Re: Redshift3D Render

2014-01-08 Thread Sebastien Sterling
Call me immature, but i kind of love the idea of my gaming pc also being my render farm :P Sod of Nvidia and your flaby Quadro cards there expensive as fuck and you can't play Crysis on them :) On 8 January 2014 23:13, Tim Leydecker wrote: > For a current list of features available as well as

Re: Redshift3D Render

2014-01-08 Thread Byron Nash
I'm pretty excited about GPU rendering as a concept and this is the first time I've tried it in a DCC app. I have to say it's really nice to be doing Render Region renders and never peg out the CPU. I typically have a lot of things open and switch around a lot and having the CPU free to run other t

Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
+1 2014/1/8 Sebastien Sterling > +1 David.G,(single tear) > > Another beautiful feature of softimage, which must get taken for granted, > as i've never seen it brought up in comparison: > > isn't it nice... to be able to hide components (poly's,islands)? just > select a group of faces and H

Re: rigging in xsi vs maya

2014-01-08 Thread Sebastien Sterling
+1 David.G,(single tear) Another beautiful feature of softimage, which must get taken for granted, as i've never seen it brought up in comparison: isn't it nice... to be able to hide components (poly's,islands)? just select a group of faces and H its gone !!! but you get to keep the other stuff

Re: rigging in xsi vs maya

2014-01-08 Thread Guillaume Laforge
On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau wrote: > In the new future ( not talking about autodesk here) I think > workflows will standards will be Gator-like tools to deal with topo > changes (point clouds tools as necessary also ptex-based workflows) > and katana-like proceduralism for

Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
That was incomprehensible; I meant "(point clouds tools are necessary also for ptex-based workflows)" On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau wrote: > On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher > wrote: >> On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote: >> The topology updates in S

Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher wrote: > On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote: > The topology updates in Softimage is its best and most unique feature, along > with render passes (property propagation). I think no other app will ever > have this. There are architecture ov

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher
On 1/8/2014 5:12 PM, Bradley Gabe wrote: Aren't you the guy who made the 3D Cat in the Hat animation I saw on the ride at Universal Studios? I also remember some training tutorial videos and a UV mapping tool. ;-) I'm not sure, but as a casual outside observer this entire thread seems like a t

Re: rigging in xsi vs maya

2014-01-08 Thread Bradley Gabe
Aren't you the guy who made the 3D Cat in the Hat animation I saw on the ride at Universal Studios? I also remember some training tutorial videos and a UV mapping tool. ;-) I'm not sure, but as a casual outside observer this entire thread seems like a trolling job. Nice to see Luc-Eric is still pl

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher
On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote: how many years ago was the BlueSky rigging experience and how much was it? I remember seeing you as a Softimage fan since very early XSI - perhaps a Softimage 3D user before that as well? I might be confusing you with another user. The topology

Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
how many years ago was the BlueSky rigging experience and how much was it? I remember seeing you as a Softimage fan since very early XSI - perhaps a Softimage 3D user before that as well? I might be confusing you with another user. The topology updates in Softimage is its best and most unique fe

RE: Batch function for Ultimapper and Render Map

2014-01-08 Thread Matt Lind
// Jscript - will need some tweaking to be functional RenderMapSequence( 1, 100, "C:\\tmp\\my_sequence.CURRENTFRAME.tga" ); function RenderMapSequence( FrameStart, FrameEnd, FileName ) { var oPlayControl = Dictionary.GetObject( "PlayControl" ); // get eligible objects from selection var aFilterN

Re: Batch function for Ultimapper and Render Map

2014-01-08 Thread Nicolas Esposito
The same script functionality to execute every frame and update the output file could be applied to Ultimapper as well, am I correct? Sorry but I'm not too familiar with scripting, but looking at the manual looks nothing super-complicated ;) 2014/1/9 Nicolas Esposito <3dv...@gmail.com> > This i

