Re: Softimage 2014
So what your saying Matt, is that a brush system would have to be built from the ground up, as its own independent operation set, that such a feature would involve considerable reworking of the SI core, something that only AD can really do, not something achievable and sustainable by isolated devs, in other words its up to AD... Thanks for taking the time to be thorough, its good to know that despite what dreamworks would have us believe, Santa Claus is well and truly dead. On 27 March 2013 00:56, Matt Lind ml...@carbinestudios.com wrote: The issue with Softimage is the pieces are there, but don’t play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history. ** ** Example 1: Mirror plane. ** ** This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it’s symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage’s modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they’re bound to the modelling marker. Softimage cannot support multiple planes either or else instability results. ** ** Example 2: Preserve UVs ** ** I’m always pounded for this one. It’s a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they’re moved. Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to ‘swim’ through the projection. Softimage has a ‘swim’ feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections. Again, like with the mirror plane, Softimage is limited by how it’s construction history is organized to read further input from the user once the operator is applied. ** ** Example 3:Locking topology ** ** In a games development environment, assets are usually created piecemeal. A character isn’t a solid seamless mesh. The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh. This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh. Softimage provides no ability to do this. The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices. However, this falls short in that if the user clicks the ‘freeze’ button, the operator will be frozen and removed from construction history. Again, limitation of the core architecture. ** ** Example 4: Paint. ** ** The paint tools in Softimage are lacking. They were designed for painting weight maps to alter envelope weights and deformers – that’s it. The paint brush for vertex colors is just an extension of that and not very robust. There is no color palette available to load/save colors to use in other scenes, or even the current scene beyond the palette borrowed from windows. There is no ability to compare colors side-by-side on adjacent polygons without having to dig into user preferences to turn off selection highlights, then turn it on again when you’re done with your comparison. Very clunky. There are no tools available to modify topology via paint. The best option available is pushing points via the push operator which is, back to the beginning, a weight map tool. We need more than deformations. We need a paint tool that can destructively edit the mesh by adding vertices, edges, polygons, and samples. We need the adjustments for the brush to be informative and customizable to accommodate modeler’s needs. Falloff options, brush tip shapes, intensity controls other than simple hardness applied uniformly, angular attenuation, operator assignments,
RE: A must see
Amazing -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel Sent: Tuesday, March 26, 2013 10:42 PM To: softimage@listproc.autodesk.com Subject: A must see If you're on Vimeo and more specially in the Softimage Ice Video don't miss https://vimeo.com/60296337 It's the making of this https://vimeo.com/59230893 Awarded at Annecy, Ice poetry...
RE: Face Robot Interface there, but contents of panes missing
It'd be nice to get rid of connection to IE From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Wednesday, March 27, 2013 6:50 AM To: softimage@listproc.autodesk.com Subject: RE: Face Robot Interface there, but contents of panes missing Hi Adam, Our Dev has checked and it looks like the code is using the x64 browser settings. Please make sure ActiveX control and Jscript are enabled for your IE. Note: It might have been the windows update that could have changed some security settings on your machine. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Wednesday, March 27, 2013 10:27 AM To: softimage@listproc.autodesk.com Subject: RE: Face Robot Interface there, but contents of panes missing I am pretty sure u have ActiveX controls disabled. Use your ie to see whether you could see this [installation path]\FaceRobot\Application\views\facestage1_sideview.html From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Wednesday, March 27, 2013 9:14 AM To: softimage@listproc.autodesk.com Subject: Re: Face Robot Interface there, but contents of panes missing Could you use NetView to view that page? On 27 Mar, 2013, at 8:37 AM, Adam Sale adamfs...@gmail.com wrote: The question is which settings? Since I don't use IE at all, I have gone back and enabled everything I could check, still nothing. I've restarted IE9 64, still nothing. Netview works fine with no FR related content, the plugins work fine, but no FR. Adam On Tue, Mar 26, 2013 at 5:11 PM, Chris Chia chris.c...@autodesk.com wrote: I believe that's root cause. Try configuring the Internet options? On 27 Mar, 2013, at 8:05 AM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.com wrote: Hi Chris. The test page runs fine in Chrome and in IE 32 bit, but not in IE64 bit. I am on IE 9. On Tue, Mar 26, 2013 at 4:27 PM, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: Adam, What do u see when you access this page via NetView; http://javatester.org/javascript.html On 27 Mar, 2013, at 7:17 AM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.com wrote: Active Scripting is enabled btw.. for JS Stephen.. All of the FR plugins are ok in the plugin manager. Still nothing FR related is working in 2013 or 14. On Tue, Mar 26, 2013 at 2:41 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Java and javascript are not the same thing. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale Sent: Tuesday, March 26, 2013 2:37 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Face Robot Interface there, but contents of panes missing yep, I always enable FR to load it. And in IE64bit, java applets are already enabled, still nothing. On Tue, Mar 26, 2013 at 2:17 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.com wrote: okay so it looks like the web browser control is running, but javascript isn't. make sure you Enable Face Robot to load the plug-in, btw. you can't just switch to the layout. On Tue, Mar 26, 2013 at 4:59 PM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.com wrote: Runonce.bat doesn't do the job either.. On Tue, Mar 26, 2013 at 1:55 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.com wrote: did anyone try face robot with internet explorer 10 that was pushed this week? Le 2013-03-26 16:47, Greg Punchatz g...@janimation.commailto:g...@janimation.commailto:g...@janimation.commailto:g...@janimation.com a écrit : It only happens when your in the middle of a demo :) Greg
Re: Announcing Redshift - Biased GPU Renderer
The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.comwrote: My beef with ATI last time I tried FirePro was that it had a hard time locking into 25fps playback in some apps, as if the refresh rate was locked to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC. Plus it seemed to draw text slightly differently in some apps. Nvidia just feels.. comfy. On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: These days if you hit the right combination of drivers and planet alignment they are OK. Performance wise they have been ahead of nVIDIA for a while in number crunching, the main problem is the drivers are still a coin toss chance, and that OCL isn't anywhere as popular as CUDA. With win7 or 8 and recent versions of Soft/Maya they can do well. nVIDIA didn't help with the crippling of the 6xx for professional use, and pissing off Linus. They are still ahead by a slight margin, for now, but I wouldn't discount AMD wholesale anymore. If the next generation is as disappointing as Kepler is, and AMD gets both Linux support AND decent (and properly OSS) drivers out, I'm moving time come for the next upgrade. For now I recently bought a 680 because it was kind of mandatory to not go insane with Mari and Mudbox, and because I like CUDA and I toy with it at home. On Wed, Mar 20, 2013 at 9:58 PM, Dan Yargici danyarg...@gmail.comwrote: Ati was tested over and over and showing a lot better viewport results in Softimage than nvidia... Really? I don't remember anyone ever suggesting ATI was anything other than shit! DAN
Re: Announcing Redshift - Biased GPU Renderer
On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.com**wrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote: My beef with ATI last time I tried FirePro was that it had a hard time locking into 25fps playback in some apps, as if the refresh rate was locked to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC. Plus it seemed to draw text slightly differently in some apps. Nvidia just feels.. comfy. On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: These days if you hit the right combination of drivers and planet alignment they are OK. Performance wise they have been ahead of nVIDIA for a while in number crunching, the main problem is the drivers are still a coin toss chance, and that OCL isn't anywhere as popular as CUDA. With win7 or 8 and recent versions of Soft/Maya they can do well. nVIDIA didn't help with the crippling of the 6xx for professional use, and pissing off Linus. They are still ahead by a slight margin, for now, but I wouldn't discount AMD wholesale anymore. If the next generation is as disappointing as Kepler is, and AMD gets both Linux support AND decent (and properly OSS) drivers out, I'm moving time come for the next upgrade. For now I recently bought a 680 because it was kind of mandatory to not go insane with Mari and Mudbox, and because I like CUDA and I toy with it at home. On Wed, Mar 20, 2013 at 9:58 PM, Dan Yargici danyarg...@gmail.com wrote: Ati was tested over and over and showing a lot better viewport results in Softimage than nvidia... Really? I don't
Re: Softimage 2014
Matt, since I see these issues you refer to as a potentially dangerous roadblock for the future of Softimage, too, I'd say let's continue hammer the devs with this... Mr. Chia, are you listening? This is fundamental. The cluster issues CAN be fixed, it has been done for ICE, and can be done for the SDK, too. The operator stack issues... I don't know... I guess anything is possible when the importance of it has been recognized. Interactive stack update when adding operators down the stack WITHOUT deactivating above ops should definitely be possible. Am 27.03.2013 00:56, schrieb Matt Lind: The issue with Softimage is the pieces are there, but don't play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history. Example 1: Mirror plane. This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it's symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage's modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they're bound to the modeling marker. Softimage cannot support multiple planes either or else instability results. Example 2: Preserve UVs I'm always pounded for this one. It's a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they're moved. Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to 'swim' through the projection. Softimage has a 'swim' feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections. Again, like with the mirror plane, Softimage is limited by how it's construction history is organized to read further input from the user once the operator is applied. Example 3:Locking topology In a games development environment, assets are usually created piecemeal. A character isn't a solid seamless mesh. The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh. This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh. Softimage provides no ability to do this. The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices. However, this falls short in that if the user clicks the 'freeze' button, the operator will be frozen and removed from construction history. Again, limitation of the core architecture. Example 4: Paint. The paint tools in Softimage are lacking. They were designed for painting weight maps to alter envelope weights and deformers -- that's it. The paint brush for vertex colors is just an extension of that and not very robust. There is no color palette available to load/save colors to use in other scenes, or even the current scene beyond the palette borrowed from windows. There is no ability to compare colors side-by-side on adjacent polygons without having to dig into user preferences to turn off selection highlights, then turn it on again when you're done with your comparison. Very clunky. There are no tools available to modify topology via paint. The best option available is pushing points via the push operator which is, back to the beginning, a weight map tool. We need more than deformations. We need a paint tool that can destructively edit the mesh by adding vertices, edges, polygons, and samples. We need the adjustments for the brush to be informative and customizable to accommodate modeler's needs. Falloff options, brush tip shapes, intensity controls other than simple hardness applied uniformly, angular attenuation, operator assignments, and so on. A 'push'
Re: Setting Local ICE Tree Moves Object
