Re: Continued use of Softimage question

2015-08-25 Thread Kris Rivel
Great thread and great to see everyone hanging on! We're very small and I
still just use Soft mostly. I too love and use Redshift for everything. I
just can't see anything that comes close in terms of flexibility and speed.
We mostly do commercial and marketing stuff. No time for pipeline
development...just jumping in and getting dirty fast. I need passes and
rely heavily on the operator stack and overrides. The only challenge I have
is whenever I need people in Soft it's a very small pool. Luckily most of
my needs are modeling so I don't care what they use but a few times I've
needed a Soft user and my list is much smaller than it used to be.

Kris

On Fri, Aug 21, 2015 at 10:34 AM, Andy Goehler lists.andy.goeh...@gmail.com
 wrote:

 Yes, it’s great to work that way.

 SolidAngle have just recently added polysoup support and tickets are in
 place for packed primitives and alembic procedural for HtoA.


  On Aug 21, 2015, at 16:28, Francois Lord flordli...@gmail.com wrote:
 
  Yeah I tested that last night at home. It's even better than Delayed
 Load shaders because you see the geo in the viewport and you can assign
 materials.
  This is a huge advantage over Arnold. In fact, I'm surprised SolidAngle
 doesn't provide an Alembic procedural.




Re: Continued use of Softimage question

2015-08-21 Thread Francois Lord
Yeah I tested that last night at home. It's even better than Delayed 
Load shaders because you see the geo in the viewport and you can assign 
materials.
This is a huge advantage over Arnold. In fact, I'm surprised SolidAngle 
doesn't provide an Alembic procedural.



On 2015-08-20 17:22, Andy Goehler wrote:
Yes, when using packed Alembics (default) only the object declaration 
is written to the IFD. The actual geometry is referenced to the 
Alembic file on disk, hence IFDs stay reasonably small.


On Aug 20, 2015, at 16:46, Francois Lord flordli...@gmail.com 
mailto:flordli...@gmail.com wrote:


What about disk space?
Can you, in Mantra, reference alembic deforming geometry directly so 
it doesn't have to be part of the ifd file at each frame?


On 2015-08-20 10:40, Sandy Sutherland wrote:
At Sunrise we had 5 IFD generating machines (Engine lics), and I 
wrote a tool to submit renders from Houdini to RR that had the main 
render job wait for the IFD job to finish, before starting - easy to 
do.  The IFD generating was pretty quick, so we did not really have 
machines waiting to render.


On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney 
moloney.cia...@gmail.com mailto:moloney.cia...@gmail.com wrote:


Pretty sure that applies also to Mantra renders. But, most
places have a smaller pool of engine licenses and export all
frames to .ass or .ifd for rendering. Since export times are
usually shorter than render times, it works out quite
efficiently. But yeah, definitely another expense to consider.


On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan
m...@smoke-mirrors.com wrote:

 One thing that is a bummer with HTOA is that you will need
to purchase a Houdini Engine license for every node on your
farm unless all the geometry creation is done before rendering.


This cost be quite steep … essentially a $500 additional
cost to each Arnold license.












Re: Continued use of Softimage question

2015-08-21 Thread Mario Reitbauer
So I was also interested if there is still any need for Softimage
Generalists / TD's out there ?
If so you might give us a shout ;)

2015-08-21 11:38 GMT+02:00 Cristobal Infante cgc...@gmail.com:

 +1 on that delayed load shader setup for Houdini, a real rendering speed
 boost!

 On 21 August 2015 at 10:29, Christoph Muetze c...@glarestudios.de wrote:

 hey thanks for the tip - I will try that out right away!

 Cheers!
 Chris

 On 08/20/2015 09:59 PM, toonafish wrote:
  I stopped using Modo as much as I did for different reasons, and it
 doesn’t work as reliable as it does in Softimage, but you can keep your
 tool active while selecting other components by activating “select through”
 in Modo. Don’t know why that isn’t activated by default though, just like
 the “lazy selection” that makes selecting components so much better
 
  With those two activated modeling is a lot closer to what you’re used
 to in Soft I think.
 
 
  - Ronald
 
 
   I want to select my tool and simply use it until I
  switch to another t
   ool - like in Softimage.
 
 
 
 





-- 
--
cont...@marioreitbauer.com
0049 (0)157 86272215
Professor-Brix-Weg 9
22767 Hamburg
--


Re: Continued use of Softimage question

2015-08-21 Thread Christoph Muetze
hey thanks for the tip - I will try that out right away!

Cheers!
Chris

On 08/20/2015 09:59 PM, toonafish wrote:
 I stopped using Modo as much as I did for different reasons, and it doesn’t 
 work as reliable as it does in Softimage, but you can keep your tool active 
 while selecting other components by activating “select through” in Modo. 
 Don’t know why that isn’t activated by default though, just like the “lazy 
 selection” that makes selecting components so much better
 
 With those two activated modeling is a lot closer to what you’re used to in 
 Soft I think.
 
 
 - Ronald
 
 
  I want to select my tool and simply use it until I
 switch to another t 
  ool - like in Softimage.

 
 
 



Re: Continued use of Softimage question

2015-08-21 Thread Cristobal Infante
+1 on that delayed load shader setup for Houdini, a real rendering speed
boost!

On 21 August 2015 at 10:29, Christoph Muetze c...@glarestudios.de wrote:

 hey thanks for the tip - I will try that out right away!

 Cheers!
 Chris

 On 08/20/2015 09:59 PM, toonafish wrote:
  I stopped using Modo as much as I did for different reasons, and it
 doesn’t work as reliable as it does in Softimage, but you can keep your
 tool active while selecting other components by activating “select through”
 in Modo. Don’t know why that isn’t activated by default though, just like
 the “lazy selection” that makes selecting components so much better
 
  With those two activated modeling is a lot closer to what you’re used to
 in Soft I think.
 
 
  - Ronald
 
 
   I want to select my tool and simply use it until I
  switch to another t
   ool - like in Softimage.
 
 
 
 




RE: Continued use of Softimage question

2015-08-20 Thread Mike Donovan
I can second these comments about HTOA … Solid Angle’s support is also 
incredibly responsive. One thing that is a bummer with HTOA is that you will 
need to purchase a Houdini Engine license for every node on your farm unless 
all the geometry creation is done before rendering.

This cost be quite steep … essentially a $500 additional cost to each Arnold 
license.

Mantra is quite amazing though and we are trying to figure out if we just use 
Mantra for most of our Houdini projects.

Of course our lighting artists will kick an scream and threaten to jump out the 
window if forced to use something other than Arnold. … haha.

M

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: Wednesday, August 19, 2015 6:04 PM
To: softimage@listproc.autodesk.com
Subject: Continued use of Softimage question

IPR window shader picking wow man this is nice, didn't know about this ;)

Another good one is that you can assign materials via the IPR windows just by 
dragging and dropping them onto the objects.

The massive plus with mantra, it's deep integration with Houdini means that 
everything just works out of the box. Even though HTOA is really well 
implemented is still a plugin and like Sitoa it has the typical arnold caveats 
(render doesn't update with every move, adding property to objects, etc). Still 
is pretty awesome to have the options, and it's great to see the pace of 
development of HTOA. With every release there is always something working 20% 
faster ;)

By the way, has anyone given akeytsu a proper go?





On Wednesday, 19 August 2015, Andy Goehler 
lists.andy.goeh...@gmail.commailto:lists.andy.goeh...@gmail.com wrote:
Hi Francois,

all Houdini projects so far have been rendered using Mantra. For our type of 
work we’ve found it performing very well in comparison with Arnold. Here’s are 
some of my day to day time savers:

distributed rendering
being able to use the farm on a single frame during lighting is great
artist friendly lights
I have my shortcomings with Arnolds lights, mainly either controlling the 
spread on area lights or texturing spots to get realistic specs
mouse cursor bucket picking
sounds trivial, saves me so much time
IPR window shader picking
ctrl clicking in the render view brings up the properties of that pixels 
shader. click - adjust - done.

That being said, we’re keeping an eye on HtoA and I try to set up new projects 
with Arnold as well and run a comparison.



On Aug 19, 2015, at 16:39, Francois Lord 
flordli...@gmail.commailto:flordli...@gmail.com wrote:

Hi Andy.

Did you move to Mantra, or stayed with Arnold?

Softimage crashing too often in lookdev is the #1 reason why I'm actively 
looking elsewhere.

On 19-Aug-15 10:35, Andy Goehler wrote:

We at Fiftyeight moved on from Softimage to Houdini for scene assembly and 
rendering. While Houdini’s offerings may not be the designed/perfect pass 
system currently, we’ve managed to adjust to a level of comfort. Shading and 
lighting productivity has gone way up. Houdini has proven to be very stable 
during shading and lighting, contrary to my frustration with Soft crashing 
unacceptably often.

We were not looking for the best solution currently available either, we were 
looking for a platform to build upon. And are very happy with Side Effects as a 
software vendor. Licensing, Bugs reports and fixes, feature requests and 
implementation and daily builds make us a satisfied customer.

Andy




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RE: Continued use of Softimage question

2015-08-20 Thread Graham Bell
An interesting thread, so here’s my 2ps worth based what I had seen, up to 
relatively recently. So, naming no names and not stirring up the retirement 
debate…..

 

From what I’d seen, hardly anyone has dumped Soft from their pipeline 
entirely. It’s still being used in some shape or form. Most of (if not) all 
people, if they hadn’t already started to think about transitioning away from 
Soft, they were about to.

Some were further along already because they’d been running hybrid pipeline for 
some time, with the likes of Houdini, Fabric being the most common. Others had 
merely dabbled and were now putting serious plans together.