Re: Batch function for Ultimapper and Render Map

2014-01-08 Thread Nicolas Esposito
This is gold! Thanks Matt and Alan ;) 2014/1/8 Alan Fregtman > You might find Sajjad's *Mapify* plugin useful as it can rendermap a > sequence: > > http://www.sajjadamjad.com/plugins.html#Mapify > > > > On Wed, Jan 8, 2014 at 5:42 PM, Matt Lind wrote: > >> Set up the rendermap property as usual

Re: Batch function for Ultimapper and Render Map

2014-01-08 Thread Alan Fregtman
You might find Sajjad's *Mapify* plugin useful as it can rendermap a sequence: http://www.sajjadamjad.com/plugins.html#Mapify On Wed, Jan 8, 2014 at 5:42 PM, Matt Lind wrote: > Set up the rendermap property as usual, then write a few lines of script > to execute rendermap every frame while up

RE: Batch function for Ultimapper and Render Map

2014-01-08 Thread Matt Lind
Set up the rendermap property as usual, then write a few lines of script to execute rendermap every frame while updating the output file path. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito Sent: Wednesday, Ja

Batch function for Ultimapper and Render Map

2014-01-08 Thread Nicolas Esposito
I remember there was backburner for Softimage once but I suppose has been removed... So, I need to use ultimapper and render map to render out each frame of my animation, and if I remember correctly this was doable with backburner With Soft 2013 there is a way to achieve that? I'm trying to repl

Re: Redshift3D Render

2014-01-08 Thread Tim Leydecker
For a current list of features available as well as a roadmap, I would like to suggest to just go and give it a free try: https://www.redshift3d.com/get-redshift Yes, actually you don´t even have to commit to spending $100 directly, the Free Beta Trial gives you 30 days of full access to Redshif

Re: rigging in xsi vs maya

2014-01-08 Thread Eric Thivierge
Yeah, ICE could do that if they keep pushing it... maybe? Though I think it's pretty black boxed in terms of just having the high level access to objects, not the underlying nodes. A Node Editor like Maya plus exposing more of the internals in the Scene Explorer would be something to look at i

Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
Haha. Maybe because Maya needs it, so you can dig in there and get it working properly. While in Softimage not ;) Just fueling the fire! 2014/1/8 Eric Thivierge > Just because I want to fuel the fire, I'll toss in that while the workflow > in Maya is quite flawed out of the box, you c

RE: rigging in xsi vs maya

2014-01-08 Thread Matt Lind
Butbut.buteverybody said ICE can do oh so much more. Say it ain't so. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, January 08, 2014 1:50 PM To: softimage@lis

Re: rigging in xsi vs maya

2014-01-08 Thread Eric Thivierge
Just because I want to fuel the fire, I'll toss in that while the workflow in Maya is quite flawed out of the box, you can get to more internals of the scene graph and manipulate it than we have in Softimage. On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote: Bravo! Bravo!! :) I

Re: Redshift3D Render

2014-01-08 Thread Emilio Hernandez
Backing up Tim, in the forums there is actually a hair test in Softimage with a simple phong shader. And IMHO it looks nice. 2014/1/8 Tim Crowson > They've stated pretty clearly that Hair and Strand support is the next > big thing to come... shouldn't be too long now... > > -Tim > > > > On

Re: Redshift3D Render

2014-01-08 Thread Daniel Kim
Yep. I see that's coming. I can't wait to use paid beta version --- Daniel Kim Animation Director & Professional 3D Generalist http://www.danielkim3d.com --- On Thu,

Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
Well Dave just said it. And as I said before... maybe the guy who wrote the post in the blog that didn't sign it properly was rigging a sphere and cylinder... Some one that makes such statements and does not leave his name... or allow to reply 2014/1/8 Jordi Bares > Great analysis, than

Re: Redshift3D Render

2014-01-08 Thread Tim Crowson
They've stated pretty clearly that Hair and Strand support is the next big thing to come... shouldn't be too long now... -Tim On 1/8/2014 3:36 PM, Daniel Kim wrote: I found some weird result of displacement map with Redshift. Elevation is okay, but sometimes I could see weird connection of UV

