model path
Sorry for the hit and run post. Messed with this stuff a little more and there really does seem to be a combo of problems with deltas and something related to the scene. I localized the parent model and removed all the deltas and it appeared that I was then able to repath the nested reference models, but I tried it on a second scene and it would only work on some models and not others. I dragged all the nested models out and voila! I could then repath properly. Something is obviously broken here because localized models with no deltas should not be having any influence on nested items. My guess is that something within the external files manager is overriding my paths as I've had this problem with image paths on assets where the scene and the external files info keeps overriding specific image nodes. Regardless I've managed to cluge my way around this mess for now. On Wed, Apr 29, 2015 at 1:21 PM, Mario Reitbauer cont...@marioreitbauer.at wrote: So you got a reference in a reference ? Or is the parent model not a reference ? In case the parent is a reference you deleted the delta of that parent model ? Have you tried storing your delta which you need, deleting the models and setting it up again with the loaded delta ? Can you change them in the external file editor and reopen your scene ?
unable to change reference model path
We've got a weird issue with some nested models (yes they are bad I know). I am unable to change the reference model path of a bunch of ref models that were embedded under another ref model. Manually changing the path in the scene simply snaps back to the original path and also result in instability and will crash. Changing the toc simply results in crashing on load. I'm banging my head on a wall at this point, I've deleted any deltas in those models and still no luck.
Re: Linux GUI weirdness
We had the same problem and found out the font that Soft was searching for, it was something odd. I'll find out what it was on Monday and let you know how we fixed it. In fact I don't think we ever got a check but instead it was some odd looking shape. The other massive annoyance was how Soft wants to maximise across monitors and you can't drag a window off the screen, they just bump up against the edges :-/, this is centos 6 however. On Sat, Apr 4, 2015 at 6:24 PM, Steven Caron car...@gmail.com wrote: Thanks Luc-Eric... I am not sure where to start investigating on the font subject, any pointers? but the window server tip can get me started. On Sat, Apr 4, 2015 at 4:45 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: The missing checkmark in the spreadsheet control is something about font substitution. It's not a bitmap that's used, it's the checkmark symbol. In.. Arial font, perhaps. For the keyboard and the focus, I'm sure something can be fixed by fiddling with the window server's focus-follow-mouse setting. You might need to install something to get access to those settings. On 3 April 2015 at 17:46, Steven Caron car...@gmail.com wrote:
Re: OT: houdini mickymouse mode
Ya I've had some oddities on Windows when it comes to dual monitors i.e. the mplay window keeps popping over to the wrong screen and I've had the cursor one as well. I think the worst is the crashing I've been having with GL volumes but this is on v12. I'm holding off on being too critical until 14 because it sounds like they're altering the interface somewhat, QT I think? On Tue, Dec 16, 2014 at 8:07 AM, Gerbrand Nel nagv...@gmail.com wrote: Hey guys I decided to get into houdini as I might be dead by the time bifrost is mature. Right of the bat I got a real show stopper. I lovingly call it mickymousemode My cursor turns into the mickymose hand, normal associated with panning a window, and stays like that. No keyboard short cuts or anything else works. If I try to close Houdini, I cant even click the save or exit buttons. Has anyone seen this, and found a fix? Thanks guys G
Re: OT Houdini 14 Sneak Peak
I've found that Mantra is a little slower than Arnold overall but is faster in some cases and is infinitely more flexible due to its tight integration with the rest of the package. Keep in mind that Mantra is many things at once, a traditional reyes rendeerer or full blown PBR, take your pick. Mantra can really bend over backwards for you at times, it's impressive and refreshing. On Fri, Dec 5, 2014 at 8:22 AM, Cristobal Infante cgc...@gmail.com wrote: Mantra might be a bit slower, but is comparable to Arnold. It can do displacement, motion blur hair, etc. Remember you can request additional Mantra licenses at no cost. Houdini's learning curve is steep, but the more you learn, the more you want to know. You start thinking differently, looking for procedural ways of building stuff. I am personally heading that way as well.
Re: OT Houdini 14 Sneak Peak
I don't know about everyone else but I've been learning Houdini for a couple months now and I am totally awestruck by it despite some weak areas that it looks like it's improving on.The flow of data through the program is wonderful and far better than Soft. I got comfortable quite quickly with it. Helps to have a few guys around that know it ;-) You can move compounds and vex nodes all over the place with very little transition work i.e. I'm moving a deformer sop over to a shader with just some coordinate conversions and I can easily build interfaces and connections with uniformity and predictability. I'm very happy with it and I haven't even touched the dynamics or volume tools at all. On Thu, Dec 4, 2014 at 1:19 PM, Oscar Juarez tridi.animei...@gmail.com wrote: UX improvements seem like something much needed. https://vimeo.com/113441818
Re: Glasswoks Lycra
Why is that? I didn't see anything in that spot any renderer couldn't handle without issue. Was there some specific reason redshift excelled beyond some extra gpu power? On Fri, Oct 3, 2014 at 3:34 AM, Florian Juri florian.j...@googlemail.com wrote: oh and I forgot to mention: without Redshift we'd be still rendering!
Re: Glasswoks Lycra
At the cost of a smaller fast memory pool? From what I understand Redshift slows down significantly when it starts using off board RAM? I know this is one of the main reasons many other renderers haven't gone to the GPU yet since cards with decent amounts of memory are still priced far too high. How is Redshift with overall memory usage? i.e. what is the memory footprint per polygon etc. Also it's biased correct? I become nauseous when someone mentions that word, is their approach better than other IC approaches? Similar pitfalls? I may try it this weekend on my 780gtx (only 3GB onboard) at home since it's been getting good PR here. With the type of memory heavy rendering we do for film and the efficient platform agnostic pipeline friendly workflow we have with Arnold I don't see it being useful outside some smaller commercial jobs but I'd like to get a taste of the speed and interactivity. I suppose if we were a 5 person shop again something like RS would be a godsend. On Fri, Oct 3, 2014 at 11:06 AM, Steven Caron car...@gmail.com wrote: that extra GPU power is a dramatic increase in speed though.
Re: Glasswoks Lycra
So SLI seems to be the most cost efficient method i.e. double the power per physical box... nice thing is you can probably upgrade those GPU's across a few generations without upgrading the rest of the system since the PCI specs don't change much and power draw tends to decrease with newer cards. I mean, it's not cheap but I'll assume the dollar per flops ratio is way higher. On Fri, Oct 3, 2014 at 11:43 AM, Ed Manning etmth...@gmail.com wrote: Ditto. total gamechanger. Redshift is literally the only thing that kept me from closing up shop. I had priced out new multicore render nodes, and licenses for VRay and Arnold, as well as testing Arion, Octane and more obscure options, and the numbers just didn't make sense. I was going to just not be able to continue doing the type of remote work my clients expect on the schedules they need, and make enough money for it to be worth doing. For example, I'm just putting 2 new render machines online - they're refurb Dell workstations that cost $450 each, with an additional 16GB RAM, ($190 each), an auxiliary drive bay power supply ($25!) and 2 GTX 780s ($850/pair). So each render node's hardware was about $1500, the Redshift license is $500, and I get much better performance from each node than I see from brand-new $10K 20-core CPU render boxes.
Re: Glasswoks Lycra
I suppose there's also no density processing tax that Intel likes to levy on the xeon silicone along with the shitty extra dollars for ecc ram and server class motherboards. They really aren't growing any positive karma with that. On Fri, Oct 3, 2014 at 12:07 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: What's really awesome is that these cards are not only getting better, but cheaper too. The 900 series was just released and packs a punch for not a whole lot of money. Redshift excells with these so-called 'gaming' cards. -Tim
Re: Glasswoks Lycra
Ya sorry I totally derailed this thread... the work was amazing!!! On Fri, Oct 3, 2014 at 12:07 PM, Steven Caron car...@gmail.com wrote: back to how awesome redshift is and how much talent glassworks' has...
Re: Glasswoks Lycra
With Modo we almost always ended up using brute force because the IC methods were just far to skittish no matter how much you dialed things up. I think since then they've implemented some hybrid approach as well. I still think the future is bidirectional with beastly hardware dealing with any noise but for now I'm curious to try out RS. Seems like the raw speed is over riding any other concerns especially on smaller jobs. On Fri, Oct 3, 2014 at 12:20 PM, Steven Caron car...@gmail.com wrote: haha, thanks. that is what i figured.. most people using vray do something similar with their brute force + light cache
Re: Softimage to Modo
Would be neat to see Houdini get some loving. How do you find it for development? We've been using it for fx work for years now and have a small but capable team of guys. Looks like we'll be moving lighting over there as well. Losing ICE will suck and Houdini is really the only thing that comes close to being able to replicate what it did IMO. On Thu, Aug 7, 2014 at 9:28 AM, Eric Mootz e...@mootzoid.com wrote: @Tim: Modo was always high on my radar. It took so long to really start porting stuff to Modo due to lack of time and also because Modo did not have the necessary feature set yet (e.g. the particle system). @Paulo: Modo has really evolved in the past two years and porting stuff like emPolygonizer and emFlock is now possible, at least I believe so. Note that there are also plans to port plugins to other packages, namely Fabric Engine, Maya and Houdini, possibly Cinema 4D, too.