you are combining concepts here that are not strictly related – such as parenting and dynamics, and squeeze and raycast. sit down - think straight. “squeeze” sounds like dynamic deformation, so investigate solid bodies – which were made for this. the objects that are interacted with would be passive bodies. raycasting is not going to deform anything - it is an approach to test for intersections between a ray and a surface. one could write a collision based on this. good idea - try it out let us know how it turns out. if your question is “did anyone write a dynamic deformation compound based on raycast collisions and wants to share it – than just say so? (no I didn’t) But you’re probably better of to have a look at soft bodies and learn how they work, because they have collisions and deformations built in and are documented. Look for the circus goblin scene in the samples database, which should give you a good idea of what can be done, and a good laugh as well. From: Christopher Sent: Wednesday, March 27, 2013 2:53 AM To: softimage@listproc.autodesk.com Subject: Re: Setting Local ICE Tree Moves Object My intention was to use point clusters, for a 'industrial rubber' type effect weight maps are a better solution. How do I get the child of an object to collide with another object so that is 'squeezes' between the parent and the static object that sits on it's own ? Raycasting seems like it may be the solution ? Christopher Grahame Fuller Tuesday, March 26, 2013 1:06 PM You can see the start of the conversation here: http://www.si-community.com/community/viewtopic.php?f=15t=3506sid=12d5574a4a1ce9b8e87b5e424648b05dstart=20 Based on the last post, it seems that what Christopher really wants to do is use the distance between two objects to drive the strength of a deformation or the blend between two shapes. When rephrased like that, it's just a matter of subtracting the two object positions, plugging the result into a Length node, and plugging that into whatever is driving the deformation. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sam Cuttriss Sent: Tuesday, March 26, 2013 11:49 AM To: softimage@listproc.autodesk.com Subject: Re: Setting Local ICE Tree Moves Object So You have an ice tree that moves points. When you plug it in; it moves points? On Mar 26, 2013 7:04 AM, Eric Thivierge ethivierge@gmail.commailto:ethivie...@gmail.com wrote: Looks like my filter is still working. :) Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 12:42 AM, Raffaele Fragapane raffsxsilist@googlemail.commailto:raffsxsil...@googlemail.com wrote: I was trying to make sense of the paragraphs, then I saw the e-mail address... Welcome back? On Tue, Mar 26, 2013 at 1:10 PM, Christopher christopher@thecreativesheep.camailto:christop...@thecreativesheep.ca wrote: Hi, I have a scene whereas the local translation is frozen, when I create an ICE Tree, which two ICE trees have been supplied to me, the object moves from it center, the center stays where it should but the object moves immediately after plugging it into the ice tree ? One of the ICE trees involves 'multiple matrix by vector' and setting points the other is a tad bit more complex, either solution isn't working. --=== I wanted to say hi to everyone :) -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! Sam Cuttriss Tuesday, March 26, 2013 11:48 AM So You have an ice tree that moves points. When you plug it in; it moves points? Eric Thivierge Tuesday, March 26, 2013 10:03 AM Looks like my filter is still working. :) Eric Thivierge http://www.ethivierge.com Raffaele Fragapane Tuesday, March 26, 2013 12:42 AM I was trying to make sense of the paragraphs, then I saw the e-mail address... Welcome back? -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! Christopher Monday, March 25, 2013 10:10 PM Hi, I have a scene whereas the local translation is frozen, when I create an ICE Tree, which two ICE trees have been supplied to me, the object moves from it center, the center stays where it should but the object moves immediately after plugging it into the ice tree ? One of the ICE trees involves 'multiple matrix by vector' and setting points the other is a tad bit more complex, either solution isn't working. --=== I wanted to say hi to everyone :) compose-unknown-contact.jpgpostbox-contact.jpgpostbox-contact.jpg
Re: Announcing Redshift - Biased GPU Renderer
Personally, I´m hesistant to using two or more cards with SLI because of micro stuttering: http://en.wikipedia.org/wiki/Micro_stuttering If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM, as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz chipspeed as in the reference design GTX680. That could save another 15-35% percent of investment compared to two single chip GTX 680 cards or one GTX Titan. Overclocked versions may use slightly different chip/shader speeds. In any case, as much VRAM as available, as that always helps in many progamms like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB). At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro or forced to ignore the actual card´s game heritage. But that may have been solved with 2.0... Cheers, tim On 27.03.2013 08:59, Mirko Jankovic wrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.com**wrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote: My beef with ATI last time I tried FirePro was that it had a hard time locking into 25fps playback in some apps, as if the refresh rate was locked to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC. Plus it seemed to draw text slightly differently in some apps. Nvidia just feels.. comfy. On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: These days if you hit the right combination of drivers and planet alignment they are OK. Performance wise they have been ahead of nVIDIA for a while in number crunching, the main problem is the drivers are still a coin toss chance, and that OCL isn't
Re: Announcing Redshift - Biased GPU Renderer
That's exactly what I'm eager for, having multiple cards in (linked by sli or not) participating in the render. Huge bang for buck potential. Ben -- Benjamin Clifford Davis www.moondog-animation.com office: +33 9 50 04 76 15 mobile: +33 6 88 48 54 50 6 bis avenue des Iles 74000 Annecy FRANCE On Wed, Mar 27, 2013 at 8:59 AM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.com**wrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote: My beef with ATI last time I tried FirePro was that it had a hard time locking into 25fps playback in some apps, as if the refresh rate was locked to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC. Plus it seemed to draw text slightly differently in some apps. Nvidia just feels.. comfy. On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: These days if you hit the right combination of drivers and planet alignment they are OK. Performance wise they have been ahead of nVIDIA for a while in number crunching, the main problem is the drivers are still a coin toss chance, and that OCL isn't anywhere as popular as CUDA. With win7 or 8 and recent versions of Soft/Maya they can do well. nVIDIA didn't help with the crippling of the 6xx for professional use, and pissing off Linus. They are still ahead by a slight margin, for now, but I wouldn't discount AMD wholesale anymore. If the next generation is as disappointing as Kepler is, and AMD gets both Linux support AND decent (and properly OSS) drivers out, I'm moving
Re: Announcing Redshift - Biased GPU Renderer
I don't think micro stuttering would be a terrible issue as far as GPU rendering goes, it's mostly a frustrating drawback as far as framerates being slightly crippled in gameplay, no? -- Benjamin Clifford Davis www.moondog-animation.com office: +33 9 50 04 76 15 mobile: +33 6 88 48 54 50 6 bis avenue des Iles 74000 Annecy FRANCE On Wed, Mar 27, 2013 at 9:26 AM, Tim Leydecker bauero...@gmx.de wrote: Personally, I´m hesistant to using two or more cards with SLI because of micro stuttering: http://en.wikipedia.org/wiki/** Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM, as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz chipspeed as in the reference design GTX680. That could save another 15-35% percent of investment compared to two single chip GTX 680 cards or one GTX Titan. Overclocked versions may use slightly different chip/shader speeds. In any case, as much VRAM as available, as that always helps in many progamms like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB). At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro or forced to ignore the actual card´s game heritage. But that may have been solved with 2.0... Cheers, tim On 27.03.2013 08:59, Mirko Jankovic wrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote: My beef with ATI last time I tried FirePro was that it had a hard time locking into 25fps
Re: Announcing Redshift - Biased GPU Renderer
I don´t know how the setup of two or more cards would be best done for GPU rendering purposes but I would at least try to enable SLI to get the best framerate/redraw performance in general applications and games to better justify the investment. But maybe, if I don´t have to bother about it and just see the GPU renderer pick up all the available cards I´d be just as happy with the increased renderspeed and possibilities this gives. In general I´m most likely hesistant as I´ve been burnt by things like mR unified sampling messing up framebuffers (in xsi2012/mR 3.9.x) or not correctly supporting satellite rendering (in xsi2012/mR 3.9.x) and seing those flaws eat up the initial benefit I had hoped for to some extend. Anyone using VRay RT on Maya or mentalray´s iRay here and able to supply info? Cheers, tim On 27.03.2013 09:34, Ben Davis wrote: I don't think micro stuttering would be a terrible issue as far as GPU rendering goes, it's mostly a frustrating drawback as far as framerates being slightly crippled in gameplay, no? -- Benjamin Clifford Davis www.moondog-animation.com office: +33 9 50 04 76 15 mobile: +33 6 88 48 54 50 6 bis avenue des Iles 74000 Annecy FRANCE On Wed, Mar 27, 2013 at 9:26 AM, Tim Leydecker bauero...@gmx.de wrote: Personally, I´m hesistant to using two or more cards with SLI because of micro stuttering: http://en.wikipedia.org/wiki/** Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM, as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz chipspeed as in the reference design GTX680. That could save another 15-35% percent of investment compared to two single chip GTX 680 cards or one GTX Titan. Overclocked versions may use slightly different chip/shader speeds. In any case, as much VRAM as available, as that always helps in many progamms like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB). At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro or forced to ignore the actual card´s game heritage. But that may have been solved with 2.0... Cheers, tim On 27.03.2013 08:59, Mirko Jankovic wrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards
Re: Face Robot Interface there, but contents of panes missing
Hi Adam For comparison, here's my security settings for the Internet Zone: http://screencast.com/t/kxvNub3ax3q6 On 27/03/2013 1:50 AM, Chris Chia wrote: Hi Adam, Our Dev has checked and it looks like the code is using the x64 browser settings. Please make sure ActiveX control and Jscript are enabled for your IE. Note: It might have been the windows update that could have changed some security settings on your machine. Regards, Chris From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Wednesday, March 27, 2013 10:27 AM To: softimage@listproc.autodesk.com Subject: RE: Face Robot Interface there, but contents of panes missing I am pretty sure u have ActiveX controls disabled. Use your ie to see whether you could see this [installation path]\FaceRobot\Application\views\facestage1_sideview.html From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia Sent: Wednesday, March 27, 2013 9:14 AM To: softimage@listproc.autodesk.com Subject: Re: Face Robot Interface there, but contents of panes missing Could you use NetView to view that page? On 27 Mar, 2013, at 8:37 AM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.com wrote: The question is which settings? Since I don't use IE at all, I have gone back and enabled everything I could check, still nothing. I've restarted IE9 64, still nothing. Netview works fine with no FR related content, the plugins work fine, but no FR. Adam On Tue, Mar 26, 2013 at 5:11 PM, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: I believe that's root cause. Try configuring the Internet options? On 27 Mar, 2013, at 8:05 AM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.com wrote: Hi Chris. The test page runs fine in Chrome and in IE 32 bit, but not in IE64 bit. I am on IE 9. On Tue, Mar 26, 2013 at 4:27 PM, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: Adam, What do u see when you access this page via NetView; http://javatester.org/javascript.html On 27 Mar, 2013, at 7:17 AM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.com wrote: Active Scripting is enabled btw.. for JS Stephen.. All of the FR plugins are ok in the plugin manager. Still nothing FR related is working in 2013 or 14. On Tue, Mar 26, 2013 at 2:41 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Java and javascript are not the same thing. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale Sent: Tuesday, March 26, 2013 2:37 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Face Robot Interface there, but contents of panes missing yep, I always enable FR to load it. And in IE64bit, java applets are already enabled, still nothing. On Tue, Mar 26, 2013 at 2:17 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.commailto:luceri...@gmail.com wrote: okay so it looks like the web browser control is running, but javascript isn't. make sure you Enable Face Robot to load the plug-in, btw. you can't just switch to the layout. On Tue, Mar 26, 2013 at 4:59 PM, Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.commailto:adamfs...@gmail.com wrote: Runonce.bat doesn't do the job
Re: Announcing Redshift - Biased GPU Renderer
There was a subject on Redshift Forum about having two grapphic cards. It seems to be possible to keep a quadro for dispaly (as it is significantly better at displaying), and have a Titan dedicated to rendering only (in Redshift you select which card is rendering) as they have a huge amount of cores and faster memory. I think I've red somewhere that Titan has 2600 cores against 256 for the Quadro 4000. After chating with Nicolas the Titan could be around 4 time faster than the Quadro4000 ...Which is huge :) Le 27/03/2013 09:26, Tim Leydecker a écrit : Personally, I´m hesistant to using two or more cards with SLI because of micro stuttering: http://en.wikipedia.org/wiki/Micro_stuttering If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM, as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz chipspeed as in the reference design GTX680. That could save another 15-35% percent of investment compared to two single chip GTX 680 cards or one GTX Titan. Overclocked versions may use slightly different chip/shader speeds. In any case, as much VRAM as available, as that always helps in many progamms like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB). At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro or forced to ignore the actual card´s game heritage. But that may have been solved with 2.0... Cheers, tim On 27.03.2013 08:59, Mirko Jankovic wrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.com**wrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote: My beef with ATI last time I tried FirePro was
Re: Announcing Redshift - Biased GPU Renderer
SLI and crossfire dio not affect viewport performance in any of 3d application. On Wed, Mar 27, 2013 at 11:12 AM, olivier jeannel olivier.jean...@noos.frwrote: There was a subject on Redshift Forum about having two grapphic cards. It seems to be possible to keep a quadro for dispaly (as it is significantly better at displaying), and have a Titan dedicated to rendering only (in Redshift you select which card is rendering) as they have a huge amount of cores and faster memory. I think I've red somewhere that Titan has 2600 cores against 256 for the Quadro 4000. After chating with Nicolas the Titan could be around 4 time faster than the Quadro4000 ...Which is huge :) Le 27/03/2013 09:26, Tim Leydecker a écrit : Personally, I´m hesistant to using two or more cards with SLI because of micro stuttering: http://en.wikipedia.org/wiki/** Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM, as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz chipspeed as in the reference design GTX680. That could save another 15-35% percent of investment compared to two single chip GTX 680 cards or one GTX Titan. Overclocked versions may use slightly different chip/shader speeds. In any case, as much VRAM as available, as that always helps in many progamms like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB). At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro or forced to ignore the actual card´s game heritage. But that may have been solved with 2.0... Cheers, tim On 27.03.2013 08:59, Mirko Jankovic wrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is
Re: A must see
Beautiful ! If you're on Vimeo and more specially in the Softimage Ice Video don't miss https://vimeo.com/60296337 It's the making of this https://vimeo.com/59230893 Awarded at Annecy, Ice poetry...