Re: rigging in xsi vs maya

2014-01-08 Thread Jordi Bares
Great analysis, thanks for putting the time to do it and share it with the community. Jordi Bares jordiba...@gmail.com On 8 Jan 2014, at 19:45, David Gallagher wrote: > > I rigged on quite a few characters in Maya at Blue Sky Studios and now > (Softimage) AnimSchool. We offer the well-known

Re: Redshift3D Render

2014-01-08 Thread Emilio Hernandez
Sorry hit the send button... I was saying... Yes. They even implemented a scalar change range into the displacement node and they have an "auto bump" feature. It can render such fine detail, that really is amazing. The bump map by itself looks awsome. 2014/1/8 Emilio Hernandez > Displacem

Re: Redshift3D Render

2014-01-08 Thread Daniel Kim
I found some weird result of displacement map with Redshift. Elevation is okay, but sometimes I could see weird connection of UVM. All UVM boders wasn't smooth and I had no idea how to fix it. Arnold has that option though : / But more option I need is... hair @__@ and ICE strand

Re: Redshift3D Render

2014-01-08 Thread Emilio Hernandez
Displacement and bump map are there and they work beautiful. They event implement a scalar change range into the displacement node. 2014/1/8 Tim Crowson > I'll repost what I said in the other thread > > We started using Redshift back in March and pretty much use it exclusively > now. Of

Re: rigging in xsi vs maya

2014-01-08 Thread Alan Fregtman
Bravo! Bravo!! :) I echo your exact sentiments, David (though my own credentials are puny by comparison.) The operator stack should be permanently on the box as a "hot feature". We all take it for granted all the time, but seriously it's one of the best features in Soft. On Wed, Jan 8, 2014 at

Re: Redshift3D Render

2014-01-08 Thread Tim Crowson
I'll repost what I said in the other thread We started using Redshift back in March and pretty much use it exclusively now. Of course it all depends on the needs of the project (and there are still some real limitations). The RS dev team is top notch though. I'm really excited to see how

Re: Redshift3D Render

2014-01-08 Thread Daniel Kim
I used Redshift when it was alpha (it's beta now) I really loved it, but Redshift is developing few features that I always need like hair, ICE strand rendering, and better displacement map result. But still Redshift is incredibly fast than any other renderers (Arnold, V-Ray, MRay) and it's really s

Re: Redshift3D Render

2014-01-08 Thread Paul Griswold
I've been using it along side Arnold for quite a while now. I just finished a project for CES entirely in Redshift. I think Redshift falls more into the category of a VRay competitor rather than Arnold. Redshift isn't open the way Arnold is & I don't think they intend it to be. I've found it to

Re: Redshift3D Render

2014-01-08 Thread Ed Manning
+1

Redshift3D Render

2014-01-08 Thread Stephen Davidson
I just wanted to start this thread so we can kill the Sofimage is dead thread. :) So..Redshift3D enthusiasts...post here. I think we will benefit the group, as a whole, if we spread the word on this amazing GPU rendering company. They have made my workflow SO much faster. -- Best Regards, *

Re: rigging in xsi vs maya

2014-01-08 Thread Ed Manning
I just worked on a project in Maya that had some very complex facial rigs. I was flabbergasted to learn that we couldn't do *ANYTHING* at the artist level to make shape adjustments of even the most basic kind, until we got the rigger/TD (the excellent Lee Wolland) back in to build us a tool that w

Re: rigging in xsi vs maya

2014-01-08 Thread Steven Caron
thank you! thank you! thank you!... i knew i wasn't crazy thinking rigging in maya is a PITA! On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher < davegsoftimagel...@gmail.com> wrote: > > I rigged on quite a few characters in Maya at Blue Sky Studios and now > (Softimage) AnimSchool. We offer the

Re: rigging in xsi vs maya

2014-01-08 Thread David Barosin
Dave that's a great summary, especially coming from someone with the proper credentials in both packages. This should find it's way up the ladder at AD. On Wed, Jan 8, 2014 at 2:45 PM, David Gallagher < davegsoftimagel...@gmail.com> wrote: > > I rigged on quite a few characters in Maya at Blue