Re: Maya 2015 Node Editor
I agree Eric, 100% As of now we're probably shifting lighting, shading and scene setup in Houdini instead of Maya now that HtoA is in play. It's much closer to Soft in terms of usability and UI maturity. We primarily use Arnold but Mantra is a fantastic sidekick and when you combine them you end up with an amazingly powerful triumvirate. Frankly I was shocked and disappointed at how bad Maya's shading workflow was after taking some quick looks, everything takes an extra 2 or three or more steps for every single one of Softs or Houdini's. The simple task of connecting nodes isn't even straightforward!! Compile a days worth of extra steps and I've lost a solid hour to clicking. Anyone who has even looked any other package should know this, it's immediately apparent that there will be a measurable reduction in productivity. On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz e...@mootzoid.com wrote: He, he, the owner of a restaurant that serves healthy food containing everything the body needs (calories, vitamines etc.) but that looks, tastes and smeels bad, must not be surprised if people complain :) Seriously, the problem is not the functionality, it is the usability, the look and feel. I am aware that making a pretty UI is - at least from a programmer's stand point, not a cool challenge, but having nice and meaningful colors, good drag and drop functionality, text instead of ugly icons and all the other nice little things as one finds in the ICE Tree or Modo's schematic view make a huge difference for the paying (!) customer, i.e. the gals and guys that spend hours and hours using the app. That's what makes Softimage so special: it just feels right and it actually is a real pleasure to do things, even complicated things. One truly has the feeling that somebody sat down and thought about how to implement something and - most importantly - how to make the user interaction as pleasant and intuitive as possible. Not saying that XSI is perfect, but it definitely is a software made by people who actually cared about it and wanted to make something good. Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such an outstanding job on Softimage, do the same for Maya: make it a software one loves and likes! Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau: Define make it better? On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com wrote: Thanks, guys. I had already used the node editor in Maya 2014 and yes, it is far better than the hypergraph, but still... it's not good at all. Had hoped that they would make that better, but no.
Re: Softimage to Modo - Modo 801 global Launch
I've used both in production and Arnold's ceiling is exponentially higher than Modos. I find a lot of people say all renderers are similar before ever really testing them in a heavy production. I love Modo but it is not capable of lifting anything close to what Arnold can. Arnold is also far more stable, is truly platform agnostic and can be easily integrated into any pipeline. I'd love to see SA write an exporter for Modo, being able to do lookdev and archiving within it would be fantastic. Just my 2 cents. On Fri, Apr 25, 2014 at 12:57 PM, Perry Harovas perryharo...@gmail.comwrote: Hey Greg, Honestly, from my (limited) experience with modo, I have not seen a major drawback to the renderer. The AOV's are extensive and well thought out, it has a pass system that is right up there with Soft, better in some ways, almost as good in others. It is VERY fast, and has great quality. I think (just my opinion) that the reason others want Arnold and Redshift in modo is because more renderers means more options, not because the modo renderer is lacking in any way. Don't think mental ray when you think of the default renderer in modo, even though that is what we are used to, and why many of us were always looking for another renderer in Soft. Anyway, that is my unscientific hypothesis! On Fri, Apr 25, 2014 at 3:47 PM, Greg Punchatz g...@janimation.comwrote: I hear a lot of requests for 3rd party rendering in modo, what are the limitations of modo's render engine that have people looking for other render engines? Does it not scale well? I would love to know its drawbacks. I have seen nothing but impressive images and demos from modo, but the only thing keeping me from digging into it was the lack of nodes. I love me some Arnold, but I also like the the idea of filling up our farm with modo licenses for a fraction of the cost. On Fri, Apr 25, 2014 at 2:38 PM, David Rivera activemotionpictu...@yahoo.com wrote: Yes you can. Basically anyone comming from the 2d animation world would be glad with this. I keep saying: Southpark with revamp worflow for 3D. *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com wrote: I am assuming you can off set keys afterward? If not, it would be too limiting. On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: But is it a completely parallel system to curves ? or can you tweak curves later ? not sure how this would work with gimble otherwise, unless you keyframe it into the ground. On 25 April 2014 18:40, Jordi Bares jordiba...@gmail.com wrote: The difference imho is equivalent to modelling pulling vertices to zbrush sculpting. It is the state of mind in which you start thinking about poses, blocking, refinement of animation as a sequence of clear steps rather than a soup of keyframes. In the sense that an animator does not need to open an curve and worry about slopes but only timing and pose, this is imho a completely revamp of how things should be done and I would bet money if you put a true animator (2d trained with years of experience) the result till blow you mind. My God I have been waiting for this… Finally! It is clear the combination for me is modo+houdini… Jordi Bares jordiba...@gmail.com On 25 Apr 2014, at 18:20, Norbert Kiehne softim...@norbert-kiehne.de wrote: Hmmm, maybe I am missing something here, but what is the difference to selecting all your controls and using the dopesheet or meta curve region/ animation editor to change the timing and spacing of your animation? On 25.04.2014 18:56, Jordi Bares wrote: I would say this is a game changer, just give it to a _real_ character animator (traditionally trained) and I would bet you the output will be amazing. Jordi Bares jordiba...@gmail.com On 25 Apr 2014, at 17:43, David Rivera activemotionpictu...@yahoo.com wrote: Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the new animation worflow in Modo 801. IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking south park 2D and regular 3D animation with this workflow? Modo801 - New Animation worflow http://youtu.be/n0PrpOFCQaA ps: video is just uploading. Should be up around 15 more mins. [image: image] http://youtu.be/n0PrpOFCQaA Modo801 - New Animation worflow http://youtu.be/n0PrpOFCQaA View on youtu.be http://youtu.be/n0PrpOFCQaA Preview by Yahoo *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635 -- Norbert Kiehne Senior 3D Artist -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years
disabling tooltips
Is it possible to globally disable tooltips?
Re: LUTs in region render clipping
2013 w the sp On Monday, March 24, 2014, Jens Lindgren jens.lindgren@gmail.com wrote: What version of Softimage are you using? /Jens On Sat, Mar 22, 2014 at 12:11 AM, Simon van de Lagemaat si...@theembassyvfx.comjavascript:_e(%7B%7D,'cvml','si...@theembassyvfx.com'); wrote: Trying to get a show lut going in the region render and we're getting consistent clipping in the highlights no matter what type of lut (csp and cube) we try and no amount of preconditioning is helping... is this just a case of the region render not being fp? Is there a possible fix for this I'm not aware of? -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: LUTs in region render clipping
Here's what my comp guy is saying. Seems like most people who have success aren't converting their luts but instead are creating them from scratch. We're converting a 3dl lut with ociobakelut We're using ociobakelut with config-free baking. We want to convert it to a .csp file to use in XSI current command is ociobakelut --lut lut.3dl --format cinespace lut.csp However when we load the lut.csp into soft without pre-conditioning we don't get a match? Colour kinda looks ballpark but it looks over exposed Loading the .csp back into nuke and it matches with the .3dl ? On Mon, Mar 24, 2014 at 10:52 AM, Andy Jones andy.jo...@gmail.com wrote: Maybe you need to add a shaperspace? ociobakelut.exe --iconfig ocio_config_path --format cinespace --inputspace inputspace shaperspace lg10 --outputspace outputspace --looks looks output_path On Mon, Mar 24, 2014 at 8:58 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: 2013 w the sp On Monday, March 24, 2014, Jens Lindgren jens.lindgren@gmail.com wrote: What version of Softimage are you using? /Jens On Sat, Mar 22, 2014 at 12:11 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Trying to get a show lut going in the region render and we're getting consistent clipping in the highlights no matter what type of lut (csp and cube) we try and no amount of preconditioning is helping... is this just a case of the region render not being fp? Is there a possible fix for this I'm not aware of? -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
LUTs in region render clipping
Trying to get a show lut going in the region render and we're getting consistent clipping in the highlights no matter what type of lut (csp and cube) we try and no amount of preconditioning is helping... is this just a case of the region render not being fp? Is there a possible fix for this I'm not aware of?
Re: emitt grid on surface
Maybe I need to break this problem down a little. 1. I need to know how to build a 2d particle grid in the first place... if there's a simple tut out there I'd love to do it. 2. Determine how to center and then align the grid to a surface . I'm already doing this with a raycast method for the Y alignment but I'm having to manually center and size the 3d grid to the surfaces bounding box using it's own built in controls... it's a pita when you have a lot of fields. I'm a smart guy, I should be able to do this if I can just get access to the proper tutorials or advice :-) It's fun regardless, I enjoy putting all the pieces together as I build them. FYI, basically I'm making corn rows in a field and I'm being passed geo for each field. I need to emit and rotate a grid on it as a base for instancing. Everything else I can do easily, i.e. all the usual scattering stuff, randomization of everything really. On Tue, Mar 18, 2014 at 3:51 PM, Matt Morris matt...@gmail.com wrote: Should be able to get locations on the surface via the raycast and create the points needed from them, rather than building all of them and deleting those not intersecting? On 18 March 2014 22:39, Jason S jasonsta...@gmail.com wrote: Actually refreshing to see a bit of normal content =) On 03/18/14 17:28, Simon van de Lagemaat wrote: There's nothing the matter with it. Right now I'm just aligning the points to the surface and deleting the points that are not hitting the surface. In fact it's working a little better than I thought it would. On Tue, Mar 18, 2014 at 2:09 PM, olivier jeannel olivier.jean...@noos.fr wrote: In order to better help (It's so noisy these days) Can you post a screen grab of what you want ? What's the matter with deleting particles ? Le 18/03/2014 20:06, Simon van de Lagemaat a écrit : Hey guys, I'm trying to do something simple, just emitting a flat grid on a uneven surface that can have it's heading changed. Currently I'm just creating a grid in a point cloud and raycasting it down on to my surface but I'm having to kill off the particles outside the surface which is a pita. Is there a simple way to emit a rotatable grid from the surface directly rather than raycasting? Even being able to kill off the particles that aren't raycasting on to the surface would suffice. -- www.matinai.com
emitt grid on surface
Hey guys, I'm trying to do something simple, just emitting a flat grid on a uneven surface that can have it's heading changed. Currently I'm just creating a grid in a point cloud and raycasting it down on to my surface but I'm having to kill off the particles outside the surface which is a pita. Is there a simple way to emit a rotatable grid from the surface directly rather than raycasting? Even being able to kill off the particles that aren't raycasting on to the surface would suffice.
