What does -thread 7 stands for ?
don't use thread N°7 ? if you have 8 cores, is that it ?
Le 02/04/2013 06:37, Jason S a écrit :
More about frustration alleviation with MR, for those that don't know :
Given how SI can freeze-up to a crawl when a bunch of things are going
in the RenderRegion,
I'm with Matt in these.
I've asked for few features in Unfold, for example, I do not want UV Islands
rescaled with each pack, because in games, I have to decide what areas have
more pixel density, and it's always overwritten by packing. UV editor needs a
lot more love. I love the UV Lattice
Use 7 threads. The '-' just signifies it's an input argument to XSI...
DAN
On Tue, Apr 2, 2013 at 9:48 AM, olivier jeannel olivier.jean...@noos.frwrote:
What does -thread 7 stands for ?
don't use thread N°7 ? if you have 8 cores, is that it ?
Le 02/04/2013 06:37, Jason S a écrit :
More
The token could very well have been named threads in plural,
because it's the amount of threads MR should use.
And is NOT the same as setting the (entire) XSI process affinity to use
only 7 threads (via TaskManager)
which can give general computer responsiveness,
but does'nt at-all change
That's a little gem. Thanks Jason.
DAN
On Tue, Apr 2, 2013 at 7:37 AM, Jason S jasonsta...@gmail.com wrote:
**
More about frustration alleviation with MR, for those that don't know :
Given how SI can freeze-up to a crawl when a bunch of things are going in
the RenderRegion,
to the point
Ok, Thank you :)
Le 02/04/2013 08:52, Jason S a écrit :
The token could very well have been named threads in plural,
because it's the amount of threads MR should use.
And is NOT the same as setting the (entire) XSI process affinity to
use only 7 threads (via TaskManager)
which can give
My pleasure :) spread the word!
On 02/04/2013 3:21 AM, olivier jeannel wrote:
Ok, Thank you :)
Le 02/04/2013 08:52, Jason S a écrit :
The token could very well have been named threads in plural,
because it's the amount of threads MR should use.
And is NOT the same as setting the (entire)
CPU-based renderers can render scenes that fit into RAM, while GPU based ones
traditionally only have fast access to VRAM, which usually is not more than 2Gb
on most cards. Redshift have overcome this limitation, they do most of the
processing on the GPU and can still render scenes that need
Again, from the top of my head writing an operator to lock components and
their properties should be quite strait forward.
Also it's easy to implement a custom freeze that only freeze the stack, not
the texture projections.
Ho and yeah, the pin feature is a complete fail and misuderstood feature
yes, someone did. Or at least showed some form of progress.
But I cannot find the post anymore. If memory serves me right it was on
si-community.
Doesn't really help you mucih, but it's a start ;-)
Rob
\/-\/\/
On 1-4-2013 17:14, Nuno Conceicao wrote:
This is one
I'm pretty sure pointcloud geometry is not supported by fbx or dotxsi, but
why not go with actual nulls? According to
http://www.vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Point_Cloud_3D it
accepts .xsi, so nulls should work. (Don't forget to try switching the
dotXSI version format during
Great idea Brad! I'll buy the video if you release one. No time for live
class unfortunately.
On 30 March 2013 18:08, Rares Halmagean ra...@rarebrush.com wrote:
Great idea Brad. 2-4, 6,8 stands out for me.
On 3/27/2013 11:53 PM, Bradley Gabe wrote:
Hi Softimage Users!
I have only a few
Wasn't there a paper about this released a few years ago?
On Tue, Apr 2, 2013 at 3:38 PM, Vincent Ullmann
vincent.ullm...@googlemail.com wrote:
Some time ago i tried something like this... but somehow i ran into some
dead ends.
Started with some simple Vector-equations, something like this
For what it's worth:
Sketchup's cam matching tool could be worth a look, also just from a
user's perspective, because it works quite nicely.
You can adjust vanishing x and y vanishing lines and scale the whole
thing on z (up).
It's invoked in the image importer dialog.
Am 02.04.2013 16:38,
FWIW, C4D does a really nice job with this as well.
With all the camera matching we have to do, it would be nice to have
this inside Softimage natively.
Rob
\/-\/\/
On 2-4-2013 17:05, Eugen Sares wrote:
For what it's worth:
Sketchup's cam matching tool could be
As with most things, Blender has an addon for this too :)
https://vimeo.com/35421849
DAN
On Tue, Apr 2, 2013 at 6:13 PM, Rob Wuijster r...@casema.nl wrote:
FWIW, C4D does a really nice job with this as well.
With all the camera matching we have to do, it would be nice to have this
inside
Same here
On Apr 2, 2013 5:51 PM, Michal Doniec doni...@gmail.com wrote:
Great idea Brad! I'll buy the video if you release one. No time for live
class unfortunately.
On 30 March 2013 18:08, Rares Halmagean ra...@rarebrush.com wrote:
Great idea Brad. 2-4, 6,8 stands out for me.
On
For those who can't see the attachments (and everybody else for that matter),
I've uploaded them to si-community:
http://www.si-community.com/community/viewtopic.php?f=19t=3588
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Here's a quick render with no secondary bounces. 9.87 seconds. Which is
closer to your guys tests...