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher
I rigged on quite a few characters in Maya at Blue Sky Studios and now (Softimage) AnimSchool. We offer the well-known "Malcolm" rig for free. There is no comparison to rigging in Softimage and Maya--not the kind of rigging I do. I often assume by now they have better workflows in Maya, but

Re: rumor, Soft dead within the next year

2014-01-08 Thread Tim Leydecker
Hey Emilio, I´ve become a fan. I couldn´t resist to butt in. Once more. Regarding standard shaders versus Redshift3D shaders, it´s a compareable to Arnold. You get better quality in sampling and more realistic results, as the native shaders have optimizations or implementations a legacy phong m

Re: rumor, Soft dead within the next year

2014-01-08 Thread Stephen Davidson
There is one situation, that happened to me, while using Redshift ... I got an "out of memory" error from Redshift, while using Chrome at the same time. This is most likely due to my Quadro FX300 card which is not the best card for GPU rendering. On Wed, Jan 8, 2014 at 1:08 PM, Byron Nash wrot

Re: rigging in xsi vs maya

2014-01-08 Thread Raffaele Fragapane
I'm going to hold back on expressing how I really feel about it, and leave it at: "It's utter shit". I read/reviewed that a while ago as I was requested to (helping with training and cross training) and it's asinine and a plain display of incompetence in both softwares and of extremely inefficient

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
Thank you Tim for jumping on this one! I would just add, that for $100 bucks you are not going to regret it at all! You will be all setup and ready to render I will say in one day at most of getting the hang of it. And there is always the forums. The Redshift team is amazing not only for the re

Re: rumor, Soft dead within the next year

2014-01-08 Thread Tim Leydecker
It´s worth using the redshift3d shaders, the new blend material is really nice, normal map blending works nice and the conductor/dielectric option to drive reflection gives believable metal reflection behaviour results easily. You´ll also get better (lights/shadow) sampling compared to using defa

RE: Organizing files that belong together

2014-01-08 Thread Matt Lind
You can skin this cat 1000 different ways, but it's essentially an asset management issue. One possible solution is to apply metadata to your squares as custom properties or userdata blobs to define what type of square it is. The square would likely be exported as an .emdl (or custom file form

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
Right now I am rendering something nothing fancy, just a simple PS. But at the same time I am working on editing something in Media Composer full HD without any restrictions. 2014/1/8 Emilio Hernandez > You can use the standard ones as they are compatible with Redshift or use > the Redshift

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
You can use the standard ones as they are compatible with Redshift or use the Redshift ones. Of course the redshift look almost the same as the standard ones, so you are not guessing or fooling around on what does what. But the difference is that the Redshift ones are "physical accurate" and you

Re: rumor, Soft dead within the next year

2014-01-08 Thread Byron Nash
When switching over to Redshift, are you all typically redoing the shaders using the Redshift ones or trying to rely on the compatibility with standard ones? I'm interested to check it out but would like to approach it correctly. Thanks, Byron On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez w

Re: Stopping simulation!?

2014-01-08 Thread Oscar Juarez
You can try this http://xsisupport.com/2011/03/11/softimage-blog-%C2%BB-work-around-to-problems-with-tablets-and-softimage/ If it still not working, try to stop playback with keyboard, down arrow. On Wed, Jan 8, 2014 at 4:28 PM, Emilio Hernandez wrote: > Now that you mention I am having the s

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
It sounds promising. I don't know. The funny thing is that Quadros actually render slower than GTX in my experience. As they have lower CUDA cores. My GTX470 alone rendered faster than a Quadro 3000. As the GTX is more focused to games and Quadros to faster video display processing, the Quadros

Re: rumor, Soft dead within the next year

2014-01-08 Thread Ben Rogall
Someone said they were going to try Amazon EC2 but no results posted yet. On 1/8/2014 10:00 AM, Dan Yargici wrote: Anyone tried using gpubox with Redshift? http://renegatt.com/ On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson mailto:magic...@bellsouth.net>> wrote: +1 here. Redshift is