Re: emitt grid on surface
There's nothing the matter with it. Right now I'm just aligning the points to the surface and deleting the points that are not hitting the surface. In fact it's working a little better than I thought it would. On Tue, Mar 18, 2014 at 2:09 PM, olivier jeannel olivier.jean...@noos.frwrote: In order to better help (It's so noisy these days) Can you post a screen grab of what you want ? What's the matter with deleting particles ? Le 18/03/2014 20:06, Simon van de Lagemaat a écrit : Hey guys, I'm trying to do something simple, just emitting a flat grid on a uneven surface that can have it's heading changed. Currently I'm just creating a grid in a point cloud and raycasting it down on to my surface but I'm having to kill off the particles outside the surface which is a pita. Is there a simple way to emit a rotatable grid from the surface directly rather than raycasting? Even being able to kill off the particles that aren't raycasting on to the surface would suffice.
Re: let me fan the flames....
On Wed, Mar 5, 2014 at 11:10 AM, Steven Caron car...@gmail.com wrote: autodesk might have to consider extra security... Well if they ever travel to Montreal they'll need to hire Blackwater ops and drive around in armored vehicles like it's Fallujah.
Re: Mark's good bye
I think that combo made/makes for the greatest package for generalists that has ever existed. Small teams can accomplish so much with those three tools. On Wed, Mar 5, 2014 at 4:07 PM, Steven Caron car...@gmail.com wrote: that subaru project is one of my all time favorites... it was at the pivotal point... softimage, ice, arnold... amazing talent. s On Wed, Mar 5, 2014 at 4:05 PM, Sebastian Kowalski l...@sekow.com wrote: drunk but... showing off a part of the most game changing project of my career so far, coming from a guy like mark.. holy crap..now i am fucking emotional.. the subaru dandelion was made by reinhard preissner and fabian schaper. two unsung and quiet heros of this great community.. thank you mark for years of infectious enthusiasm. .sebastian
Re: new upgrade policy
i don't know who it was, but whoever trimmed either email... thank you! On Thu, Feb 27, 2014 at 11:42 AM, Tony Naqvi i...@tonynaqvi.co.uk wrote: Anyone remember thins ;) http://www.youtube.com/watch?v=WRd5uaM18Qg
Re: Duplicating a UV set
Nope can't multi copy paste... bah! On Thu, Feb 27, 2014 at 2:32 PM, Simon van de Lagemaat si...@theembassyvfx.com wrote: That would be nice but I've got a LOT of em.. is copy pasting UV's doable with multi selections?? On Thu, Feb 27, 2014 at 2:28 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: You could always just create a new UV set, then copy-paste from one set to the other... -Tim On 2/27/2014 4:23 PM, Simon van de Lagemaat wrote: What's the proper method for duplicating a UV set? Right now it appears that when I duplicate the UV 'cluster' it's only referencing the original root UV set. So when you go and rename the new instance the original is renamed as well, not good. Ideas? --
Re: Duplicating a UV set
That would be nice but I've got a LOT of em.. is copy pasting UV's doable with multi selections?? On Thu, Feb 27, 2014 at 2:28 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: You could always just create a new UV set, then copy-paste from one set to the other... -Tim On 2/27/2014 4:23 PM, Simon van de Lagemaat wrote: What's the proper method for duplicating a UV set? Right now it appears that when I duplicate the UV 'cluster' it's only referencing the original root UV set. So when you go and rename the new instance the original is renamed as well, not good. Ideas? --
Duplicating a UV set
What's the proper method for duplicating a UV set? Right now it appears that when I duplicate the UV 'cluster' it's only referencing the original root UV set. So when you go and rename the new instance the original is renamed as well, not good. Ideas?
Re: Duplicating a UV set
Okay success! Need to duplicate UV's IN THE EDITOR... works with multiple UV's and is reasonably fast. On Thu, Feb 27, 2014 at 2:50 PM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Nope can't multi copy paste... bah! On Thu, Feb 27, 2014 at 2:32 PM, Simon van de Lagemaat si...@theembassyvfx.com wrote: That would be nice but I've got a LOT of em.. is copy pasting UV's doable with multi selections?? On Thu, Feb 27, 2014 at 2:28 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: You could always just create a new UV set, then copy-paste from one set to the other... -Tim On 2/27/2014 4:23 PM, Simon van de Lagemaat wrote: What's the proper method for duplicating a UV set? Right now it appears that when I duplicate the UV 'cluster' it's only referencing the original root UV set. So when you go and rename the new instance the original is renamed as well, not good. Ideas? --
Re: Tim Borgmann's emTopolizer2 Experiments
So pretty!! On Thu, Dec 5, 2013 at 6:23 AM, Eric Mootz e...@mootzoid.com wrote: Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Whiskeytree Athens tech demo
This is awesome. It's funny how Arnold has changed our pipeline, we're no where near what you guys have but the entire Model reference ass switching workflow is what we've implemented already i.e. the ability to swap between all three at any time, make changes to the source in the lighting scene and push those changes to a newer revisions, both models and ass files so they roll in to other shots etc. I love how when you drop a ref model down on the ground it's just a select and click to drop, sweet. On Fri, Nov 22, 2013 at 10:34 AM, Steven Caron car...@gmail.com wrote: thanks for the kind words everyone! i will pass along the praises... some extra info for those interested... -we used arnold 3.x to render this -because of how we partitioned the work out, and how sitoa exports ICE instances we had to come up with a way to make sure there was no redundant instance masters. we created a system to do that. we then collaborated with solid angle to make this a first party feature. auto instancing of procedurals.. you're welcome! ;P -memory consumption would be drastically lower in arnold 4.x -this was the basis for the workflow we used on elysium, of course for more shots and a lot more detail... remember we rendered over 5 trillion triangles for elysium. -not everything was hand placed, we had some more ICE tools for automatically aligning and placing buildings. steven On Fri, Nov 22, 2013 at 9:37 AM, Juhani Karlsson juhani.karls...@talvi.com wrote: Tron legacy? Daft Punk? Maybe? On Nov 22, 2013 7:12 PM, Peter Agg peter@googlemail.com wrote: What's that soundtrack from? Seems familiar but I can't quite place it... On 22 November 2013 16:58, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Hairy ballz of the Gods !!! On 22 November 2013 17:46, Sylvain Lebeau s...@shedmtl.com wrote: holy mother of god.. you guys rock at WT! sly On 11/22/2013 09:04 AM, adrian wyer wrote: congrats to everyone at Whiskeytree for this epic demo! https://vimeo.com/71148018 your library toolset is a thing of beauty! a
Re: Whiskeytree Athens tech demo
Ya I realize that demo was sped up... I guess I let my mind run away a little :-) I was thinking you had done some sort of mesh drop using a constrained null or something. Then I started thinking you could switch between normal constraints or just axis constraints i.e. align to ground or just Y up and slide the mesh around. You can show us that demo when you've implemented those features ;-) On Fri, Nov 22, 2013 at 11:24 AM, Steven Caron car...@gmail.com wrote: i think the speed of the demo and clever use of interactive snapping might be fooling you ;) but you give me an idea for a custom tool plugin like piotrek's mesh paint plugin but for our pipeline. On Fri, Nov 22, 2013 at 11:15 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: I love how when you drop a ref model down on the ground it's just a select and click to drop, sweet.
Re: Autodesk´s Sales model
This is a chicken/egg thing imo. I'd agree with you if for a second I thought that subscriptions fell off before development did but I really doubt that's the case here. Instead I bet there's a pretty solid correlation between AD purchasing Softimage and a erosion of the user base due to reduced and poorly directed development. AD is a big company with a LOT of products that cover a massive range, they do not and cannot take the same development risks that teams take with isolated products that are fighting for market share. People bought licenses of Softimage, they were happy, AD bought Soft and satisfaction has decreased fairly linearly over time. It's really simple, people stopped investing because they felt they weren't getting a good enough return. Why keep shoving money into a product that hasn't offered you anything new or useful for your pipeline over several years? We're all running businesses here. On Wed, Oct 16, 2013 at 1:57 PM, jim bough jimbo...@hotmail.com wrote: I agree with you 100%. That is the case now. I do however feel that people using older versions, did not invest in the future of Softimage. Of course, there are many other considerations, SDK, core, etc. But with the investment, perhaps many of these wouldn't be the factor they are now either. And, not to rail against businesses that chose this path in the past, business is business. But, I do feel software has become too cheap for the rd requirement of users expectations. Yes, there is Blender, but I prefer to invest in my software.. it really is a minimal investment compared to what I make from it.
Re: Defining GL textures
Thanks a ton Steve, I'd never seen that little tab before... just when you think you've dug around everywhere there's always a usefull little something that stays hidden. On Thu, Sep 19, 2013 at 3:16 PM, Steven Caron car...@gmail.com wrote: inspect the root part of the material, opengl display tab... various options. On Thu, Sep 19, 2013 at 3:03 PM, Simon van de Lagemaat si...@theembassyvfx.com wrote: How can I specify which clipss on a surface appear in GL viewports? Currently it seems like Soft is picking up whatever clip I have loaded last. If I change the clip in the UV editor it changes but the moment I close it it resets back. Changing the clips to not use auto also resets after closing the window. There must be a way to define what clips are used for an object GL display right? -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Defining GL textures
How can I specify which clipss on a surface appear in GL viewports? Currently it seems like Soft is picking up whatever clip I have loaded last. If I change the clip in the UV editor it changes but the moment I close it it resets back. Changing the clips to not use auto also resets after closing the window. There must be a way to define what clips are used for an object GL display right? -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Royal Render and Vray
Holger provides super fast support. I suggest hitting up their system if you can't get any results here. http://www.royalrender.de/support/ On Fri, Sep 13, 2013 at 12:59 PM, Eric Lampi ericla...@gmail.com wrote: Anyone have this set up? We're getting errors saying that certain plugins etc are not installed, yet it can see the workgroups. Our IT guys can't seem to figure this out. Suggestions are appreciated! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: unsubscribe
You rolled up his rim didn't you. On Mon, Sep 2, 2013 at 2:53 PM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: So did the Autodesk big boss... :) On Mon, Sep 2, 2013 at 5:26 PM, Eric Thivierge ethivie...@gmail.comwrote: Don't let Guillaume fool you. I fired him the other day when he didn't bring me some Tim Horton's. :P
Particles driving weight maps
Anyone know of any examples for driving a weight map via particle distances? I need to use a particle field distributed on a mesh to paint the weight map, basically a splatter map of sorts. I can find a bunch of examples of proximity based effects for geometry but nothing for point clouds.