# INFO : [arnold] 00:00:15 836mb render time:
# INFO : [arnold] 00:00:15 836mb node init0:00.00
# INFO : [arnold] 00:00:15 836mbsanity checks 0:00.00
#
For those who havent seen this new feature in 3ds max 2014
http://www.youtube.com/watch?v=rswNzZoVLh8
Simple to and fast to setup! How nice would be to have this in Soft too
On Tue, Apr 2, 2013 at 4:21 PM, Dan Yargici danyarg...@gmail.com wrote:
As with most things, Blender has an addon for
Looking at the mem usage graph it went from 4.03 Gb to 4.53 at the end of
the render and then back.
Which means around 500 megs.
On Tue, Apr 2, 2013 at 7:47 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:
Here's a quick render with no secondary bounces. 9.87 seconds. Which is
closer to
I like this making of Tron as well.
http://vimeo.com/22298831
On Fri, Mar 29, 2013 at 4:47 AM, olivier jeannel olivier.jean...@noos.frwrote:
Very interesting Makings of Tron motion graphics, designs and researches
here :
https://vimeo.com/mn8er/videos/page:1/sort:date
Le 06/04/2011
looks like a job for the custom tool sdk, i dont know all the math off the
top of my head though, but that blender addon does link to this...
http://www.irisa.fr/prive/kadi/Reconstruction/paper.ps.gz
and i found this...
does anyone know when 2014 products are actually released?
Maya and 3ds Max are supposed to ship on 12 April. Probably the same for
Softimage.
On 02/04/2013 1:26 PM, Steven Caron wrote:
does anyone know when 2014 products are actually released?
Autodesk site says 39 days until trial
On Tue, Apr 2, 2013 at 1:45 PM, Stephen Blair stephenrbl...@gmail.comwrote:
Maya and 3ds Max are supposed to ship on 12 April. Probably the same for
Softimage.
On 02/04/2013 1:26 PM, Steven Caron wrote:
does anyone know when 2014 products are
Hi Octavian,
is an update/sequence render of the (animated) classroom scene available
already?
Would be really interesting how the DOF/MoB and GI play together with animation
and how long it takes to get the results smooth across frames.
Cheers,
tim
On 01.04.2013 23:37, Octavian Ureche
Speaking of the wolf
Was just getting ready to post it.
So here it is:
https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov
A couple of notes on it though. It had around 3 min / frame (some frames i
saw 2:40 min).
The thing is, i'm using brute force for the primary rays,
Very nice.
I want to use Redshift3d now, too.
mental ray has already wasted too much of my life time.
Cheers,
tim
On 02.04.2013 20:37, Octavian Ureche wrote:
Speaking of the wolf
Was just getting ready to post it.
So here it is:
Just to put some salt on that wound...did i mention i was archiving a
project and reading my mails while this was rendering?
It's the weirdest feeling in the world to render something, and then look
at the processor threads and see them all on idle.
On Tue, Apr 2, 2013 at 9:46 PM, Tim Leydecker
Hi all, I've downloaded the Softimage - Realflow connectivity plugin to try
and export a .bin file from Soft but the addon appears to be incomplete.
I get these errors:
// ERROR : 2000 - Argument 0 (PresetObj) is invalid
// ERROR : 2027-EDIT-AddICENode - Invalid preset argument, cannot load
Surprise this has not hit the list yet!
The new Lagoa is a different to the MultiPhysics we know inside Soft. Lagoa
MultiOptics deals with interactive photoreal cloud rendering, which is
mainly targeted at Designers, Engineering and Architecture.
We have launched today, and yes this is a
Chinny? :)
On 02/04/2013 4:45 PM, Daniel Brassard wrote:
Surprise this has not hit the list yet!
The new Lagoa is a different to the MultiPhysics we know inside Soft.
Lagoa MultiOptics deals with interactive photoreal cloud rendering,
which is mainly targeted at Designers, Engineering and
Yes, Chinny joinned Thiago last year on his new venture.
More info here:
http://techcrunch.com/2013/04/02/lagoa-debuts-industry-first-cloud-based-3d-design-platform-raises-1-6m-round-from-500-startups-atlas/
On Tue, Apr 2, 2013 at 4:39 PM, Jason S jasonsta...@gmail.com wrote:
**
Chinny? :)
Yes, I tested it and it's very interesting, and works very well. Recommended!
Javier Vega
javierelas...@gmail.com
jav...@zao3d.com
http://www.zao3d.com
http://blog.zao3d.com
El 02/04/2013, a las 22:56, Daniel Brassard dbrassar...@gmail.com escribió:
Yes, Chinny joinned Thiago last year on his
oh my... i think the 'teamup' was trademarked...
https://goteamup.com/
https://www.getteamup.com/
On Tue, Apr 2, 2013 at 1:39 PM, Jason S jasonsta...@gmail.com wrote:
**
Chinny? :)
On 02/04/2013 4:45 PM, Daniel Brassard wrote:
Surprise this has not hit the list yet!