Re: Softimage 2014
N, not again!! I'm still recovering from the pain in my rectum after paying a grand for 2013 :-/ - Ronald
ICE to Fusion?
Hey guys - Is there a way to get all the point positions from ICE over to Eyeon Fusion as something like nulls? I've tried exporting PC2 files, but that didn't work. FBX, dotXSI, etc., also didn't give me anything useful. Thanks, Paul
Re: Softimage 2014
Why is 2013 painful? I would say it's better to upgrade to 2014, isn't it? On 27 Mar, 2013, at 7:44 PM, Toonafish ron...@toonafish.nl wrote: N, not again!! I'm still recovering from the pain in my rectum after paying a grand for 2013 :-/ - Ronald attachment: winmail.dat
Re: Setting Local ICE Tree Moves Object
I was trying and it happens to me. There is a solution. I think the key is in Local, not globalmaybe. my try has been working for now and I hope it works for you too. here is the mp4 and the icetree with nodes: http://xsi.jankin.com/dump/creativeTree.jpg http://xsi.jankin.com/dump/creativeTree_comp.mp4 I can't anymore! cheers
Re: Softimage 2014
Hi Matt, It didn't work it to 2014 because there was quite some risk and it didn't work it to beta. But i believe it makes it's way to the SP ;) Chris On 27 Mar, 2013, at 12:28 AM, Matt Lowery ma...@glassworks.co.ukmailto:ma...@glassworks.co.uk wrote: Yeah but I'm disappointed that the third party render crashing the f-curve editor bug isn't in the fixed bug list. Or did I miss it? On 26/03/2013 16:13, Eric Cosky wrote: I was impressed by the number of crash fixes. Nice job there. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonah Friedman Sent: Tuesday, March 26, 2013 8:50 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Softimage 2014 I just finished reading through this list of bug fixes.. this isn't a small amount of work. I even found my bug on there - SOFT-6417 Inconsistent results when rendering Pass with ICE attributes. At least if that's what I think it is, that one has bothered me for years. Also I'm thinking if it's a new team that did this, fixing this many bugs would require them to touch a huge amount of the the application.. which with a new team, seems like a great way to start. On Tue, Mar 26, 2013 at 8:29 AM, Jason S jasonsta...@gmail.commailto:jasonsta...@gmail.com wrote: = = - \__/ On 26/03/2013 10:30 AM, Jens Lindgren wrote: This is interesting... i think. http://area.autodesk.com/2014unfold/products/softimage.html#future /Jens attachment: winmail.dat
Re: Softimage 2014
Lots of typo due to auto complete... Hi Matt, It didn't make it to 2014 because there was quite some risk and it didn't make it to beta. But i believe it makes it's way to the SP ;) Chris Sent from my iPhone On 27 Mar, 2013, at 8:17 PM, Chris Chia chris.c...@autodesk.com wrote: Hi Matt, It didn't work it to 2014 because there was quite some risk and it didn't work it to beta. But i believe it makes it's way to the SP ;) Chris attachment: winmail.dat
Re: Softimage 2014
S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix On 27.03.2013 13:20, Chris Chia wrote: Lots of typo due to auto complete... Hi Matt, It didn't make it to 2014 because there was quite some risk and it didn't make it to beta. But i believe it makes it's way to the SP ;) Chris Sent from my iPhone On 27 Mar, 2013, at 8:17 PM, Chris Chia chris.c...@autodesk.com wrote: Hi Matt, It didn't work it to 2014 because there was quite some risk and it didn't work it to beta. But i believe it makes it's way to the SP ;) Chris
Re: Softimage 2014
yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix
Re: Softimage 2014
It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree... On 27 Mar, 2013, at 9:07 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix attachment: winmail.dat
Re: Softimage 2014
This is very personal but i personally feel that for any ice enthusiasts, the enhanced ice crowds, ice overrides and ice syflex and the ability to slow down time (bullet time) or shuffle time mapping on ice simulation with the help of camera sequencer are plus points to get 2014. On 27 Mar, 2013, at 9:10 PM, Chris Chia chris.c...@autodesk.commailto:chris.c...@autodesk.com wrote: It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree... On 27 Mar, 2013, at 9:07 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix attachment: winmail.dat
Re: Softimage 2014
Just imagine the complexity of custom parameters one has to deal when you have multiple passes and ice parameters to override... On 27 Mar, 2013, at 9:25 PM, Felix Geremus felixgere...@googlemail.com wrote: I was about to say that it can be done without custom parameters, see attached screenshot. But then I discovered that this doesn't work when there are more than one node of the same type in the tree. So yeah, kind of useful I guess... On 27.03.2013 14:10, Chris Chia wrote: It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree... On 27 Mar, 2013, at 9:07 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix scalar_override.jpg attachment: winmail.dat
Re: Softimage 2014
No need for custom parameters, just plugin in a scalar or integer node and you're set to override a value On 3/27/2013 14:10, Chris Chia wrote: It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree... On 27 Mar, 2013, at 9:07 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix
Re: Setting Local ICE Tree Moves Object
Vladimir Jankijevic - That is the exact effect, is there a weight map on your cylinder object, any subdivisions ? Or is ICE taking care of most of the 'compression' stretch effect ? The static object is not in your scene that it will be 'squeezed' against or is the PolytonNormal attribute acting on behalf of the 'static' object ? Vladimir Jankijevic Wednesday, March 27, 2013 8:13 AM I was trying and it happens to me. There is a solution. I think the key is in Local, not globalmaybe. my try has been working for now and I hope it works for you too.here is the mp4 and the icetree with nodes: http://xsi.jankin.com/dump/creativeTree.jpghttp://xsi.jankin.com/dump/creativeTree_comp.mp4 I can't anymore!cheers pete...@skynet.be Wednesday, March 27, 2013 4:16 AM you are combining concepts here that are not strictly related such as parenting and dynamics, and squeeze and raycast. sit down - think straight. squeeze sounds like dynamic deformation, so investigate solid bodies which were made for this. the objects that are interacted with would be passive bodies. raycasting is not going to deform anything - it is an approach to test for intersections between a ray and a surface. one could write a collision based on this. good idea - try it out let us know how it turns out. if your question is did anyone write a dynamic deformation compound based on raycast collisions and wants to share it than just say so? (no I didnt) But youre probably better of to have a look at soft bodies and learn how they work, because they have collisions and deformations built in and are documented. Look for the circus goblin scene in the samples database, which should give you a good idea of what can be done, and a good laugh as well. From: Christopher Sent: Wednesday, March 27, 2013 2:53 AM To: softimage@listproc.autodesk.com Subject: Re: Setting Local ICE Tree Moves Object My intention was to use point clusters, for a 'industrial rubber' type effect weight maps are a better solution. How do I get the child of an object to collide with another object so that is 'squeezes' between the parent and the static object that sits on it's own ? Raycasting seems like it may be the solution ?Christopher Christopher Tuesday, March 26, 2013 9:53 PM My intention was to use point clusters, for a 'industrial rubber' type effect weight maps are a better solution. How do I get the child of an object to collide with another object so that is 'squeezes' between the parent and the static object that sits on it's own ? Raycasting seems like it may be the solution ? Christopher Grahame Fuller Tuesday, March 26, 2013 1:06 PM You can see the start of the conversation here: http://www.si-community.com/community/viewtopic.php?f=15t=3506sid=12d5574a4a1ce9b8e87b5e424648b05dstart=20Based on the last post, it seems that what Christopher really wants to do is use the distance between two objects to drive the strength of a deformation or the blend between two shapes. When rephrased like that, it's just a matter of subtracting the two object positions, plugging the result into a Length node, and plugging that into whatever is driving the deformation.grayFrom: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sam CuttrissSent: Tuesday, March 26, 2013 11:49 AMTo: softimage@listproc.autodesk.comSubject: Re: Setting Local ICE Tree Moves ObjectSo You have an ice tree that moves points. When you plug it in; it moves points?On Mar 26, 2013 7:04 AM, "Eric Thivierge" ethivie...@gmail.commailto:ethivie...@gmail.com wrote:Looks like my filter is still working. :)Eric Thiviergehttp://www.ethivierge.comOn Tue, Mar 26, 2013 at 12:42 AM, Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:I was trying to make sense of the paragraphs, then I saw the e-mail address...Welcome back?On Tue, Mar 26, 2013 at 1:10 PM, Christopher christop...@thecreativesheep.camailto:christop...@thecreativesheep.ca wrote:Hi, I have a scene whereas the local translation is frozen, when I create an ICE Tree, which two ICE trees have been supplied to me, the object moves from it center, the center stays where it should but the object moves immediately after plugging it into the ice tree ?One of the ICE trees involves 'multiple matrix by vector' and setting points the other is a tad bit more complex, either solution isn't working.--===I wanted to say hi to everyone :)--Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! Sam Cuttriss Tuesday, March 26, 2013 11:48 AM So You have an ice tree that moves points. When you plug it in; it moves points?
Re: Softimage 2014
Ice overrides can do more than just overriding a base node value ;) On 27 Mar, 2013, at 9:33 PM, Toonafish ron...@toonafish.nl wrote: No need for custom parameters, just plugin in a scalar or integer node and you're set to override a value On 3/27/2013 14:10, Chris Chia wrote: It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree... On 27 Mar, 2013, at 9:07 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix attachment: winmail.dat
Re: Moving objects using ICE and raycast?
Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.comwrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Moving objects using ICE and raycast?
Man, trying to take the learning out of everything around you Alan? :P Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 10:00 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.comwrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Softimage 2014
Okay, I'm curious. What can it override that we can't already by adding a node ? I can already override values, color, particle shape etc. Can we rename the input names in the override PPG to make it a bit easier to see what the override is actually controlling ? On 3/27/2013 14:43, Chris Chia wrote: Ice overrides can do more than just overriding a base node value ;) On 27 Mar, 2013, at 9:33 PM, Toonafish ron...@toonafish.nl wrote: No need for custom parameters, just plugin in a scalar or integer node and you're set to override a value On 3/27/2013 14:10, Chris Chia wrote: It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree... On 27 Mar, 2013, at 9:07 PM, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.commailto:felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix
Re: Softimage 2014
Overall I'm very pleased with the Softimage list's positive tone. To echo what Rob Chapman asked: Is the NDA over? 'cause it seems like we're dipping into stuff a bit. Regardless, I'm renewing my subscription for the bug fixes alone =) as well as for (surprisingly) the camera sequencer which is turning out to be more useful than I initially thought it would be. -=Eric On Wed, Mar 27, 2013 at 9:20 AM, Toonafish ron...@toonafish.nl wrote: Okay, I'm curious. What can it override that we can't already by adding a node ? I can already override values, color, particle shape etc. Can we rename the input names in the override PPG to make it a bit easier to see what the override is actually controlling ? On 3/27/2013 14:43, Chris Chia wrote: Ice overrides can do more than just overriding a base node value ;) On 27 Mar, 2013, at 9:33 PM, Toonafish ron...@toonafish.nl wrote: No need for custom parameters, just plugin in a scalar or integer node and you're set to override a value On 3/27/2013 14:10, Chris Chia wrote: It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree... On 27 Mar, 2013, at 9:07 PM, Rob Chapman tekano@gmail.com mailto:t**ekano@gmail.com tekano@gmail.com wrote: yes, I thought that too, we are allowed to talk about this now right? the NDA is over? but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :) On 27 March 2013 13:58, Felix Geremus felixgere...@googlemail.com** mailto:felixgeremus@**googlemail.com felixgere...@googlemail.com wrote: S, can somebody enlighten me what's so great about ICE overrides (one of our 4 amazing new features)? I just watched the video and all that can be done since forever by overriding the values of low level nodes instead of exposed compound parameters? Or am I missing something? Felix -- -=T=-
Re: Softimage 2014
On Wed, Mar 27, 2013 at 10:40 AM, Eric Turman i.anima...@gmail.com wrote: To echo what Rob Chapman asked: Is the NDA over? 'cause it seems like we're dipping into stuff a bit. Generally once the features are announced and info dispersed you can talk about the new features. Eric Thivierge http://www.ethivierge.com
Re: Softimage 2014
Really? Some past betas we had to keep quiet until actual release, so I'm just checking to be safe. On Wed, Mar 27, 2013 at 9:42 AM, Eric Thivierge ethivie...@gmail.comwrote: On Wed, Mar 27, 2013 at 10:40 AM, Eric Turman i.anima...@gmail.comwrote: To echo what Rob Chapman asked: Is the NDA over? 'cause it seems like we're dipping into stuff a bit. Generally once the features are announced and info dispersed you can talk about the new features. Eric Thivierge http://www.ethivierge.com -- -=T=-
RE: Moving objects using ICE and raycast?