Re: Particles driving weight maps
Ya I tried this but it wasn't working, I'll give it another go though, maybe I missed something. On Wed, Aug 21, 2013 at 3:40 PM, Rob Chapman tekano@gmail.com wrote: have you tried plugging a pointcloud in? works pretty much the same way. heres something by Paul a few years ago describing it in detail https://vimeo.com/20240568 On 22 August 2013 00:15, Simon van de Lagemaat si...@theembassyvfx.com wrote: Anyone know of any examples for driving a weight map via particle distances? I need to use a particle field distributed on a mesh to paint the weight map, basically a splatter map of sorts. I can find a bunch of examples of proximity based effects for geometry but nothing for point clouds.
'find' command not respecting current partition
Does this drive anyone else up the damn wall? You have an object selected and when you hit F to find it in the partitions in explorer it takes you to an inactive partition? HAIR PULLING Sorry for the rant.
Re: 'find' command not respecting current partition
Dooohhh... ya pass not partition sorry. On Thu, Jun 13, 2013 at 10:15 AM, Gareth Bell gareth.b...@primefocusworld.com wrote: Do mean current pass? If that's the case, I find hitting U for current pass and then hitting F works. -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Simon van de Lagemaat [si...@theembassyvfx.com] *Sent:* 13 June 2013 18:11 *To:* softimage@listproc.autodesk.com *Subject:* 'find' command not respecting current partition Does this drive anyone else up the damn wall? You have an object selected and when you hit F to find it in the partitions in explorer it takes you to an inactive partition? HAIR PULLING Sorry for the rant.
Re: Running Softimage without installing it.
There is a network install option so all you have to do is run a batch file once on a machine and it silently installs with all your licensing options that you set the first time. On Thu, May 16, 2013 at 11:21 AM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: Now thinking about it... wouldn't it be good and even needed to have beside install option on installer something like install to render nodes or something to help out mass installation? Even on 10 more computers is time consuming now add a 0 there or something.. How are you guys handling installation and management on small and medium render farms at all? Installation, upgrades, addons and upgrades of addons... Sorry for a bit of a hijack but it is kinda same topic right? On Thu, May 16, 2013 at 8:04 PM, Francois Lord flordli...@gmail.comwrote: Hi. In my never ending quest to find a way to install Softimage automatically and simply on all machines, I have yet again hit a road block. Last year, after several days of failed attempts, I resorted to installing it manually on my machine and copying the folder on the other machines. I had to copy the ProductInformation.pit file from C:\Program Data and I had to run the runonce.bat file. And then all was well and dandy. Easily scriptable and no human intervention required. This year however, things seem different. When I do the same, Softimage can't find a license. This is where the ProductInformation.pit file was required last year, but it seems it's not enough now. I noticed there is a new License.env file in the Application\bin folder. But it contains the right informations about our license server since I ran the installer on my machine. I don't know if it has anything to do with all this. Any one has bits of info on this? Thanks. Francois
Re: LUT Files for Workgroups ?
Ya I think I had the same problem, hence my doubt about it working... shame because using LUTs is Soft is hard enough as is. On Fri, May 10, 2013 at 12:26 PM, Alok alok.gan...@modusfx.com wrote: Well it works for this path in the installation folder, but somehow for a workgroup it does not work. If I put the files in \\myWorkgroup\Data\Preferences\Default\ColorManagement, they do not show up in the preferences. ALOK GANDHI / chef directeur technique - lead technical director alok.gan...@modusfx.com T: *450 430-0010 x225 F: 450 430-0009 www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebook http://www.facebook.com/ModusFX Twitter https://twitter.com/Modusfx * On 10/05/2013 3:16 PM, Simon van de Lagemaat wrote: \Data\Preferences\ColorManagement But not sure if that shows up in your preferences... it should right? On Fri, May 10, 2013 at 12:09 PM, Alok alok.gan...@modusfx.com wrote: Hi, Anyone knows where to put the LUT files in a user defined workgroup so it is available on the display tab in the prefenrence. -- ALOK GANDHI / chef directeur technique - lead technical director alok.gan...@modusfx.com T: *450 430-0010 x225 F: 450 430-0009 www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebook http://www.facebook.com/ModusFX Twitter https://twitter.com/Modusfx * No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2241 / Virus Database: 3162/5813 - Release Date: 05/10/13
Re: LUT Files for Workgroups ?
Okay I just went and tried this again and it does seem to be working now. Not sure why I remember it not working before, I might have had some conflicts at the time. On Fri, May 10, 2013 at 12:26 PM, Alok alok.gan...@modusfx.com wrote: Well it works for this path in the installation folder, but somehow for a workgroup it does not work. If I put the files in \\myWorkgroup\Data\Preferences\Default\ColorManagement, they do not show up in the preferences. ALOK GANDHI / chef directeur technique - lead technical director alok.gan...@modusfx.com T: *450 430-0010 x225 F: 450 430-0009 www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebook http://www.facebook.com/ModusFX Twitter https://twitter.com/Modusfx * On 10/05/2013 3:16 PM, Simon van de Lagemaat wrote: \Data\Preferences\ColorManagement But not sure if that shows up in your preferences... it should right? On Fri, May 10, 2013 at 12:09 PM, Alok alok.gan...@modusfx.com wrote: Hi, Anyone knows where to put the LUT files in a user defined workgroup so it is available on the display tab in the prefenrence. -- ALOK GANDHI / chef directeur technique - lead technical director alok.gan...@modusfx.com T: *450 430-0010 x225 F: 450 430-0009 www.modusfx.com - MODUS FX 120 Rue Turgeon, Sainte-Therese (Quebec) CANADA J7E 3J1 Follow us on Facebook http://www.facebook.com/ModusFX Twitter https://twitter.com/Modusfx * No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2241 / Virus Database: 3162/5813 - Release Date: 05/10/13
Re: OTish: Neil Blomkamp ELYSIUM trailer
Image Engine was the primary on Elysium and did the majority of the work. There were other shops involved of course but this was really IE's gig, they supervised it. On Wed, Apr 10, 2013 at 5:56 AM, Octavian Ureche okt...@gmail.com wrote: Here is the official trailer: http://www.youtube.com/watch?v=EJ-bYOyQ46Yfeature=youtu.be Don't know what to say. Mixed feelings about it. On one hand i am very much looking forward to it, on the other hand it feels like a mix between Deponia, Halo and District 9. And the whole low class hero that saves the world is getting overused. Hope to be wrong. PS. As far as i know, it's the same vfx bunch that did District 9. Image engine, Embassy Weta. Wonder if the embassy handled the mechanical stuff once again. Cheers, O
Re: congrats to the Embassy for Iron Man commercial
Thanks for the nice comments guys! We used Softimage and Arnold for the suit, Houdini for any FX work, mostly smoke, debris thrusters. We love this combo, I highly recommend it. The pipeline in the past between the two was a little jinky but we're rolling our own alembic solution and soon hope to have Arnold going between the two along with some open vdb for volume data. On Mon, Apr 8, 2013 at 3:56 AM, Chris Chia chris.c...@autodesk.com wrote: Did a scrub thru but didn't catch the Softimage screen. And which other parts of the movie use Softimage? Regards, Chris On 6 Apr, 2013, at 5:39 AM, Andy Moorer andymoo...@gmail.commailto: andymoo...@gmail.com wrote: Well done guys! And it's always nice to see SI screens in making-of videos like this :D
Re: Who Uses Arnold Anyway ? an appeal to fans
What are you going to be rendering? On Fri, Mar 15, 2013 at 1:41 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Good evening/day everyone ! The people i am working for are currently debating whether or not to take on Arnold, as their official renderer on their next feature film. One of my character fx friends has been Beta testing it to great effect, and now has to make a case for the switch from 3DLIGHT to Arnold. If there are any Arnoldites out their, i was wondering if you had any test renders demonstrating Arnolds efficiencies\ deficiencies VS other renderers; It doesn't matter if its softimage maya or modo.. or mental ray, PR man, vray, maxwell... The extra data would be very much appreciated especially with identical scenes, written observations are equally welcome. So if you've anything at all to share, many thanks ;)
Re: 2014 New feature list... minor corrections list... you decide
On Thu, Mar 14, 2013 at 11:58 AM, Matt Lind ml...@carbinestudios.comwrote: If fewer customers pay for support, how much developer time do you think is going to be put into the product? In other words, by not paying you are effectively killing the product. Wait, what? This is a chicken before the egg scenario. Poor development precedes fewer paying customers almost all of the time. There's no possible way in hell the end user can be blamed for anything here. It's my companies money and my choice to decide where our money is spent and when there are better options they will be taken. The only people to blame for dropped subscriptions are AD. Asking me to front cash for speculative development is insane especially given AD's track record over the last few releases. It's on them to properly invest money into r'n'd and proper development. If they aren't getting the cash flow from the customer then they need to ante up and get them interested again with a kick ass major revision. This isn't kickstarter and AD isn't a small up and coming developer that needs an influx of cash to get going. There are several existing and speculative products on the market right now that are grasping for my attention and AD does not have a single one of them. I bear zero ill will towards Softimage or AD, I just make business decisions based on future trends and where I think a package will be in 3-5 years.