A Maya+Houdini+Fabric was a common discussion though.

 

It’s fair to say that many haven’t found a direct replacement for Soft (and 
ICE), and probably won’t, but there are some good things out there. The 
downside is that they’re not in one place like Soft. Maya might not have a lot 
of love from some, but it does have many positives, although the render 
layer/pass system and no real non-linear animation system has stopped many from 
fully adopting. Both of which, I believe, are on AD’s radar.

 

This was very common to see, many decent alternatives out there, but not many 
had mature enough features to match some of Soft’s. So, I don’t see Soft going 
away soon, but there will be a tipping point where people might have to jump, 
painful as it might be.

 

In terms of renderers, am seeing a lot of Redshift now, especially in Maya 
studios who are doing shorter turnaround stuff like commercials or tv work. The 
speed and quality has been too good ignore. Some now use it as their default 
instead of Arnold or Vray.

 

G

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: 19 August 2015 11:08
To: softimage@listproc.autodesk.com
Subject: Continued use of Softimage question

 

Hi all,

 

After a stint out of the Softimage fold - mainly in setting up a Houdini 
rendering and VFX pipeline somewhere, and now I am at Axis animation, doing 
pipeline tools and setup - I wanted to get a feel for this - 

 

Who in the world is continuing to use Softimage?  Who might still be on the 
lookout for high end Soft Riggers, pipeline, tools etc...?

 

Just wondering, as I consider the future for myself and family.

 

Thanks

 

Sandy



Re: Continued use of Softimage question

2015-08-20 Thread Ognjen Vukovic
Actually i see no reason to use HTOA instead of mantra in houdini, the
integration mantra has can never be achieved by a third party. And the
results seem very impressive, not that different from what you would get
with Arnold. I haven't tried HTOA but from what i have touched upon with
Mantra, it seems very capable.

On Thu, Aug 20, 2015 at 12:53 PM, Mike Donovan m...@smoke-mirrors.com
wrote:

 I can second these comments about HTOA … Solid Angle’s support is also
 incredibly responsive. One thing that is a bummer with HTOA is that you
 will need to purchase a Houdini Engine license for every node on your farm
 unless all the geometry creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.



 Mantra is quite amazing though and we are trying to figure out if we just
 use Mantra for most of our Houdini projects.



 Of course our lighting artists will kick an scream and threaten to jump
 out the window if forced to use something other than Arnold. … haha.



 M



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* Wednesday, August 19, 2015 6:04 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Continued use of Softimage question



 *IPR window shader picking *wow man this is nice, didn't know about
 this ;)



 Another good one is that you can assign materials via the IPR windows just
 by dragging and dropping them onto the objects.



 The massive plus with mantra, it's deep integration with Houdini means
 that everything just works out of the box. Even though HTOA is really well
 implemented is still a plugin and like Sitoa it has the typical arnold
 caveats (render doesn't update with every move, adding property to objects,
 etc). Still is pretty awesome to have the options, and it's great to see
 the pace of development of HTOA. With every release there is always
 something working 20% faster ;)



 By the way, has anyone given akeytsu a proper go?










 On Wednesday, 19 August 2015, Andy Goehler lists.andy.goeh...@gmail.com
 wrote:

 Hi Francois,



 all Houdini projects so far have been rendered using Mantra. For our type
 of work we’ve found it performing very well in comparison with Arnold.
 Here’s are some of my day to day time savers:



 *distributed rendering*

 being able to use the farm on a single frame during lighting is great

 *artist friendly lights*

 I have my shortcomings with Arnolds lights, mainly either controlling the
 spread on area lights or texturing spots to get realistic specs

 *mouse cursor bucket picking*

 sounds trivial, saves me so much time

 *IPR window shader picking*

 ctrl clicking in the render view brings up the properties of that pixels
 shader. click - adjust - done.



 That being said, we’re keeping an eye on HtoA and I try to set up new
 projects with Arnold as well and run a comparison.







 On Aug 19, 2015, at 16:39, Francois Lord flordli...@gmail.com wrote:



 Hi Andy.

 Did you move to Mantra, or stayed with Arnold?

 Softimage crashing too often in lookdev is the #1 reason why I'm actively
 looking elsewhere.

 On 19-Aug-15 10:35, Andy Goehler wrote:

 We at Fiftyeight moved on from Softimage to Houdini for scene assembly and
 rendering. While Houdini’s offerings may not be the designed/perfect pass
 system currently, we’ve managed to adjust to a level of comfort. Shading
 and lighting productivity has gone way up. Houdini has proven to be very
 stable during shading and lighting, contrary to my frustration with Soft
 crashing unacceptably often.

 We were not looking for the best solution currently available either, we
 were looking for a platform to build upon. And are very happy with Side
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature
 requests and implementation and daily builds make us a satisfied customer.

 Andy






 GOGREEN Climate Protection with DHL: please consider your environmental
 responsibility before printing this email.

 This email is intended exclusively for the individual or entity to which
 it is addressed. This communication may contain information that is
 proprietary, privileged or confidential. If you are not the named
 addressee, you are not authorized to read, print, retain, copy or
 disseminate this message or any part of it. If you have received this
 message in error, please notify the sender immediately by email and delete
 all copies of the message.



Re: Continued use of Softimage question

2015-08-20 Thread Tim Leydecker

I´ve pretty much phased out using Softimage towards the end of last year.

I still do have latest version(s) installed and make sure whenever I 
update the Redshift3D builds
the Softimage plug-in(s) will be updated as well but my primary tool has 
become Maya.


It took me roughly six months to come to terms with the transition, 
using mostly the Maya 2015sp6Ext1
on projects plus some dabbling with Maya2016+Maya2016sp1. For rendering, 
on projects usually Arnold

and at home for my doodling and learning Redshift3D.

I´ve still an active subscription contract for many AD 3D applications 
and will probably extend subscription
for another year (not jumping to desktop subscription, I mean I will 
probably just get myself the updates to my packages)

until around beginning of 2017.

That´s the limit I have given myself to finally start looking into 
Cinema4D or Houdini. Or Modo.
All that is not really based on personal preferences but on available 
jobs and requirements for those jobs.


For fun, I do a bit of 3D scanning and am starting to like 3D Coat 4.5.x 
for merging my crappy partial 3D scan data

into a starting point for a complete mesh using voxel tools.


Cheers,

tim


Re: Continued use of Softimage question

2015-08-20 Thread Ciaran Moloney
Pretty sure that applies also to Mantra renders. But, most places have a
smaller pool of engine licenses and export all frames to .ass or .ifd for
rendering. Since export times are usually shorter than render times, it
works out quite efficiently. But yeah, definitely another expense to
consider.


On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan m...@smoke-mirrors.com
wrote:

  One thing that is a bummer with HTOA is that you will need to purchase a
 Houdini Engine license for every node on your farm unless all the geometry
 creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.





Re: Continued use of Softimage question

2015-08-20 Thread Sandy Sutherland
At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote a
tool to submit renders from Houdini to RR that had the main render job wait
for the IFD job to finish, before starting - easy to do.  The IFD
generating was pretty quick, so we did not really have machines waiting to
render.

On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com
wrote:

 Pretty sure that applies also to Mantra renders. But, most places have a
 smaller pool of engine licenses and export all frames to .ass or .ifd for
 rendering. Since export times are usually shorter than render times, it
 works out quite efficiently. But yeah, definitely another expense to
 consider.


 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan m...@smoke-mirrors.com
 wrote:

  One thing that is a bummer with HTOA is that you will need to purchase a
 Houdini Engine license for every node on your farm unless all the geometry
 creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.







Re: Continued use of Softimage question

2015-08-20 Thread Francois Lord

What about disk space?
Can you, in Mantra, reference alembic deforming geometry directly so it 
doesn't have to be part of the ifd file at each frame?


On 2015-08-20 10:40, Sandy Sutherland wrote:
At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote 
a tool to submit renders from Houdini to RR that had the main render 
job wait for the IFD job to finish, before starting - easy to do.  The 
IFD generating was pretty quick, so we did not really have machines 
waiting to render.


On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney 
moloney.cia...@gmail.com mailto:moloney.cia...@gmail.com wrote:


Pretty sure that applies also to Mantra renders. But, most places
have a smaller pool of engine licenses and export all frames to
.ass or .ifd for rendering. Since export times are usually shorter
than render times, it works out quite efficiently. But yeah,
definitely another expense to consider.


On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan
m...@smoke-mirrors.com mailto:m...@smoke-mirrors.com wrote:

 One thing that is a bummer with HTOA is that you will need to
purchase a Houdini Engine license for every node on your farm
unless all the geometry creation is done before rendering.

This cost be quite steep … essentially a $500 additional cost
to each Arnold license.







Re: Continued use of Softimage question

2015-08-20 Thread Tenshi .
I'm still using Softimage and i think i would not let it go for a long
time. Playing with Sitoa and now Redshift. Learning maya only for render
stuff, but that's the only use i could find for now.
As far as new software, the only one that's keeping me interested is Modo,
nothing more out there. Maybe the new app Syflex is building could help
some softimagers to transition, the bad thing is that it's aimed as an
animation app, nothing more for now, until it grows a lot and they put a
good simple interface and began to add a few modeling stuff, or
rendering...
Anyway. Softimage it's the only easy non-destructive for now.

On Thu, Aug 20, 2015 at 5:57 PM, Tim Leydecker bauero...@gmx.de wrote:

 I´ve pretty much phased out using Softimage towards the end of last year.

 I still do have latest version(s) installed and make sure whenever I
 update the Redshift3D builds
 the Softimage plug-in(s) will be updated as well but my primary tool has
 become Maya.

