On Fri, Apr 4, 2014 at 8:40 AM, olivier jeannel olivier.jean...@noos.frwrote:
AD should sell SI to Lego.
That. Is. A. BRILLIANT. Idea.
A consumer-facing company with MUCH deeper pockets than Autodesk, and a hit
movie that used the software...
Please someone get this idea to Carl Bass.
Actually, just get the idea to this guy:
Jørgen_Vig_Knudstorphttp://en.wikipedia.org/wiki/J%C3%B8rgen_Vig_Knudstorp
He can probably just buy Autodesk, then tell Carl to revive Soft...
;-)
On Fri, Apr 4, 2014 at 8:53 AM, Ed Manning etmth...@gmail.com wrote:
On Fri, Apr 4, 2014 at 8:40 AM
An excellent timesaver that I've missed when at shops other than PSYOP.
Thanks, Jonah, and Andy! -- and the management beings who signed off on
releasing it into the wild.
Sanity check next?
Pleez?
Trying to look at this from a high-level non-TD user perspective...
In Soft, whether it was intentional design or just fell out of the toolset
that evolved, any geometrical object (not using the word in the programming
sense) has, through centers, pivots, reference planes, neutral poses,
On Fri, Mar 28, 2014 at 8:43 AM, Cristobal Infante cgc...@gmail.com wrote:
I've just tried it and you can rotate the pivot without any scripts. Just
press insert and the you get a small blue widget to rotate the pivot from.
So for Maya on Mac OC you're SOL?
On Fri, Mar 28, 2014 at 9:55 AM, Eric Thivierge ethivie...@hybride.comwrote:
Your first problem is that you're using a Mac. :P
On Friday, March 28, 2014 9:53:52 AM, Ed Manning wrote:
On Fri, Mar 28, 2014 at 8:43 AM, Cristobal Infante cgc...@gmail.com
mailto:cgc...@gmail.com wrote
Icons really only work under limited circumstances. Among them, when the
things being symbolized are few in number, and are themselves organizable
into a small number of classes. Maya sometimes seems as if its design
manual starts with iconify... all the things! with little regard for the
What Paul said.
Of course, with 2 workstations, you could have 2 artists working
concurrently. I for one believe that you should put as much hardware
resources to work as you possibly can for each artist as a force
multiplier. so if you're talking about resources for a single artist I'd
I would put the performance/dollar value of the 770/780 Ti about the same
as a Titan. The difference is going to show up in your needs -- amount of
VRAM, power requirements, slots available, etc.
With the hardware I have, the Titans made the most sense (heck, the 780Ti
hadn't even come out when
extrapolating, we should see 50,000 CUDA cores w/240GB RAM at ludicrous
clock speed for $300, drawing 50 watts, in about 4 years. (only a slight
exaggeration)
Interesting times.
In all seriousness, though. This means that rendering power is going to be
effectively free very soon. By which I mean that the capital costs of any
given amount of render power will be insignificant compared to the
non-rendering production costs for any given project. Which means that
render
Yes! It will always take 10-100 minutes to render a final frame.
But the cost (which will always be finite) will cease to be as much of a
consideration as it was. Schedule will be the primary driver, if it isn't
already.
Well, I think or hope the cloud issue will be settled by the contract
lawyers for the film studios and advertisers. There's a big difference
between putting up a $100M building and making
different and the idea that there could be some magical
cloud solution that fits both would appear to be wishful thinking at best,
snake oil at worst.
In the long run, I just don't see what AD can do for the M E world with
this attitude.
On Sunday, March 23, 2014, Ed Manning etmth...@gmail.com
Redshift. I've done lots of work for fine artists using it. Never let me
down and very economical.
On Saturday, March 22, 2014, Emilio Hernandez emi...@e-roja.com wrote:
Definitevely IMHO the new kid on the block AKA Redshift on daily's base is
the winner for me.
Except for volumetric
On the economic advantages of redshift or other gpu renderers.