I'm not sure that would work with what I'm trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it's possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Wednesday, March 27, 2013 7:00 AM To: XSI Mailing List Subject: Re: Moving objects using ICE and raycast? Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I'm trying to set up an ice tree where I'm using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I'm having trouble moving the object. I can seem to set the object position through ICE, but I'm sure it should be possible. Also I'm not completely sure how I would move the object along the position. What I'm doing now is just getting the positions per frame, but I'm not sure this would be the best way because I'm not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I'm not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Moving objects using ICE and raycast?
It just takes practice. So you have a location from your raycast... that's basically an abstract place on geometry from which you can extract any ICE attribute, and their magic is they interpolate (blend, kind of) based off the attribute values off their neighbors. For example if you get a weightmap value in the middle of a polygon (and as you might know, weightmaps are per-vertex values), it takes care of checking the nearest triangle's vertex weights and blending them such that you get the expected value at that particular place. You don't need to know how it works, but if you feel like reading, the black magic under the hood revolves around barycentric coordinates. Anyway, back to your issue... plug the Location output of the Raycast into the Source input of a GetData set to just PointPosition (no self. or anything), and that will get your position at the raycast hit location. You can then plug that into the SRT To Matrix to get a transform with that position. On Wed, Mar 27, 2013 at 11:36 AM, Sam sbowl...@cox.net wrote: I’m not sure that would work with what I’m trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it’s possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Wednesday, March 27, 2013 7:00 AM *To:* XSI Mailing List *Subject:* Re: Moving objects using ICE and raycast? ** ** Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh.* *** ** ** :) ** ** ** ** ** ** On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com ** ** On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated. ** ** ** **
Re: Moving objects using ICE and raycast?
Well locations contain tons of information about the location which is being returned. If you raycast onto a polymesh you'll have a bunch of information within that location you can use. One of which is pointposition which you can plug into the translation of the matrix node. If you plug the location output into a get data node you can then explore and see all the available attributes you can use from that location. Since you're dealing with particles, yes you should be using a simulated ICE Tree and can use the Add Point node to create particles at each frame. Raycast[Location] Get Data[Point Position] Add Point[positions] Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 11:36 AM, Sam sbowl...@cox.net wrote: I’m not sure that would work with what I’m trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it’s possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Wednesday, March 27, 2013 7:00 AM *To:* XSI Mailing List *Subject:* Re: Moving objects using ICE and raycast? ** ** Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh.* *** ** ** :) ** ** ** ** ** ** On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com ** ** On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated. ** ** ** **
RE: Softimage 2014
About Preserve UVs, that has always been available even with explicit projections. Just drag the TextureOp node above the Modeling region marker. When you hover the mouse over the TextureOp node, the popup should say reading just above Modeling. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, March 26, 2013 07:56 PM To: softimage@listproc.autodesk.com Subject: RE: Softimage 2014 The issue with Softimage is the pieces are there, but don't play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history. Example 1: Mirror plane. This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it's symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage's modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they're bound to the modeling marker. Softimage cannot support multiple planes either or else instability results. Example 2: Preserve UVs I'm always pounded for this one. It's a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they're moved. Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to 'swim' through the projection. Softimage has a 'swim' feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections. Again, like with the mirror plane, Softimage is limited by how it's construction history is organized to read further input from the user once the operator is applied. Example 3:Locking topology In a games development environment, assets are usually created piecemeal. A character isn't a solid seamless mesh. The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh. This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh. Softimage provides no ability to do this. The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices. However, this falls short in that if the user clicks the 'freeze' button, the operator will be frozen and removed from construction history. Again, limitation of the core architecture. Example 4: Paint. The paint tools in Softimage are lacking. They were designed for painting weight maps to alter envelope weights and deformers - that's it. The paint brush for vertex colors is just an extension of that and not very robust. There is no color palette available to load/save colors to use in other scenes, or even the current scene beyond the palette borrowed from windows. There is no ability to compare colors side-by-side on adjacent polygons without having to dig into user preferences to turn off selection highlights, then turn it on again when you're done with your comparison. Very clunky. There are no tools available to modify topology via paint. The best option available is pushing points via the push operator which is, back to the beginning, a weight map tool. We need more than deformations. We need a paint tool that can destructively edit the mesh by adding vertices, edges, polygons, and samples. We need the adjustments for the brush to be informative and customizable to accommodate modeler's needs. Falloff options, brush tip shapes, intensity controls other than simple hardness applied uniformly, angular attenuation, operator assignments, and so on. A 'push' tool has been around forever, where is the accompanying 'pinch' tool? Max and Maya are far in the lead in this area. Softimage's paint
Re: Face Robot Interface there, but contents of panes missing
Hi Adam Maybe you uninstall IE9 (revert to IE8) and then reinstall IE9. Or move up to IE10. On 27/03/2013 11:46 AM, Adam Sale wrote: Hi Stephen, My Settings are identical to yours. Nadda. On Wed, Mar 27, 2013 at 2:57 AM, Stephen Blair stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com wrote: Hi Adam For comparison, here's my security settings for the Internet Zone: http://screencast.com/t/kxvNub3ax3q6
Re: Scntoc Res Manager v 1.0 released
And here are the features video: Standalone App: https://vimeo.com/62579294 Soft Addon: https://vimeo.com/62658588 On 27/03/2013 1:40 PM, Alok Gandhi wrote: Hi All, I have released Version 1.02 of the Scntoc Res Manager. There were a lot of improvement in the UI. Here is the summary of ver 1.02 updates: 1. Ability to select and change resolution path of the multiple models in a single go. 2. A find and replace functionality in the resolution path change dialog. 2. A lot of bug fixes. Also an addon for Softimage is released: 1. The exact same functionality as the stand alone application. 2. An open scene event to parse scntoc files before the scene is loaded. 3. A standalone GUI inside softimage as well so that any other scntoc file on disk can be opened and manipulated. 4. Open scene event can be enabled/disabled with a single command. With this update I think most of the work needed for reference model resolution is concluded. Here are the download links: Scntoc Res Manager (StandAlone): git: https://github.com/alok1974/scntocResManager.git zip: http://bit.ly/XkguD0 Scntoc Res Manager Soft Addon: http://bit.ly/15V6yQK I hope you guys like it. Please drop me line if you have any suggestions, questions or bugs at: alokdotgandhiatgmaildotcom Here is what to expect in future: Addtion of Passes and Render Settings manipulation from the Scntoc Manager. I am not british but I will still use the greeting : cheers !
Keyshot Anyone ever use it?
This looks really interesting. http://www.wired.com/design/2013/03/luxion-keyshot/?viewall=true -- www.johnrichardsanchez.com
Re: Announcing Redshift - Biased GPU Renderer
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, 2013 at 11:12 AM, olivier jeannel olivier.jean...@noos.fr wrote: There was a subject on Redshift Forum about having two grapphic cards. It seems to be possible to keep a quadro for dispaly (as it is significantly better at displaying), and have a Titan dedicated to rendering only (in Redshift you select which card is rendering) as they have a huge amount of cores and faster memory. I think I've red somewhere that Titan has 2600 cores against 256 for the Quadro 4000. After chating with Nicolas the Titan could be around 4 time faster than the Quadro4000 ...Which is huge :) Le 27/03/2013 09:26, Tim Leydecker a écrit : Personally, I´m hesistant to using two or more cards with SLI because of micro stuttering: http://en.wikipedia.org/wiki/** Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM, as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz chipspeed as in the reference design GTX680. That could save another 15-35% percent of investment compared to two single chip GTX 680 cards or one GTX Titan. Overclocked versions may use slightly different chip/shader speeds. In any case, as much VRAM as available, as that always helps in many progamms like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB). At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro or forced to ignore the actual card´s game heritage. But that may have been solved with 2.0... Cheers, tim On 27.03.2013 08:59, Mirko Jankovic wrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of
Re: Announcing Redshift - Biased GPU Renderer
Congrats! Wish I could get one of those puppies. On Wed, Mar 27, 2013 at 2:20 PM, Ed Manning etmth...@gmail.com wrote: 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.com wrote: SLI and crossfire dio not affect viewport performance in any of 3d application. On Wed, Mar 27, 2013 at 11:12 AM, olivier jeannel olivier.jean...@noos.fr wrote: There was a subject on Redshift Forum about having two grapphic cards. It seems to be possible to keep a quadro for dispaly (as it is significantly better at displaying), and have a Titan dedicated to rendering only (in Redshift you select which card is rendering) as they have a huge amount of cores and faster memory. I think I've red somewhere that Titan has 2600 cores against 256 for the Quadro 4000. After chating with Nicolas the Titan could be around 4 time faster than the Quadro4000 ...Which is huge :) Le 27/03/2013 09:26, Tim Leydecker a écrit : Personally, I´m hesistant to using two or more cards with SLI because of micro stuttering: http://en.wikipedia.org/wiki/** Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM, as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz chipspeed as in the reference design GTX680. That could save another 15-35% percent of investment compared to two single chip GTX 680 cards or one GTX Titan. Overclocked versions may use slightly different chip/shader speeds. In any case, as much VRAM as available, as that always helps in many progamms like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB). At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro or forced to ignore the actual card´s game heritage. But that may have been solved with 2.0... Cheers, tim On 27.03.2013 08:59, Mirko Jankovic wrote: On the other hand Titan is more expensive than 2 gtx680 if I'm not mistaken... and i bet that with two 680 in SLI, when multi GPU is supported you will have better performance than with 1 titan right? On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now
Re: Announcing Redshift - Biased GPU Renderer
i 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.
Re: Announcing Redshift - Biased GPU Renderer
yes, but reasonably less than Tesla and Maximus setups that it outperforms and uses less power than. And much less than a new computer. Makes my quad-xeon 2008 Mac Pro a viable workstation/renderbox for non-CPU tasks. On Wed, Mar 27, 2013 at 2:26 PM, Steven Caron car...@gmail.com wrote: i 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.