Re: 2014 New feature list... minor corrections list... you decide
How long do you think people should go before using the last resort? One year? Two? Ten? I think AD has had a very long grace period since they bought Softimage and people have been patient enough. They also aren't the only game in town, in fact they own some of the other games. On Thu, Mar 14, 2013 at 1:54 PM, Matt Lind ml...@carbinestudios.com wrote: BUT, as a customer you shouldn’t withhold your money as first course of action. You should be communicating your issues through proper channels to get them resolved. If and only you’ve gone down all available channels and still without resolution should you withhold payment in the form of using a different product. Withholding payment should be the last resort, not the first.
Re: fake or not
Dude, that's attached to a 24.5hz string. On Thu, Mar 14, 2013 at 2:01 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Also same magic behind this seemingly static flying helicopter: http://www.youtube.com/watch?v=VfihH-O_0eg On Thu, Mar 14, 2013 at 8:09 AM, Adam Seeley adam_see...@yahoo.comwrote: Probably not, If you saw the water without the camera it would be vibrating to and fro and sloshing around a bit. The synced camera and 24hz sine wave means that your'e only seeing the water at a certain part of it's vibration. Same idea as this.. http://www.youtube.com/watch?v=ZRlNOyxWWf8 Nice though... Adam -- Freelance Softimage Generalist http://www.linkedin.com/profile/view?id=21162305 https://vimeo.com/album/2280465 -- *From:* Doeke Wartena clankil...@gmail.com *To:* softimage@listproc.autodesk.com *Sent:* Thursday, 14 March 2013, 11:50 *Subject:* fake or not Can someone tell me if this is rendered? http://www.thisiscolossal.com/2013/03/this-is-what-happens-when-you-run-water-through-a-24hz-sine-wave/
Re: MOMA - Modo for Maya
In a nutshell... Modo has a great renderer and Allen Hastings is the heart and soul of Luxology. That said it's not a great heavy lifter , it doesn't handle large and complex scenes well and lacks a lot of the refining/optimization tools that it should have at this point. I tried to use it in production but it was difficult and not enjoyable when time was of the essence and predictability and stability mattered. As an asset creation and lookdev tool it is brilliant and flexible, just not in midsize to large pipelines. It's a shame because the tech does so many other things well but is being hampered by the tools surrounding it. Maybe the Foundry will have a positive influence in this area, I hope so because there a lot of great things about Modo and its renderer but it hasn't yet realized its full potential. Let's see how 7 turns out. On Tue, Mar 5, 2013 at 11:04 AM, Steven Caron car...@gmail.com wrote: once modo has a proper api for it... probably. the amount of work jacobo is doing to make this work is staggering as is any renderer integration/plugin. i know, i tried to do it for thea render but realized how much time i put in was no where near what i was going to get back for it. i couldn't find the moma to sitoa comparison, i saw a moma and mtoa (maya to arnold) comparison. i am surprised though, someone who has worked with arnold before (at zinkia on pocoyo) he should know mtoa integration might not represent arnold standalone in the best light. since he does have experience with arnold, i am also interested in his opinion of it versus arnold. s
Re: SI 2014 sneak peek
But AD opens themselves up to these attacks frequently. If they'd just release all the information at once people wouldn't engage in rampant speculation, instead someone thinks it's a great 'marketing' idea to string people along.I get why AD thinks it's a neat idea, it lets them show things NOW so we aren't kept waiting and satisfies the marketing dept. Just show us wtf you've come up with and be done with it, nobody wants teasers, tidbits or quick glances, these aren't movies it's software that we rely on for our livelihoods. That's just my opinion. Frankly I think anyone paying licensing fees has every right to complain about whether a feature is good or bad, useful or useless, after all we're the ones floating development of the software and have every right to make demands. I have to say that we're on the verge of letting our subscription lapse (keeping one license) with 2014 as we've not even left 2012 yet and will probably migrate to 2013 soon and use that for a while. Compared to virtually every other product on the market Soft's development is anemic, there is just nothing driving me to upgrade. Letting the subscription lapse and waiting two or three years makes more financial sense, and who knows, by then maybe there will be other alternatives or Soft dev will have kicked it up a notch and the crew will be kicking some serious ass. On Thu, Feb 28, 2013 at 11:23 AM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: it is not point that it is not great, like GATOR is (in your face maya max and everyone rest that needs programmers to do 1 click things hehe), just no expected and really it is still early for these kind of attacks :) On Thu, Feb 28, 2013 at 8:15 PM, Steven Caron car...@gmail.com wrote: i don't remember anyone asking for GATOR, but i get your point. On Thu, Feb 28, 2013 at 11:13 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: my guess is that it isn't much a question if this sequencer is useful.. but more if it is the best that 2014 will offer :) seeing a lot fo 2014 wishes, as with any other versions.. I don't recall a single sequencer wish, beside other things that people are crying for for years now My bet sis that again it is attack on sequencer as it kinda represents everything that people at this moment think they won't get in 2014
Re: Octane render
My experience was that it took a lng time to reduce fine noise. It got to the level you have fairly speedily but after that the curve really began to flatten out. Maybe it was just my vanilla 500 series nvidia card was too slow, not sure. On Wed, Feb 13, 2013 at 10:41 AM, Toonafish ron...@toonafish.nl wrote: just to show off the speed ;-) stopped after 10 minutes rendering: https://dl.dropbox.com/u/4271217/octane_classroom_10min.png On 2/13/2013 17:37, Emilio Hernandez wrote: Thanks Ronald. Too bad developers are only aiming at Maya and Max from AD suite. I admire the job that independent developers are putting into this. I think I'll pass until the viewport is integrated in Softimage. Hope it will not take as long as V-ray... Even that Maxwell for rendering uses it's own. The workflow beween Softimage and Maxwell is great with Fire. No fooling around or tweaking things outside the software. I hope that Next Limit will add the GPU processing and perhaps it will be as fast as Octane. 2013/2/13 Toonafish ron...@toonafish.nl Nope, this is the best there is for SI at the moment as far as I know. - Ronald On 2/13/2013 17:14, Emilio Hernandez wrote: Is the interactive window in softimage plugin available yet? Personally I don't like switching between apps to see how the render is coming. 2013/2/13 Toonafish ron...@toonafish.nl Just watch the video in this thread and install the addon: http://render.otoy.com/forum/viewtopic.php?f=29t=24365 Make sure you also download and replace the dll that is mentioned later on in the thread, and if your SI camera does not export correctly, try changing the default units in the Octane prefs to meters. - Ronald On 2/13/2013 16:27, Jimmy Marrero wrote: If you have the time, can you explain the workflow with using both octane and softimage without an interactive viewport in soft?? Thanks On Wed, Feb 13, 2013 at 10:24 AM, Toonafish ron...@toonafish.nl wrote: an I7 3930 with a Geforce GTX 960 with 2048 MB, but I'd go for more memory on the card if possible. On 2/13/2013 16:08, Ed Manning wrote: mind sharing your system config? I'm debating what card to put in a box for Octane On Wed, Feb 13, 2013 at 9:57 AM, Toonafish ron...@toonafish.nl wrote: yep, been playing with it the last few days and I'm really impressed by the speed and quality of Octane. But comparing both Arnold and Octane, all I can say is for most stuff Arnold is still better suited and production proven, but Octane is a nice addition. Some scenes I tested that took forever to render in Arnold render in just a few minutes in Octane. Can't wait for the interactive viewport plugin for Softimage though. - Ronald On 2/13/2013 15:00, Emilio Hernandez wrote: Anyone here has used octane render within Softimage? If so I will appreciate your comments and your point of view of Octane vs other renders you have used. And if you have used Arnold and Octane, which one you prefer. I have the Octane experience only from the videos and the demo. It seems to me that it is like Maxwell but a lot faster. Cheers! -- -- --
Re: Octane render
He'll just subdivide everything ;-) On Wed, Feb 13, 2013 at 4:31 PM, Toonafish ron...@toonafish.nl wrote: yes, better start preparing for somehumiliation ! ;-) - Ronald On 2/14/2013 1:22, Gene Crucean wrote: One down one to go. NEXT!!! aaarrghahrahgh!!! ...hehe. Ok I'll stop now. GET TO THE CHOPPPA! On Wed, Feb 13, 2013 at 4:16 PM, Toonafish ron...@toonafish.nl wrote: yep, Octane does not support subdivisions or displacements, also only camera motion blur. - Ronald On 2/14/2013 1:01, James De Colling wrote: What are the limitations with the gpu renderers? Last time I looked at it, subdivision / displacement was unsupported, I assume that's changed now? On Feb 14, 2013 8:08 AM, Emilio Hernandez emi...@e-roja.com wrote: If you can provide the scene I can test in Maxwell in six Core i7 Extreme to compare. Of course my guess is that Octane will beat it in time. But at least is a good parameter. The other will be if someone with Arnold can do the same. -- Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~ -- Ronald van Vemden --- 3D Graphics Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl
Re: PyQt Softimage Linux?
Our pipeline guy Ran Sariel wants to get in to this thread but he just joined the list and needs an email from this thread to get started. So ignore this... apparently the google group is just an archive and can't be used for replies. On Fri, Jan 18, 2013 at 1:55 PM, Steven Caron car...@gmail.com wrote: i would take a look myself but i dont have access to a linux machine and a development environment setup on it. so i can only make suggestions, but i would like to help as much as i can. let me know what you find out. On Fri, Jan 18, 2013 at 12:55 PM, Michal Doniec doni...@gmail.com wrote: That's really interesting Steven, I'll definitely have a look at these as soon as I can. Thank you!
Re: Do you have a fluid cache file for me?
Do you need bgeo content to test or are you all good? On Fri, Jan 11, 2013 at 6:49 PM, Schoenberger x...@digidragon.de wrote: ** Houdini bgeo? Not sure if it can spit out any other formats, apparently openVDB is on the way but not sure. OpenVDB will be fully integrated into the next major release of Houdini. Right, I forgot bgeo then. Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night
Re: Do you have a fluid cache file for me?
