, it doesnt
need to do any specific curve manipulations to recreate levels in
another space
but go
figure.
nevertheless, hope that can work!
J
On 02/12/16 10:13, Jason S wrote:
You can have CMYK images in 16 or 32
Event"
);
t.Reset( 60, 180 );
return false;
}
which resets it for another 30 mins which should be enough time
for your region to finish
Hope that can work,
J
On 02/10/16 14:4
There is a command (as well as default
ctrl-alt-s hotkey ) to invoke a backup save (in the backup
folder).
I'm not a scripter, but I'm sure it would be not too complicated
to setup a recycling timer that calls the save backup command ever
X minutes,
Combustion and ...
John
Morgan 24/10/2008
Not to fuel any fears, because
I think everyone here can get an impression of the active members, and
there is also good portion of readers that only lurk the background.
The foremost google groups page itself shows between 10 and 150 thread
views, perhaps I'm missing something, but surprisingly just about the
same amount
reetz
Leendert
AKA Hirazi Blue
Greetz
Leendert
AKA Hirazi Blue
Softimage hobbyist, admin at
si-community.com & xsiforum.de
On 03/02/2016
0
On 02/03/16 13:33, Luc-Eric Rousseau
wrote:
Yeah, ICE modelling nodes expose the operator stack's low-level
commands we always had, and we have all the design with clusters
and
properties to deal with, etc, and that's limiting.
I
If we want, we could follow their
example
http://community.avid.com/forums/p/8263/365964.aspx
(and avoid the all consuming vortex ¦P )
Ladies &
Gentlemen:
Due to
If such a case would arise,
Hirazi? Given your excellent job (also in terms of fairness) in
the rare cases when moderation was required at SI-Community,
would you be open to moderate the list as well?
On 02/02/16 19:01, Jason S wrote
tutorials !
On
Fri, Jan 29, 2016 at
, 2016 at 11:30 PM, Jason
S <jasonsta...@gmail.com>
wrote:
On Fri, Jan
29, 2016 at 11:10 PM javier gonzalez <javi09warr...@gmail.com>
Now now.. the list is highly unlikely to go anywhere.
I can also recall such goodbyes from before, and like before I hope it's
not really goodbye ;-)
On 01/29/16 15:38, Bradley Gabe wrote:
In the event the list suddenly disappears with all this EOL talk, I
thought I'd offer a well deserved
On Fri, Jan 29, 2016 at
11:10 PM javier gonzalez
wrote:
Very good idea indeed!!!
Indeed!
Enough to justify it's own thread (for it's new beginning) ¦D
Title: HTML clipboard
A planned french
DCC from the makers of Guerilla renderer
Posted on SiCommunity by Nnois, and below is a tweaked
(MS)translation.
Sounds a bit like
Akeytsu, but hope it is also planned to be a more complete DCC
On 01/27/16
18:22, Mirko Jankovic wrote:
And honestly support stopped once AD bought SI ;)
Arguably along with it's life.
Rumors of it being acquired (especially by Autodesk) were almost
interpreted as rumors of
Or not enough said,
you could have included the part just prior to that ;)
Our
founding principles are rooted in the idea that, regardless of
its
technological underpinnings, 3D content creation is a
fundamentally
artistic
HoHo-H-Happy Holidays Everyone!!
On 12/26/15 3:31, Olivier Jeannel wrote:
Yep happy Christmas buddies !
Le 25 déc. 2015 16:11, "Javier Vega"
a écrit :
Merry Christmas for all the community,
On 11/13/15
15:05, Matt Lind wrote:
Of all the rapid change that
occurs in this industry over the years, it's amazing how
little the Softimage interface changed during it's lifespan.
Hi, I just came across this reply,
boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: 04 December 2015 16:15
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #249
On 11/13/15 15:05, Matt Lind wrote:
Of all the rapid change that occurs in this industry over the y
Lol! Nice one! brings back alot!
Maybe that status line was the first iteration of "future is
bright" :P
On 12/04/15 15:06, Softimage wrote:
Everything is going to be just fine!
On 4 Dec 2015, at 19:40, Stephen Blair
On 12/04/15 18:55, Michael Amasio wrote:
Great stuff. Thanks for
your work in putting this together.