My current workstations are Mac Pro 3.1s which are left over from the
company I shut down in 2009 (bootcamped into Windows). Essentially
worthless from a CPU standpoint. Putting a single $1000 titan gpu into one
of them makes it
I can't speak for them, but as an occasional freelancer at PSYOP, I can say
that some of their best/coolest work was critically dependent on ICE.
Maybe one of the guys from there could add specific, official examples
(hint, hint)?
Some tests --
ICE modeling, animation, procedural lighting (I guess it's technically
texturing)
https://vimeo.com/82347039
https://vimeo.com/79642973
https://vimeo.com/78064818
And although they include a lot of what's been mentioned, you get a real
sense of the scope of things people do with ICE by looking here:
https://vimeo.com/groups/ice
https://vimeo.com/search/page:2/sort:relevant/format:thumbnail?q=softimage+ice
On Fri, Mar 21, 2014 at 11:06 AM, Jeffrey Dates jda...@kungfukoi.comwrote:
I think it would be an amusing exercise to do a comparison of technique
and workflow for these projects. What would it take to do the SAME effect
in Maya!?
Side by side. It would show how one framework is capable
On Fri, Mar 21, 2014 at 11:18 AM, Jeffrey Dates jda...@kungfukoi.comwrote:
Agreed Ed.
The fact ICE is accessible to generalists to do advanced technical FX
without a TD, or scripting, is lost on Autodesk I'm afraid.
It certainly has been until now. Perhaps if we keep clubbing them with it
and maintain a substantial library of
scripts and plug-ins, and be able to install them every time I sit down to
a new desktop environment, right? This, in order to do nothing special at
all, just reduce the time-suckage and annoyance factor.
So, by all means, let's continue the discussion!
Ed
On Fri, Mar 21, 2014 at 5:03 PM, Bk p...@bustykelp.com wrote:
We should make an edit of all this ice work into a 2-3 mins showcase. That
would really ram home the point.. Call it what is ice?
Agree, but I think we'd need more like 20 minutes to even scratch the
surface.
By Jove, I think he's got it!
;-)
One question -- might just be a terminology/translation issue between Mayan
and Softese -- in point 3, when you say without entering the layer, I
assume you mean what currently happens when you click on/highlight the
layer. If that's correct, then yeah, you'd
RE: Jason's post and all the others.
A HUGE factor in ICE's usefulness, especially to non-CS type like me, is
the fact that most compounds are published so that they can be opened and
freely edited. You learn a LOT by opening up other people's compounds.
And it makes it possible to build on
Hi Laurence --
While improvements to the process are conceivable, and it would be
wonderful to make design decisions now that will allow for them, please
don't lose sight of the nearer-term goal of usability!
Dynamic/conditional tools sound interesting.
There are also some things about the
I really can't imagine a CEO of any company the size of AD taking the time
to pay that much attention to videos he probably doesn't have the technical
background or context to even follow them.
I doubt Bass even made, or had to sign off on, the decision to kill Soft,
anyway.
It would be nice to
would love to hear more about that 'slow down boys' episode... when was
that? Every year at SIGGRAPH?
#snark #sorry
We should all put our money into 3-person startups. Better ROI than
subscription.
On Tue, Mar 18, 2014 at 1:15 PM, adrian wyer adrian.w...@fluid-pictures.com
wrote:
i would be VERY surprised to learn that more than 10% of your subscription
payment was actually spent on softimage
i would imagine 50% on new tech (revit, bifrost etc) and the rest in the
shareholders
Excellent point, Dan!
Maybe start a new thread with this topic?
I think AD has hired the guys who coordinated Bush's Katrina response.
Yeah. The question itself, as well-intentioned as it may be, suggests
such a fundamental misapprehension of ICE and why it's useful that it seems
to confirm the worst fears of many of us.
It wasn't a pile of golden eggs, it was the goose. And now it's dead.
1. full functionality available to a non-scripting, non-technical artist
(some people are calling this the out-of-the-box or pipeline-in-a-box
quality)
2. ICE, which extends this notion to a granular level
3. workflow smoothness -- relatively few clicks, multi-ppg mode,
On Thu, Mar 13, 2014 at 3:15 PM, Steven Caron car...@gmail.com wrote:
you all realize they are just talking to alastair about how they can
improve maya, right? i mean, it is a done deal... all they are doing is
trying to make it better for people to transition. that means listening to
us to
Y'know, the goofing around is spoiling what was a good thread about a
potentially great idea. Making a short film is, as you know, *work*.
If you respect Paul, and his idea, maybe take the screw AD chatter to a
different thread?
Good idea, Paul.
I'm up for contributing, schedule permitting!
VFX supervision, middleweight ICE FX-y stuff, and
shading/lighting/rendering, especially if you'd like to see some stuff done
in Redshift.
http://www.linkedin.com/in/etmthree/ has a lot of links to recent (and
older) work.
Anyone
http://www.youtube.com/watch?v=iRZ2Sh5-XuM
I wonder if David Lewandowski used Soft for this... would be lovely to
include.
Ed Manning
is Redshift installed for all users on slaves? maybe the deadline render
daemon/service (sorry, it's been a while) is trying to run a version of
soft that's not Redshifted? or isn't linking to workgroups?
On Mon, Mar 10, 2014 at 8:17 PM, Adam Sale adamfs...@gmail.com wrote:
Personally, I find it amusing that we have heard more from AD's product
managers in the last week than in the last 6 - 7 years combined.
Or maybe just sad.
On Thu, Mar 6, 2014 at 9:43 AM, Paulo César Duarte
paulocdua...@gmail.comwrote:
Any chances that we can see this Voodoo from Rhythm Hues, release
commercially?
http://rhythm.com/labs/
I have a GREAT idea -- Autodesk could buy it, oh wait...
thank-you, Tim.
On Wed, Mar 5, 2014 at 7:16 PM, Tim Crowson
tim.crow...@magneticdreams.comwrote:
I know this represents the 'noise' in 'signal-to-noise', and feel free to
put me in my place, but if you get any laughs out this, then maybe it's
worthwhile, in these dismally dark and desperate
thanks, Maurice. Forthright.
Can't say I'd want to be you today. I'm pretty peeved with Autodesk
collectively, but as individuals doing a job you have my sympathy.
Good luck.
On Tue, Mar 4, 2014 at 12:42 PM, Ben Rogall
xsi_l...@shaders.moederogall.com wrote:
Yep. Or $4495 for a workstation license and then $2495 per year. For a
minute there it looked like Autodesk was doing something half reasonable
with the free transition offer to Softimage + Maya. But then I
IANL, but it seems to me that there are 2 workarounds that AD can do
nothing to really enforce.
A. use a crack (you may be surprised that such things exist, but they do!
;-) )
B. use an older version of both Softimage and License Manager like, say,
2013 SAP, maybe even 2014.
Smarter people than
Maurice --
Can we transition some seats to Maya and some to Max? or must we pick one
for all?
On Tue, Mar 4, 2014 at 5:43 PM, Jonah Friedman jon...@gmail.com wrote:
For myself, I just want to be heading in a direction of somewhere I
actually want to be. When I think of spending the next 5 years maintaining
a pile of python to make render layers barely work, I just want to cry. And
all
-- Forwarded message --
Date: Tue, Mar 4, 2014 at 6:50 PM
Subject: Autodesk kills software that made Lego Movie, Jurassic Park, etc.
To: tip...@gizmodo.com
So, Autodesk, which owns nearly the entire 3D animation software market,
has just decided to kill the best of the 3D
oops. sorry for the reposts...
Make no mistake, to AD, we are the goats. Or lambs to the slaughter...
On Mon, Mar 3, 2014 at 8:09 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Nex, Bitfrost, moving the soft team onto maya, the new look of the node
editor, i'd say they are doing some pretty desperat folding, however both
your options whether selective asimilation, or abandone mont
On Thu, Feb 27, 2014 at 11:55 PM, Matt Lind ml...@carbinestudios.comwrote:
I'm on a project which has been under development for nearly 9 years and
is expected to be on the market as an iterated product for several years.
We cannot switch so easily. Even if we rewrote our tools and had them
rather than thinking about Maya (which is no more the future than
Softimage, maybe less), why don't we think about what might be needed in a
worthy successor to both?
This might be a good place to start:
http://rhythm.com/labs/
Maybe someone could get RH's new owners to commercialize this. Or
I guess that's unnouncement then?
or...
https://www.hash.com/
that -processing flag might not be there forever...
Although I guess if you plan on using the last perpetual version until it
just won't run, that won't matter.
is this thing on?
That's a tricky one.
Assuming that your CG scene setup is using linear workflow,
physically-based lights and physically-based or plausible materials, global
illumination of some sort, an unbiased renderer, and you're doing minimal
color-correction and compositing to make it look right, you can in
http://www.autodesk.com/products/recap/overview
On Tue, Feb 25, 2014 at 9:15 AM, Daniel G simpletang...@gmail.com wrote:
Autodesk ImageModeler (2009?) would be another option, if you want precise
rectilinear/architectural stuff. Unfortunately AD saw fit to discontinue
it...
On Tue, Feb
FWIW, I've done some pretty heavy archvis-type scenes with Redshift.
Several million triangles (usually straight out of CAD, so, yuck), a few
hundred ray-traced area lights, an HDRI dome, about 50 MB of textures (so
not very much there), TONS of procedural noise textures, bump maps on most
On Mon, Feb 17, 2014 at 6:04 PM, Steven Caron car...@gmail.com wrote:
doesn't work like that... i have to convince someone to buy it for the
studio, then the graphics cards you guys talk about... 3 titans!? we don't
have those types of investments. we have an existing farm with cpus and
lots
Yes, I AM ignoring the RAM requirements of Elysium-style scenes. So none
of those in my scenario.
On Tue, Feb 18, 2014 at 10:15 AM, Ed Manning etmth...@gmail.com wrote:
On Mon, Feb 17, 2014 at 6:04 PM, Steven Caron car...@gmail.com wrote:
doesn't work like that... i have to convince someone
I've been very happy with Shapeways. Be very careful designing for minimal
volume! You can save or waste a LOT that way.
On Sun, Feb 16, 2014 at 5:21 AM, Tim Leydecker bauero...@gmx.de wrote:
At least for a good reference, I can recommend shapeways.
If you take the time to create an
https://vimeo.com/80382153
On Thu, Feb 13, 2014 at 5:10 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
A new hair system is kinda over due. :(
On 12 February 2014 16:54, Luc Girard l...@shedmtl.com wrote:
Hi Tim,
Thanks for the way you mentioned our projects :) .
I would
The Fuel scanner looks nice, but I can't help noticing it doesn't exist as
a shipping product yet! The sample scans look nice, but there's no way to
tell from what they make available on their site how much work is involved
in getting from raw scan data to finished mesh. That said, if they can
re: collision avoidance -- how big are the asteroids WRT the toroidal
volume? the requirement for varying linear (meaning orbital I guess?)
speeds needs to be balanced against the volume of space that each sweeps
through.
the position jitter I guess I would try to do via clever parenting and use
on the material you want to have generate the matte, use a rayswitch to
make refraction and transparency rays white, all others black (or a
different color for each, whatever you need). Then make the other object
100% transparent with a refractive index of 1, and turn off its
shadow-casting
I *think* you can do this using a kludge I used to get ICE color info into
Redshift (but without the Redshift part of course!).
Basically:
- instead of creating one instance master point light, you make, say, 11
of them, one at 0 intensity, one at 0.1, one at 0.2, up to the last at 1.0.