Houdini bgeo? Not sure if it can spit out any other formats, apparently openVDB is on the way but not sure. On Fri, Jan 11, 2013 at 4:29 AM, Schoenberger x...@digidragon.de wrote: ** Hi Everyone I am currently updating my fluid shader for mentalRay and Arnold (probably VRay if the others are working). To optimize the shading speed and caching, I am collecting a wide range of different kinds of fluid simulations. (To be more specific: I am collecting the cache files of the sim) I just need ONE file of a simulation to test compressions/filter/speed. Multiple files of the same simulation do not help as the fluid has a similat shape/size/values/color. It should be something in production quality (not a tiny 20x20x20 fluid grid...) Types of cache files: - emFluid/.bafl - Maya .mc - blender .bphys - openVBD - field3D - Phoenix .aur - FumeFX ( Not yet supported as I am not able to get any contact via supp...@afterworks.com. Tried 4 times in 2 years. Does someone know any other contact address?) - Any fluid cache format I am missing? If you happen to have a cache file: - Create a text file with your (company) name. - Zip the text file with the cache file(s). - Upload it via a file hoster and send me the link I found a list of file hoster here: http://translate.google.com/translate?tl=enhl=deu=http%3A%2F%2Fwww.pcwelt.de%2Fratgeber%2FFilehoster-Alternativen-zu-Megaupload-4651729.html Files 60MB: If your file is less than 60MB, then you can use www.BinaryAlchemy.de/upload_caches.php (I am getting a new one for larger files, but right now I cannot change the limit.) When I am finished, I will perhaps add all fluid tests to one large video sequence with one fluid/frame and stats like load/render time. Many thanks
Re: 16 bit tif from photoshop not working in softimage?
Lol! You just made our pipeline guy a happy camper now that he knows what was randomly crashing soft out when processing assets. On Fri, Nov 16, 2012 at 6:53 AM, Jonathan Laborde labordeor...@gmail.com wrote: We run Softimage In linux (centos 6) here, and we have discovered that Tiff files with a certain compression make it crash instantly. I don't remember which one it is as we use exr most of the time but once in a while we receive an image from a client in tiff and it crashes everything so we have to convert it to another compression/format. On Fri, Nov 16, 2012 at 8:40 AM, Marc-Andre Carbonneau marc-andre.carbonn...@ubisoft.com wrote: We use tiffs across the board here and never get these ugly problems you’re describing. A good pipeline, a clean workflow and some Photoshop actions avoid human interactions when it comes time to spit out files for rendering. J From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gene Crucean Sent: 15 novembre 2012 23:15 To: softimage@listproc.autodesk.com Subject: Re: 16 bit tif from photoshop not working in softimage? The problem, is that they constantly break things or just don't work. If you can get them to work consistently on your end... more power to ya. bmp? xpm? Naa... photos. Analog. Keepin it real over here. On Thu, Nov 15, 2012 at 7:00 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Totally, why on earth would anyone ever want some functionality or versatility?! Down with it! Bring MS' bmp back, I say. On Fri, Nov 16, 2012 at 1:29 PM, Gene Crucean emailgeneonthel...@gmail.com wrote: That's exactly why I hate them. Wa too many flavors and options for people to f**k up. Yes they support a lot of features... but I almost never want any of them, and I don't want texture guys saving them with layers using lzw compression in cmyk ;) Seriously. They suck :P On Thu, Nov 15, 2012 at 6:11 PM, Steven Caron car...@gmail.com wrote: tifs are perfectly fine... they support many bit depths, mip mapping, and tiling. i did a comparison to exr as a texture format years ago and OIIO/Arnold liked the tif files better. s -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** Freelance for hire ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~
Re: 16 bit tif from photoshop not working in softimage?
I've had success with 16bpp greyscale tiffs (heightmaps mostly) but generally I use exr if I'm going above 8bpp, just a much more predictable format when extra depth is required. On Thu, Nov 15, 2012 at 3:06 PM, Steven Caron car...@gmail.com wrote: no compression... i am converting them to an optimal rendering format for arnold during publish. in the mean time when developing an asset this is what my typical settings are when saving from PS. compression = none pixel order = interleaved byte order = ibm pc save image pyramid = off layer compression = discard layers and save a copy s On Thu, Nov 15, 2012 at 3:02 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Any sort of compression per chance? Not too sure about 16bit, but most compression schemes have been a flat no-go for me before when it comes to tifs and PS. On Fri, Nov 16, 2012 at 9:57 AM, Steven Caron car...@gmail.com wrote: hey gang am i right on this? i am trying to see a 16bit tif file inside softimage without luck. steven -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: 16 bit tif from photoshop not working in softimage?
What do people here use as a standard format? I always thought tiff was the least offensive format but after running into some issues with the byte order bs we're wondering if png's might be better? On Thu, Nov 15, 2012 at 5:58 PM, Gene Crucean emailgeneonthel...@gmail.com wrote: .tif's = the devil ... that is all -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** Freelance for hire ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~
Re: polygon island attributes
Thanks Matt, I've managed to do the first task of isolating and creating and indexing the islands in ICE. Here's the tree, I got the setup from a a forum somewhere, I think they based their setup on Helgees method. https://dl.dropbox.com/u/2741653/icetree.jpg It's the second pass that I'm having trouble with, how to point sample a noise function for each island, or average it between the vertices of each island. This is all getting passed to the RT as attributes. On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote: What you need to do is break the problem down into 2 or more passes. The first pass identifies and tags polygon islands. The second pass applies the turbulence effect. Identifying polygon islands is a one-time process which you should be able to accomplish using a scripted command which identifies the islands and tags them by creating array nodes in an ICE Tree and stores the results as custom ICE attribute data. The second pass can be completed in ICE by reading the custom attribute data and applying the turbulence as needed. Matt -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de Lagemaat [si...@theembassyvfx.com] *Sent:* Saturday, November 10, 2012 8:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
Re: polygon island attributes
Alan that works brilliantly! I plugged it into my gradient et voila! Sometimes I keep forgetting how I can hack into the compounds to expose parameters. Thank you very much everyone for the help. Hopefully others will be able to use these techniques as well. On Mon, Nov 12, 2012 at 3:11 PM, Alan Fregtman alan.fregt...@gmail.comwrote: On second thought, if you don't mind inaccurate island positions -- that is, not the actual island centers -- and you just want to get some turbulent values, you could use the IDs as vectors (thus plotting them in space) and because they're in space, you can now sample them and use their value for noise. Here's how I went about it:
Re: polygon island attributes
I will admit it would be nice to be able to properly map the islands positions in space. Seems like that should be possible. On Mon, Nov 12, 2012 at 3:11 PM, Alan Fregtman alan.fregt...@gmail.comwrote: On second thought, if you don't mind inaccurate island positions -- that is, not the actual island centers -- and you just want to get some turbulent values, you could use the IDs as vectors (thus plotting them in space) and because they're in space, you can now sample them and use their value for noise. Here's how I went about it: On Mon, Nov 12, 2012 at 5:45 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Nice tree, Simon! :) Here's a way to use the *Random Value* node: If you want to use the Turbulence node then it gets trickier as you must correlate your IDs to a specific position in space to properly sample its noise. Might try that later. Hope this helps a bit. On Mon, Nov 12, 2012 at 3:15 PM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Thanks Matt, I've managed to do the first task of isolating and creating and indexing the islands in ICE. Here's the tree, I got the setup from a a forum somewhere, I think they based their setup on Helgees method. https://dl.dropbox.com/u/2741653/icetree.jpg It's the second pass that I'm having trouble with, how to point sample a noise function for each island, or average it between the vertices of each island. This is all getting passed to the RT as attributes. On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote: What you need to do is break the problem down into 2 or more passes. The first pass identifies and tags polygon islands. The second pass applies the turbulence effect. Identifying polygon islands is a one-time process which you should be able to accomplish using a scripted command which identifies the islands and tags them by creating array nodes in an ICE Tree and stores the results as custom ICE attribute data. The second pass can be completed in ICE by reading the custom attribute data and applying the turbulence as needed. Matt -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de Lagemaat [si...@theembassyvfx.com] *Sent:* Saturday, November 10, 2012 8:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.com wrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
Re: polygon island attributes
Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
Re: polygon island attributes
I love anything with a bow on it... plus supporting Eric is always a good thing and topolizer has a TON of other cool stuff in it, even those cleanup tools are awesome. I did notice that emtools also has some poly island tools. On Sat, Nov 10, 2012 at 9:01 PM, phil harbath phil.harb...@jamination.comwrote: topolizer has this functionality and much more for those of us who like things gift wrapped. *From:* Simon van de Lagemaat si...@theembassyvfx.com *Sent:* Saturday, November 10, 2012 11:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
polygon island attributes
Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
xsibatch workgroups question
My pipeline guy has a question for the list regarding workgroups and xsibatch. Thinking maybe someone here has some info that could help us. we have a set of workgroups for si, when launching an interactive si session we use xsi -w worgroups -run and all works as expected. now when I try to do the same for rendering xsibatch -render 'filename', flags, -w 'workgroups' soft ignores the workgroups, and loads without the plugins, (unless the same user has launched an interactive session) seems that the -render flag sort of cancels the -w flag this is done on linux (centos 6.2, soft 2012.sap) is there a way to launch the render with the workgroups? Cheers
Re: The Foundry and Luxology join forces
