Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC

2017-03-08 Thread Andres Stephens
I personally have tried to use GPU rendering from game engines or DirectX 11 
for most of my projects.

-Draise
+57 3138116821



From: softimage-boun...@listproc.autodesk.com 
 on behalf of Eric Turman 

Sent: Tuesday, March 7, 2017 10:04:54 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC

...and then there is this too:
http://www.polygon.com/2017/3/1/14777806/gdc-epic-rogue-one-star-wars-k2so

On Mon, Mar 6, 2017 at 1:23 AM, Pierre Schiller 
mailto:activemotionpictu...@gmail.com>> wrote:
I saw this and got blanked.
Because this is the same back when they advertised DVD "extra" angle scenes by 
"pushing a button" on your remote control.
Working more (deviating the story) means they ought to pay us more (4 timelines 
in 1 for RT (i.example))...
Because at the end of the day that´s where it all boils down: more 
"alternative" stories, more characters, more texturing, more work...
and...more pay?

If so, let´s check it. If they ae going to keep on crunching hours for this... 
I mean, we already have it bad as it is with cruch times, right?

Storywise? see first sentence.

Cheers.

On Thu, Mar 2, 2017 at 9:05 AM, Enter Reality 
<3dv...@gmail.com<mailto:3dv...@gmail.com>> wrote:
Yesterday at GDC Epic Games presented some of the innovating way the Unreal 
Engine 4 has been used in many different ways, creating many different 
solutions for both gaming and non-gaming projects, including realtime 
Automotive ads, movies and so on.

Especially behind CG in movies, the general idea is to have a realtime visual 
feedback on characters and environments, in order to drastically reduce the 
production pipeline workflow, allowing the artists to see the results in 
realtime.

Since lots of you works in the industry ( ads, movies ), what you think about 
this?

This kind of interactive feedback and development is something you wish to try 
( or you already developed a similar solution )?

Epic Games @GDC 2017<https://www.youtube.com/watch?v=K6tRt7c2elU>

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Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC

2017-03-07 Thread Eric Turman
...and then there is this too:
http://www.polygon.com/2017/3/1/14777806/gdc-epic-rogue-one-star-wars-k2so

On Mon, Mar 6, 2017 at 1:23 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I saw this and got blanked.
> Because this is the same back when they advertised DVD "extra" angle
> scenes by "pushing a button" on your remote control.
> Working more (deviating the story) means they ought to pay us more (4
> timelines in 1 for RT (i.example))...
> Because at the end of the day that´s where it all boils down: more
> "alternative" stories, more characters, more texturing, more work...
> and...more pay?
>
> If so, let´s check it. If they ae going to keep on crunching hours for
> this... I mean, we already have it bad as it is with cruch times, right?
>
> Storywise? see first sentence.
>
> Cheers.
>
> On Thu, Mar 2, 2017 at 9:05 AM, Enter Reality <3dv...@gmail.com> wrote:
>
>> Yesterday at GDC Epic Games presented some of the innovating way the
>> Unreal Engine 4 has been used in many different ways, creating many
>> different solutions for both gaming and non-gaming projects, including
>> realtime Automotive ads, movies and so on.
>>
>> Especially behind CG in movies, the general idea is to have a realtime
>> visual feedback on characters and environments, in order to drastically
>> reduce the production pipeline workflow, allowing the artists to see the
>> results in realtime.
>>
>> Since lots of you works in the industry ( ads, movies ), what you think
>> about this?
>>
>> This kind of interactive feedback and development is something you wish
>> to try ( or you already developed a similar solution )?
>>
>> Epic Games @GDC 2017 <https://www.youtube.com/watch?v=K6tRt7c2elU>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Road to Realtime-Rendering - Unreal Engine 4 @GDC

2017-03-05 Thread Pierre Schiller
I saw this and got blanked.
Because this is the same back when they advertised DVD "extra" angle scenes
by "pushing a button" on your remote control.
Working more (deviating the story) means they ought to pay us more (4
timelines in 1 for RT (i.example))...
Because at the end of the day that´s where it all boils down: more
"alternative" stories, more characters, more texturing, more work...
and...more pay?

If so, let´s check it. If they ae going to keep on crunching hours for
this... I mean, we already have it bad as it is with cruch times, right?

Storywise? see first sentence.

Cheers.

On Thu, Mar 2, 2017 at 9:05 AM, Enter Reality <3dv...@gmail.com> wrote:

> Yesterday at GDC Epic Games presented some of the innovating way the
> Unreal Engine 4 has been used in many different ways, creating many
> different solutions for both gaming and non-gaming projects, including
> realtime Automotive ads, movies and so on.
>
> Especially behind CG in movies, the general idea is to have a realtime
> visual feedback on characters and environments, in order to drastically
> reduce the production pipeline workflow, allowing the artists to see the
> results in realtime.
>
> Since lots of you works in the industry ( ads, movies ), what you think
> about this?
>
> This kind of interactive feedback and development is something you wish to
> try ( or you already developed a similar solution )?
>
> Epic Games @GDC 2017 <https://www.youtube.com/watch?v=K6tRt7c2elU>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Video Reel <https://vimeo.com/3dcinetv/reel2012>
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Road to Realtime-Rendering - Unreal Engine 4 @GDC

2017-03-02 Thread Enter Reality
Yesterday at GDC Epic Games presented some of the innovating way the Unreal
Engine 4 has been used in many different ways, creating many different
solutions for both gaming and non-gaming projects, including realtime
Automotive ads, movies and so on.

Especially behind CG in movies, the general idea is to have a realtime
visual feedback on characters and environments, in order to drastically
reduce the production pipeline workflow, allowing the artists to see the
results in realtime.

Since lots of you works in the industry ( ads, movies ), what you think
about this?

This kind of interactive feedback and development is something you wish to
try ( or you already developed a similar solution )?

Epic Games @GDC 2017 <https://www.youtube.com/watch?v=K6tRt7c2elU>
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Softimage Mailing List.
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Re: Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
Guys, I just checked out the u4 docs. Apparently none of the hierarchies
will work unless we setup a 0,0,0 bone root that will parent all the
skeleteon's rig hierarchy. Absurd. But atm I'm away from my machine. I
checked it out on my phone. I just asked a friend to send me the generic U4
humanoid character as .fbx with all its bones. I should create a temolate
of this hierarchy and recreate it on softimage constraining it to a Gear
rig, let's see if that works.

Cheers.
On Jan 30, 2016 11:42 AM, "Enter Reality" <3dv...@gmail.com> wrote:

> Tried a bit ago with Species, I also made a tutorial about that and
> possibly the workflow should be the same
>
> Softimage to UE4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ>
>
> I haven't tried Gear in quite a bit so I'm not sure what's wrong with it
>
> Right now I'm using Maya and its ART plugin for character rigs for UE4
>
> 2016-01-30 17:35 GMT+01:00 Pierre Schiller  >:
>
>> DangI guess I have to dowload a U4 skeleton template. Have a global
>> cog (not a spline or curve) to be the overall Parent of the model, then go
>> COG (bone hip) and work it from there. Anyone seeing maya-marketing plan
>> running also on clumsy software resemblance, here?
>> On Jan 30, 2016 11:09 AM, "Nono"  wrote:
>>
>>> Hi guys this is possible !
>>> I've done this a couple months ago but the process was so convoluted
>>> that I don't recall well where the thing hang.
>>> If my memory is correct you can have a working one by plotting the
>>> GLOBAL matrix and not the classical Local one. Then you can try a first
>>> export with all the bones cutted from any hierarchy (all in a flat
>>> hierarchy just under the mesh, this is possible since you've just plotted
>>> the global matrix ;-) ) this was working.
>>>
>>> Now the process to obtain a working one keeping the hierarchy is out of
>>> my mind for now.
>>>
>>> Cheers,
>>> Nono
>>> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
>>> activemotionpictu...@gmail.com> a écrit :
>>>
>>>> Native rig from softimage doesn't work either. Nor mobuilder rig. This
>>>> is insane. :(
>>>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
>>>> wrote:
>>>>
>>>>> Hey, I was actually trying same thing for a bit over week and never
>>>>> got any progress on it at all. If there is anyone that can sort out this 
>>>>> it
>>>>> would be really really great...
>>>>> I had to drop whole project due to this issue
>>>>>
>>>>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>
>>>>>> Hi fellows, I've been trying for the past 5 days to export the shadow
>>>>>> group (plotted) and my weighted mesh from softimage to unreal engine 
>>>>>> 4.0.9
>>>>>> to no sucess with gear.
>>>>>>
>>>>>> I animate the gear rig, select the shadow group, select child
>>>>>> members, plot animation, remove all constraints, select my mesh, then
>>>>>> export .fbx (selection only),(i'm not using crosswalk menu since I think
>>>>>> it's the same dialogue).
>>>>>>
>>>>>> Then I drag/drop this character.fbx into unreal and importing options
>>>>>> doesn't show a name for the skeleton (import doesn't happen, import is
>>>>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>>>>>> button enabled but crashes on import.
>>>>>>
>>>>>> I'm really going nuts wih this, I can see the animation play fine on
>>>>>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>>>>>> But U4 has me going really crazy at this point... Please help me.
>>>>>>
>>>>>> Thanks.
>>>>>>
>>>>>
>>>>>
>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Enter Reality
Tried a bit ago with Species, I also made a tutorial about that and
possibly the workflow should be the same

Softimage to UE4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ>

I haven't tried Gear in quite a bit so I'm not sure what's wrong with it

Right now I'm using Maya and its ART plugin for character rigs for UE4

2016-01-30 17:35 GMT+01:00 Pierre Schiller :

> DangI guess I have to dowload a U4 skeleton template. Have a global
> cog (not a spline or curve) to be the overall Parent of the model, then go
> COG (bone hip) and work it from there. Anyone seeing maya-marketing plan
> running also on clumsy software resemblance, here?
> On Jan 30, 2016 11:09 AM, "Nono"  wrote:
>
>> Hi guys this is possible !
>> I've done this a couple months ago but the process was so convoluted that
>> I don't recall well where the thing hang.
>> If my memory is correct you can have a working one by plotting the GLOBAL
>> matrix and not the classical Local one. Then you can try a first export
>> with all the bones cutted from any hierarchy (all in a flat hierarchy just
>> under the mesh, this is possible since you've just plotted the global
>> matrix ;-) ) this was working.
>>
>> Now the process to obtain a working one keeping the hierarchy is out of
>> my mind for now.
>>
>> Cheers,
>> Nono
>> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
>> activemotionpictu...@gmail.com> a écrit :
>>
>>> Native rig from softimage doesn't work either. Nor mobuilder rig. This
>>> is insane. :(
>>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
>>> wrote:
>>>
>>>> Hey, I was actually trying same thing for a bit over week and never got
>>>> any progress on it at all. If there is anyone that can sort out this it
>>>> would be really really great...
>>>> I had to drop whole project due to this issue
>>>>
>>>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
>>>> activemotionpictu...@gmail.com> wrote:
>>>>
>>>>> Hi fellows, I've been trying for the past 5 days to export the shadow
>>>>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
>>>>> to no sucess with gear.
>>>>>
>>>>> I animate the gear rig, select the shadow group, select child members,
>>>>> plot animation, remove all constraints, select my mesh, then export .fbx
>>>>> (selection only),(i'm not using crosswalk menu since I think it's the same
>>>>> dialogue).
>>>>>
>>>>> Then I drag/drop this character.fbx into unreal and importing options
>>>>> doesn't show a name for the skeleton (import doesn't happen, import is
>>>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>>>>> button enabled but crashes on import.
>>>>>
>>>>> I'm really going nuts wih this, I can see the animation play fine on
>>>>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>>>>> But U4 has me going really crazy at this point... Please help me.
>>>>>
>>>>> Thanks.
>>>>>
>>>>
>>>>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
DangI guess I have to dowload a U4 skeleton template. Have a global cog
(not a spline or curve) to be the overall Parent of the model, then go COG
(bone hip) and work it from there. Anyone seeing maya-marketing plan
running also on clumsy software resemblance, here?
On Jan 30, 2016 11:09 AM, "Nono"  wrote:

> Hi guys this is possible !
> I've done this a couple months ago but the process was so convoluted that
> I don't recall well where the thing hang.
> If my memory is correct you can have a working one by plotting the GLOBAL
> matrix and not the classical Local one. Then you can try a first export
> with all the bones cutted from any hierarchy (all in a flat hierarchy just
> under the mesh, this is possible since you've just plotted the global
> matrix ;-) ) this was working.
>
> Now the process to obtain a working one keeping the hierarchy is out of my
> mind for now.
>
> Cheers,
> Nono
> Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
> activemotionpictu...@gmail.com> a écrit :
>
>> Native rig from softimage doesn't work either. Nor mobuilder rig. This is
>> insane. :(
>> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
>> wrote:
>>
>>> Hey, I was actually trying same thing for a bit over week and never got
>>> any progress on it at all. If there is anyone that can sort out this it
>>> would be really really great...
>>> I had to drop whole project due to this issue
>>>
>>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
>>>> Hi fellows, I've been trying for the past 5 days to export the shadow
>>>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
>>>> to no sucess with gear.
>>>>
>>>> I animate the gear rig, select the shadow group, select child members,
>>>> plot animation, remove all constraints, select my mesh, then export .fbx
>>>> (selection only),(i'm not using crosswalk menu since I think it's the same
>>>> dialogue).
>>>>
>>>> Then I drag/drop this character.fbx into unreal and importing options
>>>> doesn't show a name for the skeleton (import doesn't happen, import is
>>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>>>> button enabled but crashes on import.
>>>>
>>>> I'm really going nuts wih this, I can see the animation play fine on
>>>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>>>> But U4 has me going really crazy at this point... Please help me.
>>>>
>>>> Thanks.
>>>>
>>>
>>>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Nono
Hi guys this is possible !
I've done this a couple months ago but the process was so convoluted that I
don't recall well where the thing hang.
If my memory is correct you can have a working one by plotting the GLOBAL
matrix and not the classical Local one. Then you can try a first export
with all the bones cutted from any hierarchy (all in a flat hierarchy just
under the mesh, this is possible since you've just plotted the global
matrix ;-) ) this was working.

Now the process to obtain a working one keeping the hierarchy is out of my
mind for now.

