Re: modo / houdini + fabric engine

2015-07-07 Thread Sebastien Sterling
they are fairly different packages now.

I don't know if Fabric out of the box will compensate for everything
Houdini has to offer,

i feel fairly certain that in time it will, or if you are a KL Wiz kid you
can do some crazy stuff, but it would still be a huge undertaking.

The guys said at the mo they are concentrating on rigging.

maybe later they work on particles, fluid sims, hair and fur, maybe people
like Poobi or Mootz create addons and plugins to extent functionality

that would be the beauty of fabric to a 3rd party, you can sell your
plugins to every package user.



On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build tools
 with that.

 So with fabric engine in mind, I wonder how people feel about modo v.s.
 houdini?



modo / houdini + fabric engine

2015-07-07 Thread Doeke Wartena
For me a good reason to go houdini was the node based programming it
supports.
But now with Fabric Engine I feel it will be much butter to build tools
with that.

So with fabric engine in mind, I wonder how people feel about modo v.s.
houdini?


Re: modo / houdini + fabric engine

2015-07-07 Thread Juhani Karlsson
I was thinking more about the simulation solvers. Flip and fluid solvers
ect.
I think it takes still some time to make that happen. Then again who knows
what Mootz is up to ; )

Rigging in Fabric is already very promising!

- J

On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101 and
 it`s great for content creation but I would not make the whole studio run
 on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com
  wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build tools
 with that.

 So with fabric engine in mind, I wonder how people feel about modo v.s.
 houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Tehtaankatu 27a
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: modo / houdini + fabric engine

2015-07-07 Thread Juhani Karlsson
Houdinis strong point is not only the procedualism but also very good
solvers and those took long time to develop.
If Fabric would get that good solvers I would imagine it being quite a
beast as it can run on other dccs.

Modo is complete opposite to Houdini. I have been using it since 101 and
it`s great for content creation but I would not make the whole studio run
on it.

- J

On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid you
 can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe people
 like Poobi or Mootz create addons and plugins to extent functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build tools
 with that.

 So with fabric engine in mind, I wonder how people feel about modo v.s.
 houdini?





-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Tehtaankatu 27a
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: modo / houdini + fabric engine

2015-07-07 Thread Eric Thivierge
There is nothing stopping you from creating solvers currently. We have a
Hair simulation solver going at Hybride currently that Ahmidou is pushing
on. Getting some awesome results. Utilizing Fabric for the calculations and
pushing back into Softimage to strands. Nothing stopping us doing the same
in Maya I don't think either.

I wouldn't say that Fabric is just working on Rigging. It's the easiest
thing to target currently as it's mostly just driving transforms, but there
isn't anything stopping you from doing some work in other areas.

For solvers, we'll be shipping Kraken with a few standard ones that you'll
be able to use and build your own components from:
2 Bone IK / FK
N Bone IK / FK
Bezier Spine
Multi Pose Constraint





Eric Thivierge
http://www.ethivierge.com

On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com
wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who knows
 what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101 and
 it`s great for content creation but I would not make the whole studio run
 on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi



Re: modo / houdini + fabric engine

2015-07-07 Thread Sebastien Sterling
Is there something like softs constrain to cluster ?

On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote:

 There is nothing stopping you from creating solvers currently. We have a
 Hair simulation solver going at Hybride currently that Ahmidou is pushing
 on. Getting some awesome results. Utilizing Fabric for the calculations and
 pushing back into Softimage to strands. Nothing stopping us doing the same
 in Maya I don't think either.

 I wouldn't say that Fabric is just working on Rigging. It's the easiest
 thing to target currently as it's mostly just driving transforms, but there
 isn't anything stopping you from doing some work in other areas.

 For solvers, we'll be shipping Kraken with a few standard ones that you'll
 be able to use and build your own components from:
 2 Bone IK / FK
 N Bone IK / FK
 Bezier Spine
 Multi Pose Constraint




 
 Eric Thivierge
 http://www.ethivierge.com

 On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson 
 juhani.karls...@talvi.com wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who
 knows what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
  wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101
 and it`s great for content creation but I would not make the whole studio
 run on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com
 wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





Re: modo / houdini + fabric engine

2015-07-07 Thread Sebastien Sterling
And then stuff like this happens :P

http://www.awn.com/news/mpc-fabric-software-unveil-fabric-pixar-s-renderman?utm_source=dlvr.itutm_medium=facebook

On 7 July 2015 at 15:23, Juhani Karlsson juhani.karls...@talvi.com wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who knows
 what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101 and
 it`s great for content creation but I would not make the whole studio run
 on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi



Re: modo / houdini + fabric engine

2015-07-07 Thread Eric Thivierge
Fabric doesn't have a concept of clusters currently so no. I'm sure you
could implement something similar though.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Tue, Jul 7, 2015 at 10:39 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Is there something like softs constrain to cluster ?

 On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote:

 There is nothing stopping you from creating solvers currently. We have a
 Hair simulation solver going at Hybride currently that Ahmidou is pushing
 on. Getting some awesome results. Utilizing Fabric for the calculations and
 pushing back into Softimage to strands. Nothing stopping us doing the same
 in Maya I don't think either.

 I wouldn't say that Fabric is just working on Rigging. It's the easiest
 thing to target currently as it's mostly just driving transforms, but there
 isn't anything stopping you from doing some work in other areas.

 For solvers, we'll be shipping Kraken with a few standard ones that
 you'll be able to use and build your own components from:
 2 Bone IK / FK
 N Bone IK / FK
 Bezier Spine
 Multi Pose Constraint




 
 Eric Thivierge
 http://www.ethivierge.com

 On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson 
 juhani.karls...@talvi.com wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who
 knows what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101
 and it`s great for content creation but I would not make the whole studio
 run on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz
 kid you can do some crazy stuff, but it would still be a huge 
 undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com
 wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi