Re: BSuite - BStudio -- BUF Software

2015-03-11 Thread Raffaele Fragapane
I wonder if the UI is still an identical clone to the old Soft|3D and whether they added polygons or not :) The original B-Studio was bastardized BPatches only and it was heavily targeted towards photogrammetry and tracking. On Thu, Mar 12, 2015 at 7:50 AM, Jason S wrote: > On 03/09/15 12:42, S

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Paul Doyle
We have a standalone, it just doesn't have the viewport hooked in yet (but you can do all the data processing you like). The next alpha will have it. The standalone is for building specialised applications (viewers, playback tools etc). Canvas graphs move seamlessly between the Fabric standalone a

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Sebastien Sterling
I suppose, it would be awfully interesting to have a small standalone environment in which to test deformers and solvers independently of other apps, but that might start to look worryingly like a DCC :P all in good time ;) On 11 March 2015 at 20:58, Paul Doyle wrote: > Paul is on the alpha, b

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Paul Doyle
Paul is on the alpha, but waiting until we have the viewport for the standalone (or the Softimage integration. We have already implemented a bunch of deformers, including delta mush: http://fabricengine.com/rigging-toolbox/ (although not yet in the DFG). It's all KL... On 11 March 2015 at 16:56,

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Jason S
I recall already being one working in fabric no? On 03/11/15 16:56, Sebastien Sterling wrote: i suppose an interesting one to try would be delta mush, a few pwoplw came up with that by themselves. What ever

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Sebastien Sterling
i suppose an interesting one to try would be delta mush, a few pwoplw came up with that by themselves. What ever happened to Pooby ? On 11 March 2015 at 02:00, Paul Doyle wrote: > Created a new section to track demos people build in the test group: > http://fabricengine.com/canvas-user-demos/ >

Re: BSuite - BStudio -- BUF Software

2015-03-11 Thread Jason S
On 03/09/15 12:42, Sebastien Sterling wrote: would really nee to lnow what it's like. i seem to remember Maguff having its on propitiatory software, which eventually got phased out for maya and renderman. Me too can't

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Nice to hear that Nicolas! let me know if you need beta test ;) F. 2015-03-11 10:35 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: > They're not the only one working on it ;) ...so I guess there will be > alembic stuff available in short time > > 2015-03-11 14:14 GMT+01:00 Francisco Criado : >

Re: OT: Epic going completely crazy

2015-03-11 Thread Andres Stephens
Well I read the terms and conditions.. From what I understand, apparently any linear content (image sequences, short films, etc) you produce doesn’t have any 5% royalty above $3000 USD per quarterly, so that’s an option. From: Byron Nash Sent: ‎Wednesday‎, ‎March‎ ‎11‎, ‎2015 ‎09‎:‎26‎:‎

Re: OT: Epic going completely crazy

2015-03-11 Thread Byron Nash
What do you all think the viability is for learning something like UE4 and using that knowledge to earn income. I'm speaking mostly about opportunities other than working at a large game studio. What are the use cases in smaller markets or remote working situations? On Wed, Mar 11, 2015 at 9:35 AM

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Hi Nicolas, the k&l 360 plugin is gonna be free via github, it would be nice if they publish the alembic one too :) F. 2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>: > I think they used a techinque similar to this > one, I also notice that they

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
It seems this guys wrote an alembic plugin! sweet :) http://blog.kiteandlightning.la/ By the way, their last vr demo "The Insurgent" is pretty amazing, still wondering how they incorporated the live footage into the engine with that quality. F. 2015-03-09 10:35 GMT-03:00 Gerbrand Nel : > I don

Re: OT: Houdini cluster materials

2015-03-11 Thread Jordi Bares Dominguez
And the drag and drop mechanism works on the OBJ level, therefore I try to minimise the amount of “cluster like” approaches and operate at Object level as much as I can. hope it helps jb > On 11 Mar 2015, at 11:47, Andy Goehler wrote: > > The material SOP sets the ‘shop_materialpath’ attribut

Re: OT: Houdini cluster materials

2015-03-11 Thread Andy Goehler
The material SOP sets the ‘shop_materialpath’ attribute on primitives. This attribute has a higher priority than object level material assignment. Same with Softimage actually, a material assigned to a cluster is not overridden by it’s object material. Andy > On Mar 11, 2015, at 12:33, Cristob

Re: OT: Houdini cluster materials

2015-03-11 Thread Cristobal Infante
Another thing to note, if you apply materials inside the objects subnets then the material applied on the object level has no effect. I am really just getting started with rendering but this was quite surprising coming from xsi ;) C On 11 March 2015 at 09:50, Cristobal Infante wrote: > Material

Re: OT: Houdini cluster materials

2015-03-11 Thread Cristobal Infante
Materials in houdini are essentially applied per polygon (primitives in houdini). Check the details view of a geometry that has a material, and the select the primitive icon. You will see each individual poly has got the material applied to it. By the way, the Details View panel is your best frien