Cheers,
Nono
Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
activemotionpictu...@gmail.com> a écrit :

> Native rig from softimage doesn't work either. Nor mobuilder rig. This is
> insane. :(
> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
> wrote:
>
>> Hey, I was actually trying same thing for a bit over week and never got
>> any progress on it at all. If there is anyone that can sort out this it
>> would be really really great...
>> I had to drop whole project due to this issue
>>
>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Hi fellows, I've been trying for the past 5 days to export the shadow
>>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
>>> to no sucess with gear.
>>>
>>> I animate the gear rig, select the shadow group, select child members,
>>> plot animation, remove all constraints, select my mesh, then export .fbx
>>> (selection only),(i'm not using crosswalk menu since I think it's the same
>>> dialogue).
>>>
>>> Then I drag/drop this character.fbx into unreal and importing options
>>> doesn't show a name for the skeleton (import doesn't happen, import is
>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>>> button enabled but crashes on import.
>>>
>>> I'm really going nuts wih this, I can see the animation play fine on
>>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>>> But U4 has me going really crazy at this point... Please help me.
>>>
>>> Thanks.
>>>
>>
>>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
Native rig from softimage doesn't work either. Nor mobuilder rig. This is
insane. :(
On Jan 30, 2016 9:25 AM, "Mirko Jankovic"  wrote:

> Hey, I was actually trying same thing for a bit over week and never got
> any progress on it at all. If there is anyone that can sort out this it
> would be really really great...
> I had to drop whole project due to this issue
>
> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Hi fellows, I've been trying for the past 5 days to export the shadow
>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
>> to no sucess with gear.
>>
>> I animate the gear rig, select the shadow group, select child members,
>> plot animation, remove all constraints, select my mesh, then export .fbx
>> (selection only),(i'm not using crosswalk menu since I think it's the same
>> dialogue).
>>
>> Then I drag/drop this character.fbx into unreal and importing options
>> doesn't show a name for the skeleton (import doesn't happen, import is
>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>> button enabled but crashes on import.
>>
>> I'm really going nuts wih this, I can see the animation play fine on
>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>> But U4 has me going really crazy at this point... Please help me.
>>
>> Thanks.
>>
>
>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Mirko Jankovic
Hey, I was actually trying same thing for a bit over week and never got any
progress on it at all. If there is anyone that can sort out this it would
be really really great...
I had to drop whole project due to this issue

On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hi fellows, I've been trying for the past 5 days to export the shadow
> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
> to no sucess with gear.
>
> I animate the gear rig, select the shadow group, select child members,
> plot animation, remove all constraints, select my mesh, then export .fbx
> (selection only),(i'm not using crosswalk menu since I think it's the same
> dialogue).
>
> Then I drag/drop this character.fbx into unreal and importing options
> doesn't show a name for the skeleton (import doesn't happen, import is
> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
> button enabled but crashes on import.
>
> I'm really going nuts wih this, I can see the animation play fine on unity
> (Rigging in Gear fom softimage to unity video there is on youtube). But U4
> has me going really crazy at this point... Please help me.
>
> Thanks.
>


Unreal engine and softimage Gear

2016-01-30 Thread Pierre Schiller
Hi fellows, I've been trying for the past 5 days to export the shadow group
(plotted) and my weighted mesh from softimage to unreal engine 4.0.9 to no
sucess with gear.

I animate the gear rig, select the shadow group, select child members, plot
animation, remove all constraints, select my mesh, then export .fbx
(selection only),(i'm not using crosswalk menu since I think it's the same
dialogue).

Then I drag/drop this character.fbx into unreal and importing options
doesn't show a name for the skeleton (import doesn't happen, import is
ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
button enabled but crashes on import.

I'm really going nuts wih this, I can see the animation play fine on unity
(Rigging in Gear fom softimage to unity video there is on youtube). But U4
has me going really crazy at this point... Please help me.

Thanks.


Re: OT: images from unreal engine

2015-06-30 Thread Francisco Criado
Hi Nico,


didn´t check perceptio´s status, last thing i knew is that next shipping
would start on July 8...
We already prepared two different vr apps for mocap and waiting for it to
finish implementation!
F.


2015-06-30 9:13 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> Saw that a couple of days ago, absolutely amazing!
> Its incredible what can be achieved with UE4.
>
> PS: Francisco looks like we wont get our stuff until September...I'm so
> pissed :(
>
> 2015-06-30 14:01 GMT+02:00 Francisco Criado :
>
>> Amazing stuff done by Koola:
>>
>> https://www.flickr.com/photos/99646627@N03/19207611066/
>>
>> link to video:
>>
>> https://www.youtube.com/watch?v=_nLGoqqDc0w
>>
>>
>>
>> --
>>
>>
>>
>


--


Re: OT: images from unreal engine

2015-06-30 Thread Nicolas Esposito
Saw that a couple of days ago, absolutely amazing!
Its incredible what can be achieved with UE4.

PS: Francisco looks like we wont get our stuff until September...I'm so
pissed :(

2015-06-30 14:01 GMT+02:00 Francisco Criado :

> Amazing stuff done by Koola:
>
> https://www.flickr.com/photos/99646627@N03/19207611066/
>
> link to video:
>
> https://www.youtube.com/watch?v=_nLGoqqDc0w
>
>
>
> --
>
>
>


OT: images from unreal engine

2015-06-30 Thread Francisco Criado
Amazing stuff done by Koola:

https://www.flickr.com/photos/99646627@N03/19207611066/

link to video:

https://www.youtube.com/watch?v=_nLGoqqDc0w



--


Re: ot: unreal engine

2015-01-07 Thread Nicolas Esposito
bit of self promotion and fun use of the Blueprint in UE4 ( man I love this
system! )
Lately I've been developing a character customization for UE4 which right
now is in early stage ( also using the Species mesh as "Test subject" )
Main purpose would be to easily create NPC characters with a custom UI (
made with UMG ) and also shareable lipsync between meshes by extracting the
data from Facerobot.

Character Customization for UE4 - Featuring Species ;-)
<https://www.youtube.com/watch?v=3CLuZJFCC7Q>

Further development will include clothes, armor, hairstyle, glasses, Apex
clothing and fully functional ( and shareable ) facial mocap

2014-11-20 10:18 GMT+01:00 Brent McPherson :

> Yes, the right-click menus activate object-component mode in Maya.
>
> Apparently it is used for some commands where you need to make a hybrid
> object+component selection and I agree it is confusing.
> --
> Brent
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
> Sent: 19 November 2014 11:04
> To: softimage@listproc.autodesk.com
> Subject: Re: ot: unreal engine
>
> Hi Nico,
>
> I agree that the inconsistency between right click (vertex) and F8
> component selection mode is
> REALLY annoying. Hopefully the are working in unifying them since it I
> don't see the point of having them disjointed.
>
> It feels that if you right-click select vertex Maya should just switch to
> component mode..
>
>
>
>
> On 18 November 2014 20:44, Nicolas Esposito <3dv...@gmail.com 3dv...@gmail.com>> wrote:
> Hi Francisco,
> Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it
> works pretty good!
>
> Not knowing python scripting is a huge downside for me, so having this
> free rigging tool is really a huge timesaver.
> Step by step I'm "extending" this rig functionality in order to integrate
> my custom ( re-usable ) facial rig into the body rig and everything works
> fine.
> I'm really digging Unreal Engine 4, the Blueprint system has a similar
> feel to ICE, and its really intuitive :)
>
> 2014-11-18 21:32 GMT+01:00 Francisco Criado  malcriad...@gmail.com>>:
> Nicolas,
> may i ask if you are using unreal toolset for rigging?
> thanks,
> F.
>
>
>
> --
> Francisco Criado
> visual geek
> DCA Lab
>
>
>


RE: ot: unreal engine

2014-11-20 Thread Brent McPherson
Yes, the right-click menus activate object-component mode in Maya.

Apparently it is used for some commands where you need to make a hybrid 
object+component selection and I agree it is confusing.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: 19 November 2014 11:04
To: softimage@listproc.autodesk.com
Subject: Re: ot: unreal engine

Hi Nico,

I agree that the inconsistency between right click (vertex) and F8 component 
selection mode is
REALLY annoying. Hopefully the are working in unifying them since it I don't 
see the point of having them disjointed.

It feels that if you right-click select vertex Maya should just switch to 
component mode..




On 18 November 2014 20:44, Nicolas Esposito 
<3dv...@gmail.com<mailto:3dv...@gmail.com>> wrote:
Hi Francisco,
Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it works 
pretty good!

Not knowing python scripting is a huge downside for me, so having this free 
rigging tool is really a huge timesaver.
Step by step I'm "extending" this rig functionality in order to integrate my 
custom ( re-usable ) facial rig into the body rig and everything works fine.
I'm really digging Unreal Engine 4, the Blueprint system has a similar feel to 
ICE, and its really intuitive :)

2014-11-18 21:32 GMT+01:00 Francisco Criado 
mailto:malcriad...@gmail.com>>:
Nicolas,
may i ask if you are using unreal toolset for rigging?
thanks,
F.



--
Francisco Criado
visual geek
DCA Lab


<>

Re: ot: unreal engine

2014-11-19 Thread Cristobal Infante
Hi Nico,

I agree that the inconsistency between right click (vertex) and F8
component selection mode is
REALLY annoying. Hopefully the are working in unifying them since it I
don't see the point of having them disjointed.

It feels that if you right-click select vertex Maya should just switch to
component mode..




On 18 November 2014 20:44, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hi Francisco,
> Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it
> works pretty good!
>
> Not knowing python scripting is a huge downside for me, so having this
> free rigging tool is really a huge timesaver.
> Step by step I'm "extending" this rig functionality in order to integrate
> my custom ( re-usable ) facial rig into the body rig and everything works
> fine.
> I'm really digging Unreal Engine 4, the Blueprint system has a similar
> feel to ICE, and its really intuitive :)
>
> 2014-11-18 21:32 GMT+01:00 Francisco Criado :
>
>> Nicolas,
>> may i ask if you are using unreal toolset for rigging?
>> thanks,
>> F.
>>
>>
>>
>>
>> --
>> Francisco Criado
>> visual geek
>> DCA Lab
>>
>
>


Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hi Francisco,
Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it
works pretty good!

Not knowing python scripting is a huge downside for me, so having this free
rigging tool is really a huge timesaver.
Step by step I'm "extending" this rig functionality in order to integrate
my custom ( re-usable ) facial rig into the body rig and everything works
fine.
I'm really digging Unreal Engine 4, the Blueprint system has a similar feel
to ICE, and its really intuitive :)

2014-11-18 21:32 GMT+01:00 Francisco Criado :

> Nicolas,
> may i ask if you are using unreal toolset for rigging?
> thanks,
> F.
>
>
>
>
> --
> Francisco Criado
> visual geek
> DCA Lab
>


Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Nicolas,
may i ask if you are using unreal toolset for rigging?
thanks,
F.




-- 
Francisco Criado
visual geek
DCA Lab


Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Probably its my fault because I spent much more time on rigging, but one of
the annoying thing for me is the component selection ( vertex, edges, faces
) and the deformers. F8 ( or right click ) is just something that won't
cope with my brain.
The modeling kit is what I use quite often, but right now, if I need to
model something, I just do that in Softimage and export into Maya. Funny
thing is that, when using the shrink wrap, in Softimage a scan of a head (
2milion polys ) is done in a couple of secondsin Maya it takes almost
20 seconds...

I guess that in the near future I really need to start digging into all the
shortcut to speed up the workflow, but right now I find it to be quite
frustrating.

2014-11-18 17:22 GMT+01:00 Cristobal Infante :

> Hi Nico,
>
> which aspects of Maya modelling are you finding troublesome? In my little
> experience with Maya this has been one of the only thing I haven't got much
> complaints with. There are also a few thing that we never had in xsi like
> the multicut tool.
>
> On 18 November 2014 14:07, Mirko Jankovic 
> wrote:
>
>> They switch because as much as impossible it sound Max is even worse for
>> character animation...
>> That is horror story of its own, 9th circle of animators hell...
>>
>> On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> Hold on Marco,
>>> There have been plenty of game engine dedicated plugins, including Valve
>>> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
>>> I used them quite extensively...
>>> 3ds Max was the "king" of game engine preferred software, but most of
>>> them switch to Maya :-D
>>>
>>> Anyway yes I agree...sometimes I think that Maya was created to test
>>> people patience...has been 4-5 months since I did the switch and I'm still
>>> fighting for some stupid stuff which required one button in
>>> Softimage...especially regarding modeling...jesus...incredibly painfull
>>>
>>> 2014-11-18 14:34 GMT+01:00 Francisco Criado :
>>>
>>>> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
>>>> again, i promess i´ll be better, i don´t want to do maya!
>>>>
>>>> F.
>>>>
>>>>
>>>> 2014-11-18 10:28 GMT-03:00 Marco Peixoto :
>>>>
>>>> thats why I wrote keep dreaming... even when Soft was active there was
>>>>> basically no exporters for any game engine... its not now they they will
>>>>> appear
>>>>>
>>>>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> No one is going to spend time to develop this in Softimage
>>>>>> unfortunately ( unless you really have nothing else to do :D )
>>>>>>
>>>>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>>>>>
>>>>>>> Exactly the same with houdini engine, the API is there to make for
>>>>>>> soft.
>>>>>>>
>>>>>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>>>>>
>>>>>>> On 18 November 2014 12:44, Francisco Criado 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Well, its based on python scripting and they are giving away the
>>>>>>>> code:
>>>>>>>>
>>>>>>>> https://bitbucket.org/m2u/m2u/
>>>>>>>> https://bitbucket.org/m2u/m2uue4plugin
>>>>>>>>
>>>>>>>> F.
>>>>>>>>
>>>>>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>>>>>>
>>>>>>>> keep dreaming :)
>>>>>>>>>
>>>>>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>>>>>>> malcriad...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Very nice! would be great to have this tool under Softimage
>>>>>>>>>> hood...
>>>>>>>>>>
>>>>>>>>>> F.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>>>>>>
>>>>>>>>>> I haven't tried it yet, but for May

Re: ot: unreal engine

2014-11-18 Thread Cristobal Infante
Hi Nico,

which aspects of Maya modelling are you finding troublesome? In my little
experience with Maya this has been one of the only thing I haven't got much
complaints with. There are also a few thing that we never had in xsi like
the multicut tool.