 It took me roughly six months to come to terms with the transition, using
 mostly the Maya 2015sp6Ext1
 on projects plus some dabbling with Maya2016+Maya2016sp1. For rendering,
 on projects usually Arnold
 and at home for my doodling and learning Redshift3D.

 I´ve still an active subscription contract for many AD 3D applications and
 will probably extend subscription
 for another year (not jumping to desktop subscription, I mean I will
 probably just get myself the updates to my packages)
 until around beginning of 2017.

 That´s the limit I have given myself to finally start looking into
 Cinema4D or Houdini. Or Modo.
 All that is not really based on personal preferences but on available jobs
 and requirements for those jobs.

 For fun, I do a bit of 3D scanning and am starting to like 3D Coat 4.5.x
 for merging my crappy partial 3D scan data
 into a starting point for a complete mesh using voxel tools.


 Cheers,

 tim



Re: Continued use of Softimage question

2015-08-20 Thread Andy Goehler
Yes, when using packed Alembics (default) only the object declaration is 
written to the IFD. The actual geometry is referenced to the Alembic file on 
disk, hence IFDs stay reasonably small.

 On Aug 20, 2015, at 16:46, Francois Lord flordli...@gmail.com wrote:
 
 What about disk space?
 Can you, in Mantra, reference alembic deforming geometry directly so it 
 doesn't have to be part of the ifd file at each frame?
 
 On 2015-08-20 10:40, Sandy Sutherland wrote:
 At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote a 
 tool to submit renders from Houdini to RR that had the main render job wait 
 for the IFD job to finish, before starting - easy to do.  The IFD generating 
 was pretty quick, so we did not really have machines waiting to render.
 
 On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com 
 mailto:moloney.cia...@gmail.com wrote:
 Pretty sure that applies also to Mantra renders. But, most places have a 
 smaller pool of engine licenses and export all frames to .ass or .ifd for 
 rendering. Since export times are usually shorter than render times, it 
 works out quite efficiently. But yeah, definitely another expense to 
 consider.
 
 
 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan  
 mailto:m...@smoke-mirrors.comm...@smoke-mirrors.com 
 mailto:m...@smoke-mirrors.com wrote:
  One thing that is a bummer with HTOA is that you will need to purchase a 
 Houdini Engine license for every node on your farm unless all the geometry 
 creation is done before rendering.
 
  
 This cost be quite steep … essentially a $500 additional cost to each Arnold 
 license.
 
  
 
 
 



Re: Continued use of Softimage question

2015-08-20 Thread Christoph Muetze
+1 to that.

We're still almost a 100% on Softimage over at Glare Productions. I took
a long look at Cinema and its userbase but what I saw was not
convincing. Then I bought a Modo 801 license but don't use it anymore
because the core modelling workflow with it's first select element,
then the tool, then apply, then deselect - repeat is so annoyingly
cumbersome and slow that i'm close to hating it. no cool addition to
that toolset (and Modo has quite a few under its belt already) can ever
change that imho. I want to select my tool and simply use it until I
switch to another tool - like in Softimage.

To be honest, I gave up on the idea of replacing Soft.

That said, I was pleasently surprised over what I saw in the Houdini 15
announce video - so this just became my last hope and I'm looking
forward to seeing more.

Cheers!
Chris

On 08/20/2015 05:57 PM, Olivier Jeannel wrote:
 To bounce on whate Graham wrote, I'd like also to add that I'm staying
 completly out of next (whatever it will be) Autodesk product.ge
 I don't know if there are still many very stubborn people like me. My
 feelings are the same as a greek vs Goldman sachs...
 
 On Thu, Aug 20, 2015 at 4:59 PM, Christopher Crouzet
 christopher.crou...@gmail.com mailto:christopher.crou...@gmail.com
 wrote:
 
 Yes, you can!
 
 http://www.sidefx.com/docs/houdini14.0/nodes/shop/vm_geo_file
 
 
 On 20 August 2015 at 21:46, Francois Lord flordli...@gmail.com
 mailto:flordli...@gmail.com wrote:
 
 What about disk space?
 Can you, in Mantra, reference alembic deforming geometry
 directly so it doesn't have to be part of the ifd file at each
 frame?
 
 
 On 2015-08-20 10:40, Sandy Sutherland wrote:
 At Sunrise we had 5 IFD generating machines (Engine lics), and
 I wrote a tool to submit renders from Houdini to RR that had
 the main render job wait for the IFD job to finish, before
 starting - easy to do.  The IFD generating was pretty quick,
 so we did not really have machines waiting to render.

 On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney
 moloney.cia...@gmail.com mailto:moloney.cia...@gmail.com
 wrote:

 Pretty sure that applies also to Mantra renders. But, most
 places have a smaller pool of engine licenses and export
 all frames to .ass or .ifd for rendering. Since export
 times are usually shorter than render times, it works out
 quite efficiently. But yeah, definitely another expense to
 consider.


 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan
 mailto:m...@smoke-mirrors.comm...@smoke-mirrors.com
 mailto:m...@smoke-mirrors.com wrote:

  One thing that is a bummer with HTOA is that you will
 need to purchase a Houdini Engine license for every
 node on your farm unless all the geometry creation is
 done before rendering.

  

 This cost be quite steep … essentially a $500
 additional cost to each Arnold license.

  



 
 
 
 
 -- 
 Christopher Crouzet
 /http://christophercrouzet.com/
 
 



Re: Continued use of Softimage question

2015-08-20 Thread Ciaran Moloney
Yes, your whole scene could be comprised of delayed-load assets. Exports
will fly in that case.

On Thu, Aug 20, 2015 at 3:46 PM, Francois Lord flordli...@gmail.com wrote:

 What about disk space?
 Can you, in Mantra, reference alembic deforming geometry directly so it
 doesn't have to be part of the ifd file at each frame?


 On 2015-08-20 10:40, Sandy Sutherland wrote:

 At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote a
 tool to submit renders from Houdini to RR that had the main render job wait
 for the IFD job to finish, before starting - easy to do.  The IFD
 generating was pretty quick, so we did not really have machines waiting to
 render.

 On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com
 wrote:

 Pretty sure that applies also to Mantra renders. But, most places have a
 smaller pool of engine licenses and export all frames to .ass or .ifd for
 rendering. Since export times are usually shorter than render times, it
 works out quite efficiently. But yeah, definitely another expense to
 consider.


 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan  m...@smoke-mirrors.com
 m...@smoke-mirrors.com wrote:

  One thing that is a bummer with HTOA is that you will need to purchase
 a Houdini Engine license for every node on your farm unless all the
 geometry creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.









Re: Continued use of Softimage question

2015-08-20 Thread Christopher Crouzet
Yes, you can!

http://www.sidefx.com/docs/houdini14.0/nodes/shop/vm_geo_file


On 20 August 2015 at 21:46, Francois Lord flordli...@gmail.com wrote:

 What about disk space?
 Can you, in Mantra, reference alembic deforming geometry directly so it
 doesn't have to be part of the ifd file at each frame?


 On 2015-08-20 10:40, Sandy Sutherland wrote:

 At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote a
 tool to submit renders from Houdini to RR that had the main render job wait
 for the IFD job to finish, before starting - easy to do.  The IFD
 generating was pretty quick, so we did not really have machines waiting to
 render.

 On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com
 wrote:

 Pretty sure that applies also to Mantra renders. But, most places have a
 smaller pool of engine licenses and export all frames to .ass or .ifd for
 rendering. Since export times are usually shorter than render times, it
 works out quite efficiently. But yeah, definitely another expense to
 consider.


 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan  m...@smoke-mirrors.com
 m...@smoke-mirrors.com wrote:

  One thing that is a bummer with HTOA is that you will need to purchase
 a Houdini Engine license for every node on your farm unless all the
 geometry creation is done before rendering.



 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.









-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


Re: Continued use of Softimage question

2015-08-20 Thread toonafish
I stopped using Modo as much as I did for different reasons, and it doesn’t 
work as reliable as it does in Softimage, but you can keep your tool active 
while selecting other components by activating “select through” in Modo. Don’t 
know why that isn’t activated by default though, just like the “lazy selection” 
that makes selecting components so much better

With those two activated modeling is a lot closer to what you’re used to in 
Soft I think.


- Ronald


  I want to select my tool and simply use it until I
 switch to another t 
  ool - like in Softimage.
 




Re: Continued use of Softimage question

2015-08-20 Thread Juhani Karlsson
Modo is sooo good for modeling, UVs and content creation. I'm really
supprised you guys say it's clumsy. The action centers, falloffs, snapping
and the selection workflow is just top notch imo. People are different I
quess? : )
On 21 Aug 2015 00:22, Andy Goehler lists.andy.goeh...@gmail.com wrote:

 Yes, when using packed Alembics (default) only the object declaration is
 written to the IFD. The actual geometry is referenced to the Alembic file
 on disk, hence IFDs stay reasonably small.

 On Aug 20, 2015, at 16:46, Francois Lord flordli...@gmail.com wrote:

 What about disk space?
 Can you, in Mantra, reference alembic deforming geometry directly so it
 doesn't have to be part of the ifd file at each frame?

 On 2015-08-20 10:40, Sandy Sutherland wrote:

 At Sunrise we had 5 IFD generating machines (Engine lics), and I wrote a
 tool to submit renders from Houdini to RR that had the main render job wait
 for the IFD job to finish, before starting - easy to do.  The IFD
 generating was pretty quick, so we did not really have machines waiting to
 render.

 On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com
 wrote:

 Pretty sure that applies also to Mantra renders. But, most places have a
 smaller pool of engine licenses and export all frames to .ass or .ifd for
 rendering. Since export times are usually shorter than render times, it
 works out quite efficiently. But yeah, definitely another expense to
 consider.


