CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
I've spent the night figuring out how to set per-component ICE attributes from a custom operator, which most of the threads on the subject had me beginning to believe was impossible. I was working with SI2013 and compiling against the SDK that ships with 2014sp2, and as soon as I declared a

RE: wood preset

2013-10-23 Thread adrian wyer
maybe it's too early in the morning for me, but care to share how to achieve the modulo/gradient effect with example images? or a step by step... always hated the fact that we cant have more than 8 markers in a gradient! _ From: softimage-boun...@listproc.autodesk.com

render region, with color management and volumics in mr.

2013-10-23 Thread Andi Farhall
A couple of years ago i was doing some volumic lights in arnold and noticed some artifacts in the render region when using colour management, which turned out to be as a result of the region being 8 bit. I notice now with 2014sp2 that i'm getting the same thing with mr and a standard volumic

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Stephen Blair
From the Softimage 2014 SP2 Readme: SOFT-9089 Very slow access to the ICE attribute arrays *Note: You may need to recompile your plugins, if they were compiled using Softimage versions prior to 2014 SP2. On Wed, Oct 23, 2013 at 4:33 AM, Mathias N mdawn...@gmail.com wrote: I've spent the

If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread olivier jeannel
http://www.deskriptiv.de/form

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread Stefan Kubicek
Cool stuff, I believe there was an article about them in one of the latest Digital Production issues. http://www.deskriptiv.de/form -- --- Stefan Kubicek --- keyvis digital imagery

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread Greg Punchatz
I love this kind of stuff and Tim Borgmann is the king of kewl motion design in my book...along with polynoid. *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com http://www.janimation.com On

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread olivier jeannel
Any idea what software ? Houdini maybe ? I find myself always fighting to get a beautifull noise / Turbulence... Le 23/10/2013 15:51, Stefan Kubicek a écrit : Cool stuff, I believe there was an article about them in one of the latest Digital Production issues. http://www.deskriptiv.de/form

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread Eric Lampi
Wow, very cool work.. Can someone translate the titles? Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Oct 23, 2013 at 9:51 AM, Stefan Kubicek s...@tidbit-images.comwrote: Cool stuff, I believe there was an article about them in one of the latest Digital

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread Cristobal Infante
lovely reference, thanks for sharing! On 23 October 2013 15:09, Eric Lampi ericla...@gmail.com wrote: Wow, very cool work.. Can someone translate the titles? Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Wed, Oct 23, 2013 at 9:51 AM, Stefan Kubicek

RE: weightmap driven by velocity?

2013-10-23 Thread Andi Farhall
i did this for a lucozade job where a dancer was emitting stuff based on his motion. I used a duplicate frame with a one frame offset to get a basic velocity and just set the weightmap value with that, using a rescale node and a scalar curve node to give a bit more control. A

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread Vincent Fortin
I'm not sure if all the images are the work of Christopher Bader but I know he uses Houdini. Lovely indeed! Also check out www.field.io On Wed, Oct 23, 2013 at 10:23 AM, Cristobal Infante cgc...@gmail.comwrote: lovely reference, thanks for sharing! On 23 October 2013 15:09, Eric Lampi

RE: GEAR and Global Scale

2013-10-23 Thread Manny Papamanos
I just tested with one of my gear chars. Global-Scale does break the spine but only when pushed past 3. Easy to overlook while testing because the range goes from 0 to 3 on that slider. Manny Papamanos Product Support Specialist Softimage and Motionbuilder From:

Re: GEAR and Global Scale

2013-10-23 Thread Matt Morris
For me it was scaling down which caused the problems with the fingers - take the default man in the example scenes, scale him down to 0.1 or lower, and you will see that the fingers are mis-aligned. The same effect happened to a character that I scaled up too, though I can't replicate that here.

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread Tim Borgmann
No need to hang yourself Olivier, this is for sure really interesting stuff ;) Thanks for the link. Cheers Tim http://www.deskriptiv.de/form

Re: GEAR and Global Scale

2013-10-23 Thread Jeremie Passerin
I confirm there is a scaling issue in both the Meta and the Spine components. I never had the time to fix it. Sorry about that. :( If anyone is fixing it (some people emailled me a while ago with ideas on how to fix the meta). I'm sure Miquel will be happy to add it to the next release of GearMc.