Indeed!
On 12/04/15 18:55, Michael Amasio wrote:
Great stuff. Thanks for your work
Really nice indeed!
On 10/15/15 4:11, Morten Bartholdy wrote:
Really nice stuff Christian! :)
Morten
Den 10. oktober 2015 kl. 00:05 skrev Christian Keller
:
Also really nice! :)
On 10/12/15 21:05, Oleg Bliznuk wrote:
Seems to work properly with that separated thread approach, although
is much more errorprone with all threading synchro stuff, going to
test it now for longrun stability.
many thanks for the example!
-Oleg
Oh! responded (about Domemaster) before
reading the last post :)
On 10/10/15 15:10, Jason S wrote:
You might also explore the possibility of creating like a scene
wide (ice) bulge deformer constrained to the camera
You might also explore the possibility of creating like a scene
wide (ice) bulge deformer constrained to the camera.
For the shader side, did you use this?
https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install
If not, it
On 09/24/15 19:47, Phil Harbath wrote:
There
was a problem that broke the roads feature in emtopology in
2015, not sure if Eric conveyed that to them.
Could that be another case of an
Would this help? seems to have rotation
along different axies/up vectors.
https://vimeo.com/7045028
On 09/23/15 11:39, Olivier Jeannel wrote:
This is what I'm doing, but I'm supposed to unfold
a castle like this...
Hi,
Actually for inkline speed, isn't it roughly as fast as MR?
By the way, even in the viewport your toon shading looks neat,
what is it?
BTW#2 : So you got 8 cores running? what was preventing it before?
cheers,
Reminds me of Exocortex Clara.io
(using WebGL?)
On 09/17/15 11:28, Paul Griswold wrote:
This has been on my never-ending list of things to
check out, but I haven't had the time. I'm just curious if any of
you had an opinion on it:
If second-hand is an option, then it might would be a potential
avenue or at least something.
Otherwise, unless being in the rather particular case of being a
Softimage studio, (harder to come by these days)
or a freelancer, (not even a freelancer
Title: Signature
http://www.bhphotovideo.com/c/product/1154830-REG/autodesk_978h1_wwr111_1001_vc_3ds_max_with_softimage.html
http://www.bhphotovideo.com/c/product/1154841-REG/autodesk_977h1_wwr11c_1001_vc_maya_with_softimage_2016.html
It's also still available online
Now I wonder what could possibly have
motivated the manifestation of this EU law...
Guess lobbies have work to do!
On 09/15/15 18:15, Sven Constable wrote:
Yeah,
problematic. Reselling
Hi Maurice,
Considering that likely quite a few people (very-much including
myself) would like to (legally) have access to the software they
have been using for many-many years without necessarily wanting or
needing a licence of Maya or 3DS Max, (even if
...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Tuesday, September 15, 2015 3:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: Soft licenses still available for purchase?
I don't know, but I somehow find 'unfeasable' to be hard to beleive considering
it's
(Psst! RedShift! : )
I wouldn't count on the possibility of transferring licenses
(regardless if 'baught' and paid for, ownership in the traditional
sense was already compromized a while ago)
On 09/15/15 16:23, Patrick Neese wrote:
Hi,
Just to post a little tip, if you want to post images on the list,
rather than doing things like erasing ICE views background grids to
gain a few K's on your resized 10% quality jpgs, :]
(The apparently ever-reducing image weight limit of this list is the
About last Friday's Flashback,
On 08/28/15 16:40, pete...@skynet.be
wrote:
[...]
I guess the industry as a whole didn’t need that
On 09/04/15 19:53, Jason S wrote:
About last Friday's Flashback,
On 08/28/15 16:40, pete...@skynet.be
wrote:
[...]
Actually having seen the first version
of the clip, I found it not long when sped-up 1.2 or 1.3 times,
(withoug pitchshifting) and it seems that he baked the slight
speed-up for you viewing pleasure :)
On 09/02/15 18:04, Ed Manning wrote:
Redshift are working on VDB support, so
Fast ExplosiaFX on Fast Redshift should only be a matter of time.
¦-)
On 09/02/15 15:37, Stephen Davidson wrote:
Very nice. Any plans to include a Redshift render
shader?