VS2012 and 3D Production
I know I am not supposed to evangelize other products here but I just ran across this and had to share it. And I also know that Windows is the enemy and MS is evil blah blah blah... Visual Studio 2012 has recently added a bunch of graphics tool. Including the ability to open FBX files, view them in 3D and play back animations...and it even has a node based shader designer to author and debug HLSL shaders. My TAD and I stumbled across this when we accidentally opened an FBX file in Visual Studio 2012...and after some digging found a whole bunch of cool stuff. I would imagine that its mostly game devs\TADs that are going to like this stuff * Add, edit, and compile HLSL shaders more easily. You can use syntax coloring, indenting, and outlining when you are coding HLSL shaders, and MSBuild automatically supports the Microsoft HLSL Compiler (fxc.exe). * View and modify image assets more efficiently. You can use the Image Editor to create, inspect, and modify bitmap and compressed image formats (DDS, TGA, TIFF, PNG, JPG, GIF), and the editor supports transparency and mipmaps. For more information, see Image Editorhttp://msdn.microsoft.com/en-us/library/hh315744.aspx. * Work with 3-D models. You can use the Model Editor to inspect standard 3-D model formats (OBJ, COLLADA, and Autodesk FBX). You can also use the built-in 3-D primitive generation and materials to create placeholder art for 3-D games and apps, thereby improving artist-developer workflow. For more information, see Model Editorhttp://msdn.microsoft.com/en-us/library/hh315734.aspx. * Create advanced pixel shaders. You can use the Shader Designer, which is a graph-based shader creation tool that provides a live preview of the effect, to create advanced pixel shaders and export them as HLSL code that you can use in apps that are based on DirectX. For more information, see Shader Designerhttp://msdn.microsoft.com/en-us/library/hh315733.aspx. Also there is this video on Channel 9 showing some of these features off. http://channel9.msdn.com/(A(DIZWlv8LzQEkOTQ0NWI2ZTUtM2ZlYS00Yjg1LTg4NzMtNzJhZjA1MmUwZmMxAmqfHykWJRBKmZh75HL0--PjXeY1))/posts/Visual-Studio-3D-StarterKit Right around 12:30 mark you can see the shader designer in action. Fun stuff. Cheers! ___ Marc Brinkley GO GO GO Microsoft Studios [Fun]ction Studio marc.brinkley [at] microsoft.com
Re: Announcing Redshift - Biased GPU Renderer
In what spare time I have I'm setting up a shootout between Octane standalone and redshift in SI.
Re: Announcing Redshift - Biased GPU Renderer
Ed, did Octane ever release their SI plugin? On Wed, Mar 27, 2013 at 3:23 PM, Ed Manning etmth...@gmail.com wrote: In what spare time I have I'm setting up a shootout between Octane standalone and redshift in SI.
Re: Announcing Redshift - Biased GPU Renderer
And Vimeo lets you allow people to download the video too, if you enable that option. On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.com wrote: Hi Nicolas, you could maube consider vimeo as a better option. Cheers Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a écrit : Hey guys, Just wanted to share a couple of very short videos we made that show the stability of the GI in Redshift. Unfortunately Youtube's compression kind of murdered the smoothness, but I assure you that any artifacts you see in these videos are from compression and not GI. http://youtu.be/3c0tHYdd-fg This video shows the dark side of a deforming gargoyle lit by physical sun sky. 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ NVIDIA Geforce GTX 470. http://youtu.be/ySCockShxTQ This video shows the same gargoyle being lit *strictly *by light bouncing off the floor. The setup is a white spot light shining onto the floor (off camera). The red glow you see on the floor around the gargoyle is light that has bounced off the floor, then off the gargoyle. 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA Geforce GTX 670. We're still head-down fixing bugs and bringing new features online, but I plan to spend some time making more (and better) videos soon. -Nicolas On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk nico...@redshift3d.comwrote:
Re: VS2012 and 3D Production
Nice, I like how when you zoom in, it transitions into a 3D view. This is only for Windows 8 then? On Wed, Mar 27, 2013 at 2:11 PM, Marc Brinkley marc.brink...@microsoft.comwrote: I know I am not supposed to evangelize other products here but I just ran across this and had to share it. ** ** And I also know that Windows is the enemy and MS is evil blah blah blah…** ** ** ** Visual Studio 2012 has recently added a bunch of graphics tool. Including the ability to open FBX files, view them in 3D and play back animations…and it even has a node based shader designer to author and debug HLSL shaders. ** ** My TAD and I stumbled across this when we accidentally opened an FBX file in Visual Studio 2012…and after some digging found a whole bunch of cool stuff. ** ** I would imagine that its mostly game devs\TADs that are going to like this stuff ** ** -- **· **Add, edit, and compile HLSL shaders more easily. You can use syntax coloring, indenting, and outlining when you are coding HLSL shaders, and MSBuild automatically supports the Microsoft HLSL Compiler (fxc.exe). **· **View and modify image assets more efficiently. You can use the Image Editor to create, inspect, and modify bitmap and compressed image formats (DDS, TGA, TIFF, PNG, JPG, GIF), and the editor supports transparency and mipmaps. For more information, see Image Editorhttp://msdn.microsoft.com/en-us/library/hh315744.aspx . **· **Work with 3-D models. You can use the Model Editor to inspect standard 3-D model formats (OBJ, COLLADA, and Autodesk FBX). You can also use the built-in 3-D primitive generation and materials to create placeholder art for 3-D games and apps, thereby improving artist-developer workflow. For more information, see Model Editor http://msdn.microsoft.com/en-us/library/hh315734.aspx. **· **Create advanced pixel shaders. You can use the Shader Designer, which is a graph-based shader creation tool that provides a live preview of the effect, to create advanced pixel shaders and export them as HLSL code that you can use in apps that are based on DirectX. For more information, see Shader Designerhttp://msdn.microsoft.com/en-us/library/hh315733.aspx . ** ** Also there is this video on Channel 9 showing some of these features off.* *** ** ** http://channel9.msdn.com/(A(DIZWlv8LzQEkOTQ0NWI2ZTUtM2ZlYS00Yjg1LTg4NzMtNzJhZjA1MmUwZmMxAmqfHykWJRBKmZh75HL0--PjXeY1))/posts/Visual-Studio-3D-StarterKit ** ** Right around 12:30 mark you can see the shader designer in action. ** ** Fun stuff. ** ** Cheers! ** ** ** ** ___ *Marc Brinkley* GO GO GO Microsoft Studios [Fun]ction Studio marc.brinkley [at] microsoft.com ** ** -- -=T=-
Re: Announcing Redshift - Biased GPU Renderer
Yeah we'll switch to Vimeo once we do our next batch of videos. Looks like we'll need a Pro account, which isn't free but the cost is pretty reasonable. -Nicolas On Wed, Mar 27, 2013 at 12:34 PM, Alan Fregtman alan.fregt...@gmail.comwrote: And Vimeo lets you allow people to download the video too, if you enable that option. On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.comwrote: Hi Nicolas, you could maube consider vimeo as a better option. Cheers Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a écrit : Hey guys, Just wanted to share a couple of very short videos we made that show the stability of the GI in Redshift. Unfortunately Youtube's compression kind of murdered the smoothness, but I assure you that any artifacts you see in these videos are from compression and not GI. http://youtu.be/3c0tHYdd-fg This video shows the dark side of a deforming gargoyle lit by physical sun sky. 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ NVIDIA Geforce GTX 470. http://youtu.be/ySCockShxTQ This video shows the same gargoyle being lit *strictly *by light bouncing off the floor. The setup is a white spot light shining onto the floor (off camera). The red glow you see on the floor around the gargoyle is light that has bounced off the floor, then off the gargoyle. 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA Geforce GTX 670. We're still head-down fixing bugs and bringing new features online, but I plan to spend some time making more (and better) videos soon. -Nicolas On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk nico...@redshift3d.comwrote:
Re: Announcing Redshift - Biased GPU Renderer
We use a pro account for all of our stuff and it's a lot nicer than youtube - faster to upload, easy to upload multiple videos. There's also a fair few 3D-focused groups and channels on there, so I find the exposure to potential customers is much better. On 27 March 2013 15:37, Nicolas Burtnyk nico...@redshift3d.com wrote: Yeah we'll switch to Vimeo once we do our next batch of videos. Looks like we'll need a Pro account, which isn't free but the cost is pretty reasonable. -Nicolas On Wed, Mar 27, 2013 at 12:34 PM, Alan Fregtman alan.fregt...@gmail.comwrote: And Vimeo lets you allow people to download the video too, if you enable that option. On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.comwrote: Hi Nicolas, you could maube consider vimeo as a better option. Cheers Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a écrit : Hey guys, Just wanted to share a couple of very short videos we made that show the stability of the GI in Redshift. Unfortunately Youtube's compression kind of murdered the smoothness, but I assure you that any artifacts you see in these videos are from compression and not GI. http://youtu.be/3c0tHYdd-fg This video shows the dark side of a deforming gargoyle lit by physical sun sky. 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ NVIDIA Geforce GTX 470. http://youtu.be/ySCockShxTQ This video shows the same gargoyle being lit *strictly *by light bouncing off the floor. The setup is a white spot light shining onto the floor (off camera). The red glow you see on the floor around the gargoyle is light that has bounced off the floor, then off the gargoyle. 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA Geforce GTX 670. We're still head-down fixing bugs and bringing new features online, but I plan to spend some time making more (and better) videos soon. -Nicolas On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk nico...@redshift3d.com wrote:
RE: VS2012 and 3D Production
I dont know. Obviously we are running win8 here, but I would guess this works to Win7 too. We use Team Foundation server here for version control and its really great having all our fbx files in TFS and now we can preview and edit FBX and sharers right in the Version control tool...same tool you do you code dev in. Slick. And now with Python support in VS too. Nice set up. Sent from my car while driving From: Eric Turman Sent: 3/27/2013 12:37 PM To: softimage@listproc.autodesk.com Subject: Re: VS2012 and 3D Production Nice, I like how when you zoom in, it transitions into a 3D view. This is only for Windows 8 then? On Wed, Mar 27, 2013 at 2:11 PM, Marc Brinkley marc.brink...@microsoft.commailto:marc.brink...@microsoft.com wrote: I know I am not supposed to evangelize other products here but I just ran across this and had to share it. And I also know that Windows is the enemy and MS is evil blah blah blah… Visual Studio 2012 has recently added a bunch of graphics tool. Including the ability to open FBX files, view them in 3D and play back animations…and it even has a node based shader designer to author and debug HLSL shaders. My TAD and I stumbled across this when we accidentally opened an FBX file in Visual Studio 2012…and after some digging found a whole bunch of cool stuff. I would imagine that its mostly game devs\TADs that are going to like this stuff • Add, edit, and compile HLSL shaders more easily. You can use syntax coloring, indenting, and outlining when you are coding HLSL shaders, and MSBuild automatically supports the Microsoft HLSL Compiler (fxc.exe). • View and modify image assets more efficiently. You can use the Image Editor to create, inspect, and modify bitmap and compressed image formats (DDS, TGA, TIFF, PNG, JPG, GIF), and the editor supports transparency and mipmaps. For more information, see Image Editorhttp://msdn.microsoft.com/en-us/library/hh315744.aspx. • Work with 3-D models. You can use the Model Editor to inspect standard 3-D model formats (OBJ, COLLADA, and Autodesk FBX). You can also use the built-in 3-D primitive generation and materials to create placeholder art for 3-D games and apps, thereby improving artist-developer workflow. For more information, see Model Editorhttp://msdn.microsoft.com/en-us/library/hh315734.aspx. • Create advanced pixel shaders. You can use the Shader Designer, which is a graph-based shader creation tool that provides a live preview of the effect, to create advanced pixel shaders and export them as HLSL code that you can use in apps that are based on DirectX. For more information, see Shader Designerhttp://msdn.microsoft.com/en-us/library/hh315733.aspx. Also there is this video on Channel 9 showing some of these features off. http://channel9.msdn.com/(A(DIZWlv8LzQEkOTQ0NWI2ZTUtM2ZlYS00Yjg1LTg4NzMtNzJhZjA1MmUwZmMxAmqfHykWJRBKmZh75HL0--PjXeY1))/posts/Visual-Studio-3D-StarterKit Right around 12:30 mark you can see the shader designer in action. Fun stuff. Cheers! ___ Marc Brinkley GO GO GO Microsoft Studios [Fun]ction Studio marc.brinkley [at] microsoft.comhttp://microsoft.com -- -=T=-
Re: Announcing Redshift - Biased GPU Renderer
Thanks Paul. You guys are the kings of cool videos, so your advice is well received! On Wed, Mar 27, 2013 at 12:49 PM, Paul Doyle technove...@gmail.com wrote: We use a pro account for all of our stuff and it's a lot nicer than youtube - faster to upload, easy to upload multiple videos. There's also a fair few 3D-focused groups and channels on there, so I find the exposure to potential customers is much better. On 27 March 2013 15:37, Nicolas Burtnyk nico...@redshift3d.com wrote: Yeah we'll switch to Vimeo once we do our next batch of videos. Looks like we'll need a Pro account, which isn't free but the cost is pretty reasonable. -Nicolas On Wed, Mar 27, 2013 at 12:34 PM, Alan Fregtman alan.fregt...@gmail.comwrote: And Vimeo lets you allow people to download the video too, if you enable that option. On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.comwrote: Hi Nicolas, you could maube consider vimeo as a better option. Cheers Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a écrit : Hey guys, Just wanted to share a couple of very short videos we made that show the stability of the GI in Redshift. Unfortunately Youtube's compression kind of murdered the smoothness, but I assure you that any artifacts you see in these videos are from compression and not GI. http://youtu.be/3c0tHYdd-fg This video shows the dark side of a deforming gargoyle lit by physical sun sky. 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ NVIDIA Geforce GTX 470. http://youtu.be/ySCockShxTQ This video shows the same gargoyle being lit *strictly *by light bouncing off the floor. The setup is a white spot light shining onto the floor (off camera). The red glow you see on the floor around the gargoyle is light that has bounced off the floor, then off the gargoyle. 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA Geforce GTX 670. We're still head-down fixing bugs and bringing new features online, but I plan to spend some time making more (and better) videos soon. -Nicolas On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk nico...@redshift3d.com wrote:
RE: Softimage 2014