Ya Arnold has it's flaws as do all render engines. Modo's strong IC and portal lights make it much more suitable for interiors but since we don't do any Archvis work interiors are few and far between. Arnold also suffers from not being a bidirectionaI path tracer, so things like caustics are a pita. I prefer Arnold for heavy production rendering for the following reasons.. 1. It can handle more data. Arnold can handle bigger and more geo, it's a beast. I tested instancing a tree asset in Modo and Arnold using sitoa. I got up to maybe 10million trees with billions of polygons in Modo, Arnold was doing substantially more with trillions of polygons and doing it faster and smoother. It wasn't just better, it was exponentially better. I think it rivals or better Renderman in this regard. 2. Arnold is stable, really really stable. It rarely crashes or spits out bad or unpredictable data and when it does it's almost always your fault. Modo's renderer tends to be unstable especially at heavier loads and it can sometimes do things that are unexpected i.e. render artifacts, bad frames etc. 3. I like using nodes in Soft using sitoa. Modo's layer system is really cool for single assets or simple scenes but becomes a nightmare with a complex system. 4. Arnold's proxy/reference system is awesome sauce. Modo has no proxy system. 5. Optimization is much easier with Arnold. Better tools for managing ray visibility on both an item and surface level... the raytype node in Arnold is the single best thing ever. 6. Linux support. I love Modo still. We use it for lookdev especially with asset creation. These are all just hard truths that I've encountered while using both packages. If was doing smaller jobs i.e. print, archvis, pure asset creation etc... I would probably still be using Modo, it's the reason why ILM's art dpt uses it. It's fast and nimble under lighter loads, that's where it shines. Some people have managed to wrangle it into a full production pipeline and that's awesome, I just couldn't do it. On Tue, Sep 25, 2012 at 9:33 AM, Tim Crowson tim.crow...@magneticdreams.com wrote: @ Simon, *Modo is a fantastic app and it has a fantastic render engine for the type of end user they are focusing on. But as good as it is it's no Arnold and has a ways to go before it is. * I dunno, I don't really think it's that far behind. In fact in some areas, it seems better. Handles interiors a lot better, certainly. From what testing I've done, I can't find anything to really place modo that far behind Arnold. That's my opinion based on limited experience with Arnold. I know that you're in a unique position of having experience with both, so can you elaborate on the differences you see between the Arnold and modo renderers? -Tim On 9/25/2012 11:13 AM, Simon Van de Lagemaat wrote: Modo is a fantastic app and it has a fantastic render engine for the type of end user they are focusing on. But as good as it is it's no Arnold and has a ways to go before it is. That said, it's a great match for the Foundry who now have the ability to create content across the entire pipeline which is probably what they were really looking for. On Tue, Sep 25, 2012 at 6:13 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Well, they got katana, modo, nuke Mari. All they need now is an animation solution and they stand a chance to go toe to toe with maya and soft if they offered bundles, at least in any shop sane enough to use Houdini instead of maya for fx. Interesting times ahead. Hopefully this won't mean they will forsake their work with rman and Arnold in favor of trying to pimp modo's engine. At least the foundry is a company focused on vfx and not a cad one barely tolerating their ME division. Sent from not an iPhone On Sep 25, 2012 9:08 PM, Ben Houston b...@exocortex.com wrote: --
error msg 'dsbrws - the parameter is incorrect'
We've got the oddest error msg that occurs when using Softs file browser but ONLY when Soft is set to use one specific project, if that project is not set then the browser works fine. dsbrws - the parameter is incorrect Anyone seen this before?
ICE nodes resetting values to zero
We've had an issue with 2012 sap where some of our scenes are resetting all of our ICE node values to zero. Has anyone ever had this problem?
RE: ICE nodes resetting values to zero
It seems like we may have corrupt nodes. i.e. an emit from null node is now missing parameters that were there previously... le sigh. The odd thing is that the scenes sometimes load up and work and sometimes don't. This isn't a permission thing either, everything else seems fine. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Sent: August-30-12 10:54 AM To: softimage@listproc.autodesk.com Subject: Re: ICE nodes resetting values to zero Not sure if this is the case with you, but ICE resets values to defaults if not specified explicitly. For example if you have a node or a compound that takes a int or scalar value as input and you set it directly to some value then on a refresh the tree will be set to defaults. To persist the value you have use a constant scalar or int node and connect it to the input. [cid:image001.gif@01CD869E.C1CD89C0] On 30/08/2012 1:45 PM, Simon Van de Lagemaat wrote: We've had an issue with 2012 sap where some of our scenes are resetting all of our ICE node values to zero. Has anyone ever had this problem? No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2012.0.2197 / Virus Database: 2437/5233 - Release Date: 08/29/12 inline: image001.gif
clumping hair guides on non uniformly distributed geo
Anyone know a workaround for the problem of XSI hair guides clumping up in areas with higher density geo on the base mesh?
RE: clumping hair guides on non uniformly distributed geo
heh good idea... that actually shouldn't be too difficult to pull off. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley Sent: July-20-12 1:36 PM To: softimage@listproc.autodesk.com Subject: Re: clumping hair guides on non uniformly distributed geo Hi, Depends on the complexity of the mesh, but maybe using Polygonizer shrink wrapping to closest surface might help get you a step closer. Adam. From: Simon Van de Lagemaat si...@theembassyvfx.commailto:si...@theembassyvfx.com To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Sent: Friday, 20 July 2012, 20:11 Subject: clumping hair guides on non uniformly distributed geo Anyone know a workaround for the problem of XSI hair guides clumping up in areas with higher density geo on the base mesh?
RE: clumping hair guides on non uniformly distributed geo
FYI Is there a good primer anywhere for an ICE based strand workflow for hair? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: July-20-12 2:11 PM To: Adam Seeley; softimage@listproc.autodesk.com Subject: RE: clumping hair guides on non uniformly distributed geo heh good idea... that actually shouldn't be too difficult to pull off. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley Sent: July-20-12 1:36 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: clumping hair guides on non uniformly distributed geo Hi, Depends on the complexity of the mesh, but maybe using Polygonizer shrink wrapping to closest surface might help get you a step closer. Adam. From: Simon Van de Lagemaat si...@theembassyvfx.commailto:si...@theembassyvfx.com To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Sent: Friday, 20 July 2012, 20:11 Subject: clumping hair guides on non uniformly distributed geo Anyone know a workaround for the problem of XSI hair guides clumping up in areas with higher density geo on the base mesh?
RE: clumping hair guides on non uniformly distributed geo
FYI don't know why that made it in there. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: July-20-12 2:25 PM To: softimage@listproc.autodesk.com; Adam Seeley Subject: RE: clumping hair guides on non uniformly distributed geo FYI Is there a good primer anywhere for an ICE based strand workflow for hair? From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: July-20-12 2:11 PM To: Adam Seeley; softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: clumping hair guides on non uniformly distributed geo heh good idea... that actually shouldn't be too difficult to pull off. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley Sent: July-20-12 1:36 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: clumping hair guides on non uniformly distributed geo Hi, Depends on the complexity of the mesh, but maybe using Polygonizer shrink wrapping to closest surface might help get you a step closer. Adam. From: Simon Van de Lagemaat si...@theembassyvfx.commailto:si...@theembassyvfx.com To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Sent: Friday, 20 July 2012, 20:11 Subject: clumping hair guides on non uniformly distributed geo Anyone know a workaround for the problem of XSI hair guides clumping up in areas with higher density geo on the base mesh?
RE: Creating a dual polyhedron
Well I'm already hitting some errors. On a simple icosahedron I'm using two nodes, apply disconnect component (poly, iselement) and apply extrude polygon along axis (also iselement) and all my polygons are just being scaled to 0... 2012 sap. According to the videos I've watched this should work fine. Also, is there a way to bevel vertices in ICE? -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: July-12-12 10:00 AM To: softimage@listproc.autodesk.com Subject: RE: Creating a dual polyhedron Ya I plan on putting this into ICE, learn a little about the modelling tools in there. AFAIK it shouldn't be too difficult as all the tools are there, not sure about a smooth or relax tool though. I'll post any hassles I find here ;-) -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: July-12-12 9:14 AM To: softimage@listproc.autodesk.com Subject: Re: Creating a dual polyhedron There's already an ice extrude node in the topology category. All u need is to get a get poly index node and pass this as an array for the extrude node ;) Chris On 12 Jul, 2012, at 10:00 PM, Alan Fregtman alan.fregt...@gmail.com wrote: Sure would be nice to have a factory Bevel compound/node for ICE modeling *whistles nonchalantly* :) On Thu, Jul 12, 2012 at 5:29 AM, Chris Chia chris.c...@autodesk.com wrote: Try driving the extrusion by ICE :D From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Thursday, July 12, 2012 10:18 AM To: softimage@listproc.autodesk.com Subject: Re: Creating a dual polyhedron Playing around with combinations of selecting adjacent components then extruding or beveling... [Inline image 1] I started annotating the steps but it got too annoying after the third one so I gave up, but here's an emdl download for anyone interested: http://s3.darkvertex.com/hlinked/4forums/icosahedron_experiments.zip (It's all just variations of extruding either points or all edges, then selecting adjacent components, inverting selection sometimes, extruding again with Merge off, etc.) On Wed, Jul 11, 2012 at 8:29 PM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: You guys should try extruding while selecting all edges. Cool flowery/snowflakey patterns appear. :) On Wed, Jul 11, 2012 at 6:54 PM, Simon Van de Lagemaat si...@theembassyvfx.commailto:si...@theembassyvfx.com wrote: Bonus tip!!! Run a smooth or relax op after the bevel and watch your gimpy edge lengths even out! The pentagons will shrink slightly but the tradeoff produces a much more even mesh. From: softimage-boun...@listproc.autodesk.commailto:softimage-bounces@list proc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun c...@listproc.autodesk.com] On Behalf Of Amaan Akram Sent: July-11-12 3:04 PM To: softimage@listproc.autodesk.commailto:softim...@listproc.autodesk.co m Subject: Re: Creating a dual polyhedron Alan, very cool indeed! On 11 July 2012 22:56, David Barosin dbaro...@gmail.commailto:dbaro...@gmail.com wrote: Alan that is very cool. I just tried an extreme bevel value of 3 and then did a filter points. It gets that nice pentagon with even hexes around it. On Wed, Jul 11, 2012 at 5:51 PM, Simon Van de Lagemaat si...@theembassyvfx.commailto:si...@theembassyvfx.com wrote: Agh! Perfect... the irony is that I had tried a similar approach in Modo but the results weren't as even as yours. I also didn't see that frequency option before when I was puttering through the primitives. Thanks Allen! From: softimage-boun...@listproc.autodesk.commailto:softimage-bounces@list proc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun c...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: July-11-12 2:34 PM To: softimage@listproc.autodesk.commailto:softim...@listproc.autodesk.co m Subject: Re: Creating a dual polyhedron Oh hey, that gave me an idea... 1. Get, Primitive-Polygon Mesh-Icosahedron 2. Play with the Geodesic Frequency slider to get the desired subdivision level. (6 for example.) 3. Tag all points, rightclick - Bevel Components. 4. Play with Bevel Distance. Looks decent at 0.85 here. [Inline image 1] Fun! :D On Wed, Jul 11, 2012 at 5:12 PM, Octavian Ureche okt...@gmail.commailto:okt...@gmail.com wrote: you might also want to take a look at this: http://lesterbanks.com/2010/12/creating-a-golf-ball-in-maya-using-geo sphere/ cheers -- 3D Artist/TD @ The Mill, London http://www.amaanakram.com
Creating a dual polyhedron
I'm looking to create a specif type of geodesic sphere like the one in this pic. http://upload.wikimedia.org/wikipedia/commons/e/e7/G%C3%A9ode_V_3_1_duale.gif Basicall as many hexagons as I can muster :-) Anyone got some idea on ways to do this in Soft or even in a 3rd party program? Cheers
RE: price increases?