On 18 November 2014 14:07, Mirko Jankovic  wrote:

> They switch because as much as impossible it sound Max is even worse for
> character animation...
> That is horror story of its own, 9th circle of animators hell...
>
> On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> Hold on Marco,
>> There have been plenty of game engine dedicated plugins, including Valve
>> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
>> I used them quite extensively...
>> 3ds Max was the "king" of game engine preferred software, but most of
>> them switch to Maya :-D
>>
>> Anyway yes I agree...sometimes I think that Maya was created to test
>> people patience...has been 4-5 months since I did the switch and I'm still
>> fighting for some stupid stuff which required one button in
>> Softimage...especially regarding modeling...jesus...incredibly painfull
>>
>> 2014-11-18 14:34 GMT+01:00 Francisco Criado :
>>
>>> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
>>> again, i promess i´ll be better, i don´t want to do maya!
>>>
>>> F.
>>>
>>>
>>> 2014-11-18 10:28 GMT-03:00 Marco Peixoto :
>>>
>>> thats why I wrote keep dreaming... even when Soft was active there was
>>>> basically no exporters for any game engine... its not now they they will
>>>> appear
>>>>
>>>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
>>>> wrote:
>>>>
>>>>> No one is going to spend time to develop this in Softimage
>>>>> unfortunately ( unless you really have nothing else to do :D )
>>>>>
>>>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>>>>
>>>>>> Exactly the same with houdini engine, the API is there to make for
>>>>>> soft.
>>>>>>
>>>>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>>>>
>>>>>> On 18 November 2014 12:44, Francisco Criado 
>>>>>> wrote:
>>>>>>
>>>>>>> Well, its based on python scripting and they are giving away the
>>>>>>> code:
>>>>>>>
>>>>>>> https://bitbucket.org/m2u/m2u/
>>>>>>> https://bitbucket.org/m2u/m2uue4plugin
>>>>>>>
>>>>>>> F.
>>>>>>>
>>>>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>>>>>
>>>>>>> keep dreaming :)
>>>>>>>>
>>>>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>>>>>> malcriad...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>>>>>
>>>>>>>>> F.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>>>>>
>>>>>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>>>>>
>>>>>>>>>> Interactive sync - M2UE4
>>>>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>>>>>
>>>>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>>>>>
>>>>>>>>>>> Some new interesting tests:
>>>>>>>>>>>
>>>>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>>>>>
>>>>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>>>>>
>>>>>>>>>>> On 23 August 2014 22:47, Francisco Criado >>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Martin,
>>>

Re: ot: unreal engine

2014-11-18 Thread Mirko Jankovic
They switch because as much as impossible it sound Max is even worse for
character animation...
That is horror story of its own, 9th circle of animators hell...

On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hold on Marco,
> There have been plenty of game engine dedicated plugins, including Valve
> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
> I used them quite extensively...
> 3ds Max was the "king" of game engine preferred software, but most of them
> switch to Maya :-D
>
> Anyway yes I agree...sometimes I think that Maya was created to test
> people patience...has been 4-5 months since I did the switch and I'm still
> fighting for some stupid stuff which required one button in
> Softimage...especially regarding modeling...jesus...incredibly painfull
>
> 2014-11-18 14:34 GMT+01:00 Francisco Criado :
>
>> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
>> again, i promess i´ll be better, i don´t want to do maya!
>>
>> F.
>>
>>
>> 2014-11-18 10:28 GMT-03:00 Marco Peixoto :
>>
>> thats why I wrote keep dreaming... even when Soft was active there was
>>> basically no exporters for any game engine... its not now they they will
>>> appear
>>>
>>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
>>>> No one is going to spend time to develop this in Softimage
>>>> unfortunately ( unless you really have nothing else to do :D )
>>>>
>>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>>>
>>>>> Exactly the same with houdini engine, the API is there to make for
>>>>> soft.
>>>>>
>>>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>>>
>>>>> On 18 November 2014 12:44, Francisco Criado 
>>>>> wrote:
>>>>>
>>>>>> Well, its based on python scripting and they are giving away the code:
>>>>>>
>>>>>> https://bitbucket.org/m2u/m2u/
>>>>>> https://bitbucket.org/m2u/m2uue4plugin
>>>>>>
>>>>>> F.
>>>>>>
>>>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>>>>
>>>>>> keep dreaming :)
>>>>>>>
>>>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>>>>> malcriad...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>>>>
>>>>>>>> F.
>>>>>>>>
>>>>>>>>
>>>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>>>>
>>>>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>>>>
>>>>>>>>> Interactive sync - M2UE4
>>>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>>>>
>>>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>>>>
>>>>>>>>>> Some new interesting tests:
>>>>>>>>>>
>>>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>>>>
>>>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>>>>
>>>>>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Martin,
>>>>>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>>>>>> read that for those movies he only spent 10 minutes aprox for 
>>>>>>>>>>> baking lights.
>>>>>>>>>>> F.
>>>>>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>>>>>> escribió:
>>>>>>>>>>>
>>>>>>>>>>> Outstanding quality !
>>>>>>>>>>>>
>>>>>>>>>>>> I've never written a s

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hold on Marco,
There have been plenty of game engine dedicated plugins, including Valve
Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
I used them quite extensively...
3ds Max was the "king" of game engine preferred software, but most of them
switch to Maya :-D

Anyway yes I agree...sometimes I think that Maya was created to test people
patience...has been 4-5 months since I did the switch and I'm still
fighting for some stupid stuff which required one button in
Softimage...especially regarding modeling...jesus...incredibly painfull

2014-11-18 14:34 GMT+01:00 Francisco Criado :

> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
> again, i promess i´ll be better, i don´t want to do maya!
>
> F.
>
>
> 2014-11-18 10:28 GMT-03:00 Marco Peixoto :
>
> thats why I wrote keep dreaming... even when Soft was active there was
>> basically no exporters for any game engine... its not now they they will
>> appear
>>
>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> No one is going to spend time to develop this in Softimage unfortunately
>>> ( unless you really have nothing else to do :D )
>>>
>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>>
>>>> Exactly the same with houdini engine, the API is there to make for soft.
>>>>
>>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>>
>>>> On 18 November 2014 12:44, Francisco Criado 
>>>> wrote:
>>>>
>>>>> Well, its based on python scripting and they are giving away the code:
>>>>>
>>>>> https://bitbucket.org/m2u/m2u/
>>>>> https://bitbucket.org/m2u/m2uue4plugin
>>>>>
>>>>> F.
>>>>>
>>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>>>
>>>>> keep dreaming :)
>>>>>>
>>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>>>> malcriad...@gmail.com> wrote:
>>>>>>
>>>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>>>
>>>>>>> F.
>>>>>>>
>>>>>>>
>>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>>>
>>>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>>>
>>>>>>>> Interactive sync - M2UE4
>>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>>>
>>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>>>
>>>>>>>>> Some new interesting tests:
>>>>>>>>>
>>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>>>
>>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>>>
>>>>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Martin,
>>>>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>>>>> lights.
>>>>>>>>>> F.
>>>>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>>>>> escribió:
>>>>>>>>>>
>>>>>>>>>> Outstanding quality !
>>>>>>>>>>>
>>>>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>>>>> shaders?
>>>>>>>>>>> even with that crappy viewer?
>>>>>>>>>>>
>>>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all 
>>>>>>>>>>> the
>>>>>>&g

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
again, i promess i´ll be better, i don´t want to do maya!

F.


2014-11-18 10:28 GMT-03:00 Marco Peixoto :

> thats why I wrote keep dreaming... even when Soft was active there was
> basically no exporters for any game engine... its not now they they will
> appear
>
> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> No one is going to spend time to develop this in Softimage unfortunately
>> ( unless you really have nothing else to do :D )
>>
>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>
>>> Exactly the same with houdini engine, the API is there to make for soft.
>>>
>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>
>>> On 18 November 2014 12:44, Francisco Criado 
>>> wrote:
>>>
>>>> Well, its based on python scripting and they are giving away the code:
>>>>
>>>> https://bitbucket.org/m2u/m2u/
>>>> https://bitbucket.org/m2u/m2uue4plugin
>>>>
>>>> F.
>>>>
>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>>
>>>> keep dreaming :)
>>>>>
>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>>> malcriad...@gmail.com> wrote:
>>>>>
>>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>>
>>>>>> F.
>>>>>>
>>>>>>
>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>>
>>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>>
>>>>>>> Interactive sync - M2UE4
>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>>
>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>>
>>>>>>>> Some new interesting tests:
>>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>>
>>>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Martin,
>>>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>>>> lights.
>>>>>>>>> F.
>>>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>>>> escribió:
>>>>>>>>>
>>>>>>>>> Outstanding quality !
>>>>>>>>>>
>>>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>>>> shaders?
>>>>>>>>>> even with that crappy viewer?
>>>>>>>>>>
>>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all 
>>>>>>>>>> the
>>>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>>>>> shaders.
>>>>>>>>>>
>>>>>>>>>> Martin
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>>>>> eug...@flormata.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>>>>> this doesn't really look baked though
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>>>>>> alok.gandhi2...@

Re: ot: unreal engine

2014-11-18 Thread Mirko Jankovic
yea probably wont happen...
so you have great connection tools taht we can only dream of. and connected
only to crap software that is nightmare to work with...

trust me it is easier to go through process of export and import then to
work in maya ;)
ofc in case you are solo or really small team wihtouth acces to bunch of
tech guys to keep that crap moving...
script script script...
fu

On Tue, Nov 18, 2014 at 2:28 PM, Marco Peixoto  wrote:

> thats why I wrote keep dreaming... even when Soft was active there was
> basically no exporters for any game engine... its not now they they will
> appear
>
> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> No one is going to spend time to develop this in Softimage unfortunately
>> ( unless you really have nothing else to do :D )
>>
>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>
>>> Exactly the same with houdini engine, the API is there to make for soft.
>>>
>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>
>>> On 18 November 2014 12:44, Francisco Criado 
>>> wrote:
>>>
>>>> Well, its based on python scripting and they are giving away the code:
>>>>
>>>> https://bitbucket.org/m2u/m2u/
>>>> https://bitbucket.org/m2u/m2uue4plugin
>>>>
>>>> F.
>>>>
>>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>>
>>>> keep dreaming :)
>>>>>
>>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>>> malcriad...@gmail.com> wrote:
>>>>>
>>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>>
>>>>>> F.
>>>>>>
>>>>>>
>>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>>
>>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>>
>>>>>>> Interactive sync - M2UE4
>>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>>
>>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>>
>>>>>>>> Some new interesting tests:
>>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>>
>>>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Martin,
>>>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>>>> lights.
>>>>>>>>> F.
>>>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>>>> escribió:
>>>>>>>>>
>>>>>>>>> Outstanding quality !
>>>>>>>>>>
>>>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>>>> shaders?
>>>>>>>>>> even with that crappy viewer?
>>>>>>>>>>
>>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all 
>>>>>>>>>> the
>>>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>>>>> shaders.
>>>>>>>>>>
>>>>>>>>>> Martin
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>>>>> eug...@flormata.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>>>>> this doesn't really look baked though
>&

Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
thats why I wrote keep dreaming... even when Soft was active there was
basically no exporters for any game engine... its not now they they will
appear

On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> No one is going to spend time to develop this in Softimage unfortunately (
> unless you really have nothing else to do :D )
>
> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>
>> Exactly the same with houdini engine, the API is there to make for soft.
>>
>> Will anyone do it? I doubt it, time to move on if you need this tools
>>
>> On 18 November 2014 12:44, Francisco Criado 
>> wrote:
>>
>>> Well, its based on python scripting and they are giving away the code:
>>>
>>> https://bitbucket.org/m2u/m2u/
>>> https://bitbucket.org/m2u/m2uue4plugin
>>>
>>> F.
>>>
>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>
>>> keep dreaming :)
>>>>
>>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>>> malcriad...@gmail.com> wrote:
>>>>
>>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>>
>>>>> F.
>>>>>
>>>>>
>>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>>
>>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>>
>>>>>> Interactive sync - M2UE4
>>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>>
>>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>>
>>>>>>> Some new interesting tests:
>>>>>>>
>>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>>
>>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>>
>>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Martin,
>>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>>> lights.
>>>>>>>> F.
>>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>>> escribió:
>>>>>>>>
>>>>>>>> Outstanding quality !
>>>>>>>>>
>>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>>> shaders?
>>>>>>>>> even with that crappy viewer?
>>>>>>>>>
>>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all 
>>>>>>>>> the
>>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>>>> shaders.
>>>>>>>>>
>>>>>>>>> Martin
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>>>> eug...@flormata.com> wrote:
>>>>>>>>>
>>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>>>> this doesn't really look baked though
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>>>>>>>>>> unity
>>>>>>>>>>> and I did all the baking in soft.
>>>>>>>>>>>
>>>>>>>>>>> Sent from my iPhone
>>>>>>>>>>

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
No one is going to spend time to develop this in Softimage unfortunately (
unless you really have nothing else to do :D )

2014-11-18 13:47 GMT+01:00 Cristobal Infante :

> Exactly the same with houdini engine, the API is there to make for soft.
>
> Will anyone do it? I doubt it, time to move on if you need this tools
>
> On 18 November 2014 12:44, Francisco Criado  wrote:
>
>> Well, its based on python scripting and they are giving away the code:
>>
>> https://bitbucket.org/m2u/m2u/
>> https://bitbucket.org/m2u/m2uue4plugin
>>
>> F.
>>
>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>
>> keep dreaming :)
>>>
>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado >> > wrote:
>>>
>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>
>>>> F.
>>>>
>>>>
>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>
>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>
>>>>> Interactive sync - M2UE4
>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>
>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>>
>>>>>> Some new interesting tests:
>>>>>>
>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>
>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>
>>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>>> wrote:
>>>>>>
>>>>>>> Martin,
>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>> lights.
>>>>>>> F.
>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>>> escribió:
>>>>>>>
>>>>>>> Outstanding quality !
>>>>>>>>
>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>> shaders?
>>>>>>>> even with that crappy viewer?
>>>>>>>>
>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all the
>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>>> shaders.
>>>>>>>>
>>>>>>>> Martin
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>>> eug...@flormata.com> wrote:
>>>>>>>>
>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>>> this doesn't really look baked though
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>>>>>>>>> unity
>>>>>>>>>> and I did all the baking in soft.
>>>>>>>>>>
>>>>>>>>>> Sent from my iPhone
>>>>>>>>>>
>>>>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Consider that this is a kind of tech demo, means that Unreal
>>>>>>>>>> Engine 4, being a game engine, is built to manage multiple aspect (
>>>>>>>>>> physics, characters movement and logic, enemies logic, particles and 
>>>>>>>>>> so on )
>>>>>>>>>> The video shows how good is UE4 with lighting and 

Re: ot: unreal engine

2014-11-18 Thread Cristobal Infante
Exactly the same with houdini engine, the API is there to make for soft.