 On Thu, Aug 20, 2015 at 11:53 AM, Mike Donovan  m...@smoke-mirrors.com
 m...@smoke-mirrors.com wrote:

  One thing that is a bummer with HTOA is that you will need to purchase
 a Houdini Engine license for every node on your farm unless all the
 geometry creation is done before rendering.


 This cost be quite steep … essentially a $500 additional cost to each
 Arnold license.









Re: Continued use of Softimage question

2015-08-20 Thread phil harbath
I agree I use Modo for modeling (organic),  I really like the brushes... if 
Softimage had some basic Sculpting I probably wouldn’t use it just to keep 
everything in one app, plus it would be nice to have those for shape creation, 
which I do all in Soft.
From: Juhani Karlsson 
Sent: Thursday, August 20, 2015 5:54 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Continued use of Softimage question

Modo is sooo good for modeling, UVs and content creation. I'm really supprised 
you guys say it's clumsy. The action centers, falloffs, snapping and the 
selection workflow is just top notch imo. People are different I quess? : )


Re: Continued use of Softimage question

2015-08-19 Thread Mario Reitbauer
If that is all you are searching for Modo might do the rick. Should be a
nice tool to get your data in for rendering.

2015-08-19 14:41 GMT+01:00 Stefan Kubicek s...@tidbit-images.com:

 Hi Francis,

 thanks for your insights into Renderpass-alike mechanisms in Houdini.
 I was about to investigate those in hope to find a viable alternative to
 Softimage for scene assembly _and_ rendering, but what you wrote about
 Material Style Sheets and Takes has discouraged me enough to hold it off
 for now.

 S



 I know some companies in Montreal are still using Softimage, while
 preparing their exit. In our case (Oblique), we are moving more slowly
 than I was expecting. There are several reasons for this. Change
 resistance from the artists is one. But also the lack of a good pass
 system in the other softwares makes it difficult to use them as a hub to
 gather the assets and finish the shots. The Maya guys said they were
 working on it 2 years ago and we're still waiting. The Houdini guys
 released the material style sheets which doesn't do half the job, and
 wasn't even designed as a pass system. Don't get me started on Takes in
 Houdini, it's almost there but it's not what we need. It wasn't designed
 as a pass system either.

 We've taken the awesome Sort Controller plugin from Andy Jones and Jonah
 Friedman and modified it extensively. This has catapulted Softimage far
 ahead of any competitors (except Katana) in terms of pass management
 when using ref models. So I guess we will continue to use Softimage as
 our main hub until someone comes with a nice solution. I'm eyeing Katana
 even though it's overpriced.

 By the way, I do plan to release our version of the Sort Controller, but
 I need to fix a few things in it before.

 F

 On 19-Aug-15 06:08, Sandy Sutherland wrote:

 Hi all,

 After a stint out of the Softimage fold - mainly in setting up a
 Houdini rendering and VFX pipeline somewhere, and now I am at Axis
 animation, doing pipeline tools and setup - I wanted to get a feel for
 this -

 Who in the world is continuing to use Softimage?  Who might still be
 on the lookout for high end Soft Riggers, pipeline, tools etc...?

 Just wondering, as I consider the future for myself and family.

 Thanks

 Sandy




 --

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




-- 
--
cont...@marioreitbauer.com
0049 (0)157 86272215
Professor-Brix-Weg 9
22767 Hamburg
--


Re: Continued use of Softimage question

2015-08-19 Thread Francois Lord
I know some companies in Montreal are still using Softimage, while 
preparing their exit. In our case (Oblique), we are moving more slowly 
than I was expecting. There are several reasons for this. Change 
resistance from the artists is one. But also the lack of a good pass 
system in the other softwares makes it difficult to use them as a hub to 
gather the assets and finish the shots. The Maya guys said they were 
working on it 2 years ago and we're still waiting. The Houdini guys 
released the material style sheets which doesn't do half the job, and 
wasn't even designed as a pass system. Don't get me started on Takes in 
Houdini, it's almost there but it's not what we need. It wasn't designed 
as a pass system either.


We've taken the awesome Sort Controller plugin from Andy Jones and Jonah 
Friedman and modified it extensively. This has catapulted Softimage far 
ahead of any competitors (except Katana) in terms of pass management 
when using ref models. So I guess we will continue to use Softimage as 
our main hub until someone comes with a nice solution. I'm eyeing Katana 
even though it's overpriced.


By the way, I do plan to release our version of the Sort Controller, but 
I need to fix a few things in it before.


F

On 19-Aug-15 06:08, Sandy Sutherland wrote:

Hi all,

After a stint out of the Softimage fold - mainly in setting up a 
Houdini rendering and VFX pipeline somewhere, and now I am at Axis 
animation, doing pipeline tools and setup - I wanted to get a feel for 
this -


Who in the world is continuing to use Softimage?  Who might still be 
on the lookout for high end Soft Riggers, pipeline, tools etc...?


Just wondering, as I consider the future for myself and family.

Thanks

Sandy




Re: Continued use of Softimage question

2015-08-19 Thread Francois Lord

Well, it shouldn't discourage you.
Houdini is still better than Maya (yet) in that respect. I want to try a 
small project in Houdini to see how I can bend it to my needs. I know I 
will lose some things in there, but I will gain others. The digital 
assets (ref-models) in Houdini are amazing.


To me, it's still the best bet.

On 19-Aug-15 09:41, Stefan Kubicek wrote:

Hi Francis,

thanks for your insights into Renderpass-alike mechanisms in Houdini.
I was about to investigate those in hope to find a viable alternative 
to Softimage for scene assembly _and_ rendering, but what you wrote 
about Material Style Sheets and Takes has discouraged me enough to 
hold it off for now.


S



I know some companies in Montreal are still using Softimage, while
preparing their exit. In our case (Oblique), we are moving more slowly
than I was expecting. There are several reasons for this. Change
resistance from the artists is one. But also the lack of a good pass
system in the other softwares makes it difficult to use them as a hub to
gather the assets and finish the shots. The Maya guys said they were
working on it 2 years ago and we're still waiting. The Houdini guys
released the material style sheets which doesn't do half the job, and
wasn't even designed as a pass system. Don't get me started on Takes in
Houdini, it's almost there but it's not what we need. It wasn't designed
as a pass system either.

We've taken the awesome Sort Controller plugin from Andy Jones and Jonah
Friedman and modified it extensively. This has catapulted Softimage far
ahead of any competitors (except Katana) in terms of pass management
when using ref models. So I guess we will continue to use Softimage as
our main hub until someone comes with a nice solution. I'm eyeing Katana
even though it's overpriced.

By the way, I do plan to release our version of the Sort Controller, but
I need to fix a few things in it before.

F

On 19-Aug-15 06:08, Sandy Sutherland wrote:

Hi all,

After a stint out of the Softimage fold - mainly in setting up a
Houdini rendering and VFX pipeline somewhere, and now I am at Axis
animation, doing pipeline tools and setup - I wanted to get a feel for
this -

Who in the world is continuing to use Softimage?  Who might still be
on the lookout for high end Soft Riggers, pipeline, tools etc...?

Just wondering, as I consider the future for myself and family.

Thanks

Sandy









Re: Continued use of Softimage question

2015-08-19 Thread Stefan Kubicek

Hi Mario!

Right, Modo. I keep hearing it's quite a bugfest. Do you have any experience on 
how stable is it with high poly and object counts,
i.e. large datasets in general?
I would still prefer Houdini for it's a bility to do things Soft can't do, let 
alone daily builds.



If that is all you are searching for Modo might do the rick. Should be a nice 
tool to get your data in for rendering.

2015-08-19 14:41 GMT+01:00 Stefan Kubicek s...@tidbit-images.com:

Hi Francis,

thanks for your insights into Renderpass-alike mechanisms in Houdini.
I was about to investigate those in hope to find a viable alternative to Softimage 
for scene assembly _and_ rendering, but what you wrote about Material Style 
Sheets and Takes has discouraged me enough to hold it off for now.

S




I know some companies in Montreal are still using Softimage, while
preparing their exit. In our case (Oblique), we are moving more slowly
than I was expecting. There are several reasons for this. Change
resistance from the artists is one. But also the lack of a good pass
system in the other softwares makes it difficult to use them as a hub to
gather the assets and finish the shots. The Maya guys said they were
working on it 2 years ago and we're still waiting. The Houdini guys
released the material style sheets which doesn't do half the job, and
wasn't even designed as a pass system. Don't get me started on Takes in
Houdini, it's almost there but it's not what we need. It wasn't designed
as a pass system either.

We've taken the awesome Sort Controller plugin from Andy Jones and Jonah
Friedman and modified it extensively. This has catapulted Softimage far
ahead of any competitors (except Katana) in terms of pass management
when using ref models. So I guess we will continue to use Softimage as
our main hub until someone comes with a nice solution. I'm eyeing Katana
even though it's overpriced.

By the way, I do plan to release our version of the Sort Controller, but
I need to fix a few things in it before.

F

On 19-Aug-15 06:08, Sandy Sutherland wrote:

Hi all,

After a stint out of the Softimage fold - mainly in setting up a
Houdini rendering and VFX pipeline somewhere, and now I am at Axis
animation, doing pipeline tools and setup - I wanted to get a feel for
this -

Who in the world is continuing to use Softimage?  Who might still be
on the lookout for high end Soft Riggers, pipeline, tools etc...?

Just wondering, as I consider the future for myself and family.