I love Modo but it is in NO way ready for even moderate production loads. I know because I've tried to implement it here for commercial production and there are quite a few roadblocks that hold it back. That's not to say it isn't capable on smaller jobs, it most certainly is. As it stands now the core of the program is not able to deal with the heavy lifting that comes up in film and some commercials, both in capability and stability. I also don't believe that the Lux guys want Modo to become a heavy lifting package that could replace Soft or Maya. Right now Arnold and Soft are light years ahead of Modo in terms of stability and capabilty with a moderate to heavy production load. That said I feel your pain, we've let our subscription lapse because we don't feel that 2013 warrants a paid upgrade. I really feel like AD is holding us hostage with subscription fees, they force you into paying for upgrades that you don't feel are worth the cost simply because not paying for them is more expensive in the short term... of course all that does is make us not upgrade for a longer period of time to offset the penalty. I wish AD would shit or get off the pot and either move to standalone paid upgrades or go to a full rental model like Adobe has which is closer to a pay for play model. At least that way we could properly budget licensing costs per project. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: June-18-12 7:11 AM To: softimage@listproc.autodesk.com Subject: RE: price increases? Modo is one of the possible candidates. I was working with LW for four years, and I was working with modo for a while. It's quite different, but it might be a good direction. Of course it's just my opinion, my bosses will make the decision, but looking at the facts, if the price increase is that large, we probably wouldn't renew our subscription. It's not a fair way to pay for bugfixes. It's like you buy a car, but wheel is working in the opposite direction.. You have to pay an additional fee for fixing the wheel? C'mon. Luxology seems to be delivering service packs addressing the issues From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel Sent: Monday, June 18, 2012 3:53 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: price increases? ...we are considering to migrate to cheaper, more reliable product... Which one ? ...just curious. Le 18/06/2012 15:38, Szabolcs Matefy a écrit : To be honest, due to the increased unreliability of Autodesk products, and the increasing price, we are considering to migrate to cheaper, more reliable product out of the Autodesk household. Why I should pay for bugfixes? Why should I pay money for delivering useless, untested stuff? It's not against the excellent guys at support (hats off for you guys, you really rock), but Autodesk policy. Shame on them. And that'll lead to increased software piracy, it's sure. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne Sent: Monday, June 18, 2012 3:26 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: price increases? I can't believe AD's policy concerning pricing. I've dropped both my subs due to the 70% price increase for uk subscribers - so are the prices going up even more?! You are doing the right thing. Money talks, and when enough of it does, it roars. Just stop upgrading, stop subscription. When enough people do so Autodesk will be forced to re-evaluate their policies or hemorrhage money. Will probably get flamed to the depths of Hades for the contrarian opinion but monopolistic price gouging isn't a sustainable business model due to various factors, most notably the demand curve. Only so many people can afford the new, higher premiums so they wind up losing customers there. They also extremely piss off much of the rest of their customer base with the higher prices which makes that base more prone to look elsewhere for solutions. This is when competitors step in and offer more value to lure that customer base away. It may be that the competition has the same sort of product for a cheaper price, or it may be they offer something that does more than what Autodesk software can do but at the same price. Eventually, this results in an equilibrium of prices for goods and services being made possible. Know it sounds a bit odd, but this price exploration is something that is desirable in the long term. It's one of the things which drives innovation, competition and helps producers to determine what is the right price for their product. Non-market based external factors aside (government's
Assigning attributes to polygon islands using ICE
Is this feasible? I'm trying to assign random color values to points based on their connectivity i.e. fractured mesh where each chunk has a random value or color. The mesh isn't light so I'm wondering if this is going to be a slow process or if it's even possible. Cheers
RE: Assigning attributes to polygon islands using ICE
Hand modelled chunks unfortunately... it's actually stained glass pieces. I'm probably just going to create my own color texture for now due to time constraints but I would like to have a more procedural approach in the future. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney Sent: June-06-12 2:03 PM To: softimage@listproc.autodesk.com Subject: Re: Assigning attributes to polygon islands using ICE How are you fracturing the mesh? IIRC Momentum and ImplosiaFX both provide polygon island IDs. On Wed, Jun 6, 2012 at 7:12 PM, Simon Van de Lagemaat si...@theembassyvfx.commailto:si...@theembassyvfx.com wrote: Is this feasible? I'm trying to assign random color values to points based on their connectivity i.e. fractured mesh where each chunk has a random value or color. The mesh isn't light so I'm wondering if this is going to be a slow process or if it's even possible. Cheers
RE: Evaluating ice weight map gen per frame
Thanks Graham, it's all changed now anyway. I'm trying to scatter a bunch of objects in an area that is centralized around the highlight of a light (null attached) and am using a weight map to adjust the particle density in that area. I forgot to take into account the fact that the highlight position needs to take into account both the camera and the null instead of just the null. Any ideas on how I would need to modify my tree to achieve this? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: April-27-12 8:34 AM To: softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame I just realized you can get away with a lot fewer calculations if you just convert the null's position to the sphere's reference frame. You just need to multiply null.kine.global.pos by the inverse of sphere.kine.global, then you can get rid of all the other coversions. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: Thursday, April 26, 2012 07:47 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame I'm sure I'll be calling you again :-) I'm having some issues with the instances on my sphere changing orientation when the sphere rotates. If I can't get it working by tomorrow I'll post an example. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: April-26-12 4:36 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame Glad to help :) From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: Thursday, April 26, 2012 07:33 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame That did the trick good sir! From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: April-26-12 4:06 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame I suspected there might be normals involved. When converting reference frames of true vectors as opposed to positions, you need to treat them differently (i.e. ignore any translation). There are a few ways to do this e.g.: - Plug sphere.global.kine.ori and .scl into SRT to Matrix, plug that into a 3x3 matrix (to force the data type), and use that to multiply the normals before the dot product. - Convert the normals to 4D vectors with W=0, multiply them by sphere.global.kine as before, and convert back to 3D vectors before taking the dot product. Note that the above works for true vectors in general but normals are even more special. If there's any possiblity that there might be non-uniform scaling involved, then instead of just using sphere.global.kine you need to plug it into a Transpose node and then an Inverse node first. That's not necessary for uniform scaling because in that case the inverse of the transpose is the same as the original matrix. And all the above applies only to vectors and normals, not positions. Good luck! gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: Thursday, April 26, 2012 06:39 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame I kludged this together from wathcing a tutorial on something unrelated to weight map gen but it seems to work :-) I'm in no way experienced with ICE so I'm sure I'm messing something up. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: April-26-12 3:29 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame No, they should work. Can you post a screengrab or scene? gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: Thursday, April 26, 2012 06:21 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame Thanks Graham! I can now get transform changes on the sphere working
Evaluating ice weight map gen per frame
I'm generating a weight map on a mesh using a simple dot product of a null and the surface points on the sphere. When I animate the sphere the weight map generation is ignoring the transforms and acting as if the mesh is in a rest state. How can I get the weight map tree to eval the mesh and its transforms on every frame? I created a simulated ice tree but no luck. Cheers
RE: Evaluating ice weight map gen per frame
Thanks Graham! I can now get transform changes on the sphere working but orientation changes to the sphere still seem to be borked. I'm guessing that the orientation values aren't included in all of this? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: April-26-12 2:42 PM To: softimage@listproc.autodesk.com Subject: RE: Evaluating ice weight map gen per frame Use Multiply Vector by Matrix to multiply sphere.PointPosition by sphere.kine.global first. Then calculate the dot product. When you get attributes like Sphere.PointPosition by explicit reference (i.e. not reading at locations), you get the raw values, which are expressed relative to the object centre. Multiplying by the global transform converts to them to the global reference frame. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de Lagemaat Sent: Thursday, April 26, 2012 05:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Evaluating ice weight map gen per frame I'm generating a weight map on a mesh using a simple dot product of a null and the surface points on the sphere. When I animate the sphere the weight map generation is ignoring the transforms and acting as if the mesh is in a rest state. How can I get the weight map tree to eval the mesh and its transforms on every frame? I created a simulated ice tree but no luck. Cheers
Startup script
We're trying to run a couple of python procedures when Softimage starts up. Where should we be placing these functions? Is there a place where Softimage would evaluate python on application load? Cheers