Will anyone do it? I doubt it, time to move on if you need this tools

On 18 November 2014 12:44, Francisco Criado  wrote:

> Well, its based on python scripting and they are giving away the code:
>
> https://bitbucket.org/m2u/m2u/
> https://bitbucket.org/m2u/m2uue4plugin
>
> F.
>
> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>
> keep dreaming :)
>>
>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
>> wrote:
>>
>>> Very nice! would be great to have this tool under Softimage hood...
>>>
>>> F.
>>>
>>>
>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>
>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>
>>>> Interactive sync - M2UE4
>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>
>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>>
>>>>> Some new interesting tests:
>>>>>
>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>
>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>
>>>>> On 23 August 2014 22:47, Francisco Criado 
>>>>> wrote:
>>>>>
>>>>>> Martin,
>>>>>> In the unreal forum that was posted earlier in this mail you can read
>>>>>> that for those movies he only spent 10 minutes aprox for baking lights.
>>>>>> F.
>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>>>>> escribió:
>>>>>>
>>>>>> Outstanding quality !
>>>>>>>
>>>>>>> I've never written a shader, and I guess I misunderstood you but are
>>>>>>> you saying that this quality is achievable in SI with custom shaders? 
>>>>>>> even
>>>>>>> with that crappy viewer?
>>>>>>>
>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all the
>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>> shaders.
>>>>>>>
>>>>>>> Martin
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>> eug...@flormata.com> wrote:
>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>> this doesn't really look baked though
>>>>>>>>
>>>>>>>>
>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>>>>>>>> unity
>>>>>>>>> and I did all the baking in soft.
>>>>>>>>>
>>>>>>>>> Sent from my iPhone
>>>>>>>>>
>>>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Consider that this is a kind of tech demo, means that Unreal
>>>>>>>>> Engine 4, being a game engine, is built to manage multiple aspect (
>>>>>>>>> physics, characters movement and logic, enemies logic, particles and 
>>>>>>>>> so on )
>>>>>>>>> The video shows how good is UE4 with lighting and "atmosphere",
>>>>>>>>> but the you actually build your scene as a game you need to do lots of
>>>>>>>>> compromises...
>>>>>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>>>>>
>>>>>>>>> The main issue that I found right now is that if you want to share
>>>>>

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Well, its based on python scripting and they are giving away the code:

https://bitbucket.org/m2u/m2u/
https://bitbucket.org/m2u/m2uue4plugin

F.

2014-11-18 9:36 GMT-03:00 Marco Peixoto :

> keep dreaming :)
>
> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
> wrote:
>
>> Very nice! would be great to have this tool under Softimage hood...
>>
>> F.
>>
>>
>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>
>>> Interactive sync - M2UE4
>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>
>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>
>>>> Some new interesting tests:
>>>>
>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>
>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>
>>>> On 23 August 2014 22:47, Francisco Criado 
>>>> wrote:
>>>>
>>>>> Martin,
>>>>> In the unreal forum that was posted earlier in this mail you can read
>>>>> that for those movies he only spent 10 minutes aprox for baking lights.
>>>>> F.
>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>>>>>
>>>>> Outstanding quality !
>>>>>>
>>>>>> I've never written a shader, and I guess I misunderstood you but are
>>>>>> you saying that this quality is achievable in SI with custom shaders? 
>>>>>> even
>>>>>> with that crappy viewer?
>>>>>>
>>>>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>>>>>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>>>>>> see in games nowadays, pre-rendered with real time shaders.
>>>>>>
>>>>>> Martin
>>>>>>
>>>>>>
>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata >>>>> > wrote:
>>>>>>
>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>> this doesn't really look baked though
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>>
>>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>>>>>>> unity
>>>>>>>> and I did all the baking in soft.
>>>>>>>>
>>>>>>>> Sent from my iPhone
>>>>>>>>
>>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Consider that this is a kind of tech demo, means that Unreal Engine
>>>>>>>> 4, being a game engine, is built to manage multiple aspect ( physics,
>>>>>>>> characters movement and logic, enemies logic, particles and so on )
>>>>>>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>>>>>>> the you actually build your scene as a game you need to do lots of
>>>>>>>> compromises...
>>>>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>>>>
>>>>>>>> The main issue that I found right now is that if you want to share
>>>>>>>> or send the work to your client ( as a walkthrough I mean ) you have to
>>>>>>>> send ( and install ) a 1-2gb file, which most clients are not so
>>>>>>>> comfortable with...otherwise you can just render a video with it...the 
>>>>>>>> main
>>>>>>>> advantage is that you don't wait 5 minutes per frame, but just a 
>>>>>>>> couple of
>>>>>>>> seconds.
>>>>>>>>
>>>>>>>> Anyway this engine looks amazing and the constant updates are
>>>>>>>&

Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
keep dreaming :)

On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
wrote:

> Very nice! would be great to have this tool under Softimage hood...
>
> F.
>
>
> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>
> I haven't tried it yet, but for Maya users this is pretty cool!
>>
>> Interactive sync - M2UE4
>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>
>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>
>>> Some new interesting tests:
>>>
>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>
>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>
>>> On 23 August 2014 22:47, Francisco Criado  wrote:
>>>
>>>> Martin,
>>>> In the unreal forum that was posted earlier in this mail you can read
>>>> that for those movies he only spent 10 minutes aprox for baking lights.
>>>> F.
>>>>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>>>>
>>>> Outstanding quality !
>>>>>
>>>>> I've never written a shader, and I guess I misunderstood you but are
>>>>> you saying that this quality is achievable in SI with custom shaders? even
>>>>> with that crappy viewer?
>>>>>
>>>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>>>>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>>>>> see in games nowadays, pre-rendered with real time shaders.
>>>>>
>>>>> Martin
>>>>>
>>>>>
>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
>>>>> wrote:
>>>>>
>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>> this doesn't really look baked though
>>>>>>
>>>>>>
>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>
>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for unity
>>>>>>> and I did all the baking in soft.
>>>>>>>
>>>>>>> Sent from my iPhone
>>>>>>>
>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Consider that this is a kind of tech demo, means that Unreal Engine
>>>>>>> 4, being a game engine, is built to manage multiple aspect ( physics,
>>>>>>> characters movement and logic, enemies logic, particles and so on )
>>>>>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>>>>>> the you actually build your scene as a game you need to do lots of
>>>>>>> compromises...
>>>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>>>
>>>>>>> The main issue that I found right now is that if you want to share
>>>>>>> or send the work to your client ( as a walkthrough I mean ) you have to
>>>>>>> send ( and install ) a 1-2gb file, which most clients are not so
>>>>>>> comfortable with...otherwise you can just render a video with it...the 
>>>>>>> main
>>>>>>> advantage is that you don't wait 5 minutes per frame, but just a couple 
>>>>>>> of
>>>>>>> seconds.
>>>>>>>
>>>>>>> Anyway this engine looks amazing and the constant updates are
>>>>>>> improving it more and more
>>>>>>>
>>>>>>>
>>>>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>>>>>
>>>>>>>> Some more in his work in kotaku:
>>>>>>>>
>>>>>>>>
>>>>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>>>>>
>>>>>&g

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Very nice! would be great to have this tool under Softimage hood...

F.


2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> I haven't tried it yet, but for Maya users this is pretty cool!
>
> Interactive sync - M2UE4
> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>
> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>
>> Some new interesting tests:
>>
>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>
>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>
>> On 23 August 2014 22:47, Francisco Criado  wrote:
>>
>>> Martin,
>>> In the unreal forum that was posted earlier in this mail you can read
>>> that for those movies he only spent 10 minutes aprox for baking lights.
>>> F.
>>>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>>>
>>> Outstanding quality !
>>>>
>>>> I've never written a shader, and I guess I misunderstood you but are
>>>> you saying that this quality is achievable in SI with custom shaders? even
>>>> with that crappy viewer?
>>>>
>>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>>>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>>>> see in games nowadays, pre-rendered with real time shaders.
>>>>
>>>> Martin
>>>>
>>>>
>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
>>>> wrote:
>>>>
>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>> this doesn't really look baked though
>>>>>
>>>>>
>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>
>>>>>> It's all about baking. Recently, I made some arch viz app for Andriod
>>>>>> and iOS and I was able to achieve good quality. It was for unity and I 
>>>>>> did
>>>>>> all the baking in soft.
>>>>>>
>>>>>> Sent from my iPhone
>>>>>>
>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>> Consider that this is a kind of tech demo, means that Unreal Engine
>>>>>> 4, being a game engine, is built to manage multiple aspect ( physics,
>>>>>> characters movement and logic, enemies logic, particles and so on )
>>>>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>>>>> the you actually build your scene as a game you need to do lots of
>>>>>> compromises...
>>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>>
>>>>>> The main issue that I found right now is that if you want to share or
>>>>>> send the work to your client ( as a walkthrough I mean ) you have to 
>>>>>> send (
>>>>>> and install ) a 1-2gb file, which most clients are not so comfortable
>>>>>> with...otherwise you can just render a video with it...the main advantage
>>>>>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>>>>>
>>>>>> Anyway this engine looks amazing and the constant updates are
>>>>>> improving it more and more
>>>>>>
>>>>>>
>>>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>>>>
>>>>>>> Some more in his work in kotaku:
>>>>>>>
>>>>>>>
>>>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>>>>
>>>>>>> And also a while back this Swedish apartment was done in Unreal
>>>>>>> (previously done in octane). He even offers a download if you want to 
>>>>>>> test
>>>>>>> the interactivity.
>>>>>>>
>>>>>>> http://vimeo.com/m/98625270
>>>>>>>
>>>>>>>
>>>>>>> On Friday, 22 August 2014, Matt Lind 
>>>>>>

Re: ot: unreal engine

2014-11-17 Thread Nicolas Esposito
I haven't tried it yet, but for Maya users this is pretty cool!

Interactive sync - M2UE4
<https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>

2014-11-06 14:18 GMT+01:00 Cristobal Infante :

> Some new interesting tests:
>
> https://www.youtube.com/watch?v=gC0PdspqNYk
>
> https://www.youtube.com/watch?v=vfZD22zMnUY
>
> On 23 August 2014 22:47, Francisco Criado  wrote:
>
>> Martin,
>> In the unreal forum that was posted earlier in this mail you can read
>> that for those movies he only spent 10 minutes aprox for baking lights.
>> F.
>>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>>
>> Outstanding quality !
>>>
>>> I've never written a shader, and I guess I misunderstood you but are you
>>> saying that this quality is achievable in SI with custom shaders? even with
>>> that crappy viewer?
>>>
>>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>>> see in games nowadays, pre-rendered with real time shaders.
>>>
>>> Martin
>>>
>>>
>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
>>> wrote:
>>>
>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>> this doesn't really look baked though
>>>>
>>>>
>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>> alok.gandhi2...@gmail.com> wrote:
>>>>
>>>>> It's all about baking. Recently, I made some arch viz app for Andriod
>>>>> and iOS and I was able to achieve good quality. It was for unity and I did
>>>>> all the baking in soft.
>>>>>
>>>>> Sent from my iPhone
>>>>>
>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>>>
>>>>> Consider that this is a kind of tech demo, means that Unreal Engine 4,
>>>>> being a game engine, is built to manage multiple aspect ( physics,
>>>>> characters movement and logic, enemies logic, particles and so on )
>>>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>>>> the you actually build your scene as a game you need to do lots of
>>>>> compromises...
>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>
>>>>> The main issue that I found right now is that if you want to share or
>>>>> send the work to your client ( as a walkthrough I mean ) you have to send 
>>>>> (
>>>>> and install ) a 1-2gb file, which most clients are not so comfortable
>>>>> with...otherwise you can just render a video with it...the main advantage
>>>>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>>>>
>>>>> Anyway this engine looks amazing and the constant updates are
>>>>> improving it more and more
>>>>>
>>>>>
>>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>>>
>>>>>> Some more in his work in kotaku:
>>>>>>
>>>>>>
>>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>>>
>>>>>> And also a while back this Swedish apartment was done in Unreal
>>>>>> (previously done in octane). He even offers a download if you want to 
>>>>>> test
>>>>>> the interactivity.
>>>>>>
>>>>>> http://vimeo.com/m/98625270
>>>>>>
>>>>>>
>>>>>> On Friday, 22 August 2014, Matt Lind 
>>>>>> wrote:
>>>>>>
>>>>>>> Addendum:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> It’s also part of the reason why 3rd party apps such as Fabric
>>>>>>> Engine can render faster than the native viewports – less overhead.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Mat

Re: ot: unreal engine

2014-11-06 Thread Cristobal Infante
Some new interesting tests:

https://www.youtube.com/watch?v=gC0PdspqNYk

https://www.youtube.com/watch?v=vfZD22zMnUY

On 23 August 2014 22:47, Francisco Criado  wrote:

> Martin,
> In the unreal forum that was posted earlier in this mail you can read that
> for those movies he only spent 10 minutes aprox for baking lights.
> F.
>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>
> Outstanding quality !
>>
>> I've never written a shader, and I guess I misunderstood you but are you
>> saying that this quality is achievable in SI with custom shaders? even with
>> that crappy viewer?
>>
>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>> see in games nowadays, pre-rendered with real time shaders.
>>
>> Martin
>>
>>
>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
>> wrote:
>>
>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>> this doesn't really look baked though
>>>
>>>
>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi >> > wrote:
>>>
>>>> It's all about baking. Recently, I made some arch viz app for Andriod
>>>> and iOS and I was able to achieve good quality. It was for unity and I did
>>>> all the baking in soft.
>>>>
>>>> Sent from my iPhone
>>>>
>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>>
>>>> Consider that this is a kind of tech demo, means that Unreal Engine 4,
>>>> being a game engine, is built to manage multiple aspect ( physics,
>>>> characters movement and logic, enemies logic, particles and so on )
>>>> The video shows how good is UE4 with lighting and "atmosphere", but the
>>>> you actually build your scene as a game you need to do lots of
>>>> compromises...
>>>> Cryengine 2 was used as well for archivz and the results were stunning,
>>>> and lots of companies get a license to develop just that...
>>>>
>>>> The main issue that I found right now is that if you want to share or
>>>> send the work to your client ( as a walkthrough I mean ) you have to send (
>>>> and install ) a 1-2gb file, which most clients are not so comfortable
>>>> with...otherwise you can just render a video with it...the main advantage
>>>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>>>
>>>> Anyway this engine looks amazing and the constant updates are improving
>>>> it more and more
>>>>
>>>>
>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>>
>>>>> Some more in his work in kotaku:
>>>>>
>>>>>
>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>>
>>>>> And also a while back this Swedish apartment was done in Unreal
>>>>> (previously done in octane). He even offers a download if you want to test
>>>>> the interactivity.
>>>>>
>>>>> http://vimeo.com/m/98625270
>>>>>
>>>>>
>>>>> On Friday, 22 August 2014, Matt Lind  wrote:
>>>>>
>>>>>> Addendum:
>>>>>>
>>>>>>
>>>>>>
>>>>>> It’s also part of the reason why 3rd party apps such as Fabric
>>>>>> Engine can render faster than the native viewports – less overhead.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> Matt
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> *From:* Matt Lind
>>>>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>>>>> *To:* softimage@listproc.autodesk.com
>>>>>> *Subject:* RE: ot: unreal engine
>>>>>>
>>>>>>
>>>>>>
>>>>>> Not the entire reason, but a big part of it is DCC apps must spend a
>>>>>> lot of time reading and evaluating construction histories and other user
>>>>>> interaction whereas the displayed data in a game engine is stripped down 
>>>>&

Re: ot: unreal engine

2014-08-23 Thread Francisco Criado
Martin,
In the unreal forum that was posted earlier in this mail you can read that
for those movies he only spent 10 minutes aprox for baking lights.
F.
 El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:

> Outstanding quality !
>
> I've never written a shader, and I guess I misunderstood you but are you
> saying that this quality is achievable in SI with custom shaders? even with
> that crappy viewer?
>
> BTW, the fact that he is using UE4 doesn't mean the final movie frame
> rate is real time. I'm guessing it isn't, just like all the cinematics we
> see in games nowadays, pre-rendered with real time shaders.
>
> Martin
>
>
> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
> wrote:
>
>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>> this doesn't really look baked though
>>
>>
>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi 
>> wrote:
>>
>>> It's all about baking. Recently, I made some arch viz app for Andriod
>>> and iOS and I was able to achieve good quality. It was for unity and I did
>>> all the baking in soft.
>>>
>>> Sent from my iPhone
>>>
>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>
>>> Consider that this is a kind of tech demo, means that Unreal Engine 4,
>>> being a game engine, is built to manage multiple aspect ( physics,
>>> characters movement and logic, enemies logic, particles and so on )
>>> The video shows how good is UE4 with lighting and "atmosphere", but the
>>> you actually build your scene as a game you need to do lots of
>>> compromises...
>>> Cryengine 2 was used as well for archivz and the results were stunning,
>>> and lots of companies get a license to develop just that...
>>>
>>> The main issue that I found right now is that if you want to share or
>>> send the work to your client ( as a walkthrough I mean ) you have to send (
>>> and install ) a 1-2gb file, which most clients are not so comfortable
>>> with...otherwise you can just render a video with it...the main advantage
>>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>>
>>> Anyway this engine looks amazing and the constant updates are improving
>>> it more and more
>>>
>>>
>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>
>>>> Some more in his work in kotaku:
>>>>
>>>>
>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>
>>>> And also a while back this Swedish apartment was done in Unreal
>>>> (previously done in octane). He even offers a download if you want to test
>>>> the interactivity.
>>>>
>>>> http://vimeo.com/m/98625270
>>>>
>>>>
>>>> On Friday, 22 August 2014, Matt Lind  wrote:
>>>>
>>>>> Addendum:
>>>>>
>>>>>
>>>>>
>>>>> It’s also part of the reason why 3rd party apps such as Fabric Engine
>>>>> can render faster than the native viewports – less overhead.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> Matt
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> *From:* Matt Lind
>>>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* RE: ot: unreal engine
>>>>>
>>>>>
>>>>>
>>>>> Not the entire reason, but a big part of it is DCC apps must spend a
>>>>> lot of time reading and evaluating construction histories and other user
>>>>> interaction whereas the displayed data in a game engine is stripped down 
>>>>> to
>>>>> the bare minimum for performance.  Game engines will always be faster than
>>>>> DCC apps in that regard, and by a large factor.
>>>>>
>>>>>
>>>>>
>>>>> As for look quality, it’s just a matter of writing the shaders.  You
>>>>> can do that in Softimage.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> Matt
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi
>>>>> Bares
>>>>> *Sent:* Friday, August 22, 2014 2:04 PM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Re: ot: unreal engine
>>>>>
>>>>>
>>>>>
>>>>> I still wonder why the viewport of our 3D apps is not as good as that…
>>>>> :-P
>>>>>
>>>>>
>>>>>
>>>>> Jordi Bares
>>>>>
>>>>> jordiba...@gmail.com
>>>>>
>>>>>
>>>>>
>>>>> On 22 Aug 2014, at 21:34, Francisco Criado 
>>>>> wrote:
>>>>>
>>>>>
>>>>>
>>>>> it seems to be, it only tales 10 minutes to build the light mapping.
>>>>>
>>>>> details here:
>>>>>
>>>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>>>
>>>>>
>>>>>
>>>>> 2014-08-22 17:30 GMT-03:00 David Saber :
>>>>>
>>>>> On 2014-08-22 18:55, Francisco Criado wrote:
>>>>>
>>>>> have to share this:
>>>>>
>>>>>
>>>>>
>>>>> UE4 Archviz / Lighting 2
>>>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> F.
>>>>>
>>>>> wowo, this is realtime?
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>


Re: ot: unreal engine

2014-08-23 Thread Tim Leydecker

the nice thing about the ue4 engine is it´s move towards PBR (physical based 
rendering).

At first, this sounds like something groundbreaking (and it is for games) but 
fortunately,
any experience with VRAY, mR, Arnold or Redshift, etc. will give a headstart in 
terms of
how to set up a shader. The realtime and the offline render worlds grow closer 
together.

Many of the current awesome ue4 demos make extensive use of mapping the 
glossiness.

Here´s a good intro into the general topic of PBR:

http://www.marmoset.co/toolbag/learn/pbr-theory

http://www.marmoset.co/toolbag/learn/pbr-practice

That transfers nicely back into, let´s say Arnold, Vray, etc.

I´m not sure how easy it is to implement such a shader in DX9/OGL/DX11(?) for 
XSI, thought.










On 23.08.2014 21:44, Martin Yara wrote:

Outstanding quality !

I've never written a shader, and I guess I misunderstood you but are you saying 
that this quality is achievable in SI with custom shaders? even with that 
crappy viewer?

BTW, the fact that he is using UE4 doesn't mean the final movie frame rate is 
real time. I'm guessing it isn't, just like all the cinematics we see in games 
nowadays, pre-rendered
with real time shaders.

Martin


On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata mailto:eug...@flormata.com>> wrote:

https://www.youtube.com/watch?v=rOkJ1-vnh-s
this doesn't really look baked though


On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi mailto:alok.gandhi2...@gmail.com>> wrote:

It's all about baking. Recently, I made some arch viz app for Andriod 
and iOS and I was able to achieve good quality. It was for unity and I did all 
the baking in soft.

Sent from my iPhone

On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com 
<mailto:3dv...@gmail.com>> wrote:


Consider that this is a kind of tech demo, means that Unreal Engine 4, 
being a game engine, is built to manage multiple aspect ( physics, characters 
movement and logic,
enemies logic, particles and so on )
The video shows how good is UE4 with lighting and "atmosphere", but the 
you actually build your scene as a game you need to do lots of compromises...
Cryengine 2 was used as well for archivz and the results were stunning, 
and lots of companies get a license to develop just that...

The main issue that I found right now is that if you want to share or 
send the work to your client ( as a walkthrough I mean ) you have to send ( and 
install ) a 1-2gb
file, which most clients are not so comfortable with...otherwise you 
can just render a video with it...the main advantage is that you don't wait 5 
minutes per frame, but
just a couple of seconds.

Anyway this engine looks amazing and the constant updates are improving 
it more and more


2014-08-22 23:18 GMT+02:00 Cristobal Infante mailto:cgc...@gmail.com>>:

Some more in his work in kotaku:


http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

And also a while back this Swedish apartment was done in Unreal 
(previously done in octane). He even offers a download if you want to test the 
interactivity.

http://vimeo.com/m/98625270


On Friday, 22 August 2014, Matt Lind  
wrote:

Addendum:

__ __

It’s also part of the reason why 3^rd party apps such as Fabric 
Engine can render faster than the native viewports – less overhead.

__ __

__ __

Matt

__ __

__ __

__ __

*From:*Matt Lind
*Sent:* Friday, August 22, 2014 2:11 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: ot: unreal engine

__ __

Not the entire reason, but a big part of it is DCC apps must 
spend a lot of time reading and evaluating construction histories and other 
user interaction whereas
the displayed data in a game engine is stripped down to the 
bare minimum for performance.  Game engines will always be faster than DCC apps 
in that regard, and by
a large factor.

__ __

As for look quality, it’s just a matter of writing the shaders. 
 You can do that in Softimage.

__ __

__ __

Matt

__ __

__ __

__ __

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares
*Sent:* Friday, August 22, 2014 2:04 PM
*To:* s

Re: ot: unreal engine

2014-08-23 Thread Martin Yara
Outstanding quality !

I've never written a shader, and I guess I misunderstood you but are you
saying that this quality is achievable in SI with custom shaders? even with
that crappy viewer?

BTW, the fact that he is using UE4 doesn't mean the final movie frame
rate is real time. I'm guessing it isn't, just like all the cinematics we
see in games nowadays, pre-rendered with real time shaders.

Martin


On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
wrote:

> https://www.youtube.com/watch?v=rOkJ1-vnh-s
> this doesn't really look baked though
>
>
> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi 
> wrote:
>
>> It's all about baking. Recently, I made some arch viz app for Andriod and
>> iOS and I was able to achieve good quality. It was for unity and I did all
>> the baking in soft.
>>
>> Sent from my iPhone
>>
>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>>
>> Consider that this is a kind of tech demo, means that Unreal Engine 4,
>> being a game engine, is built to manage multiple aspect ( physics,
>> characters movement and logic, enemies logic, particles and so on )
>> The video shows how good is UE4 with lighting and "atmosphere", but the
>> you actually build your scene as a game you need to do lots of
>> compromises...
>> Cryengine 2 was used as well for archivz and the results were stunning,
>> and lots of companies get a license to develop just that...
>>
>> The main issue that I found right now is that if you want to share or
>> send the work to your client ( as a walkthrough I mean ) you have to send (
>> and install ) a 1-2gb file, which most clients are not so comfortable
>> with...otherwise you can just render a video with it...the main advantage
>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>
>> Anyway this engine looks amazing and the constant updates are improving
>> it more and more
>>
>>
>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>
>>> Some more in his work in kotaku:
>>>
>>>
>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>
>>> And also a while back this Swedish apartment was done in Unreal
>>> (previously done in octane). He even offers a download if you want to test
>>> the interactivity.
>>>
>>> http://vimeo.com/m/98625270
>>>
>>>
>>> On Friday, 22 August 2014, Matt Lind  wrote:
>>>
>>>> Addendum:
>>>>
>>>>
>>>>
>>>> It’s also part of the reason why 3rd party apps such as Fabric Engine
>>>> can render faster than the native viewports – less overhead.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* Matt Lind
>>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* RE: ot: unreal engine
>>>>
>>>>
>>>>
>>>> Not the entire reason, but a big part of it is DCC apps must spend a
>>>> lot of time reading and evaluating construction histories and other user
>>>> interaction whereas the displayed data in a game engine is stripped down to
>>>> the bare minimum for performance.  Game engines will always be faster than
>>>> DCC apps in that regard, and by a large factor.
>>>>
>>>>
>>>>
>>>> As for look quality, it’s just a matter of writing the shaders.  You
>>>> can do that in Softimage.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi
>>>> Bares
>>>> *Sent:* Friday, August 22, 2014 2:04 PM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Re: ot: unreal engine
>>>>
>>>>
>>>>
>>>> I still wonder why the viewport of our 3D apps is not as good as that…
>>>> :-P
>>>>
>>>>
>>>>
>>>> Jordi Bares
>>>>
>>>> jordiba...@gmail.com
>>>>
>>>>
>>>>
>>>> On 22 Aug 2014, at 21:34, Francisco Criado 
>>>> wrote:
>>>>
>>>>
>>>>
>>>> it seems to be, it only tales 10 minutes to build the light mapping.
>>>>
>>>> details here:
>>>>
>>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>>
>>>>
>>>>
>>>> 2014-08-22 17:30 GMT-03:00 David Saber :
>>>>
>>>> On 2014-08-22 18:55, Francisco Criado wrote:
>>>>
>>>> have to share this:
>>>>
>>>>
>>>>
>>>> UE4 Archviz / Lighting 2
>>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> F.
>>>>
>>>> wowo, this is realtime?
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>
>


Re: unreal engine

2014-08-23 Thread Nicolas Esposito
As far as I know the GI can be enabled into UE4, but Epic didn't fully
developed this feature because of GPU consumption, but I guess they're
planning to evolve the idea in the future...