Re: If Tim Borgmann doesn't love this, I hang myself ;)

2013-10-23 Thread Simon Reeves
I think they are houdini? I've been making something similar recently rotating strands around and what not, hopefully I will show soon! Simon Reeves London, UK *si...@simonreeves.com* *www.simonreeves.com* * * On 23 October 2013 16:39, Tim Borgmann i...@bt-3d.de wrote: No need to hang

Re: GEAR and Global Scale

2013-10-23 Thread Miquel Campos
I didn't have time to check it :P but I will check ASAP. But if some one have the fix before me, I will be more than happy to add it to GearMc repo :D Thanks! Miquel Campos www.miquelTD.com On Wed, Oct 23, 2013 at 11:43 AM, Jeremie

Re: weightmap driven by velocity?

2013-10-23 Thread Steven Caron
if you are emitting particles on the mesh, getting point velocity of the emit location is easy. no need to duplicate any geo or do frame offsets. On Wed, Oct 23, 2013 at 7:54 AM, Andi Farhall hack...@outlook.com wrote: i did this for a lucozade job where a dancer was emitting stuff based on

RE: weightmap driven by velocity?

2013-10-23 Thread Andi Farhall
would that be the case with a basic cached character mesh? It was a few years ago but i'm sure i ran into trouble. Or maybe i just assumed i would and did it that way. A ...

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2013-10-23 Thread Robert Lansdale
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Re: weightmap driven by velocity?

2013-10-23 Thread Steven Caron
if the particles are simulated, it should still work. On Wed, Oct 23, 2013 at 10:23 AM, Andi Farhall hack...@outlook.com wrote: would that be the case with a basic cached character mesh? It was a few years ago but i'm sure i ran into trouble. Or maybe i just assumed i would and did it that

Re: wood preset

2013-10-23 Thread peter_b
to a degree, you can get around that, by plugging a gradient into a gradient (ad infinitum). so if you have a simple B/W gradient at first, plug it into one which goes from BWBWBWBW again into one which goes from BWBWBWBW you will end up with some very fine detail high contrast lines. Chain as

Re: weightmap driven by velocity?

2013-10-23 Thread Sandy Sutherland
If you emit from geometry, then stick the particles to the emit location, you do get a pointvelocity from the emitlocation. This works for enveloped or cached or just transforming. S. On 2013/10/23 7:35 PM, Steven Caron wrote: if the particles are simulated, it should still work. On Wed,

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
The plugin loads fine in 2014 SP2 even when compiled against the 2013SP1 SDK; it is not forward but backward compatibility that appears to be broken. Although the only proper rundown of SDK backwards compatibility I can find is from the 2011 SDK wiki, it states that The Softimage SDK is backwards

Re: weightmap driven by velocity?

2013-10-23 Thread Steven Caron
exactly... On Wed, Oct 23, 2013 at 10:40 AM, Sandy Sutherland sandy.mailli...@gmail.com wrote: If you emit from geometry, then stick the particles to the emit location, you do get a pointvelocity from the emitlocation. This works for enveloped or cached or just transforming. S. On

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Stephen Blair
The Softimage SDK is backwards compatible: a newer version of Softimage can load plugins that were compiled with older versions of the SDK. In general, that backwards compatiblity is rarely broken. 2014 SP2 was an exception (SItoA, for example, would not load into 2014 SP2 until it was recompiled

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Steven Caron
well not if they changed its behavior... and you ran into the a combination which isn't supported. i usually go the other way around, compile with the minimum SDK version you can. is there any reason you can't compile with the 2013 SDK for use in 2013? again, in this case if you want to use your

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
Huh, so I guess I should stop using the 2014SP2 SDK for my 2011 plugins. Thanks for clearing that up. On Wed, Oct 23, 2013 at 7:50 PM, Alok Gandhi alok.gan...@modusfx.comwrote: On 10/23/2013 1:40 PM, Mathias N wrote: The plugin loads fine in 2014 SP2 even when compiled against the 2013SP1

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Steven Caron
ya, what advantage where you hoping to attain by using the newer SDK? On Wed, Oct 23, 2013 at 10:54 AM, Mathias N mdawn...@gmail.com wrote: Huh, so I guess I should stop using the 2014SP2 SDK for my 2011 plugins. Thanks for clearing that up.