Thanks so
age download for the
8 core on softimage, please?
http://www.3delight.com/en/index.php?page=3DFS_download
On Wed, Aug 26, 2015 at 3:49 PM, Jason
S <jasonsta...@gmail.com>
wrote:
I checked the 'what's
below the left image is full of errors while the right image
contains no errors.
On 08/31/15 22:13, Jason S wrote:
Are
you exclusively using pure Red Green Blue (and Alpha) as your tile
colors?
(or are you using deep
Are you exclusively using pure Red Green Blue (and Alpha) as your
tile colors?
(or are you using deep images?)
Because otherwise you cant use object ID colors to isolate elements
of variable opacity midpoints (inherent to volumes) to get something
like this
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
Behalf Of Jason S
Sent: Friday, August 28, 2015 8:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: Multi-Layered .EXR - The revival...
that don't support exr 2.
On Thu, Aug 27, 2015 at 7:17 PM, Jason
S jasonsta...@gmail.com
wrote:
On 08/27/15 8:44, Jens
Lindgren wrote:
This slowness
I too wouldnt be surprised something
would come out of the Nk/Modo relationship, (a question of time?)
And indeed at least for now, is 3D in nuke not just a little bit
clunky.
Doesn't need to be like complete DCC tools, but things like
On 08/27/15 8:44, Jens Lindgren
wrote:
This slowness is solved with EXR 2.0 but Softimage isn't
using that.
Correction: MentalRay in SI may not be using
that,
but Arnold, Redshift, and 3Delight in SI do
I dont know, unless things seriously
broke, I've done some pretty elaborate simulations (with large
chunks and *tons* of tiny peices) using just the first momentum +
IFX combo, and since then in subsequent MOM versions if anything
suposedly got considerably
I checked the 'what's new' PDF and it's
not in there,
but for the heck of it, you can try giving each channel output the
same name
that's how Arnold, Redshift (and 3Delight?) go about multichannel
outputs in SI.
By the
That's truely awesome Pedro!
Like a super-bend with a twist ;p
The video is indeed a bit longish, but can serve at least as a
reference to jump to different bits while working with it.
Quite impressive work, and nice trick with the shapes to
I never tried a Rift yet, but one of my
colleges at MPC showed me a VR device which was actually just a
harness that housed his phone together with an app (using the
phone's display, audio accelerometer),
and I found it surprisingly immersive and fluid and
That's truely awesome Pedro!
Like a super-bend with a twist ;p
The video is indeed a bit longish, but can serve at least as a
reference to jump to different bits while working with it.
Quite impressive work, and nice trick with the shapes to
I never tried a Rift yet, but one of my
colleges at MPC showed me a VR device which was actually just a
harness that housed his phone together with an app (using the
phone's display, audio accelerometer),
and I found it surprisingly immersive and fluid and
Yes Non-Indie price (especially for things like access other renderers)
can be quite steep,
although as mentionned, dev speed and frequency seems excellent,
plus the very recent tweak tools and such should greatly ease thing-up
for Softimagers.
(reminds me of when NEX came)
Yet it's also
On 08/17/15 3:08, Tim Leydecker wrote:
The entire modeling process shown, even in this early stage,
seemed very fluid, intuitive and desireable.
Like clay.
I agree and maybe the fact that it's mostly Maya that's getting
% zoom-in (with maximized views for larger trees) or not
taken at all.
(to not have most text immediatly become almost like garbled
chicken scratch)
Greetz!
On 08/13/15 22:25, Jason S wrote:
On 08/13/15 19:02, Luc-Eric
to
just compound some sections. Just do hide out some things,
and the tree started to load faster. Thanks.
@Jason S
Just like I said to Matt, I did that and it helped. Though
I'm avoiding do it to everything since
I don't know, but isn't massiveness (or
massive looking graphs) very dependant on how elaborate processes
are, and how low-level nodes are used?
In this case the end-result looks like there's no interpenetration
however much 'twisted' are meshes
(or
I was about to post this scene from
RRay.de, from the SI-Community resource dump, from Gustavo Eggert
Boehs
but only to find out when narrowing down what made it crash, that
it was the 'reinterpret' node in a compound.
It doesn't necessarily crash
multiphysics
Cheers!