Bootcamp all the way. Ran a 12-seat company on them for 3 years. Still run
2 of the workstations 3 years later. Nice things about the (old) Mac Pro
compared to almost any Windows machine: looks, build quality, near silence,
efficient cooling, plus you could put a Mac-friendly cheap graphics card
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
+1
Thank-you!
On Tue, Dec 31, 2013 at 1:21 PM, James Vecore jvec...@hellopluto.comwrote:
Hello Everyone,
I've open sourced two plugins that I have written for Softimage:
*KrakatoaForSoftimage* (requires a Krakatoa render license)
https://github.com/jamesvecore/KrakatoaForSoftimage
one of these:
with one of these:
1976 or 7
Wrote a game that had to do with firing artillery. The teletype actually
printed a screen showing the gun, the target, and the explosion.
Not very responsive...
On Fri, Dec 20, 2013 at 9:47 PM, Bradley Gabe witha...@gmail.com wrote:
Insects
use polygonizer, then shrinkwrap?
On Wed, Nov 27, 2013 at 1:29 PM, Steven Caron car...@gmail.com wrote:
like 3dcoat, you might be able to use openVDB. essentially voxelize the
mesh and convert that volume back into a mesh.
here is a link to the plugin i made. i don't have precompiled
27, 2013 at 11:48 AM, Ed Manning etmth...@gmail.com wrote:
use polygonizer, then shrinkwrap?
On Wed, Nov 27, 2013 at 1:29 PM, Steven Caron car...@gmail.com wrote:
like 3dcoat, you might be able to use openVDB. essentially voxelize the
mesh and convert that volume back into a mesh.
here
:
that is probably one of the best options without any 3rd party tools.
On Wed, Nov 27, 2013 at 11:48 AM, Ed Manning etmth...@gmail.comwrote:
use polygonizer, then shrinkwrap?
On Wed, Nov 27, 2013 at 1:29 PM, Steven Caron car...@gmail.com wrote:
like 3dcoat, you might be able to use openVDB
Have you tried instantiating new Image nodes rather than editing the paths?
Or rebuilding the shaders from scratch (yuck)? You could also try your path
fix, then while it's still working, save the entire shader out as a
RTcompound (NOT a preset), then delete the old material shader completely,
and
is that all you get from the logfile in debug mode?
On Wed, Nov 20, 2013 at 2:44 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
I’ve got a scene that is giving me these errors. I’ve got a lot of
models in the scene. Any ideas on what I should be looking for or how to
I guess you could do a binary tree deletion model if you really have to,
i.e. delete 1/2 the models in the scene, see if the error goes away,
repeat, etc. That goes WAY faster than 1 by 1.
On Wed, Nov 20, 2013 at 5:44 PM, Ed Manning etmth...@gmail.com wrote:
is that all you get from
I'd think about making something that could plausibly shrinkwrap onto both
objects, if they're topologically similar, and use those shapes to drive
the ICE cloud.
On Tue, Nov 19, 2013 at 3:30 PM, Tony Naqvi tony.na...@wearesmartcookie.com
wrote:
Hi Alan.
Different meshes, averaging the
Depends on so many factors -- how quickly you're moving, does your landing
zone stay in frame the whole time or do you fly over the horizon to get
there, can you fly through clouds to create a transition, etc. etc.
Mainly try very hard to map out a single smooth trajectory and stick to it
--
easier to do it without projection; get global y-position per point and use
a rescale node driving a gradient, then set either alpha of point color or
an attribute of your own naming. bring the appropriate attribute into your
render tree.
On Tue, Oct 29, 2013 at 1:27 PM, Szabolcs Matefy
Can't help, but I'd ask you to share whatever you might find out -- looks
very interesting.
When people start to wonder why ADSK is doing something in a particular
way, I always think of this: http://www.youtube.com/watch?v=mkJ-Uy5dt5g
I find it sadly illuminating, if also illustrative of the challenges
they've set themselves.
On Tue, Oct 15, 2013 at 7:06 PM, Sebastien Sterling
Bravo, Leonard Royale!