Light Propagation Volumes GI
<https://forums.unrealengine.com/showthread.php?530-How-to-enable-Light-Propagation-Volumes-GI-WIP-AND-BETA>


2014-08-23 9:25 GMT+02:00 :

>   I’m no specialist at all – but it’s not because the lights move around
> that there’s no baking involved.
> In my understanding and the little bit of research I did nearly a decade
> years ago – which was unrelated to Unreal – that was one of the paths being
> actively explored: baking a scene, and spherical harmonics in particular –
> which would allow to then have dynamic lights with radiosity in realtime.
> And the logistics at the time were a render/bake of a few hours and files
> running in the gigabytes...
>
>
>  *From:* Eugene Flormata 
> *Sent:* Saturday, August 23, 2014 7:36 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: ot: unreal engine
>
>  https://www.youtube.com/watch?v=rOkJ1-vnh-s
> this doesn't really look baked though
>
>
> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi 
> wrote:
>
>>  It's all about baking. Recently, I made some arch viz app for Andriod
>> and iOS and I was able to achieve good quality. It was for unity and I did
>> all the baking in soft.
>>
>> Sent from my iPhone
>>
>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>>
>>  Consider that this is a kind of tech demo, means that Unreal Engine 4,
>> being a game engine, is built to manage multiple aspect ( physics,
>> characters movement and logic, enemies logic, particles and so on )
>> The video shows how good is UE4 with lighting and "atmosphere", but the
>> you actually build your scene as a game you need to do lots of
>> compromises...
>> Cryengine 2 was used as well for archivz and the results were stunning,
>> and lots of companies get a license to develop just that...
>>
>> The main issue that I found right now is that if you want to share or
>> send the work to your client ( as a walkthrough I mean ) you have to send (
>> and install ) a 1-2gb file, which most clients are not so comfortable
>> with...otherwise you can just render a video with it...the main advantage
>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>
>> Anyway this engine looks amazing and the constant updates are improving
>> it more and more
>>
>>
>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>
>>> Some more in his work in kotaku:
>>>
>>>
>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>
>>> And also a while back this Swedish apartment was done in Unreal
>>> (previously done in octane). He even offers a download if you want to test
>>> the interactivity.
>>>
>>> http://vimeo.com/m/98625270
>>>
>>>
>>> On Friday, 22 August 2014, Matt Lind  wrote:
>>>
>>>>   Addendum:
>>>>
>>>>
>>>>
>>>> It’s also part of the reason why 3rd party apps such as Fabric Engine
>>>> can render faster than the native viewports – less overhead.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* Matt Lind
>>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* RE: ot: unreal engine
>>>>
>>>>
>>>>
>>>> Not the entire reason, but a big part of it is DCC apps must spend a
>>>> lot of time reading and evaluating construction histories and other user
>>>> interaction whereas the displayed data in a game engine is stripped down to
>>>> the bare minimum for performance.  Game engines will always be faster than
>>>> DCC apps in that regard, and by a large factor.
>>>>
>>>>
>>>>
>>>> As for look quality, it’s just a matter of writing the shaders.  You
>>>> can do that in Softimage.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *

Re: unreal engine

2014-08-23 Thread Michael Connolly, Animatazz.
There is a short and straight forward demonstration on how to do this in 
Blender using the cycles renderer would you believe using it in the 3d viewer 
or the blender game engine. here is a link:

Introduction to Blender Cycles Baking

  
             
Introduction to Blender Cycles Baking
When creating environments for animation, it’s important to make the lighting 
visible in real time. Find out how Blender cycles baking helps achieve this.  
View on www.blenderguru.com Preview by Yahoo  
  
 
 

Michael 




On Saturday, August 23, 2014 8:25 AM, "pete...@skynet.be"  
wrote:
 


I’m no specialist at all – but it’s not because the lights move around that 
there’s no baking involved.
In my understanding and the little bit of research I did nearly a decade 
years ago – which was unrelated to Unreal – that was one of the paths being 
actively explored: baking a scene, and spherical harmonics in particular – 
which 
would allow to then have dynamic lights with radiosity in realtime. And the 
logistics at the time were a render/bake of a few hours and files running in 
the 
gigabytes...
  
From: Eugene Flormata 
Sent: Saturday, August 23, 2014 7:36 AM
To: softimage@listproc.autodesk.com 
Subject: Re: ot: unreal engine
  https://www.youtube.com/watch?v=rOkJ1-vnh-s
this 
doesn't really look baked though



On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi  wrote:

It's all about baking. Recently, I made some arch viz app for Andriod and  iOS 
and I was able to achieve good quality. It was for unity and I did all the  
baking in soft.
>
>Sent from my iPhone
>
>On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>  wrote:
>
>
>Consider that this is a kind of tech demo, means that Unreal  Engine 4, being 
>a game engine, is built to manage multiple aspect ( physics,  characters 
>movement and logic, enemies logic, particles and so on ) 
>>The video shows how good is UE4 with lighting and "atmosphere", but the  you 
>>actually build your scene as a game you need to do lots of  compromises...
>>Cryengine 2 was used as well for archivz and the results were stunning,  and 
>>lots of companies get a license to develop just that...
>> 
>>The main issue that I found right now is that if you want to share or  send 
>>the work to your client ( as a walkthrough I mean ) you have to send (  and 
>>install ) a 1-2gb file, which most clients are not so comfortable  
>>with...otherwise you can just render a video with it...the main advantage is  
>>that you don't wait 5 minutes per frame, but just a couple of seconds.
>> 
>>Anyway this engine looks amazing and the constant updates are improving  it 
>>more and more
>>
>>
>>
>>2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>
>>Some more in his work in kotaku: 
>>>
>>>http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>> 
>>>And also a while back this Swedish apartment was done in Unreal  (previously 
>>>done in octane). He even offers a download if you want to test  the 
>>>interactivity.
>>> 
>>>http://vimeo.com/m/98625270
>>>
>>> 
>>>
>>>On Friday, 22 August 2014, Matt Lind 
   wrote:
>>>
>>>Addendum:
>>>> 
>>>>It’s  also part of the reason why 3rd party apps such as Fabric  Engine can 
>>>>render faster than the native viewports – less  overhead.
>>>> 
>>>> 
>>>>Matt
>>>> 
>>>> 
>>>> 
>>>>From:Matt Lind 
>>>>Sent: Friday, August 22, 2014 2:11 PM
>>>>To: softimage@listproc.autodesk.com
>>>>Subject: RE: ot: unreal  engine
>>>> 
>>>>Not  the entire reason, but a big part of it is DCC apps must spend a lot 
>>>>of  time reading and evaluating construction histories and other user  
>>>>interaction whereas the displayed data in a game engine is stripped down  
>>>>to the bare minimum for performance.  Game engines will always be  faster 
>>>>than DCC apps in that regard, and by a large  factor.
>>>> 
>>>>As  for look quality, it’s just a matter of writing the shaders.  You  can 
>>>>do that in Softimage.
>>>> 
>>>> 
>>>>Matt
>>>> 
>>>> 
>>>> 
>>>>From:softimage-boun...@listproc.autodesk.com 
>>>>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
>>>>Sent: Friday, August 22, 2014 2:04  PM
>>>>To: softimage@listproc.autodesk.com
>>>>Subject: Re: ot: unreal  engine
>>>> 
>>>>I still wonder why the viewport of our 3D apps is not  as good as that… :-P
>>>> 
>>>>Jordi  Bares
>>>>jordiba...@gmail.com
>>>> 
>>>>On 22 Aug 2014, at 21:34, Francisco Criado   wrote:
>>>> 
>>>>it seems to be, it only tales 10 minutes to build the  light mapping. 
>>>>details here:
>>>>https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>> 
>>>>2014-08-22 17:30 GMT-03:00 David Saber  :
>>>>On 2014-08-22 18:55, Francisco Criado  wrote:
>>>>have to share this: 
>>>>> 
>>>>>UE4 Archviz / Lighting  2 
>>>>> 
>>>>> 
>>>>>F.   
>>>>wowo, this is realtime?
>>>> 
>>>> 
>> 

Re: unreal engine

2014-08-23 Thread peter_b
I’m no specialist at all – but it’s not because the lights move around that 
there’s no baking involved.
In my understanding and the little bit of research I did nearly a decade years 
ago – which was unrelated to Unreal – that was one of the paths being actively 
explored: baking a scene, and spherical harmonics in particular – which would 
allow to then have dynamic lights with radiosity in realtime. And the logistics 
at the time were a render/bake of a few hours and files running in the 
gigabytes...


From: Eugene Flormata 
Sent: Saturday, August 23, 2014 7:36 AM
To: softimage@listproc.autodesk.com 
Subject: Re: ot: unreal engine

https://www.youtube.com/watch?v=rOkJ1-vnh-s
this doesn't really look baked though



On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi  wrote:

  It's all about baking. Recently, I made some arch viz app for Andriod and iOS 
and I was able to achieve good quality. It was for unity and I did all the 
baking in soft.

  Sent from my iPhone

  On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:


Consider that this is a kind of tech demo, means that Unreal Engine 4, 
being a game engine, is built to manage multiple aspect ( physics, characters 
movement and logic, enemies logic, particles and so on ) 
The video shows how good is UE4 with lighting and "atmosphere", but the you 
actually build your scene as a game you need to do lots of compromises...
Cryengine 2 was used as well for archivz and the results were stunning, and 
lots of companies get a license to develop just that...

The main issue that I found right now is that if you want to share or send 
the work to your client ( as a walkthrough I mean ) you have to send ( and 
install ) a 1-2gb file, which most clients are not so comfortable 
with...otherwise you can just render a video with it...the main advantage is 
that you don't wait 5 minutes per frame, but just a couple of seconds.

Anyway this engine looks amazing and the constant updates are improving it 
more and more



2014-08-22 23:18 GMT+02:00 Cristobal Infante :

  Some more in his work in kotaku: 

  
http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

  And also a while back this Swedish apartment was done in Unreal 
(previously done in octane). He even offers a download if you want to test the 
interactivity.

  http://vimeo.com/m/98625270



  On Friday, 22 August 2014, Matt Lind  wrote:

Addendum:



It’s also part of the reason why 3rd party apps such as Fabric Engine 
can render faster than the native viewports – less overhead.





Matt







From: Matt Lind 
Sent: Friday, August 22, 2014 2:11 PM
To: softimage@listproc.autodesk.com
Subject: RE: ot: unreal engine



Not the entire reason, but a big part of it is DCC apps must spend a 
lot of time reading and evaluating construction histories and other user 
interaction whereas the displayed data in a game engine is stripped down to the 
bare minimum for performance.  Game engines will always be faster than DCC apps 
in that regard, and by a large factor.



As for look quality, it’s just a matter of writing the shaders.  You 
can do that in Softimage.





Matt







From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: Friday, August 22, 2014 2:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: ot: unreal engine



I still wonder why the viewport of our 3D apps is not as good as that… 
:-P



Jordi Bares

jordiba...@gmail.com



On 22 Aug 2014, at 21:34, Francisco Criado  
wrote:



it seems to be, it only tales 10 minutes to build the light mapping. 

details here:

https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting



2014-08-22 17:30 GMT-03:00 David Saber :

On 2014-08-22 18:55, Francisco Criado wrote:

  have to share this: 



  UE4 Archviz / Lighting 2
 




F.
   
 
   

wowo, this is realtime?








Re: ot: unreal engine

2014-08-22 Thread Eugene Flormata
https://www.youtube.com/watch?v=rOkJ1-vnh-s
this doesn't really look baked though


On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi 
wrote:

> It's all about baking. Recently, I made some arch viz app for Andriod and
> iOS and I was able to achieve good quality. It was for unity and I did all
> the baking in soft.
>
> Sent from my iPhone
>
> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
>
> Consider that this is a kind of tech demo, means that Unreal Engine 4,
> being a game engine, is built to manage multiple aspect ( physics,
> characters movement and logic, enemies logic, particles and so on )
> The video shows how good is UE4 with lighting and "atmosphere", but the
> you actually build your scene as a game you need to do lots of
> compromises...
> Cryengine 2 was used as well for archivz and the results were stunning,
> and lots of companies get a license to develop just that...
>
> The main issue that I found right now is that if you want to share or send
> the work to your client ( as a walkthrough I mean ) you have to send ( and
> install ) a 1-2gb file, which most clients are not so comfortable
> with...otherwise you can just render a video with it...the main advantage
> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>
> Anyway this engine looks amazing and the constant updates are improving it
> more and more
>
>
> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>
>> Some more in his work in kotaku:
>>
>>
>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>
>> And also a while back this Swedish apartment was done in Unreal
>> (previously done in octane). He even offers a download if you want to test
>> the interactivity.
>>
>> http://vimeo.com/m/98625270
>>
>>
>> On Friday, 22 August 2014, Matt Lind  wrote:
>>
>>> Addendum:
>>>
>>>
>>>
>>> It’s also part of the reason why 3rd party apps such as Fabric Engine
>>> can render faster than the native viewports – less overhead.
>>>
>>>
>>>
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *From:* Matt Lind
>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* RE: ot: unreal engine
>>>
>>>
>>>
>>> Not the entire reason, but a big part of it is DCC apps must spend a lot
>>> of time reading and evaluating construction histories and other user
>>> interaction whereas the displayed data in a game engine is stripped down to
>>> the bare minimum for performance.  Game engines will always be faster than
>>> DCC apps in that regard, and by a large factor.
>>>
>>>
>>>
>>> As for look quality, it’s just a matter of writing the shaders.  You can
>>> do that in Softimage.
>>>
>>>
>>>
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi
>>> Bares
>>> *Sent:* Friday, August 22, 2014 2:04 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: ot: unreal engine
>>>
>>>
>>>
>>> I still wonder why the viewport of our 3D apps is not as good as that…
>>> :-P
>>>
>>>
>>>
>>> Jordi Bares
>>>
>>> jordiba...@gmail.com
>>>
>>>
>>>
>>> On 22 Aug 2014, at 21:34, Francisco Criado 
>>> wrote:
>>>
>>>
>>>
>>> it seems to be, it only tales 10 minutes to build the light mapping.
>>>
>>> details here:
>>>
>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>
>>>
>>>
>>> 2014-08-22 17:30 GMT-03:00 David Saber :
>>>
>>> On 2014-08-22 18:55, Francisco Criado wrote:
>>>
>>> have to share this:
>>>
>>>
>>>
>>> UE4 Archviz / Lighting 2
>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>>>
>>>
>>>
>>>
>>>
>>> F.
>>>
>>> wowo, this is realtime?
>>>
>>>
>>>
>>>
>>>
>>
>


Re: ot: unreal engine

2014-08-22 Thread Alok Gandhi
It's all about baking. Recently, I made some arch viz app for Andriod and iOS 
and I was able to achieve good quality. It was for unity and I did all the 
baking in soft.