Thanks

Sandy





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






cont...@marioreitbauer.com
0049 (0)157 86272215
Professor-Brix-Weg 9
22767 Hamburg
--




--

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

Re: Continued use of Softimage question

2015-08-19 Thread Stefan Kubicek

Hi Francis,

thanks for your insights into Renderpass-alike mechanisms in Houdini.
I was about to investigate those in hope to find a viable alternative to 
Softimage for scene assembly _and_ rendering, but what you wrote about Material 
Style Sheets and Takes has discouraged me enough to hold it off for now.

S



I know some companies in Montreal are still using Softimage, while
preparing their exit. In our case (Oblique), we are moving more slowly
than I was expecting. There are several reasons for this. Change
resistance from the artists is one. But also the lack of a good pass
system in the other softwares makes it difficult to use them as a hub to
gather the assets and finish the shots. The Maya guys said they were
working on it 2 years ago and we're still waiting. The Houdini guys
released the material style sheets which doesn't do half the job, and
wasn't even designed as a pass system. Don't get me started on Takes in
Houdini, it's almost there but it's not what we need. It wasn't designed
as a pass system either.

We've taken the awesome Sort Controller plugin from Andy Jones and Jonah
Friedman and modified it extensively. This has catapulted Softimage far
ahead of any competitors (except Katana) in terms of pass management
when using ref models. So I guess we will continue to use Softimage as
our main hub until someone comes with a nice solution. I'm eyeing Katana
even though it's overpriced.

By the way, I do plan to release our version of the Sort Controller, but
I need to fix a few things in it before.

F

On 19-Aug-15 06:08, Sandy Sutherland wrote:

Hi all,

After a stint out of the Softimage fold - mainly in setting up a
Houdini rendering and VFX pipeline somewhere, and now I am at Axis
animation, doing pipeline tools and setup - I wanted to get a feel for
this -

Who in the world is continuing to use Softimage?  Who might still be
on the lookout for high end Soft Riggers, pipeline, tools etc...?

Just wondering, as I consider the future for myself and family.

Thanks

Sandy





--

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



Re: Continued use of Softimage question

2015-08-19 Thread Tony Bexley
I'm still rocking the Softimage w/ Redshift at Xvivo Scientific Animation
and will be until there's a better, non-autodesk option out there hopefully
in a few years. I personally bought a Modo 801 license a year ago but
haven't really had the time to test it out fully, seems like it might be a
good option in a few years but alot of the features are kinda clunky from
what I'm used to with ICE.

-Tony B

On Wed, Aug 19, 2015 at 10:56 AM, Tim Crowson 
tim.crow...@magneticdreams.com wrote:

 We're still entirely in Softimage.

 Our plan is still to move gradually over to Maya, but the lighting stage
 would remain in Softimage unless AD delivers better tools for this. XSI's
 pass system, rendering flexibility, and our commitment to using Redshift
 would probably keep us in Soft for our lighting stages, which Alembic
 readily allows. Maya just blows chunks in the rendering area, not to
 mention the funky render layer system.

 Plus, I haven't finished writing our new SGTK apps, so I kinda need to get
 those done before we can really jump ship...

  I say: If it ain't broke, don't fix it. Cracks me up too, because these
 are areas that AD hasn't touched in many years. Soft is running circles
 around the other guys in several key areas, and it's doing it with
 years-old code.

 I really like Modo, and I continue to actively test and provide feedback
 for The Foundry, but at Magnetic we couldn't do our animations in it just
 yet. Houdini is not a lighting option for us, as we're committed to
 Redshift at this point.

 -Tim C.


 On 8/19/2015 9:39 AM, Francois Lord wrote:

 Hi Andy.

 Did you move to Mantra, or stayed with Arnold?

 Softimage crashing too often in lookdev is the #1 reason why I'm actively
 looking elsewhere.

 On 19-Aug-15 10:35, Andy Goehler wrote:

 We at Fiftyeight moved on from Softimage to Houdini for scene assembly and
 rendering. While Houdini’s offerings may not be the designed/perfect pass
 system currently, we’ve managed to adjust to a level of comfort. Shading
 and lighting productivity has gone way up. Houdini has proven to be very
 stable during shading and lighting, contrary to my frustration with Soft
 crashing unacceptably often.

 We were not looking for the best solution currently available either, we
 were looking for a platform to build upon. And are very happy with Side
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature
 requests and implementation and daily builds make us a satisfied customer.

 Andy



 --








-- 
-Tony Bexley
Yes, Thee Tony Bexley


Re: Continued use of Softimage question

2015-08-19 Thread Jean-Louis Billard
We’re still a Softimage pipeline, and just like most who are replying, the main 
reason is for the ease in lighting, rendering, and pass setup.
We have an Arnold renderfarm but we are finding ourselves using that less often 
in favour of Redshift.
Houdini is on our radar and we’ve been tinkering with it, and we have a Modo 
license but haven’t had the time to even install it.

Overall I think that we are still more efficient using Softimage as it is, than 
we would be switching to a newer workflow, which (without wanting to start that 
whole discussion again) speaks volumes about the quality of Softimage, bearing 
in mind that we can assume its development essentially finished 5 years ago!

Cheers,

Jean-Louis
Digital Golem






 On 19 Aug 2015, at 12:08, Sandy Sutherland sandy.mailli...@gmail.com wrote:
 
 Hi all,
 
 After a stint out of the Softimage fold - mainly in setting up a Houdini 
 rendering and VFX pipeline somewhere, and now I am at Axis animation, doing 
 pipeline tools and setup - I wanted to get a feel for this - 
 
 Who in the world is continuing to use Softimage?  Who might still be on the 
 lookout for high end Soft Riggers, pipeline, tools etc...?
 
 Just wondering, as I consider the future for myself and family.
 
 Thanks
 
 Sandy




Re: Continued use of Softimage question

2015-08-19 Thread Francois Lord

Hi Andy.

Did you move to Mantra, or stayed with Arnold?

Softimage crashing too often in lookdev is the #1 reason why I'm 
actively looking elsewhere.


On 19-Aug-15 10:35, Andy Goehler wrote:

We at Fiftyeight moved on from Softimage to Houdini for scene assembly and 
rendering. While Houdini’s offerings may not be the designed/perfect pass 
system currently, we’ve managed to adjust to a level of comfort. Shading and 
lighting productivity has gone way up. Houdini has proven to be very stable 
during shading and lighting, contrary to my frustration with Soft crashing 
unacceptably often.

We were not looking for the best solution currently available either, we were 
looking for a platform to build upon. And are very happy with Side Effects as a 
software vendor. Licensing, Bugs reports and fixes, feature requests and 
implementation and daily builds make us a satisfied customer.

Andy




Re: Continued use of Softimage question

2015-08-19 Thread Sandy Sutherland
Francois - I setup a Houdini Mantra rendering pipeline at Sunrise in Cape
Town, must say Mantra is not quite Arnold, but it is still a very good
renderer!  Also Houdini is a pipeline TDs wet dream! I did want to get
Arnold in there, but Budget in South Africa is all too often a problem.

S.

On Wed, Aug 19, 2015 at 3:39 PM, Francois Lord flordli...@gmail.com wrote:

 Hi Andy.

 Did you move to Mantra, or stayed with Arnold?

 Softimage crashing too often in lookdev is the #1 reason why I'm actively
 looking elsewhere.


 On 19-Aug-15 10:35, Andy Goehler wrote:

 We at Fiftyeight moved on from Softimage to Houdini for scene assembly
 and rendering. While Houdini’s offerings may not be the designed/perfect
 pass system currently, we’ve managed to adjust to a level of comfort.
 Shading and lighting productivity has gone way up. Houdini has proven to be
 very stable during shading and lighting, contrary to my frustration with
 Soft crashing unacceptably often.

 We were not looking for the best solution currently available either, we
 were looking for a platform to build upon. And are very happy with Side
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature
 requests and implementation and daily builds make us a satisfied customer.

 Andy





Re: Continued use of Softimage question

2015-08-19 Thread Stefan Kubicek

Thanks Francois and Andy,
that does sound reassuring, I'll have to take a closer look..


We at Fiftyeight moved on from Softimage to Houdini for scene assembly and 
rendering. While Houdini’s offerings may not be the designed/perfect pass 
system currently, we’ve managed to adjust to a level of comfort. Shading and 
lighting productivity has gone way up. Houdini has proven to be very stable 
during shading and lighting, contrary to my frustration with Soft crashing 
unacceptably often.

We were not looking for the best solution currently available either, we were 
looking for a platform to build upon. And are very happy with Side Effects as a 
software vendor. Licensing, Bugs reports and fixes, feature requests and 
implementation and daily builds make us a satisfied customer.




Andy




--

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



Re: Continued use of Softimage question

2015-08-19 Thread Mirko Jankovic
All in all every other single option is missing some key areas and they are
all years away from catching with softimage.
One thing that will probably affect more and more ppl is support for 4K
monitors.
SI doesn't go hand in hand with windows DPI scaling meaning that it needs
to be used at scale ration of 100%, which even on 32 inch monitor is
starting to get a bit small.
I assume all other programs will deal with that sooner or later but Si will
be left behind.
Still even with that it is smaller pain in the ass compared everything else
missing in all other potential programs.
Also along with fact that studios wont be likely to go and provide bunch of
4K monitors to artists..  ;)

But SI+Redshift truly is combo for the win, not windows but WIN :)


Re: Continued use of Softimage question

2015-08-19 Thread Andy Goehler
We at Fiftyeight moved on from Softimage to Houdini for scene assembly and 
rendering. While Houdini’s offerings may not be the designed/perfect pass 
system currently, we’ve managed to adjust to a level of comfort. Shading and 
lighting productivity has gone way up. Houdini has proven to be very stable 
during shading and lighting, contrary to my frustration with Soft crashing 
unacceptably often.