On Wed, Oct 9, 2013 at 7:35 AM, Stefan Kubicek s...@tidbit-images.com wrote:
Hi Leonard, thanks a ton to you for releasing those tools, and Royale for
generously funding it).
I remember I was blown awy when I saw the commercials, so much detail in
the animations, and
Hey Tim --
if this is related to your earlier DOF control post...
Instead of using an ICE approach, you could try the following, which might
be adequate:
1. create your ICE instance cloud
2. create a null -- let's name it null for creativity's sake
3. add your bokeh lens shader to the
offsets and there aren't
too many of them, or too many polygons in them, this might work well. Now
you can snap to any point or surface on any of the copies of the mesh.
On Tue, Oct 1, 2013 at 1:52 PM, Ed Manning etmth...@gmail.com wrote:
Hey Tim --
if this is related to your earlier DOF
I'm not a real TD so maybe I'm just being silly posting, but could you...
- Put all of the scene objects into a group
- do a raycast onto the geo using the vector from the camera to your null
- get the distance from the raycast compound?
On Thu, Sep 26, 2013 at 6:34 PM, Alok Gandhi
Hey Tim --
Doesn't the position of the null == the position in space where the ray
from the camera intersects that surface when you've snapped the null to
the geo in the viewport?
This might be simpler although less cool than the ICE approach. You'd also
easily be able to keyframe the null's
in the previous post I should have clarified -- you'd then use the distance
to camera expression to drive the bokeh parameter
On Fri, Sep 27, 2013 at 12:13 PM, Ed Manning etmth...@gmail.com wrote:
Hey Tim --
Doesn't the position of the null == the position in space where the ray
from
Gee, sometimes I really wish I knew what NASA has you working on, Joey.
Gotta love that you're working in Soft in that environment.
On Wed, Sep 11, 2013 at 4:36 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
So…..
** **
If there is anyone out there who can
I installed my Titan yesterday, and it bloody screams.
Images soon as I get through this project deadline.
On Wed, Mar 27, 2013 at 6:47 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:
SLI and crossfire dio not affect viewport performance in any of 3d
application.
On Wed, Mar 27,
bet, but damn... its an expensive card.
On Wed, Mar 27, 2013 at 11:20 AM, Ed Manning etmth...@gmail.com wrote:
I installed my Titan yesterday, and it bloody screams.
Images soon as I get through this project deadline.
In what spare time I have I'm setting up a shootout between Octane
standalone and redshift in SI.
Maybe you can create a symbolic link to the new backup folder location?
On Wed, Mar 20, 2013 at 6:45 AM, Sebastian Kowalski l...@sekow.com wrote:
awesome!
Am 20.03.2013 um 11:42 schrieb Stephen Blair stephenrbl...@gmail.com:
No
On 20/03/2013 6:31 AM, Sebastian Kowalski wrote:
hey
Just don't use photographic exposure. I've been making HDR Rendermaps in
Soft for years, using HDRI illumination. No problems.
On Tue, Mar 19, 2013 at 7:14 PM, David Rivera
activemotionpictu...@yahoo.com wrote:
Thank you very much Rob and Leonard. I´ll try those methods.
Wouldn´t it be
this is why we can't have nice things...
On Mon, Feb 25, 2013 at 7:25 PM, Eric Thivierge ethivie...@gmail.comwrote:
:D
Eric Thivierge
http://www.ethivierge.com
On Mon, Feb 25, 2013 at 7:14 PM, Raffaele Fragapane
raffsxsil...@googlemail.com
I thought exactly the same, because of Autodesk's idiotic documentation.
It is a fundamentally different approach to sampling for MR. As I
understand it (smart people, plese help me out here!), MR formerly simply
added or in some cases, multiplied the number of samples cast from each ray
hit.
Lovely. Beautiful work.
I was just wondering (because I've been installing and trying to work with
a bunch of renderers) whether it would be a good idea to have 3rd-party
renderers simply read something like Alembic, rather than try to engineer
their own translators for all 3D packages, which
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