Couple of problems with that: 1) It requires the TextureOp node to exist. When modeling, that is often not the case because the construction history needs to be frozen from time to time from getting too large. 2) Freeze M removes the TextureOp node even if the TextureOp node is dragged onto a higher part of the construction history. In short, not very useful because the user won't be able to take advantage of that feature outside of simple and limited situations. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Wednesday, March 27, 2013 9:23 AM To: softimage@listproc.autodesk.com Subject: RE: Softimage 2014 About Preserve UVs, that has always been available even with explicit projections. Just drag the TextureOp node above the Modeling region marker. When you hover the mouse over the TextureOp node, the popup should say reading just above Modeling. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, March 26, 2013 07:56 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Softimage 2014 The issue with Softimage is the pieces are there, but don't play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history. Example 1: Mirror plane. This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it's symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage's modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they're bound to the modeling marker. Softimage cannot support multiple planes either or else instability results. Example 2: Preserve UVs I'm always pounded for this one. It's a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they're moved. Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to 'swim' through the projection. Softimage has a 'swim' feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections. Again, like with the mirror plane, Softimage is limited by how it's construction history is organized to read further input from the user once the operator is applied. Example 3:Locking topology In a games development environment, assets are usually created piecemeal. A character isn't a solid seamless mesh. The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh. This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh. Softimage provides no ability to do this. The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices. However, this falls short in that if the user clicks the 'freeze' button, the operator will be frozen and removed from construction history. Again, limitation of the core architecture. Example 4: Paint. The paint tools in Softimage are lacking. They were designed for painting weight maps to alter envelope weights and deformers - that's it. The paint brush for vertex colors is just an extension of that and not very robust. There is no color palette available to load/save colors to use in other scenes, or even the current scene beyond the palette borrowed from windows. There is no ability to compare colors side-by-side on adjacent polygons without having to dig into user preferences to turn off selection highlights, then turn it on
RE: Softimage 2014
No, what I am saying is the modeling core needs an adjustment, and that adjustment when implemented can be inherited by other systems such as paint. Until that adjustment is made, many efforts to integrate solutions are limited or not possible. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: Tuesday, March 26, 2013 11:03 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage 2014 So what your saying Matt, is that a brush system would have to be built from the ground up, as its own independent operation set, that such a feature would involve considerable reworking of the SI core, something that only AD can really do, not something achievable and sustainable by isolated devs, in other words its up to AD... Thanks for taking the time to be thorough, its good to know that despite what dreamworks would have us believe, Santa Claus is well and truly dead. On 27 March 2013 00:56, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: The issue with Softimage is the pieces are there, but don't play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history. Example 1: Mirror plane. This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it's symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage's modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they're bound to the modelling marker. Softimage cannot support multiple planes either or else instability results. Example 2: Preserve UVs I'm always pounded for this one. It's a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they're moved. Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to 'swim' through the projection. Softimage has a 'swim' feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections. Again, like with the mirror plane, Softimage is limited by how it's construction history is organized to read further input from the user once the operator is applied. Example 3:Locking topology In a games development environment, assets are usually created piecemeal. A character isn't a solid seamless mesh. The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh. This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh. Softimage provides no ability to do this. The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices. However, this falls short in that if the user clicks the 'freeze' button, the operator will be frozen and removed from construction history. Again, limitation of the core architecture. Example 4: Paint. The paint tools in Softimage are lacking. They were designed for painting weight maps to alter envelope weights and deformers - that's it. The paint brush for vertex colors is just an extension of that and not very robust. There is no color palette available to load/save colors to use in other scenes, or even the current scene beyond the palette borrowed from windows. There is no ability to compare colors side-by-side on adjacent polygons without having to dig into user preferences to turn off selection highlights, then turn it on again when you're done with your comparison. Very clunky. There are no tools available to modify topology via paint. The best option available is pushing points via the push operator which is, back to
RE: Softimage 2014
3) 99% of all texturing in Softimage for games development is pretty much forced to use Unfold to get any decent work done. Unfold doesn't support the drag n' drop for preserve UVs. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Wednesday, March 27, 2013 1:56 PM To: softimage@listproc.autodesk.com Subject: RE: Softimage 2014 Couple of problems with that: 1) It requires the TextureOp node to exist. When modeling, that is often not the case because the construction history needs to be frozen from time to time from getting too large. 2) Freeze M removes the TextureOp node even if the TextureOp node is dragged onto a higher part of the construction history. In short, not very useful because the user won't be able to take advantage of that feature outside of simple and limited situations. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Wednesday, March 27, 2013 9:23 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Softimage 2014 About Preserve UVs, that has always been available even with explicit projections. Just drag the TextureOp node above the Modeling region marker. When you hover the mouse over the TextureOp node, the popup should say reading just above Modeling. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, March 26, 2013 07:56 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Softimage 2014 The issue with Softimage is the pieces are there, but don't play together nice enough. The tools were adequate in the day years ago. Production has evolved quite a bit since then but the Softimage modeling core has not. Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history. Example 1: Mirror plane. This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane. Softimage can do this much with the slice operator and symmetrize operator. BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time). Basically it's symmetrical modeling across a user defined plane of symmetry. The user can add as many planes as desired to build up organic geometry very, very quickly. Softimage's modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators. There is also no way to force those operators higher on the stack as they're bound to the modeling marker. Softimage cannot support multiple planes either or else instability results. Example 2: Preserve UVs I'm always pounded for this one. It's a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they're moved. Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to 'swim' through the projection. Softimage has a 'swim' feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections. Again, like with the mirror plane, Softimage is limited by how it's construction history is organized to read further input from the user once the operator is applied. Example 3:Locking topology In a games development environment, assets are usually created piecemeal. A character isn't a solid seamless mesh. The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh. This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh. Softimage provides no ability to do this. The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices. However, this falls short in that if the user clicks the 'freeze' button, the operator will be frozen and removed from construction history. Again, limitation of the core architecture. Example 4: Paint. The paint tools in Softimage are lacking.
RE: Moving objects using ICE and raycast?
Never mind, groups work now. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sam Sent: Wednesday, March 27, 2013 10:26 AM To: softimage@listproc.autodesk.com Subject: RE: Moving objects using ICE and raycast? Thanks guys. Using Get Data was the problem. I was just trying to plug the location into the SRT. I tried to create a group of the objects I want to raycast on and I couldn't get it to work, so I had to create a new raycast for each object. Is there a way to get this to work on a group of objects? It would really simplify things and make it easier to add or remove objects from the scene. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, March 27, 2013 8:52 AM To: softimage@listproc.autodesk.com Subject: Re: Moving objects using ICE and raycast? Well locations contain tons of information about the location which is being returned. If you raycast onto a polymesh you'll have a bunch of information within that location you can use. One of which is pointposition which you can plug into the translation of the matrix node. If you plug the location output into a get data node you can then explore and see all the available attributes you can use from that location. Since you're dealing with particles, yes you should be using a simulated ICE Tree and can use the Add Point node to create particles at each frame. Raycast[Location] Get Data[Point Position] Add Point[positions] Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 11:36 AM, Sam sbowl...@cox.net wrote: I'm not sure that would work with what I'm trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it's possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Wednesday, March 27, 2013 7:00 AM To: XSI Mailing List Subject: Re: Moving objects using ICE and raycast? Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I'm trying to set up an ice tree where I'm using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I'm having trouble moving the object. I can seem to set the object position through ICE, but I'm sure it should be possible. Also I'm not completely sure how I would move the object along the position. What I'm doing now is just getting the positions per frame, but I'm not sure this would be the best way because I'm not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I'm not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Announcing Redshift - Biased GPU Renderer
Don't call it a gimmick then (although it is with all the fashion and hype elements around it), call it a singularity, but if you're looking at benching and sorting videocards for performance and bang for buck you should exclude it. Unless you also want to include that massive liquid cooled asus radeon that is sold in a military grade carrying case and other things like that :) I've tried it btw as a friend's shop had a review return they kindly lent me for a week (they work closely with GB since one of the partners is an ex employee and another moonlights reviewing hardware). It was hardly a noticeable improvement over the GB OC 680 4GB I had (and still have) in there. The practical performance gains are far, far inferior to 35%. Only the added ram is nice, but nothing justifies a price tag that is more than doubled compared to the 680. It's a gimmick because you need a serious hardware fetish to justify forking out 1250-1400$ out for it compared to a benched OC 680 with 4GB that you can have for 550$ and have chances to trivially overclock and narrow the gap again. I run a dell 2711 and an additional 1980x1200 monitor with it btw. On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.com**wrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote: My beef with ATI last time I tried FirePro was that it had a hard time locking into 25fps playback in some apps, as if the refresh rate was locked to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC. Plus it seemed to draw text slightly differently in some apps. Nvidia just feels.. comfy. On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: These days if you hit the right combination of drivers and planet alignment they are OK. Performance wise they have been ahead of nVIDIA
Re: Announcing Redshift - Biased GPU Renderer
The TITAN is not a gimmick with respect to Redshift. It's almost twice as fast as a GTX 670 on all the tests we've run. We don't have a GTX 680 so I don't have the numbers to compare against. Pricing wise, there TITAN costs $1K and the 680 4GB is $550 so the 680 wins for price/performance ratio (but probably not by a whole lot). For performance/watt, the TITAN wins by a lot. On Wed, Mar 27, 2013 at 3:09 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Don't call it a gimmick then (although it is with all the fashion and hype elements around it), call it a singularity, but if you're looking at benching and sorting videocards for performance and bang for buck you should exclude it. Unless you also want to include that massive liquid cooled asus radeon that is sold in a military grade carrying case and other things like that :) I've tried it btw as a friend's shop had a review return they kindly lent me for a week (they work closely with GB since one of the partners is an ex employee and another moonlights reviewing hardware). It was hardly a noticeable improvement over the GB OC 680 4GB I had (and still have) in there. The practical performance gains are far, far inferior to 35%. Only the added ram is nice, but nothing justifies a price tag that is more than doubled compared to the 680. It's a gimmick because you need a serious hardware fetish to justify forking out 1250-1400$ out for it compared to a benched OC 680 with 4GB that you can have for 550$ and have chances to trivially overclock and narrow the gap again. I run a dell 2711 and an additional 1980x1200 monitor with it btw. On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.com**wrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp is identical only switched card... for the first 30-50sec frame rate was stuck at something like 17 fps... and after that it kinda jump to ~70-80fps... in any case with gaming cards ati vs nvidia there is no doubt. and if you are not using CUDA much then no need to even thing which way to go. Now redshift is game changer heheh but I'm still hoping that OpenCL will be supported and I'm looking forward to test it out with two of 7970 in crossfire :) btw I'm not much into programming waters but is it really OpenCL programming that as I understood should work on ALL cards, is that much more complex than for CUDA which is limited to nvidia only? Wouldn't it be more logical to go with solution that is covering a lot more market than something limited to one manufacturer? On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote: My beef with ATI last time I tried FirePro was that
Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?