We were not looking for the best solution currently available either, we were 
looking for a platform to build upon. And are very happy with Side Effects as a 
software vendor. Licensing, Bugs reports and fixes, feature requests and 
implementation and daily builds make us a satisfied customer.

Andy


Re: Continued use of Softimage question

2015-08-19 Thread Ivan Vasiljevic
I agree with Andy and Francois here.
Main reason Soft is crashing is combination with Arnold, Redshift look
development is just great compared to Arnold.
Yes going to main take to change parameter, crazy... But I got used to stay
in main take and just change rendering take from drop down box. Not perfect
I know but not so bad I'd say...
And Houdini nodes, just great, copy paste from scene to scene, just change
paths for vdb's and alembic, not Soft still but far ahead of Maya(waiting
for their new passes system, I see lot's of copy paste from Soft, or it's
CUT paste now :/)

Cheers.
Ivan

On Wed, Aug 19, 2015 at 4:39 PM, Francois Lord flordli...@gmail.com wrote:

 Hi Andy.

 Did you move to Mantra, or stayed with Arnold?

 Softimage crashing too often in lookdev is the #1 reason why I'm actively
 looking elsewhere.


 On 19-Aug-15 10:35, Andy Goehler wrote:

 We at Fiftyeight moved on from Softimage to Houdini for scene assembly
 and rendering. While Houdini’s offerings may not be the designed/perfect
 pass system currently, we’ve managed to adjust to a level of comfort.
 Shading and lighting productivity has gone way up. Houdini has proven to be
 very stable during shading and lighting, contrary to my frustration with
 Soft crashing unacceptably often.

 We were not looking for the best solution currently available either, we
 were looking for a platform to build upon. And are very happy with Side
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature
 requests and implementation and daily builds make us a satisfied customer.

 Andy





-- 
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
web:http://digitalassettailors.com/
email:  i...@digitalassettailors.com


Re: Continued use of Softimage question

2015-08-19 Thread Eric Turman
Which is one of the reasons that I'm looking into 55-60 inch 4K televisions
that support HDMI2.0 the monitor for my next workstations

On Wed, Aug 19, 2015 at 10:28 AM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

 All in all every other single option is missing some key areas and they
 are all years away from catching with softimage.
 One thing that will probably affect more and more ppl is support for 4K
 monitors.
 SI doesn't go hand in hand with windows DPI scaling meaning that it needs
 to be used at scale ration of 100%, which even on 32 inch monitor is
 starting to get a bit small.
 I assume all other programs will deal with that sooner or later but Si
 will be left behind.
 Still even with that it is smaller pain in the ass compared everything
 else missing in all other potential programs.
 Also along with fact that studios wont be likely to go and provide bunch
 of 4K monitors to artists..  ;)

 But SI+Redshift truly is combo for the win, not windows but WIN :)




-- 




-=T=-


Re: Continued use of Softimage question

2015-08-19 Thread Francois Lord
And I must add that using takes to control passes in Houdini is not that 
bad. You can do pretty much anything you want, but the workflow is 
painful. Houdini has a Main take, and all other takes are modifications 
on the Main one. Everytime you are inside a take, and you want to change 
something in the scene that you want to affect all takes (like moving en 
object), you have to go in the Main take, make the edit, and go back to 
the take you were editing to see the effect.


But takes allow you to override about anything, which is good.

On 19-Aug-15 10:09, Francois Lord wrote:

Well, it shouldn't discourage you.
Houdini is still better than Maya (yet) in that respect. I want to try 
a small project in Houdini to see how I can bend it to my needs. I 
know I will lose some things in there, but I will gain others. The 
digital assets (ref-models) in Houdini are amazing.


To me, it's still the best bet.

On 19-Aug-15 09:41, Stefan Kubicek wrote:

Hi Francis,

thanks for your insights into Renderpass-alike mechanisms in Houdini.
I was about to investigate those in hope to find a viable alternative 
to Softimage for scene assembly _and_ rendering, but what you wrote 
about Material Style Sheets and Takes has discouraged me enough to 
hold it off for now.


S



I know some companies in Montreal are still using Softimage, while
preparing their exit. In our case (Oblique), we are moving more slowly
than I was expecting. There are several reasons for this. Change
resistance from the artists is one. But also the lack of a good pass
system in the other softwares makes it difficult to use them as a 
hub to

gather the assets and finish the shots. The Maya guys said they were
working on it 2 years ago and we're still waiting. The Houdini guys
released the material style sheets which doesn't do half the job, and
wasn't even designed as a pass system. Don't get me started on Takes in
Houdini, it's almost there but it's not what we need. It wasn't 
designed

as a pass system either.

We've taken the awesome Sort Controller plugin from Andy Jones and 
Jonah

Friedman and modified it extensively. This has catapulted Softimage far
ahead of any competitors (except Katana) in terms of pass management
when using ref models. So I guess we will continue to use Softimage as
our main hub until someone comes with a nice solution. I'm eyeing 
Katana

even though it's overpriced.

By the way, I do plan to release our version of the Sort Controller, 
but

I need to fix a few things in it before.

F

On 19-Aug-15 06:08, Sandy Sutherland wrote:

Hi all,

After a stint out of the Softimage fold - mainly in setting up a
Houdini rendering and VFX pipeline somewhere, and now I am at Axis
animation, doing pipeline tools and setup - I wanted to get a feel for
this -

Who in the world is continuing to use Softimage?  Who might still be
on the lookout for high end Soft Riggers, pipeline, tools etc...?

Just wondering, as I consider the future for myself and family.

Thanks

Sandy











Re: Continued use of Softimage question

2015-08-19 Thread Tim Crowson

We're still entirely in Softimage.

Our plan is still to move gradually over to Maya, but the lighting stage 
would remain in Softimage unless AD delivers better tools for this. 
XSI's pass system, rendering flexibility, and our commitment to using 
Redshift would probably keep us in Soft for our lighting stages, which 
Alembic readily allows. Maya just blows chunks in the rendering area, 
not to mention the funky render layer system.


Plus, I haven't finished writing our new SGTK apps, so I kinda need to 
get those done before we can really jump ship...


 I say: If it ain't broke, don't fix it. Cracks me up too, because 
these are areas that AD hasn't touched in many years. Soft is running 
circles around the other guys in several key areas, and it's doing it 
with years-old code.


I really like Modo, and I continue to actively test and provide feedback 
for The Foundry, but at Magnetic we couldn't do our animations in it 
just yet. Houdini is not a lighting option for us, as we're committed to 
Redshift at this point.


-Tim C.

On 8/19/2015 9:39 AM, Francois Lord wrote:

Hi Andy.

Did you move to Mantra, or stayed with Arnold?

Softimage crashing too often in lookdev is the #1 reason why I'm 
actively looking elsewhere.


On 19-Aug-15 10:35, Andy Goehler wrote:
We at Fiftyeight moved on from Softimage to Houdini for scene 
assembly and rendering. While Houdini’s offerings may not be the 
designed/perfect pass system currently, we’ve managed to adjust to a 
level of comfort. Shading and lighting productivity has gone way up. 
Houdini has proven to be very stable during shading and lighting, 
contrary to my frustration with Soft crashing unacceptably often.


We were not looking for the best solution currently available either, 
we were looking for a platform to build upon. And are very happy with 
Side Effects as a software vendor. Licensing, Bugs reports and fixes, 
feature requests and implementation and daily builds make us a 
satisfied customer.


Andy




--
Signature



RE: Continued use of Softimage question

2015-08-19 Thread Marc-Andre Carbonneau
Hi guys,
Not being in the hi-res movie/ad industry anymore, I'm pretty surprised 
RedShift seems to have taken a place quite quick in your heart and more 
importantly in your pipeline. Of course the closer to real-time you get and the 
cost lowering Redshift provides is definitely interesting but I could not have 
predicted that Redshift would be such a game changer, at least for Softimage 
users.(I don't know about the other DCC users as I don't hang that much in 3D 
forums.

Where is that taking you? I mean, what do you guys see as the next step? I 
heard Octane is pretty slick too but have you checked out Brigade?
Is Arnold working towards this direction as well?

Curious MAC


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jean-Louis Billard
Sent: August-19-15 11:52 AM
To: softimage@listproc.autodesk.com
Subject: Re: Continued use of Softimage question

We’re still a Softimage pipeline, and just like most who are replying, the main 
reason is for the ease in lighting, rendering, and pass setup.
We have an Arnold renderfarm but we are finding ourselves using that less often 
in favour of Redshift.
Houdini is on our radar and we’ve been tinkering with it, and we have a Modo 
license but haven’t had the time to even install it.

Overall I think that we are still more efficient using Softimage as it is, than 
we would be switching to a newer workflow, which (without wanting to start that 
whole discussion again) speaks volumes about the quality of Softimage, bearing 
in mind that we can assume its development essentially finished 5 years ago!

Cheers,

Jean-Louis
Digital Golem






 On 19 Aug 2015, at 12:08, Sandy Sutherland sandy.mailli...@gmail.com wrote:
 
 Hi all,
 
 After a stint out of the Softimage fold - mainly in setting up a Houdini 
 rendering and VFX pipeline somewhere, and now I am at Axis animation, doing 
 pipeline tools and setup - I wanted to get a feel for this - 
 
 Who in the world is continuing to use Softimage?  Who might still be on the 
 lookout for high end Soft Riggers, pipeline, tools etc...?
 
 Just wondering, as I consider the future for myself and family.
 
 Thanks
 
 Sandy





Re: Continued use of Softimage question

2015-08-19 Thread Leoung O'Young
Redshift is very fast and without any glitches that we used to 
experience with MR.
The only problem I see going forward is, we know and they know Soft is a 
dead end, their focus
in Redshift's development will with Maya, 3D max, C4D Houdini etc. And 
who can blame them.