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Mathias N
I made the move to the 2014SP2 SDK a while back hoping that some of the problems I was encountering were bugs rather than me simply having no idea what I was doing (Spoiler: it was the latter). Seeing as all my plugins compiled against it also worked fine in 2011 I figured it would be preferable

Re: GEAR and Global Scale

2013-10-23 Thread phil harbath
could someone explain the “auto-spreading”, I have noticed this undesired (for me) effect on the fingers when the arms are in certain positions, however I don’t know what caused it or why. From: Matt Morris Sent: Tuesday, October 22, 2013 9:15 PM To: softimage@listproc.autodesk.com Subject:

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Alok Gandhi
Usually as Steven said, I would run older plugins in 2014 as is first. If they seem to fail I would check what is going on. The good workflow would be: Always start with the SDK for the Soft version. So if I am writing a plugin for 2011, I would use 2011 SDK. Then in 2012 and up I would load

Re: CICEAttributeDataArray and SDK backwards compatibility

2013-10-23 Thread Steven Caron
the real shame is, that it was deceiving you... you got none of the advantages of the changes made to the SDK. from what i understand (which i am still a c++ n00b) it loads the sicppsdk.dll dynamically from the version of softimage which is loading the plugin and that library doesn't have the new

Fatal BSP2 error

2013-10-23 Thread Paul Griswold
I'm stuck back using Mental Ray on a project and on 1 particular frame I'm getting this: // ERROR : FATAL: BSP2 0.4 39 MB fatal 551109: runtime exception 0xc0fd: stack overflow // ERROR : FATAL: BSP2 0.4 39 MB fatal 551109: runtime exception 0xc0fd: stack overflow // ERROR :

Re: Fatal BSP2 error

2013-10-23 Thread Paul Griswold
Straight render from Softimage, not a preview/region render. Though I think I'd get the same if I tried those as well. I'm searching through all my textures for the scene now - there are a lot of animated ones, and I'm wondering of one of those are corrupt. -Paul On Wed, Oct 23, 2013 at 3:37

RE: Fatal BSP2 error

2013-10-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Is this coming from render region, preview, or render(interface)? Or is it from xsibatch render? Have you tried using the older bsp and changing the bsp settings? Search for MI_FORCE_OLD_BSP in the documentation. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic

RE: Fatal BSP2 error

2013-10-23 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
BSP is an optimization algorithm. It divides up the scene into smaller boxes in order to optimize the raytracing speed. When BSP2 was introduced it was apparently further optimized to set automatically to what it thinks is the best settings internally. I'd try changing the render type to

Re: Fatal BSP2 error

2013-10-23 Thread Paul Griswold
I think at that particular frame I have an object with it's render visibility animated from off to on. I'll give batch a try see what happens. I've tried rendering with all diagnostics turned on and I can't see anything else listed that it's having a problem with. -Paul On Wed, Oct 23, 2013

RE: Fatal BSP2 error

2013-10-23 Thread Matt Lind
You need to tweak the BSP settings as the error indicates the BSP tree is subdividing too much causing it to exhaust available memory on the stack. Usually occurs where there is an error of high geometric density (lots of triangles in a particular area), but there are other causes. One

RE: Fatal BSP2 error

2013-10-23 Thread Manny Papamanos
Animating render vis may be interfering with things like motion-blur in some negative way... Just set the visibility to 'on' for that frame (remove the keys) and re-render it. -manny From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of

Strand Collision Framework

2013-10-23 Thread Mathias N
A couple of years ago I decided I needed inter-colliding strands and spent an ungodly amount of time trying to make it in ICE. As a result of not knowing anything back when I started working on it the code is a complete mess, and fixing the more glaring issues would be a significant undertaking.

Re: Strand Collision Framework

2013-10-23 Thread Alan Fregtman
Outstanding work sir! :) Can't wait to have time to play with this. On Wed, Oct 23, 2013 at 10:56 PM, Mathias N mdawn...@gmail.com wrote: A couple of years ago I decided I needed inter-colliding strands and spent an ungodly amount of time trying to make it in ICE. As a result of not

Re: Strand Collision Framework

2013-10-23 Thread David Barosin
Honestly that's pretty phenomenal. No reason to downplay, it's not a trivial problem to solve. On Wed, Oct 23, 2013 at 10:56 PM, Mathias N mdawn...@gmail.com wrote: A couple of years ago I decided I needed inter-colliding strands and spent an ungodly amount of time trying to make it in ICE.