I´m using xsi2012sap here and find it brutally anoying to see the Irradiance Particle calculation´s IP Optimize use a single CPU thread only, especially for settings with Importons Density dialed above 1. At least I can´t tell a quality increase between a setting of 1 to 2, just the way you´d want things to turn out... Irradiance Particles are really nice otherwise, seem to even be energy conserving actually. If you compare Iparticles to how the Fallof Start Stop option works for good old FinalGathering, that is neither desireable nor nice to make use of it... Any info on reworked mR satellite support with Softimage 2014? All that is boring me to the brink of buying a personal V-Ray 2.0 license and even thinking about how much hassle Maya would be anyway... Cheers, tim P.S: I would have thought nVidia Corp. is clever enough to realize they have the fastest GPUs to make mR rendering at least seem nice...
RE: Announcing Redshift - Biased GPU Renderer
I have been following this thread and have been wondering if the fact that the K6X0 and Quadro K5000 are more tuned for single precision is making the difference between them and Titan which from what I understand is more tuned for double precision? Or does that even matter for this or other renderers? I admit my knowledge in this area is pretty scarce. We just got some K5000's and were trying to get a handle on all of this before we purchased them. We never sorted it out so we went ahead with the K5000 which seem to be fine so far but I admit they have not yet been pushed for compute or rendering. jeff From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Burtnyk Sent: Wednesday, March 27, 2013 6:20 PM To: softimage@listproc.autodesk.com Subject: Re: Announcing Redshift - Biased GPU Renderer The TITAN is not a gimmick with respect to Redshift. It's almost twice as fast as a GTX 670 on all the tests we've run. We don't have a GTX 680 so I don't have the numbers to compare against. Pricing wise, there TITAN costs $1K and the 680 4GB is $550 so the 680 wins for price/performance ratio (but probably not by a whole lot). For performance/watt, the TITAN wins by a lot. On Wed, Mar 27, 2013 at 3:09 PM, Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote: Don't call it a gimmick then (although it is with all the fashion and hype elements around it), call it a singularity, but if you're looking at benching and sorting videocards for performance and bang for buck you should exclude it. Unless you also want to include that massive liquid cooled asus radeon that is sold in a military grade carrying case and other things like that :) I've tried it btw as a friend's shop had a review return they kindly lent me for a week (they work closely with GB since one of the partners is an ex employee and another moonlights reviewing hardware). It was hardly a noticeable improvement over the GB OC 680 4GB I had (and still have) in there. The practical performance gains are far, far inferior to 35%. Only the added ram is nice, but nothing justifies a price tag that is more than doubled compared to the 680. It's a gimmick because you need a serious hardware fetish to justify forking out 1250-1400$ out for it compared to a benched OC 680 with 4GB that you can have for 550$ and have chances to trivially overclock and narrow the gap again. I run a dell 2711 and an additional 1980x1200 monitor with it btw. On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker bauero...@gmx.demailto:bauero...@gmx.de wrote: The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05tel:27.03.2013%2005:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard performance, and if you want to look at number crunching you should look at the most recent gens. The 680 has brought nVIDIA back up top for number crunching (forgetting the silver editions or gimmicks like the titan), and close enough to bang for buck best, but AMD's response to that still has to come. Ironically, though, the 6xx gen is reported as a crippled, bad performer in DCC apps, although I can't say I noticed it myself. It sure as hell works admirably well in mudbox, mari, cuda work, and I've had no issues in maya or soft. I don't really benchmrak or obsess over numbers much though. When this will obsolesce, I will considering AMD again, probably in a couple years. For GPU rendering though, well, that's something you CAN bench reliably with the engine, and AMD might still win the FLOP per dollar run there, so it's not to be discounted. Would be good to know what the redshift guys have to say about it themselves though if they can spare the thought and can actually disclose. On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.comwrote: well no idea about pro cards.. really never got financial justification to get one, quadro 4000 in old company didn;t really felt anything much better than gaming cards so... but in gaming segment.. opengl scores in sinebench for example: gtx 580: ~55 7970: ~90 to start with not to mention annoying issue with high segment rotating cube in viewport in SI. 7970 smooth at ~170 fps with gtx580 bfore that.. to point out that the rest of comp
Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?
On 27/03/2013 6:56 PM, Tim Leydecker wrote: Any info on reworked mR satellite support with Softimage 2014? Nope. The word satellite was never mentioned by anybody.
Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?
Wait, I´ll just checked my spelling. f***. satellite. no typo. I´m bored of this mental crap. But thanks for the info, Stephen. It´s welcome as always, helps making a decision. Cheers, tim On 28.03.2013 00:18, Stephen Blair wrote: On 27/03/2013 6:56 PM, Tim Leydecker wrote: Any info on reworked mR satellite support with Softimage 2014? Nope. The word satellite was never mentioned by anybody.
Re: Softimage 2014
Hi Matt, as you moved to 2013 lately, there might be workarounds for some of you problems.* * * Preserve UVs*: I think it's not publicly available, but piotrek did a swim UVs for explicit using the custom tool SDK, so it's doable. *Pain*t: A Maya Artisan like paint tool is also possible, I have an unfinished one, it's only doing push and smooth, but working, I also never found the time to implement undo/redo. Also I'm not sure that maya and max have a brush to modify topology. *Locking topology*: Since 2012 there is a pin UVs that survive to freeze. I'm surprise that a all levels locked ICE tree can be freezed (bug?!), but you ca still make an operator that will lock a point and all it's attached properties. Locked operators are not freezable. Cheers --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos
Re: Announcing Redshift - Biased GPU Renderer
While I'm not a huge fan of Anand, they do occasionally have a good article out. http://www.anandtech.com/show/6774/nvidias-geforce-gtx-titan-part-2-titans-performance-unveiled/3 This sheds some light on what you might be asking about, and on why some times you hear that the 580s are doing better than the 680s and why the latter is considered a crippled card for professional use. It does omit the fact that the (factory) OCed premium 680s, especially with the memory clocked higher, actually go up a fair chunk, and that if you have a 680 that hits 1400 then some of those tests, especially short span ones where Titan's turbo doesn't have the time to kick in, will actually see the 680 taking the lead over the titan in both numbers and power usage. Only benching I've done was CUDA and number crunching related because I've taken an interest in it a while ago and still toy with it on and off, and that includes the generic GEMM and FFT tests. I don't bother with game benchmarks or 3DMark or cinebench, but single precision the 680 stock cooled but OCed was constantly bang-on on par with the titan for a lower power draw. Double precision even OCed it (680) will fall back a fair chunk, and water cooled OCed 580s actually take the lead in bang for buck by a mile, but have horrible (high) power draw. You can consider the k5000 somewhat closer to the titan than to the 680. On Thu, Mar 28, 2013 at 10:16 AM, Jeff McFall jeff.mcf...@sas.com wrote: I have been following this thread and have been wondering if the fact that the K6X0 and Quadro K5000 are more tuned for single precision is making the difference between them and Titan which from what I understand is more tuned for double precision? Or does that even matter for this or other renderers? I admit my knowledge in this area is pretty scarce. ** ** We just got some K5000’s and were trying to get a handle on all of this before we purchased them. We never sorted it out so we went ahead with the K5000 which seem to be fine so far but I admit they have not yet been pushed for compute or rendering. ** ** ** ** jeff ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Nicolas Burtnyk *Sent:* Wednesday, March 27, 2013 6:20 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Announcing Redshift - Biased GPU Renderer ** ** The TITAN is not a gimmick with respect to Redshift. It's almost twice as fast as a GTX 670 on all the tests we've run. We don't have a GTX 680 so I don't have the numbers to compare against. Pricing wise, there TITAN costs $1K and the 680 4GB is $550 so the 680 wins for price/performance ratio (but probably not by a whole lot). For performance/watt, the TITAN wins by a lot. ** ** On Wed, Mar 27, 2013 at 3:09 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Don't call it a gimmick then (although it is with all the fashion and hype elements around it), call it a singularity, but if you're looking at benching and sorting videocards for performance and bang for buck you should exclude it. Unless you also want to include that massive liquid cooled asus radeon that is sold in a military grade carrying case and other things like that :) I've tried it btw as a friend's shop had a review return they kindly lent me for a week (they work closely with GB since one of the partners is an ex employee and another moonlights reviewing hardware). It was hardly a noticeable improvement over the GB OC 680 4GB I had (and still have) in there. The practical performance gains are far, far inferior to 35%. Only the added ram is nice, but nothing justifies a price tag that is more than doubled compared to the 680. It's a gimmick because you need a serious hardware fetish to justify forking out 1250-1400$ out for it compared to a benched OC 680 with 4GB that you can have for 550$ and have chances to trivially overclock and narrow the gap again. I run a dell 2711 and an additional 1980x1200 monitor with it btw. ** ** On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker bauero...@gmx.de wrote:** ** The GTX Titan is not a gimmick but uses the successor to the chip series used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too. You could describe the GTX690 as a gimmick, as it uses two GK104 on one card to maximize performance at the cost of higher powerconsumption, noise and heat. The performance gain between a GTX680 and a GTX Titan is roughly 35% and can be felt nicely when using it with higher screenresolutions like 1920x1200 or 2560x1440 and higher antialiasing in games. That´s where the 6GB VRAM of the GTX Titan come in handy, too. Cheers, tim On 27.03.2013 05:24, Raffaele Fragapane wrote: Benchmarking is more driver tuning than it's videocard
Moving a rigged character and animation from Softimage into Maya.
Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon
RE: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?
Be very careful with the importons density, because the slider range in SI is totally off scale. Value of one means one importon ray per pixel, thats a *very* high quality setting. I use values down to 0.05 for (ultra)fast previews and ramp it up to 1 for high quality (overnight) renders... so value of 2 or above is like rendering with AA of min5max5 as a comparison.:) Better factory scale for the slider would have been 0.01 to 2 I think. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Wednesday, March 27, 2013 23:56 To: softimage@listproc.autodesk.com Subject: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded? I´m using xsi2012sap here and find it brutally anoying to see the Irradiance Particle calculation´s IP Optimize use a single CPU thread only, especially for settings with Importons Density dialed above 1. At least I can´t tell a quality increase between a setting of 1 to 2, just the way you´d want things to turn out... Irradiance Particles are really nice otherwise, seem to even be energy conserving actually. If you compare Iparticles to how the Fallof Start Stop option works for good old FinalGathering, that is neither desireable nor nice to make use of it... Any info on reworked mR satellite support with Softimage 2014? All that is boring me to the brink of buying a personal V-Ray 2.0 license and even thinking about how much hassle Maya would be anyway... Cheers, tim P.S: I would have thought nVidia Corp. is clever enough to realize they have the fastest GPUs to make mR rendering at least seem nice...
Re: Moving a rigged character and animation from Softimage into Maya.
With 2014 versions I believe you have a better chance since they now say that simple constraints are able to transfer. I'm going to say that it won't be 100% but it's getting better. Let's just say you're in one of those drunken hazes after a good Friday night at the pub. Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 7:51 PM, Simon Pickard m...@simonpickard.comwrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon
Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?
I wouldn't recommend changing from Softimage to Maya. I've been there and back. But if you dare to give it a try, start browsing the web for Maya scripts. You will need a lot of them to have something that will perhaps perform like Softimage. Not to mention to take a deep breath before diving into the hypershade node, maya nodes and where is the connection that you are looking. 2013/3/27 Tim Leydecker bauero...@gmx.de Wait, I惻l just checked my spelling. f***. satellite. no typo. I惴 bored of this mental crap. But thanks for the info, Stephen. It愀 welcome as always, helps making a decision. Cheers, tim On 28.03.2013 00:18, Stephen Blair wrote: On 27/03/2013 6:56 PM, Tim Leydecker wrote: Any info on reworked mR satellite support with Softimage 2014? Nope. The word satellite was never mentioned by anybody. --
Re: Moving a rigged character and animation from Softimage into Maya.