On 07/25/15 0:33, Jason S wrote:
I was about to post this scene from
RRay.de, from the SI-Community resource dump, from Gustavo
Eggert Boehs
but only to find out when narrowing down what made it crash
On 07/14/15 9:46, Chris Marshall wrote:
Is it me or is this rather expensive?
Comparing rental with upgrading after a few years can be steep,
but the difference between rental and traditional subs (also with
updates) can also be considerable.
Say for 6 years,
4.5k for 3yrs (the longest and
un 6, 2015 at
5:40 PM, Andy Goehler lists.andy.goeh...@gmail.com
wrote:
On Jun 05, 2015, at 22
Note: Set cutoff distance to 0 in in slide on surface drip parameters
for them to always stick
On 06/06/15 18:42, Jason S wrote:
If they don't need to follow topology, you can have particles run
along the geo with slide on surface, and extract curves from strands
(search RRay
If they don't need to follow topology, you can have particles run along
the geo with slide on surface, and extract curves from strands (search
RRay for that)
If they do need to folow topology, it wouldn't be hard to have the
particles do just that, and let us know if that's what you're after.
06/15 3:40, Andy Goehler wrote:
On Jun 05, 2015, at 22:02, Jason S jasonsta...@gmail.com wrote:
…Houdini
says has an ICE team…
Do they? I don’t recall, have any sources?
Maya says has an ICE team (Luc-Éric, and maybe 1 other?), Houdini says
has an ICE team, Fabric says has an ICE team (putting it, and
Softimage in big in their presentations which also recently featured a
familiar well known typically Softimage voice (Mr.Mootz) talking about
compounds like he
Also related to the gator thread, he
talked about using live Gator operators to tweak normals on
simpler arbitrary meshes that are transfered to higher rez,
but one of the last questions was,
... my other question is weather there are some key
For those that don't exactly care about "support" and only look
at what can work best for their, or for many situations,
Soft for more than just basic things,
- on it's own for it's overall general straight forwardness and
workflow
On 05/05/15 9:15, Leonard Koch wrote:
We're running splice in Softimage to render out a
pointcloud using a renderer written in KL.
Sounds cool!
Would this help? (see related tip)
from here:
I found where I found that out,
ActionArt is smarter than all of us :)
www.si-community.com
• View topic - ICE Particle Volume Shader and Motion Blur
ActionArt
Post subject: Re: ICE
Particle Volume Shader and Motion Blur
Actually MR always had issues with MB on particles.
You can cache and load them (for MR to know next frame vector values),
or generate a motion vector pass (see RRay for that)
While with either Arnold, 3Delight, or Vray have no such issues with
ICE volume particles(or otherwise), if it moves
Kaappari Making-of
Mikko Lahti April 1,
2015
I created semiautomatic landscaping system for this
which uses national land survey data.
you can get Heightmaps and matching IR/photo data tiles
from their
Maya can be fine, (despite being ~3x as
memory hungry and still way more cumbersome comparatively )
with these steps indeed maybe indeed in a few years would it be a
closer alternative.
(if overhauling render layers, it's non-destructive framework?
Shader editor looks good at least at
first glance,
Dont know about the extra parallelism in rigs, open subdivs also
had intro clip showing "great performance increases",
Otherwise We've often been highlihting diferences, but Maya can
also be a
n Tue, Apr 14, 2015 at 1:13 PM, Jason
S jasonsta...@gmail.com
wrote:
Actually I've seen Soft (or any other non-hi DPI app)
on a 4k display and it's like having a dual screen in
one.
Actually I've seen Soft (or any other
non-hi DPI app) on a 4k display and it's like having a dual screen
in one.
It's when it's 4k on a 15 inch screen where there are issues.
On 04/13/15 23:01, Raffaele Fragapane wrote:
On 04/05/15 23:45, Steven Caron wrote:
[...] softimage is on its last leg, there will be a time in the future
where it won't matter.
Maybe but it's it's good leg!
And ICE acts as a pretty good prothetic limb :)
And I doubt that time in the future, would be anytime soon,
But for beyond XSI,
A paragraph of that page from google
cache, :
Korea received enormous amounts hydrocarbon the
greater microsoft windows vista ultimate with sp2
64bit leave but she refuses.