The new Lagoa is
The one and the only chinny ??? .woow...things are getting better
around here
On Apr 2, 2013 11:46 PM, Daniel Brassard dbrassar...@gmail.com wrote:
Surprise this has not hit the list yet!
The new Lagoa is a different to the MultiPhysics we know inside Soft.
Lagoa MultiOptics deals with
Appreciated! But the amount of mb and the rapid camera pan in that movie
makes any flicker unnoticable even it was there ;) Could you render it
without mb, just *slow* camera animation and moving lights so we can see
possible flickering (or lack thereof)?
Thanks man,
sven
From:
Just tried it for a pitch job here. The 2012-2013 addon fails, but the 7.0
one works.
Try that one. It will still add all the ice nodes, but i'm not sure what is
changed in the newer one.
I got the exact same errors with the new one, so my only conclusion is,
they haven't tested it enough.
OK, I'll give that a go, thanks for the tip!
DAN
On Wed, Apr 3, 2013 at 12:06 AM, Octavian Ureche okt...@gmail.com wrote:
Just tried it for a pitch job here. The 2012-2013 addon fails, but the 7.0
one works.
Try that one. It will still add all the ice nodes, but i'm not sure what
is
here are some of my tests just for comparison:
http://xsi.jankin.com/dump/dispTest/
cheers :)
On Tue, Apr 2, 2013 at 6:58 PM, Octavian Ureche okt...@gmail.com wrote:
Looking at the mem usage graph it went from 4.03 Gb to 4.53 at the end of
the render and then back.
Which means around 500
Eric Mootz does...
http://www.mootzoid.com/wb/pages/softimagexsi/emtopolizer.php
then again, if softimage is not just a particle plugin, EMtopolizer is not just
an exporter...
From: Dan Yargici
Sent: Tuesday, April 02, 2013 10:37 PM
To: softimage@listproc.autodesk.com
Subject: [OT] Anyone got
I agree that it makes it difficult to spot any flickering with a fast
moving camera,
but it was enough to see that if there was any, that it would be minimal
if there was at any at all..
Especially that brute force was used.. meaning flickering should be a
non-issue anyways no?
We should
Soo awesome to see this finally launched
Tell ICEMAN I miss his sweet face.
On Tue, Apr 2, 2013 at 1:45 PM, Daniel Brassard dbrassar...@gmail.comwrote:
Surprise this has not hit the list yet!
The new Lagoa is a different to the MultiPhysics we know inside Soft.
Lagoa MultiOptics
If you multiply the weight by say 10 or so to get out of the [0, 1] range, then
round that to an interger, and plug it into Iterations, you crash as described.
But if you save that integer as a custom attribute, then get it and plug it
into Iterations, it seems to work fine.
I think I remember
P.S. @ Byungchul
One thing you can do to speed it up a bit in your case is to transform the
topologies before you build an array from the set.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Tuesday, April
Wow this is awesome. ... chinny and thiago ... you are
amazing
On Apr 2, 2013 11:57 PM, Daniel Brassard dbrassar...@gmail.com wrote:
Yes, Chinny joinned Thiago last year on his new venture.
More info here:
Right primary rays were brute force sorry,
Moving lights making small bright lit patches lighting the rest of the
room
is what makes flickering the most prone.
For instance, a slowly moving sun (and camera),
with small light portals (perhaps a punched grid running across windows?)
just as
i wonder how it gets decided what is going to get put in,to a version, i
mean i'm sure they try and balance progress so as not to let any of the
main 3 SI-MAYA-3ds get ahead of one another, even max got a crowed sim,
this time round. keeping everything in a state of perpetual stagnation,
sigh.
The browser is doing all
that, bullshit :) (Can I use such language on this mailing list ?)
Christopher
Nasser Al-Ostath
Tuesday, April
02, 2013 6:15 PM
Wow
this is awesome. ... chinny and thiago ... you are amazing
Daniel Brassard
Fuck no. We don't tolerate that shit.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher
Sent: Tuesday, April 02, 2013 5:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: New ww.Lagoa.com
The browser is doing all
I got drunk with a couple of Icelandish friends instead.
That helped quite a bit.
Still rendered a F-stop animation of the classroom scene with DOF
just to find out that the DOF is jittering badly when I came home.
I used mental ray.
I´m totally fed up with this now.
Thanks for sharing your
@Christopher
It doesn't really make any sense to me in that context, but sure, I don't
think that there is anything wrong with it.
Is this a re-branding of team-up? (in an airport right now)
I experimented with team-up earlier this year and I was mostly very
impressed.
I really liked the global
A not the browser, but a cloud rendering backend.
Pretty cool shit none the less
On 02/04/2013 8:22 PM, Christopher wrote:
The browser is doing all that, bullshit :) (Can I use such language on
this mailing list ?)
Christopher
Nasser
Al-Ostath
I'm no expert in this so I was just forwarding the response ... from what
you've just said it makes sense. And yes, I've no doubt on Thiago q :
Cheers
On Wed, Apr 3, 2013 at 3:04 PM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
It's pretty standard legal BS for any cloud service,
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