So far they have been excellent to deal with on every level.
So I see for us Soft will be good for another 2-3 years.

On 19/08/2015 12:59 PM, Marc-Andre Carbonneau wrote:

Hi guys,
Not being in the hi-res movie/ad industry anymore, I'm pretty surprised 
RedShift seems to have taken a place quite quick in your heart and more 
importantly in your pipeline. Of course the closer to real-time you get and the 
cost lowering Redshift provides is definitely interesting but I could not have 
predicted that Redshift would be such a game changer, at least for Softimage 
users.(I don't know about the other DCC users as I don't hang that much in 3D 
forums.

Where is that taking you? I mean, what do you guys see as the next step? I 
heard Octane is pretty slick too but have you checked out Brigade?
Is Arnold working towards this direction as well?

Curious MAC


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jean-Louis Billard
Sent: August-19-15 11:52 AM
To: softimage@listproc.autodesk.com
Subject: Re: Continued use of Softimage question

We’re still a Softimage pipeline, and just like most who are replying, the main 
reason is for the ease in lighting, rendering, and pass setup.
We have an Arnold renderfarm but we are finding ourselves using that less often 
in favour of Redshift.
Houdini is on our radar and we’ve been tinkering with it, and we have a Modo 
license but haven’t had the time to even install it.

Overall I think that we are still more efficient using Softimage as it is, than 
we would be switching to a newer workflow, which (without wanting to start that 
whole discussion again) speaks volumes about the quality of Softimage, bearing 
in mind that we can assume its development essentially finished 5 years ago!

Cheers,

Jean-Louis
Digital Golem







On 19 Aug 2015, at 12:08, Sandy Sutherland sandy.mailli...@gmail.com wrote:

Hi all,

After a stint out of the Softimage fold - mainly in setting up a Houdini 
rendering and VFX pipeline somewhere, and now I am at Axis animation, doing 
pipeline tools and setup - I wanted to get a feel for this -

Who in the world is continuing to use Softimage?  Who might still be on the 
lookout for high end Soft Riggers, pipeline, tools etc...?

Just wondering, as I consider the future for myself and family.

Thanks

Sandy








Re: Continued use of Softimage question

2015-08-19 Thread Gmail
SI, Ice  Redshift for me. Trying hard to force myself to get some 
interests for Houdini and C4D, but they give me half the hard-on...



Le 19/08/2015 21:12, Tim Crowson a écrit :

Marc-Andre,

The others you mention (Octane, Brigade...) are progressive renderers 
only, and have other limitations that make them tricky to implement 
effectively in animation pipeline. Redshift was designed from day one 
as a bucket-based production renderer for animation, and to be 
integrated into common DCC apps. We've been using it at Magnetic for 
over two years now, and I can't overstate how much of a difference it 
has made for us. I think they'll continue to support Soft as long as 
there is demand for it.  I spoke with the Redshift guys at Siggraph 
and they seemed to be getting some really great traffic. I couldn't 
begin to make any guess on what the future holds, but I'm optimistic. 
Those guys are awesome.


Not sure what the Arnold plan is.

-Tim

On 8/19/2015 1:03 PM, Leoung O'Young wrote:
Redshift is very fast and without any glitches that we used to 
experience with MR.
The only problem I see going forward is, we know and they know Soft 
is a dead end, their focus
in Redshift's development will with Maya, 3D max, C4D Houdini etc. 
And who can blame them.

So far they have been excellent to deal with on every level.
So I see for us Soft will be good for another 2-3 years.

On 19/08/2015 12:59 PM, Marc-Andre Carbonneau wrote:

Hi guys,
Not being in the hi-res movie/ad industry anymore, I'm pretty 
surprised RedShift seems to have taken a place quite quick in your 
heart and more importantly in your pipeline. Of course the closer to 
real-time you get and the cost lowering Redshift provides is 
definitely interesting but I could not have predicted that Redshift 
would be such a game changer, at least for Softimage users.(I don't 
know about the other DCC users as I don't hang that much in 3D forums.


Where is that taking you? I mean, what do you guys see as the next 
step? I heard Octane is pretty slick too but have you checked out 
Brigade?

Is Arnold working towards this direction as well?

Curious MAC


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
Jean-Louis Billard

Sent: August-19-15 11:52 AM
To: softimage@listproc.autodesk.com
Subject: Re: Continued use of Softimage question

We’re still a Softimage pipeline, and just like most who are 
replying, the main reason is for the ease in lighting, rendering, 
and pass setup.
We have an Arnold renderfarm but we are finding ourselves using that 
less often in favour of Redshift.
Houdini is on our radar and we’ve been tinkering with it, and we 
have a Modo license but haven’t had the time to even install it.


Overall I think that we are still more efficient using Softimage as 
it is, than we would be switching to a newer workflow, which 
(without wanting to start that whole discussion again) speaks 
volumes about the quality of Softimage, bearing in mind that we can 
assume its development essentially finished 5 years ago!


Cheers,

Jean-Louis
Digital Golem






On 19 Aug 2015, at 12:08, Sandy Sutherland 
sandy.mailli...@gmail.com wrote:


Hi all,

After a stint out of the Softimage fold - mainly in setting up a 
Houdini rendering and VFX pipeline somewhere, and now I am at Axis 
animation, doing pipeline tools and setup - I wanted to get a feel 
for this -


Who in the world is continuing to use Softimage?  Who might still 
be on the lookout for high end Soft Riggers, pipeline, tools etc...?


Just wondering, as I consider the future for myself and family.

Thanks

Sandy








--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error 
please inform the sender and delete it from your mailbox or any other 
storage mechanism. Magnetic Dreams, Inc cannot accept liability for 
any statements made which are clearly the sender's own and not 
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./






Re: Continued use of Softimage question

2015-08-19 Thread Tim Crowson

Marc-Andre,

The others you mention (Octane, Brigade...) are progressive renderers 
only, and have other limitations that make them tricky to implement 
effectively in animation pipeline. Redshift was designed from day one as 
a bucket-based production renderer for animation, and to be integrated 
into common DCC apps. We've been using it at Magnetic for over two years 
now, and I can't overstate how much of a difference it has made for us. 
I think they'll continue to support Soft as long as there is demand for 
it.  I spoke with the Redshift guys at Siggraph and they seemed to be 
getting some really great traffic. I couldn't begin to make any guess on 
what the future holds, but I'm optimistic. Those guys are awesome.


Not sure what the Arnold plan is.

-Tim

On 8/19/2015 1:03 PM, Leoung O'Young wrote:
Redshift is very fast and without any glitches that we used to 
experience with MR.
The only problem I see going forward is, we know and they know Soft is 
a dead end, their focus
in Redshift's development will with Maya, 3D max, C4D Houdini etc. And 
who can blame them.

So far they have been excellent to deal with on every level.
So I see for us Soft will be good for another 2-3 years.

On 19/08/2015 12:59 PM, Marc-Andre Carbonneau wrote:

Hi guys,
Not being in the hi-res movie/ad industry anymore, I'm pretty 
surprised RedShift seems to have taken a place quite quick in your 
heart and more importantly in your pipeline. Of course the closer to 
real-time you get and the cost lowering Redshift provides is 
definitely interesting but I could not have predicted that Redshift 
would be such a game changer, at least for Softimage users.(I don't 
know about the other DCC users as I don't hang that much in 3D forums.


Where is that taking you? I mean, what do you guys see as the next 
step? I heard Octane is pretty slick too but have you checked out 
Brigade?

Is Arnold working towards this direction as well?

Curious MAC


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of 
Jean-Louis Billard

Sent: August-19-15 11:52 AM
To: softimage@listproc.autodesk.com
Subject: Re: Continued use of Softimage question

We’re still a Softimage pipeline, and just like most who are 
replying, the main reason is for the ease in lighting, rendering, and 
pass setup.
We have an Arnold renderfarm but we are finding ourselves using that 
less often in favour of Redshift.
Houdini is on our radar and we’ve been tinkering with it, and we have 
a Modo license but haven’t had the time to even install it.


Overall I think that we are still more efficient using Softimage as 
it is, than we would be switching to a newer workflow, which (without 
wanting to start that whole discussion again) speaks volumes about 
the quality of Softimage, bearing in mind that we can assume its 
development essentially finished 5 years ago!


Cheers,

Jean-Louis
Digital Golem






On 19 Aug 2015, at 12:08, Sandy Sutherland 
sandy.mailli...@gmail.com wrote:


Hi all,

After a stint out of the Softimage fold - mainly in setting up a 
Houdini rendering and VFX pipeline somewhere, and now I am at Axis 
animation, doing pipeline tools and setup - I wanted to get a feel 
for this -


Who in the world is continuing to use Softimage?  Who might still be 
on the lookout for high end Soft Riggers, pipeline, tools etc...?


Just wondering, as I consider the future for myself and family.

Thanks

Sandy








--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: Continued use of Softimage question

2015-08-19 Thread Francois Lord

Yes, however the development speed is impressive.

On 19-Aug-15 16:51, Juhani Karlsson wrote:

Floating license price is just bit too much...




Re: Continued use of Softimage question

2015-08-19 Thread Juhani Karlsson
After few projects in Houdini I'm starting to warm towards it. The
passestakes are ok and mantra is quite capable. Theres a lot of things
that can be done with frame buffers and having very many passes is quite
rare for me. I would be interested to test out Redshif/Octane there but
they are still in beta afaik.

With the attribute visualizers  + vopvex I can work quite similar style as
in ICE. Naturally Houdini simulation solvers are really good and that
really makes a difference.