Re: soft and Arnold i think

2014-01-08 Thread Maurício PC
Man ... what a beautiful film. Very well done. On their site says it's a Softimage (MR and Arnold) house! :) On Wed, Jan 8, 2014 at 1:46 PM, Ben Rogall wrote: > Yes. They are synchronized and on the official site > http://www.unahistoriaquedalavuelta.com/ there is this trick where you > contro

Re: Linking a light (Sun) to a Physical sky ?

2014-01-08 Thread olivier jeannel
Seems to work with Mia Phisical Sun .. I Le 08/01/2014 16:32, olivier jeannel a écrit : Very dumb question, I did it before, I'm sure... How do I link a light (infinite - sun) rotation to a vector (Sun direction) in a Physicla sky property page ? (So that my light is a sun...) I'm in redshift.

Re: rumor, Soft dead within the next year

2014-01-08 Thread Dan Yargici
Anyone tried using gpubox with Redshift? http://renegatt.com/ On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson wrote: > +1 here. Redshift is faster on one machine than Mentalray on two of the > same CPU (i7 950) > and I am using a Nvidia Quadro FX 3800 (older card) > I would imagine multiple C

Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
I also use GoZ a lot, the only bug that happens for me is that if you send from Softimage to Zbrush, make an UV check before start sculpting. Sometimes they got screwed. So export an OBJ and import in Zbrush do your sculpt and sendback to SI. Make sure your UV's are consistent and flip the U befo

Re: rumor, Soft dead within the next year

2014-01-08 Thread Stephen Davidson
+1 here. Redshift is faster on one machine than Mentalray on two of the same CPU (i7 950) and I am using a Nvidia Quadro FX 3800 (older card) I would imagine multiple CUDA cards would be lightning fast. Redshift is also so well integrated into Softimage. Very little learning to be up and running in

Re: soft and Arnold i think

2014-01-08 Thread Ben Rogall
Yes. They are synchronized and on the official site http://www.unahistoriaquedalavuelta.com/ there is this trick where you control the playback with your mobile phone to rotate between the happy and sad versions. On 1/8/2014 4:37 AM, pete...@skynet.be wrote: very nice how they interrelate *Fr

Linking a light (Sun) to a Physical sky ?

2014-01-08 Thread olivier jeannel
Very dumb question, I did it before, I'm sure... How do I link a light (infinite - sun) rotation to a vector (Sun direction) in a Physicla sky property page ? (So that my light is a sun...) I'm in redshift...

Re: Stopping simulation!?

2014-01-08 Thread Emilio Hernandez
Now that you mention I am having the same issue. Any ideas? Thx 2014/1/8 Morten Bartholdy > I have had the doubtful priviledge of having to do a variety of > simulation lately in Soft, and if I remember correctly, in the fall I was > able to stop simulations by mouse and pen input, but no

Stopping simulation!?

2014-01-08 Thread Morten Bartholdy
I have had the doubtful priviledge of having to do a variety of simulation lately in Soft, and if I remember correctly, in the fall I was able to stop simulations by mouse and pen input, but now I can't do that any longer - actually no matter how simple the sim is. I am on SI 2013 SP1 Win7 and the

Re: soft and Arnold i think

2014-01-08 Thread Sebastien Sterling
Maybe these people should get an invite to the list :), its not the first time the words "i think it might be softimage" have appeared around here. On 8 January 2014 13:04, Morten Bartholdy wrote: > They are sweet :) > > > > - and nicely done too. > > > > MB > > > Den 8. januar 2014 kl. 11:1

Re: rigging in xsi vs maya

2014-01-08 Thread Sebastien Sterling
One feature i would have loved to see implemented across the board of autodesk products (apart from Alembic which should really just be a new standard by now...) is the heat map algorithm. in theory, is this that difficult to implement in Soft and Max ? apparently it was made by a bunch of students

Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Cristobal Infante
You read it linear for sure. What exactly is your problem, are you not getting enough detail?. If this is the problem it can also be the UVs are not big enough for each poly. To be honest the final shader doesn't really matter for the disp, in fact GoZ export with a phong. I personally only use Ar

RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
OK, next question. If you are working in linear workflow, how would you set up the displacement? At this moment I feed the displacement map as Linear, and scale it down with Change Range node. The displacement map is an OpenEXR 32 bit texture, and I am using the MILA mental Ray shaders. Cheers

Re: soft and Arnold i think

2014-01-08 Thread Morten Bartholdy
They are sweet :) - and nicely done too. MB Den 8. januar 2014 kl. 11:19 skrev adrian wyer : > > https://vimeo.com/83602545 > > > > https://vimeo.com/83602546 > > > > very nice > > > > Adrian Wyer > Fluid Pictures > 75-77 Marg

Re: OT: Organizing files that belong together

2014-01-08 Thread Christian Gotzinger
Thank you for the input, Angus. I like your idea of tracking edges, that makes a lot of sense and is something that I'll definitely look into. Regarding a tool that might help with organizing this, I take it there may not be anything out there that applies to our needs. We use Perforce, and that s

Re: soft and Arnold i think

2014-01-08 Thread patrick nethercoat
*applause* lovely. On 8 January 2014 10:37, wrote: > very nice how they interrelate > > > *From:* Emilio Hernandez > *Sent:* Wednesday, January 08, 2014 11:24 AM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: soft and Arnold i think > > Nice work! > > > > > 2014/1/8 adrian wyer

Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Cristobal Infante
GoZ for softimage all the way... On 8 January 2014 09:24, Emilio Hernandez wrote: > The trick is the scalar change range node in the render tree to match the > displacement. So MR will know wich values go up and wich values go down. > Take a look at the alpha value when exporting the displacem

Re: OT: Organizing files that belong together

2014-01-08 Thread Angus Davidson
Ugg Ascii art didn’t come out right A1 A2 A3 B1 B2 B3 C1 C2 C3 Hopefully this come out This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy

Re: soft and Arnold i think

2014-01-08 Thread peter_b
very nice how they interrelate From: Emilio Hernandez Sent: Wednesday, January 08, 2014 11:24 AM To: softimage@listproc.autodesk.com Subject: Re: soft and Arnold i think Nice work! 2014/1/8 adrian wyer https://vimeo.com/83602545 https://vimeo.com/83602546 very nice Ad

Re: OT: Organizing files that belong together

2014-01-08 Thread Angus Davidson
HI Christian The more I am thinking about this the more I think your trying to track the wrong thing. You should be tracking edge versions no file versions. Edge changes affect a minimum of one edge per block , but also a minimum of two blocks per edge. Think of a standard 3 x 3 grid . This w

Re: soft and Arnold i think

2014-01-08 Thread Emilio Hernandez
Nice work! 2014/1/8 adrian wyer > https://vimeo.com/83602545 > > > > https://vimeo.com/83602546 > > > > very nice > > > > Adrian Wyer > Fluid Pictures > 75-77 Margaret St. > London > W1W 8SY > ++44(0) 207 580 0829 > > > adrian.w...@fluid-pictures.com > > www.fluid-pictures.com > > > > F

soft and Arnold i think

2014-01-08 Thread adrian wyer
https://vimeo.com/83602545 https://vimeo.com/83602546 very nice Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com mailto:adrian.w...@fluid-pictures.com> www.fluid-pictures.com http://www.fluid-pictures.com/> Flui

Re: rigging in xsi vs maya

2014-01-08 Thread Tim Leydecker
Using a 3DSMax rigged sample character scene from the UDK docs, I made a roundtrip through Maya and Softimage using the *.fbx format. I didn´t try to export any rig controls, just a "human" rig. It´s worth checking to have the latest *.fbx version installed and using an export preset that seems