TV cabinets will normally starting this
monitor, or the log might still reveal what hapenning
though, and quite a few good suggestions were posted, so hope you
solved the bottleneck,
cheers,
-J
On 03/26/15 7:31, Jason S wrote:
You say it also does it through the
GUI, so
You say it also does it through the
GUI, so what does the verbose (in high detail) say,
you could also make all assets local (copy external files),
render, and check "Sysintenals Process Monitor" what is being or
being-tried to be accessed, and what
eneral Ice / Construction stack awesomeness)
I love the weight painting, (3:30) and how he makes it become a
SuMo or a gremlin with a slider (4:00)
Also showing SI | SubD's at their best. :)
On 01/21/15 16:51, Jas
On
03/13/15 19:24, Sven Constable wrote:
Hey
list,
just
stumbled upon this. Its'
about
basic transformations,
keying, parenting
and workflow with
No doubt.. really great/awesome things
can be done with any package,
I recall hyperealistic face talking done in lightwave that you
couldnt beleive was cg, even up to really close.
But, there's always this 'but'.
In this case, In soft it would take
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
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
On 03/10/15 12:15, Christopher Crouzet wrote:
This is a core concept when you have to deal with such graphs—it is so
essential that the `Merge` node is probably one of the most used nodes
in Houdini.
I can understand why, whether for optimization, manageability purposes.
Groups in Houdini
(see addendums in bold)
On 03/10/15 13:32, Jason S wrote:
On
03/10/15 12:15, Christopher Crouzet wrote:
This is a core concept when you have to
deal with such graphs—it is so essential that the `Merge` node
is probably one
Does it internally reinterpret
duplicates (or hold in memory and scene description) the entire
object as many times as there are local "sub-object" attibutes?
(like Maya?)
Which defeats the purpose of using merged objects as optimization
method
fine so far. Most SDKs give us what
we need. Canvas is just a different interface for writing KL -
the hooks are largely the same (actually simpler than before due
to some design changes).
On 9 March 2015 at 11:36, Jason S jasonsta
Pasting from Si-Community
-- BSuite - BStudio -- BUF Software
MauricioPC
Post subject:
BSuite - BStudio -- BUF
Lol you sent before I did xD
On 03/09/15 10:51, Paulo Cesar Duarte wrote:
Great news, soon we will have a nice suit of tools
from VFX house Buf, from 3d to compositing, I was seeing on
website Bstudio, which is the 3d creation tool, I found
This indeed at least at first glance
looks like (an early incarnation of) everything ICE is, if not
more.
Though considering how Maya's API is one of the most open
(contrasting with it's general, sometimes almost crippling
awkwardness for (the few)
DANNY AND THE WILD BUNCH
https://vimeo.com/107535313
Here it is with formatting (easier to make-out)
This is
probably helpful for anyone transitioning from
Softimage to Maya.
( by the way, never, ever ever ever, parent under
On 02/27/15 16:58, Cesar Saez wrote:
Shape nodes are not equivalent to operators but the
primitive itself (the parent of the operator stack with a P icon
on the explorer).
In the Softimage SDK we have access the primitive of an object
Because
that was the target. Target is secondary. Target is last in
order.
Like dragging and dropping? Drag the folder to the file to move
the file in the folder xD
I guess what I meant by "good if consistant" "however they work"
Perhaps also this lingering/remaining
end-of-sales date (also pointless and forceful) isnt' exactly
helping...
On 02/20/15 10:38, Jason S wrote:
On Thu, Feb 19, 2015 at 3:30 PM, Adrian Graham adrian.gra...@autodesk.com
On 02/20/15 13:24, Mirko Jankovic
wrote:
... where one flaps is above his head, another flaps is in
other side of the room ...
Hahaha xD
On 02/20/15 13:24, Mirko Jankovic wrote:
It really
Reminded me of this one done a long
time ago because I thought it was the default one was too ugly to
be all over the place :o]
On 02/20/15 12:00, Saeed Kalhor wrote:
Anytime i see this noicon.pic, it remembers me
I'd say both are happy(er) when things
are consistent and predictable (however they work), with care to
eliminate as many steps as possible, because sometimes even
microsteps make all the difference.
On 02/20/15 14:08, Rob Chapman wrote:
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