Sent from my iPhone

> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote:
> 
> Consider that this is a kind of tech demo, means that Unreal Engine 4, being 
> a game engine, is built to manage multiple aspect ( physics, characters 
> movement and logic, enemies logic, particles and so on )
> The video shows how good is UE4 with lighting and "atmosphere", but the you 
> actually build your scene as a game you need to do lots of compromises...
> Cryengine 2 was used as well for archivz and the results were stunning, and 
> lots of companies get a license to develop just that...
> 
> The main issue that I found right now is that if you want to share or send 
> the work to your client ( as a walkthrough I mean ) you have to send ( and 
> install ) a 1-2gb file, which most clients are not so comfortable 
> with...otherwise you can just render a video with it...the main advantage is 
> that you don't wait 5 minutes per frame, but just a couple of seconds.
> 
> Anyway this engine looks amazing and the constant updates are improving it 
> more and more
> 
> 
> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>> Some more in his work in kotaku:
>> 
>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>> 
>> And also a while back this Swedish apartment was done in Unreal (previously 
>> done in octane). He even offers a download if you want to test the 
>> interactivity.
>> 
>> http://vimeo.com/m/98625270
>> 
>> 
>>> On Friday, 22 August 2014, Matt Lind  wrote:
>>> Addendum:
>>> 
>>>  
>>> 
>>> It’s also part of the reason why 3rd party apps such as Fabric Engine can 
>>> render faster than the native viewports – less overhead.
>>> 
>>>  
>>> 
>>>  
>>> 
>>> Matt
>>> 
>>>  
>>> 
>>>  
>>> 
>>>  
>>> 
>>> From: Matt Lind 
>>> Sent: Friday, August 22, 2014 2:11 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: RE: ot: unreal engine
>>> 
>>>  
>>> 
>>> Not the entire reason, but a big part of it is DCC apps must spend a lot of 
>>> time reading and evaluating construction histories and other user 
>>> interaction whereas the displayed data in a game engine is stripped down to 
>>> the bare minimum for performance.  Game engines will always be faster than 
>>> DCC apps in that regard, and by a large factor.
>>> 
>>>  
>>> 
>>> As for look quality, it’s just a matter of writing the shaders.  You can do 
>>> that in Softimage.
>>> 
>>>  
>>> 
>>>  
>>> 
>>> Matt
>>> 
>>>  
>>> 
>>>  
>>> 
>>>  
>>> 
>>> From: softimage-boun...@listproc.autodesk.com 
>>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
>>> Sent: Friday, August 22, 2014 2:04 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: ot: unreal engine
>>> 
>>>  
>>> 
>>> I still wonder why the viewport of our 3D apps is not as good as that… :-P
>>> 
>>>  
>>> 
>>> Jordi Bares
>>> 
>>> jordiba...@gmail.com
>>> 
>>>  
>>> 
>>> On 22 Aug 2014, at 21:34, Francisco Criado  wrote:
>>> 
>>>  
>>> 
>>> it seems to be, it only tales 10 minutes to build the light mapping. 
>>> 
>>> details here:
>>> 
>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>> 
>>>  
>>> 
>>> 2014-08-22 17:30 GMT-03:00 David Saber :
>>> 
>>> On 2014-08-22 18:55, Francisco Criado wrote:
>>> 
>>> have to share this:
>>> 
>>>  
>>> 
>>> UE4 Archviz / Lighting 2
>>> 
>>>  
>>> 
>>>  
>>> 
>>> F.
>>> 
>>> wowo, this is realtime?
>>> 
> 


Re: ot: unreal engine

2014-08-22 Thread Nicolas Esposito
Consider that this is a kind of tech demo, means that Unreal Engine 4,
being a game engine, is built to manage multiple aspect ( physics,
characters movement and logic, enemies logic, particles and so on )
The video shows how good is UE4 with lighting and "atmosphere", but the you
actually build your scene as a game you need to do lots of compromises...
Cryengine 2 was used as well for archivz and the results were stunning, and
lots of companies get a license to develop just that...

The main issue that I found right now is that if you want to share or send
the work to your client ( as a walkthrough I mean ) you have to send ( and
install ) a 1-2gb file, which most clients are not so comfortable
with...otherwise you can just render a video with it...the main advantage
is that you don't wait 5 minutes per frame, but just a couple of seconds.

Anyway this engine looks amazing and the constant updates are improving it
more and more


2014-08-22 23:18 GMT+02:00 Cristobal Infante :

> Some more in his work in kotaku:
>
>
> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>
> And also a while back this Swedish apartment was done in Unreal
> (previously done in octane). He even offers a download if you want to test
> the interactivity.
>
> http://vimeo.com/m/98625270
>
>
> On Friday, 22 August 2014, Matt Lind  wrote:
>
>> Addendum:
>>
>>
>>
>> It’s also part of the reason why 3rd party apps such as Fabric Engine
>> can render faster than the native viewports – less overhead.
>>
>>
>>
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>> *From:* Matt Lind
>> *Sent:* Friday, August 22, 2014 2:11 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: ot: unreal engine
>>
>>
>>
>> Not the entire reason, but a big part of it is DCC apps must spend a lot
>> of time reading and evaluating construction histories and other user
>> interaction whereas the displayed data in a game engine is stripped down to
>> the bare minimum for performance.  Game engines will always be faster than
>> DCC apps in that regard, and by a large factor.
>>
>>
>>
>> As for look quality, it’s just a matter of writing the shaders.  You can
>> do that in Softimage.
>>
>>
>>
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi
>> Bares
>> *Sent:* Friday, August 22, 2014 2:04 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: ot: unreal engine
>>
>>
>>
>> I still wonder why the viewport of our 3D apps is not as good as that… :-P
>>
>>
>>
>> Jordi Bares
>>
>> jordiba...@gmail.com
>>
>>
>>
>> On 22 Aug 2014, at 21:34, Francisco Criado  wrote:
>>
>>
>>
>> it seems to be, it only tales 10 minutes to build the light mapping.
>>
>> details here:
>>
>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>
>>
>>
>> 2014-08-22 17:30 GMT-03:00 David Saber :
>>
>> On 2014-08-22 18:55, Francisco Criado wrote:
>>
>> have to share this:
>>
>>
>>
>> UE4 Archviz / Lighting 2
>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>>
>>
>>
>>
>>
>> F.
>>
>> wowo, this is realtime?
>>
>>
>>
>>
>>
>


ot: unreal engine

2014-08-22 Thread Cristobal Infante
Some more in his work in kotaku:

http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

And also a while back this Swedish apartment was done in Unreal (previously
done in octane). He even offers a download if you want to test the
interactivity.

http://vimeo.com/m/98625270


On Friday, 22 August 2014, Matt Lind > wrote:

> Addendum:
>
>
>
> It’s also part of the reason why 3rd party apps such as Fabric Engine can
> render faster than the native viewports – less overhead.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
> *From:* Matt Lind
> *Sent:* Friday, August 22, 2014 2:11 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: ot: unreal engine
>
>
>
> Not the entire reason, but a big part of it is DCC apps must spend a lot
> of time reading and evaluating construction histories and other user
> interaction whereas the displayed data in a game engine is stripped down to
> the bare minimum for performance.  Game engines will always be faster than
> DCC apps in that regard, and by a large factor.
>
>
>
> As for look quality, it’s just a matter of writing the shaders.  You can
> do that in Softimage.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi Bares
> *Sent:* Friday, August 22, 2014 2:04 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: ot: unreal engine
>
>
>
> I still wonder why the viewport of our 3D apps is not as good as that… :-P
>
>
>
> Jordi Bares
>
> jordiba...@gmail.com
>
>
>
> On 22 Aug 2014, at 21:34, Francisco Criado  wrote:
>
>
>
> it seems to be, it only tales 10 minutes to build the light mapping.
>
> details here:
>
> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>
>
>
> 2014-08-22 17:30 GMT-03:00 David Saber :
>
> On 2014-08-22 18:55, Francisco Criado wrote:
>
> have to share this:
>
>
>
> UE4 Archviz / Lighting 2
> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>
>
>
>
>
> F.
>
> wowo, this is realtime?
>
>
>
>
>


Re: ot: unreal engine

2014-08-22 Thread Jordi Bares
Did you saw Apple's keynote where they presented the new "Metal" graphics 
framework??? in a tablet the image quality and sheer complexity was astonishing.

look forward to see the next generation though.

Jordi Bares
jordiba...@gmail.com

On 22 Aug 2014, at 22:06, Sebastien Sterling  
wrote:

> Alex Roman called he wants his assets back :P seriously though, will believe 
> it when i see it in game not in tests, this isn't a console, and i doubt that 
> even this generation can sustain such graphics.
> 
> 
> On 22 August 2014 21:34, Francisco Criado  wrote:
> it seems to be, it only tales 10 minutes to build the light mapping. 
> details here:
> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
> 
> 
> 2014-08-22 17:30 GMT-03:00 David Saber :
> 
> On 2014-08-22 18:55, Francisco Criado wrote:
>> have to share this:
>> 
>> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA
>>  
>> 
>> F.
>> 
> wowo, this is realtime?
> 
> 



RE: ot: unreal engine

2014-08-22 Thread Matt Lind
Addendum:

It's also part of the reason why 3rd party apps such as Fabric Engine can 
render faster than the native viewports - less overhead.


Matt



From: Matt Lind
Sent: Friday, August 22, 2014 2:11 PM
To: softimage@listproc.autodesk.com
Subject: RE: ot: unreal engine

Not the entire reason, but a big part of it is DCC apps must spend a lot of 
time reading and evaluating construction histories and other user interaction 
whereas the displayed data in a game engine is stripped down to the bare 
minimum for performance.  Game engines will always be faster than DCC apps in 
that regard, and by a large factor.

As for look quality, it's just a matter of writing the shaders.  You can do 
that in Softimage.


Matt



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: Friday, August 22, 2014 2:04 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: ot: unreal engine

I still wonder why the viewport of our 3D apps is not as good as that... :-P

Jordi Bares
jordiba...@gmail.com<mailto:jordiba...@gmail.com>

On 22 Aug 2014, at 21:34, Francisco Criado 
mailto:malcriad...@gmail.com>> wrote:

it seems to be, it only tales 10 minutes to build the light mapping.
details here:
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting

2014-08-22 17:30 GMT-03:00 David Saber 
mailto:davidsa...@sfr.fr>>:
On 2014-08-22 18:55, Francisco Criado wrote:
have to share this:

https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA



F.



wowo, this is realtime?




RE: ot: unreal engine

2014-08-22 Thread Matt Lind
Not the entire reason, but a big part of it is DCC apps must spend a lot of 
time reading and evaluating construction histories and other user interaction 
whereas the displayed data in a game engine is stripped down to the bare 
minimum for performance.  Game engines will always be faster than DCC apps in 
that regard, and by a large factor.

As for look quality, it's just a matter of writing the shaders.  You can do 
that in Softimage.


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: Friday, August 22, 2014 2:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: ot: unreal engine

I still wonder why the viewport of our 3D apps is not as good as that... :-P

Jordi Bares
jordiba...@gmail.com<mailto:jordiba...@gmail.com>

On 22 Aug 2014, at 21:34, Francisco Criado 
mailto:malcriad...@gmail.com>> wrote:


it seems to be, it only tales 10 minutes to build the light mapping.
details here:
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting

2014-08-22 17:30 GMT-03:00 David Saber 
mailto:davidsa...@sfr.fr>>:
On 2014-08-22 18:55, Francisco Criado wrote:
have to share this:

https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA



F.



wowo, this is realtime?




Re: ot: unreal engine

2014-08-22 Thread Sebastien Sterling
Alex Roman called he wants his assets back :P seriously though, will
believe it when i see it in game not in tests, this isn't a console, and i
doubt that even this generation can sustain such graphics.


On 22 August 2014 21:34, Francisco Criado  wrote:

> it seems to be, it only tales 10 minutes to build the light mapping.
> details here:
> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>
>
> 2014-08-22 17:30 GMT-03:00 David Saber :
>
>  On 2014-08-22 18:55, Francisco Criado wrote:
>>
>> have to share this:
>>
>>
>> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA
>>
>>
>>  F.
>>
>> wowo, this is realtime?
>>
>
>


Re: ot: unreal engine

2014-08-22 Thread Jordi Bares
I still wonder why the viewport of our 3D apps is not as good as that… :-P

Jordi Bares
jordiba...@gmail.com

On 22 Aug 2014, at 21:34, Francisco Criado  wrote:

> it seems to be, it only tales 10 minutes to build the light mapping. 
> details here:
> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
> 
> 
> 2014-08-22 17:30 GMT-03:00 David Saber :
> On 2014-08-22 18:55, Francisco Criado wrote:
>> have to share this:
>> 
>> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA
>>  
>> 
>> F.
>> 
> wowo, this is realtime?
> 



Re: ot: unreal engine

2014-08-22 Thread Francisco Criado
it seems to be, it only tales 10 minutes to build the light mapping.
details here:
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting


2014-08-22 17:30 GMT-03:00 David Saber :

>  On 2014-08-22 18:55, Francisco Criado wrote:
>
> have to share this:
>
>
> https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA
>
>
>  F.
>
> wowo, this is realtime?
>


Re: ot: unreal engine

2014-08-22 Thread David Saber

On 2014-08-22 18:55, Francisco Criado wrote:

have to share this:

https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA

F.


wowo, this is realtime?


ot: unreal engine

2014-08-22 Thread Francisco Criado
have to share this:

https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA


F.


Re: Softimage 2 Unreal Engine

2014-06-18 Thread Francisco Criado
Hi Nicolas! thanks for the tips, its working ok now!
F.