Re: Facerobot - wrinkle maps and mouth smooth doesn't work

2014-01-08 Thread Rob Wuijster
Just be sure not to feed it after midnight ;-) Rob \/-\/\/ On 8-1-2014 9:01, Nicolas Esposito wrote: Not sure if FR needs to think about it for a bit, but today the brushes for wrinkles and mouth works I have no idea what happened but it works! 2014/1/6 Manny Pa

Re: rigging in xsi vs maya

2014-01-08 Thread Stefan Kubicek
To be fair, I weighted a fair amount of characters in Maya over the years but I never experienced anything like that.When exactly is this happening? The only hickup I ran into occasionally was when painting weights, and then undoing that operation, which in rare cases does what you describe, but I

Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
The trick is the scalar change range node in the render tree to match the displacement. So MR will know wich values go up and wich values go down. Take a look at the alpha value when exporting the displacement map from Zbrush. That value should be placed in the scalar change range node in the ren

Re: rigging in xsi vs maya

2014-01-08 Thread Jordi Bares
Insanity made acceptable... How is that possible? Reminds me of a great book about software Dev called "the inmates running the asylum". Appropriate isn't it? Jb Sent from my iPhone > On 8 Jan 2014, at 06:54, Mirko Jankovic wrote: > > Like mentioend couple times before... working in Maya is

Re: rumor, Soft dead within the next year

2014-01-08 Thread Stefan Kubicek
There are lots of tests on the net that compare power consumption between different cards under load and idle conditions.Under load the Titan and cards with similar amounts of cores can draw up to 300 Watts peak, averaging in at 250 to 270 Watts.In idle mode I believe to have read that those cards

RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Florian Breg
Have you tried GoZ for softimage? I used it a lot recently and it works like a charm. With the click of a button you get your model imported into SI with all the maps attached and a change range node with the right values added to your displacement. It even flips the maps for you. I think you can

Re: rumor, Soft dead within the next year

2014-01-08 Thread James De Colling
quick question, whats the powerdraw when graphics cards are idle? (purely used as gpgpu, since no monitors attached) On Wed, Jan 8, 2014 at 7:20 PM, Mirko Jankovic wrote: > I can totally confirm about Redshift. > Actually I was saving for dual Xeon system as well but then tested > Redshift and f

Gear_mc and FaceRobot Facerig components - some advices

2014-01-08 Thread Nicolas Esposito
Hi guys, So I'm building both facial rigs using FaceRobot and Gear_mc and I would like to ask you some things regarding some features on both of them Gear_mc: I've built the eyes, mouth and eyebrow controllers and they work pretty good, now I need to build the eye directionality controller ( eyes

Re: rumor, Soft dead within the next year

2014-01-08 Thread Mirko Jankovic
I can totally confirm about Redshift. Actually I was saving for dual Xeon system as well but then tested Redshift and figured that for price of one Xeon CPU then I've got 2 titans... so at the end I built 4x Titan system and it eats through everything, and still with i7 3930k can do CPU rendering i

RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
I'm sure that I'm the source of the error, but I can't reproduce the level of detail in Softimage. It might be that I make the displacement in ZBrush wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR), but the rendered version has very faint details. If I bump up the displacement

RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
Yep. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez Sent: Wednesday, January 08, 2014 9:00 AM To: softimage@listproc.autodesk.com Subject: Re: Rendering ZBrush displacement in Soft Are you using MR? [http://img694.ima

Re: Facerobot - wrinkle maps and mouth smooth doesn't work

2014-01-08 Thread Nicolas Esposito
Not sure if FR needs to think about it for a bit, but today the brushes for wrinkles and mouth works I have no idea what happened but it works! 2014/1/6 Manny Papamanos > I think I had the same issue once. > It may have been due to topo edits combined with a 'freeze/freezeM" I may > have done.

Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
Are you using MR? 2014/1/8 Szabolcs Matefy > Anyone has idea how to render ZBrush displacement correctly in Softimage? > Times to times, I think I know, and the next time I can’t render detailed > displacement… > ___ > This message contains confidential information and is intended only for >