Floating license price is just bit too much...
On 19 Aug 2015 22:41, Gmail facialdel...@gmail.com wrote:

 SI, Ice  Redshift for me. Trying hard to force myself to get some
 interests for Houdini and C4D, but they give me half the hard-on...


 Le 19/08/2015 21:12, Tim Crowson a écrit :

 Marc-Andre,

 The others you mention (Octane, Brigade...) are progressive renderers
 only, and have other limitations that make them tricky to implement
 effectively in animation pipeline. Redshift was designed from day one as a
 bucket-based production renderer for animation, and to be integrated into
 common DCC apps. We've been using it at Magnetic for over two years now,
 and I can't overstate how much of a difference it has made for us. I think
 they'll continue to support Soft as long as there is demand for it.  I
 spoke with the Redshift guys at Siggraph and they seemed to be getting some
 really great traffic. I couldn't begin to make any guess on what the future
 holds, but I'm optimistic. Those guys are awesome.

 Not sure what the Arnold plan is.

 -Tim

 On 8/19/2015 1:03 PM, Leoung O'Young wrote:

 Redshift is very fast and without any glitches that we used to experience
 with MR.
 The only problem I see going forward is, we know and they know Soft is a
 dead end, their focus
 in Redshift's development will with Maya, 3D max, C4D Houdini etc. And who
 can blame them.
 So far they have been excellent to deal with on every level.
 So I see for us Soft will be good for another 2-3 years.

 On 19/08/2015 12:59 PM, Marc-Andre Carbonneau wrote:

 Hi guys,
 Not being in the hi-res movie/ad industry anymore, I'm pretty surprised
 RedShift seems to have taken a place quite quick in your heart and more
 importantly in your pipeline. Of course the closer to real-time you get and
 the cost lowering Redshift provides is definitely interesting but I could
 not have predicted that Redshift would be such a game changer, at least for
 Softimage users.(I don't know about the other DCC users as I don't hang
 that much in 3D forums.

 Where is that taking you? I mean, what do you guys see as the next step? I
 heard Octane is pretty slick too but have you checked out Brigade?
 Is Arnold working towards this direction as well?

 Curious MAC


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] On Behalf Of Jean-Louis
 Billard
 Sent: August-19-15 11:52 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Continued use of Softimage question

 We’re still a Softimage pipeline, and just like most who are replying, the
 main reason is for the ease in lighting, rendering, and pass setup.
 We have an Arnold renderfarm but we are finding ourselves using that less
 often in favour of Redshift.
 Houdini is on our radar and we’ve been tinkering with it, and we have a
 Modo license but haven’t had the time to even install it.

 Overall I think that we are still more efficient using Softimage as it is,
 than we would be switching to a newer workflow, which (without wanting to
 start that whole discussion again) speaks volumes about the quality of
 Softimage, bearing in mind that we can assume its development essentially
 finished 5 years ago!

 Cheers,

 Jean-Louis
 Digital Golem






 On 19 Aug 2015, at 12:08, Sandy Sutherland sandy.mailli...@gmail.com
 sandy.mailli...@gmail.com wrote:

 Hi all,

 After a stint out of the Softimage fold - mainly in setting up a Houdini
 rendering and VFX pipeline somewhere, and now I am at Axis animation, doing
 pipeline tools and setup - I wanted to get a feel for this -

 Who in the world is continuing to use Softimage?  Who might still be on
 the lookout for high end Soft Riggers, pipeline, tools etc...?

 Just wondering, as I consider the future for myself and family.

 Thanks

 Sandy






 --




 *Tim Crowson **Lead CG Artist*


 *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville,
 TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own

Re: Continued use of Softimage question

2015-08-19 Thread Andy Goehler
Hi Francois,

all Houdini projects so far have been rendered using Mantra. For our type of 
work we’ve found it performing very well in comparison with Arnold. Here’s are 
some of my day to day time savers:

distributed rendering
being able to use the farm on a single frame during lighting is great
artist friendly lights
I have my shortcomings with Arnolds lights, mainly either controlling the 
spread on area lights or texturing spots to get realistic specs
mouse cursor bucket picking
sounds trivial, saves me so much time
IPR window shader picking
ctrl clicking in the render view brings up the properties of that pixels 
shader. click - adjust - done.

That being said, we’re keeping an eye on HtoA and I try to set up new projects 
with Arnold as well and run a comparison.



 On Aug 19, 2015, at 16:39, Francois Lord flordli...@gmail.com wrote:
 
 Hi Andy.
 
 Did you move to Mantra, or stayed with Arnold?
 
 Softimage crashing too often in lookdev is the #1 reason why I'm actively 
 looking elsewhere.
 
 On 19-Aug-15 10:35, Andy Goehler wrote:
 We at Fiftyeight moved on from Softimage to Houdini for scene assembly and 
 rendering. While Houdini’s offerings may not be the designed/perfect pass 
 system currently, we’ve managed to adjust to a level of comfort. Shading and 
 lighting productivity has gone way up. Houdini has proven to be very stable 
 during shading and lighting, contrary to my frustration with Soft crashing 
 unacceptably often.
 
 We were not looking for the best solution currently available either, we 
 were looking for a platform to build upon. And are very happy with Side 
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature 
 requests and implementation and daily builds make us a satisfied customer.
 
 Andy
 



Continued use of Softimage question

2015-08-19 Thread Cristobal Infante
*IPR window shader picking *wow man this is nice, didn't know about this
;)

Another good one is that you can assign materials via the IPR windows just
by dragging and dropping them onto the objects.

The massive plus with mantra, it's deep integration with Houdini means that
everything just works out of the box. Even though HTOA is really well
implemented is still a plugin and like Sitoa it has the typical arnold
caveats (render doesn't update with every move, adding property to objects,
etc). Still is pretty awesome to have the options, and it's great to see
the pace of development of HTOA. With every release there is always
something working 20% faster ;)

By the way, has anyone given akeytsu a proper go?





On Wednesday, 19 August 2015, Andy Goehler lists.andy.goeh...@gmail.com
wrote:

 Hi Francois,

 all Houdini projects so far have been rendered using Mantra. For our type
 of work we’ve found it performing very well in comparison with Arnold.
 Here’s are some of my day to day time savers:

 *distributed rendering*
 being able to use the farm on a single frame during lighting is great
 *artist friendly lights*
 I have my shortcomings with Arnolds lights, mainly either controlling the
 spread on area lights or texturing spots to get realistic specs
 *mouse cursor bucket picking*
 sounds trivial, saves me so much time
 *IPR window shader picking*
 ctrl clicking in the render view brings up the properties of that pixels
 shader. click - adjust - done.

 That being said, we’re keeping an eye on HtoA and I try to set up new
 projects with Arnold as well and run a comparison.



 On Aug 19, 2015, at 16:39, Francois Lord flordli...@gmail.com wrote:

 Hi Andy.

 Did you move to Mantra, or stayed with Arnold?

 Softimage crashing too often in lookdev is the #1 reason why I'm actively
 looking elsewhere.

 On 19-Aug-15 10:35, Andy Goehler wrote:

 We at Fiftyeight moved on from Softimage to Houdini for scene assembly and
 rendering. While Houdini’s offerings may not be the designed/perfect pass
 system currently, we’ve managed to adjust to a level of comfort. Shading
 and lighting productivity has gone way up. Houdini has proven to be very
 stable during shading and lighting, contrary to my frustration with Soft
 crashing unacceptably often.

 We were not looking for the best solution currently available either, we
 were looking for a platform to build upon. And are very happy with Side
 Effects as a software vendor. Licensing, Bugs reports and fixes, feature
 requests and implementation and daily builds make us a satisfied customer.

 Andy






Re: Continued use of Softimage question

2015-08-19 Thread Jason S
Yes Non-Indie price (especially for things like access other renderers)  
can be quite steep,

although as mentionned, dev speed and frequency seems excellent,
plus the very recent tweak tools and such should greatly ease thing-up 
for Softimagers.

(reminds me of when NEX came)

Yet it's also still generally a comparitive mouthful to deal-with daily 
(being the price of almost ultimate flexibility) or to get to similar 
results depending on what (used as a non-FX centered general purpose 
DCC) but seems to (rather quickly) be going in a good direction in those 
respects.



Concerning passes, C4d also have just sported a promising new takes 
system (strikingly very similar to SI in both functionality and capability)
and looks like it took all their dev resources to pull it off, as the 
one main thing in v17.


One of the drawbacks of C4d though still seems to be performance with 
(or sometimes even ability to at-all deal with) more complex scenes.



So it seems possible to recover at least different bits and peices what 
Soft provides (or provided) depending on what is considered more important.

(almost feels like the retirement of soft pushed every package to step-up)

While of course it's not so much of a stretch to say that to a certain 
extent, soft has (and has-had)-it-all on an impressively wide range of 
fronts,
including a no-nonsense approach to what's normally way more 
complex/finnicky stuff. (with it's own share of finnickyness specially 
in ICE)


Cheers,


On 08/19/15 16:59, Francois Lord wrote:

Yes, however the development speed is impressive.

On 19-Aug-15 16:51, Juhani Karlsson wrote:

Floating license price is just bit too much...






Continued use of Softimage question

2015-08-19 Thread Sandy Sutherland
Hi all,

After a stint out of the Softimage fold - mainly in setting up a Houdini
rendering and VFX pipeline somewhere, and now I am at Axis animation, doing
pipeline tools and setup - I wanted to get a feel for this -

Who in the world is continuing to use Softimage?  Who might still be on the
lookout for high end Soft Riggers, pipeline, tools etc...?

Just wondering, as I consider the future for myself and family.

Thanks

Sandy