2014-06-18 17:51 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>:

> Max and Maya have thier own pipeline that you can find here
> <https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/Materials/index.html>
>
> Regarding Softimage the import is quite straight forward, I just tested:
> > Export in FBX ( I'm using FBX plugin 2013 ), leave the settings as they
> are ( not embedd texture, and so on, in case change the scale if you want )
> > Import into UE4: under static mesh expand the Advanced tab, choose
> import materials and import texture
> > As soon as you click ok it will import the meshes and apply
> automatically the materials to the meshes
> > If you open one of the material that UE created you see that ( at least
> in my case ) the textures ( diffuse and normal ) were imported correctly,
> so no need to relink or separate export for the textures.
>
> Tested using Softimage 2013 with Unreal Engine 4.1.1
>
> Hope it helps :)
>
>
> 2014-06-18 18:22 GMT+02:00 Francisco Criado :
>
> Hi Nicolas, i´ll take a look at your video, my main concern is getting the
>> textures on the import, and not having to do the import of the textures by
>> separate and relinking the materials...
>>
>> thanks again,
>> F.
>>
>>
>>
>> 2014-06-18 16:26 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> As far as I know the material is not converter, you have to create the
>>> material itself inside UE4 but, when you import, it allows you ( in the
>>> import option ) to create a material which if I remember correctly will
>>> contain both the diffuse and normal map
>>>
>>> Regarding the FBX export from Softimage I made a videotutorial exporting
>>> a character using Species.
>>>
>>> Softimage to Unreal Engine 4
>>> <https://www.youtube.com/watch?v=Kvg-EABdkfQ>
>>>
>>> Anyway as long as you export a model ( you mean a mesh or a model as it
>>> is called inside Softimage? ) it should work properly, it usually have
>>> problems with multiple roots with characters.
>>>
>>> If you can upload the model, I'll take a look at it and see what is the
>>> problem ;)
>>>
>>>
>>> 2014-06-18 17:11 GMT+02:00 Williams, Wayne :
>>>
>>>   Unfortunately I’ve not updated to unreal 4 yet so won’t be of much
>>>> assistance with the problem. One thing you can try is to download the
>>>> latest version of Maya/Softimage trial and export .fbx from there and see
>>>> if it comes in. My bet is that Maya is going to work but Softimage isn’t.
>>>>  My experience in the past has almost always been Softimage is used for
>>>> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to
>>>> date exporters are used to get things into the game engines like
>>>> cryengine/unreal.
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco
>>>> Criado
>>>> *Sent:* Wednesday, June 18, 2014 10:53 AM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* RE: Softimage 2 Unreal Engine
>>>>
>>>>
>>>>
>>>> Hi Wayne, sorry for the missing information! Exporting from softimage
>>>> 2013 in fbx format to Unreal Engine 4.
>>>> Thanks in advance.
>>>> F.
>>>>
>>>> El jun 18, 2014 11:46 AM, "Williams, Wayne" 
>>>> escribió:
>>>>
>>>>  What format did you export from softimage? Did you use a plugin?
>>>> Which version of Unreal engine are you trying to import the model into???
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco
>>>> Criado
>>>> *Sent:* Wednesday, June 18, 2014 10:44 AM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Softimage 2 Unreal Engine
>>>>
>>>>
>>>>
>>>> Hi guys, trying to export a model with materials and textures to unreal
>>>> engine but everytime i try to import to ue it doesnt load the materials or
>>>> just freezes on loading...q
>>>>
>>>>
>>>>
>>>>
>>>
>>
>


Re: Softimage 2 Unreal Engine

2014-06-18 Thread Nicolas Esposito
Max and Maya have thier own pipeline that you can find here
<https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/Materials/index.html>

Regarding Softimage the import is quite straight forward, I just tested:
> Export in FBX ( I'm using FBX plugin 2013 ), leave the settings as they
are ( not embedd texture, and so on, in case change the scale if you want )
> Import into UE4: under static mesh expand the Advanced tab, choose import
materials and import texture
> As soon as you click ok it will import the meshes and apply automatically
the materials to the meshes
> If you open one of the material that UE created you see that ( at least
in my case ) the textures ( diffuse and normal ) were imported correctly,
so no need to relink or separate export for the textures.

Tested using Softimage 2013 with Unreal Engine 4.1.1

Hope it helps :)


2014-06-18 18:22 GMT+02:00 Francisco Criado :

> Hi Nicolas, i´ll take a look at your video, my main concern is getting the
> textures on the import, and not having to do the import of the textures by
> separate and relinking the materials...
>
> thanks again,
> F.
>
>
>
> 2014-06-18 16:26 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>:
>
> As far as I know the material is not converter, you have to create the
>> material itself inside UE4 but, when you import, it allows you ( in the
>> import option ) to create a material which if I remember correctly will
>> contain both the diffuse and normal map
>>
>> Regarding the FBX export from Softimage I made a videotutorial exporting
>> a character using Species.
>>
>> Softimage to Unreal Engine 4
>> <https://www.youtube.com/watch?v=Kvg-EABdkfQ>
>>
>> Anyway as long as you export a model ( you mean a mesh or a model as it
>> is called inside Softimage? ) it should work properly, it usually have
>> problems with multiple roots with characters.
>>
>> If you can upload the model, I'll take a look at it and see what is the
>> problem ;)
>>
>>
>> 2014-06-18 17:11 GMT+02:00 Williams, Wayne :
>>
>>   Unfortunately I’ve not updated to unreal 4 yet so won’t be of much
>>> assistance with the problem. One thing you can try is to download the
>>> latest version of Maya/Softimage trial and export .fbx from there and see
>>> if it comes in. My bet is that Maya is going to work but Softimage isn’t.
>>>  My experience in the past has almost always been Softimage is used for
>>> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to
>>> date exporters are used to get things into the game engines like
>>> cryengine/unreal.
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
>>> *Sent:* Wednesday, June 18, 2014 10:53 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* RE: Softimage 2 Unreal Engine
>>>
>>>
>>>
>>> Hi Wayne, sorry for the missing information! Exporting from softimage
>>> 2013 in fbx format to Unreal Engine 4.
>>> Thanks in advance.
>>> F.
>>>
>>> El jun 18, 2014 11:46 AM, "Williams, Wayne" 
>>> escribió:
>>>
>>>  What format did you export from softimage? Did you use a plugin? Which
>>> version of Unreal engine are you trying to import the model into???
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
>>> *Sent:* Wednesday, June 18, 2014 10:44 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Softimage 2 Unreal Engine
>>>
>>>
>>>
>>> Hi guys, trying to export a model with materials and textures to unreal
>>> engine but everytime i try to import to ue it doesnt load the materials or
>>> just freezes on loading...q
>>>
>>>
>>>
>>>
>>
>


Re: Softimage 2 Unreal Engine

2014-06-18 Thread Francisco Criado
Hi Nicolas, i´ll take a look at your video, my main concern is getting the
textures on the import, and not having to do the import of the textures by
separate and relinking the materials...

thanks again,
F.



2014-06-18 16:26 GMT+01:00 Nicolas Esposito <3dv...@gmail.com>:

> As far as I know the material is not converter, you have to create the
> material itself inside UE4 but, when you import, it allows you ( in the
> import option ) to create a material which if I remember correctly will
> contain both the diffuse and normal map
>
> Regarding the FBX export from Softimage I made a videotutorial exporting a
> character using Species.
>
> Softimage to Unreal Engine 4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ>
>
> Anyway as long as you export a model ( you mean a mesh or a model as it is
> called inside Softimage? ) it should work properly, it usually have
> problems with multiple roots with characters.
>
> If you can upload the model, I'll take a look at it and see what is the
> problem ;)
>
>
> 2014-06-18 17:11 GMT+02:00 Williams, Wayne :
>
>   Unfortunately I’ve not updated to unreal 4 yet so won’t be of much
>> assistance with the problem. One thing you can try is to download the
>> latest version of Maya/Softimage trial and export .fbx from there and see
>> if it comes in. My bet is that Maya is going to work but Softimage isn’t.
>>  My experience in the past has almost always been Softimage is used for
>> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to
>> date exporters are used to get things into the game engines like
>> cryengine/unreal.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
>> *Sent:* Wednesday, June 18, 2014 10:53 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Softimage 2 Unreal Engine
>>
>>
>>
>> Hi Wayne, sorry for the missing information! Exporting from softimage
>> 2013 in fbx format to Unreal Engine 4.
>> Thanks in advance.
>> F.
>>
>> El jun 18, 2014 11:46 AM, "Williams, Wayne" 
>> escribió:
>>
>>  What format did you export from softimage? Did you use a plugin? Which
>> version of Unreal engine are you trying to import the model into???
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
>> *Sent:* Wednesday, June 18, 2014 10:44 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Softimage 2 Unreal Engine
>>
>>
>>
>> Hi guys, trying to export a model with materials and textures to unreal
>> engine but everytime i try to import to ue it doesnt load the materials or
>> just freezes on loading...q
>>
>>
>>
>>
>


Re: Softimage 2 Unreal Engine

2014-06-18 Thread Nicolas Esposito
As far as I know the material is not converter, you have to create the
material itself inside UE4 but, when you import, it allows you ( in the
import option ) to create a material which if I remember correctly will
contain both the diffuse and normal map

Regarding the FBX export from Softimage I made a videotutorial exporting a
character using Species.

Softimage to Unreal Engine 4 <https://www.youtube.com/watch?v=Kvg-EABdkfQ>

Anyway as long as you export a model ( you mean a mesh or a model as it is
called inside Softimage? ) it should work properly, it usually have
problems with multiple roots with characters.

If you can upload the model, I'll take a look at it and see what is the
problem ;)


2014-06-18 17:11 GMT+02:00 Williams, Wayne :

>  Unfortunately I’ve not updated to unreal 4 yet so won’t be of much
> assistance with the problem. One thing you can try is to download the
> latest version of Maya/Softimage trial and export .fbx from there and see
> if it comes in. My bet is that Maya is going to work but Softimage isn’t.
>  My experience in the past has almost always been Softimage is used for
> modeling/uv’ing/gatoring and another 3d package (max/maya) with more up to
> date exporters are used to get things into the game engines like
> cryengine/unreal.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Wednesday, June 18, 2014 10:53 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Softimage 2 Unreal Engine
>
>
>
> Hi Wayne, sorry for the missing information! Exporting from softimage 2013
> in fbx format to Unreal Engine 4.
> Thanks in advance.
> F.
>
> El jun 18, 2014 11:46 AM, "Williams, Wayne" 
> escribió:
>
>  What format did you export from softimage? Did you use a plugin? Which
> version of Unreal engine are you trying to import the model into???
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Wednesday, June 18, 2014 10:44 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Softimage 2 Unreal Engine
>
>
>
> Hi guys, trying to export a model with materials and textures to unreal
> engine but everytime i try to import to ue it doesnt load the materials or
> just freezes on loading...q
>
>
>
>


RE: Softimage 2 Unreal Engine

2014-06-18 Thread Williams, Wayne
Unfortunately I’ve not updated to unreal 4 yet so won’t be of much assistance 
with the problem. One thing you can try is to download the latest version of 
Maya/Softimage trial and export .fbx from there and see if it comes in. My bet 
is that Maya is going to work but Softimage isn’t.  My experience in the past 
has almost always been Softimage is used for modeling/uv’ing/gatoring and 
another 3d package (max/maya) with more up to date exporters are used to get 
things into the game engines like cryengine/unreal.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Wednesday, June 18, 2014 10:53 AM
To: softimage@listproc.autodesk.com
Subject: RE: Softimage 2 Unreal Engine


Hi Wayne, sorry for the missing information! Exporting from softimage 2013 in 
fbx format to Unreal Engine 4.
Thanks in advance.
F.
El jun 18, 2014 11:46 AM, "Williams, Wayne" 
mailto:wayne.willi...@xaviant.com>> escribió:
What format did you export from softimage? Did you use a plugin? Which version 
of Unreal engine are you trying to import the model into???

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Francisco Criado
Sent: Wednesday, June 18, 2014 10:44 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Softimage 2 Unreal Engine


Hi guys, trying to export a model with materials and textures to unreal engine 
but everytime i try to import to ue it doesnt load the materials or just 
freezes on loading...q




RE: Softimage 2 Unreal Engine

2014-06-18 Thread Francisco Criado
Hi Wayne, sorry for the missing information! Exporting from softimage 2013
in fbx format to Unreal Engine 4.
Thanks in advance.
F.
El jun 18, 2014 11:46 AM, "Williams, Wayne" 
escribió:

>  What format did you export from softimage? Did you use a plugin? Which
> version of Unreal engine are you trying to import the model into???
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Wednesday, June 18, 2014 10:44 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Softimage 2 Unreal Engine
>
>
>
> Hi guys, trying to export a model with materials and textures to unreal
> engine but everytime i try to import to ue it doesnt load the materials or
> just freezes on loading...q
>
>
>


RE: Softimage 2 Unreal Engine

2014-06-18 Thread Williams, Wayne
What format did you export from softimage? Did you use a plugin? Which version 
of Unreal engine are you trying to import the model into???

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Wednesday, June 18, 2014 10:44 AM
To: softimage@listproc.autodesk.com
Subject: Softimage 2 Unreal Engine


Hi guys, trying to export a model with materials and textures to unreal engine 
but everytime i try to import to ue it doesnt load the materials or just 
freezes on loading...q




Softimage 2 Unreal Engine

2014-06-18 Thread Francisco Criado
Hi guys, trying to export a model with materials and textures to unreal
engine but everytime i try to import to ue it doesnt load the materials or
just freezes on loading...q


Proof of concept - Dynamic normal maps using Facerobot + Unreal Engine 4

2014-04-27 Thread Nicolas Esposito
Hi guys,

Just want to share one of my last experiments.

It is a system which allows dynamic normal maps on a character ( using
Facerobot ) by enhancing the facial expressions using normal maps which are
triggered when a specific expression is applied ( or is close to that
expression ).

The system is completely dynamic, means that no manual keyframe are added.

The purpose is to enhance facial expression for both main characters and
npc in both game sequences and cinematics.

Soon a tech demo showing its full functions :)

Unreal Engine 4 - Dynamic normal
maps<https://www.youtube.com/watch?v=zTr6QRc0vfw>