How about pointcaching/alembifying/plotting your character asset? That stuff is supposed to be supported out of the 2012/2013 box via *.fbx, pointcache and alembic. alembic Crate, a 3rd party wrapper tool you might like to look into can be found here: http://exocortex.com/products/crate/ It is really nice to have just the mesh(es) in the viewport and don´t bother about anything but texturingshadinglighting them. Especially if the layeris locked from accidentially nudging them, ahem... But maybe I´m biased. I hate rigging because I suck grande at it. Cheers, tim On 28.03.2013 00:51, Simon Pickard wrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon
Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?
Hey Sven, thanks for the info. I am range testing lowering Irradiance rays against density. I had hoped that I could use a higher density to keep the rays closer to 128-256. (I´m pushing the classroom scene, loads of nasty noise) Irradiance Particles feel very slow, mostly because of the lack of visual feedback, that sucks when tweaking but once that damn preprocessing is done. Am now at 256-350 rays and density 2 My frametimes are all around 01:30:00 - 02:45:00, yes 1 1/2 hours and up at HD720 w/DOF. Clean, presentable frames, using unified sampling (which is really nice) The Automatic FinalGather alternative is similarly fast/slow with 1536-2048 rays. All that is mR 3.9.x, so I lack a few optimizations and yes, it hurts. Cheers, tim On 28.03.2013 00:53, Sven Constable wrote: Be very careful with the importons density, because the slider range in SI is totally off scale. Value of one means one importon ray per pixel, that’s a *very* high quality setting. I use values down to 0.05 for (ultra)fast previews and ramp it up to 1 for high quality (overnight) renders... so value of 2 or above is like rendering with AA of min5max5 as a comparison.:) Better factory scale for the slider would have been 0.01 to 2 I think. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Wednesday, March 27, 2013 23:56 To: softimage@listproc.autodesk.com Subject: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded? I´m using xsi2012sap here and find it brutally anoying to see the Irradiance Particle calculation´s IP Optimize use a single CPU thread only, especially for settings with Importons Density dialed above 1. At least I can´t tell a quality increase between a setting of 1 to 2, just the way you´d want things to turn out... Irradiance Particles are really nice otherwise, seem to even be energy conserving actually. If you compare Iparticles to how the Fallof Start Stop option works for good old FinalGathering, that is neither desireable nor nice to make use of it... Any info on reworked mR satellite support with Softimage 2014? All that is boring me to the brink of buying a personal V-Ray 2.0 license and even thinking about how much hassle Maya would be anyway... Cheers, tim P.S: I would have thought nVidia Corp. is clever enough to realize they have the fastest GPUs to make mR rendering at least seem nice...
Re: Moving a rigged character and animation from Softimage into Maya.
Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 8:03 PM, Tim Leydecker bauero...@gmx.de wrote: How about pointcaching/alembifying/**plotting your character asset? That stuff is supposed to be supported out of the 2012/2013 box via *.fbx, pointcache and alembic. alembic Crate, a 3rd party wrapper tool you might like to look into can be found here: http://exocortex.com/products/**crate/http://exocortex.com/products/crate/ It is really nice to have just the mesh(es) in the viewport and don´t bother about anything but texturingshadinglighting them. Especially if the layeris locked from accidentially nudging them, ahem... But maybe I´m biased. I hate rigging because I suck grande at it. Cheers, tim On 28.03.2013 00:51, Simon Pickard wrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon
Re: Moving a rigged character and animation from Softimage into Maya.
AKAIK, you can't transfer bones and IK --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/28 Eric Thivierge ethivie...@gmail.com Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 8:03 PM, Tim Leydecker bauero...@gmx.de wrote: How about pointcaching/alembifying/**plotting your character asset? That stuff is supposed to be supported out of the 2012/2013 box via *.fbx, pointcache and alembic. alembic Crate, a 3rd party wrapper tool you might like to look into can be found here: http://exocortex.com/products/**crate/http://exocortex.com/products/crate/ It is really nice to have just the mesh(es) in the viewport and don´t bother about anything but texturingshadinglighting them. Especially if the layeris locked from accidentially nudging them, ahem... But maybe I´m biased. I hate rigging because I suck grande at it. Cheers, tim On 28.03.2013 00:51, Simon Pickard wrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon
Re: Moving a rigged character and animation from Softimage into Maya.
AFAIK --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/28 Ahmidou Lyazidi ahmidou@gmail.com AKAIK, you can't transfer bones and IK --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/28 Eric Thivierge ethivie...@gmail.com Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 8:03 PM, Tim Leydecker bauero...@gmx.de wrote: How about pointcaching/alembifying/**plotting your character asset? That stuff is supposed to be supported out of the 2012/2013 box via *.fbx, pointcache and alembic. alembic Crate, a 3rd party wrapper tool you might like to look into can be found here: http://exocortex.com/products/**crate/http://exocortex.com/products/crate/ It is really nice to have just the mesh(es) in the viewport and don´t bother about anything but texturingshadinglighting them. Especially if the layeris locked from accidentially nudging them, ahem... But maybe I´m biased. I hate rigging because I suck grande at it. Cheers, tim On 28.03.2013 00:51, Simon Pickard wrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon
Re: Moving a rigged character and animation from Softimage into Maya.
On 28.03.2013 01:19, Eric Thivierge wrote: Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! *shudder* constraints *shudder* What next? Nested references? I´d need a beer now but milk and a cookie will have to do... Have a good night. Cheers, tim
Re: Moving a rigged character and animation from Softimage into Maya.
Eric Thivierge wrote: Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! Not only that, I want you to do it for me for free over Easter. Shall I email over the scene?
Re: Moving a rigged character and animation from Softimage into Maya.
Theoretically, sort of, practically, not really. You can get a linearly skinned mesh bound to a hierarchy of nulls with simple relationships across relativelly well, which moves the transfer threshold from pure geo caches one step upstream to the distinction between animation and deformation rig, assuming the deformation rig is simple. Sparsely keyed animation on a rig of any complexity, no, not really, and even if you could it's tantamount felony to rig exactly the same way in Maya and XSI as you pay hefty price, or can comfortably do things, in each that are almost diametrically opposite on the performance scale. On Thu, Mar 28, 2013 at 10:51 AM, Simon Pickard m...@simonpickard.comwrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Moving a rigged character and animation from Softimage into Maya.
You clearly don't know Simon. You left out it should automatically background cache, run at no less than 120fps (because those 120hz 2.5k monitors are coming) in a crowd setting, and use full DX11 shading transferred across platforms with no need for UVs. That would, of course, be the high res deformation rig, because the anim proxy is for pussies! He'll most likely want your wallet too, but you won't notice until he leaves your desk. On Thu, Mar 28, 2013 at 11:19 AM, Eric Thivierge ethivie...@gmail.comwrote: Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 8:03 PM, Tim Leydecker bauero...@gmx.de wrote: How about pointcaching/alembifying/**plotting your character asset? That stuff is supposed to be supported out of the 2012/2013 box via *.fbx, pointcache and alembic. alembic Crate, a 3rd party wrapper tool you might like to look into can be found here: http://exocortex.com/products/**crate/http://exocortex.com/products/crate/ It is really nice to have just the mesh(es) in the viewport and don´t bother about anything but texturingshadinglighting them. Especially if the layeris locked from accidentially nudging them, ahem... But maybe I´m biased. I hate rigging because I suck grande at it. Cheers, tim On 28.03.2013 00:51, Simon Pickard wrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Moving a rigged character and animation from Softimage into Maya.
Sure but also send a case of beer. I'll have to get the beer prior to commencing the rigging job as I need to be terribly drunk to take one of your crazy projects. :P Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 9:09 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: You clearly don't know Simon. You left out it should automatically background cache, run at no less than 120fps (because those 120hz 2.5k monitors are coming) in a crowd setting, and use full DX11 shading transferred across platforms with no need for UVs. That would, of course, be the high res deformation rig, because the anim proxy is for pussies! He'll most likely want your wallet too, but you won't notice until he leaves your desk. On Thu, Mar 28, 2013 at 11:19 AM, Eric Thivierge ethivie...@gmail.comwrote: Knowing Simon, he wants to rig something in Soft and get it over to Maya with the whole rig intact not just the point caching. He wants controls, skinning, constraints, the whole shebang! Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 8:03 PM, Tim Leydecker bauero...@gmx.de wrote: How about pointcaching/alembifying/**plotting your character asset? That stuff is supposed to be supported out of the 2012/2013 box via *.fbx, pointcache and alembic. alembic Crate, a 3rd party wrapper tool you might like to look into can be found here: http://exocortex.com/products/**crate/http://exocortex.com/products/crate/ It is really nice to have just the mesh(es) in the viewport and don´t bother about anything but texturingshadinglighting them. Especially if the layeris locked from accidentially nudging them, ahem... But maybe I´m biased. I hate rigging because I suck grande at it. Cheers, tim On 28.03.2013 00:51, Simon Pickard wrote: Are we at a stage yet where we can move characters that are rigged with animation from one package to another? Or am I dreaming. Regards, Simon -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Softimage 2014
Hey Ahmidou, i really like your 720 ice interpolation cns It's nice to hear that options aren't as limited as that for XSI Do you think you might ever flesh out your Paint tool to include a Relax op ? i'm sure a lot of people would be very interested and willing to purchase such a plugin. i know i would :) On 28 March 2013 00:31, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Matt, as you moved to 2013 lately, there might be workarounds for some of you problems.* * * Preserve UVs*: I think it's not publicly available, but piotrek did a swim UVs for explicit using the custom tool SDK, so it's doable. *Pain*t: A Maya Artisan like paint tool is also possible, I have an unfinished one, it's only doing push and smooth, but working, I also never found the time to implement undo/redo. Also I'm not sure that maya and max have a brush to modify topology. *Locking topology*: Since 2012 there is a pin UVs that survive to freeze. I'm surprise that a all levels locked ICE tree can be freezed (bug?!), but you ca still make an operator that will lock a point and all it's attached properties. Locked operators are not freezable. Cheers --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos
Re: Moving a rigged character and animation from Softimage into Maya.
As long as I don't have to implement it, I can think any scale you can possibly wish for :) On Thu, Mar 28, 2013 at 3:18 PM, Simon Pickard m...@simonpickard.comwrote: What is this? 2009? You have to think bigger Raf.
Softimage Jedi Training
Hi Softimage Users! I have only a few more months before I'm off to grad school full time and thought it might be mutually beneficial for our community to come up with some sort of Softimage Jedi training regimen in order to impart some wisdom, while at the same time helping me stash away some funds to pay for cappuccinos when I have to pull all-nighters for my exams. Something I was thinking about, (in an effort not to overlap any of Raffaele's excellent training work) rather than creating a bunch of videos, was to set up a class using GoToMeeting where we can distribute scene data and solve problems interactively. This would allow real time questions and feedback, but more importantly, provide insight into the problem solving process, and how decisions are made along the way, which is something the video course format doesn't provide. For all students, I would provide an extensive package of custom tools to add to the problem solving arsenal. What I'm curious to learn is, what areas of technical animation in Softimage would users be most interested in learning? For example: - Basic rigging (fundamentals) - Advanced rigging (secondary and tertiary animation control) - Designing custom deformers using ICE (facial animation, volume retention, etc) - Adding secondary effects under short deadline (flesh jiggle, springs, muscle effects) - Using scripting for problem solving - Developing custom tools using the Softimage UI - Developing custom tools using PySide UI - Understanding ICE (fundamentals) - Other -Bradley
Re: Moving a rigged character and animation from Softimage into Maya.
Go for it Simon. You can squeeze lots of things out of eric when he is drunk. surely rigging would be a no problemo :D On Thu, Mar 28, 2013 at 3:32 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: As long as I don't have to implement it, I can think any scale you can possibly wish for :) On Thu, Mar 28, 2013 at 3:18 PM, Simon Pickard m...@simonpickard.comwrote: What is this? 2009? You have to think bigger Raf. -- Edy Susanto Lim TD http://sawamura.neorack.com
Re: Softimage Jedi Training
Those are all cuul ! On 28 March 2013 05:53, Bradley Gabe witha...@gmail.com wrote: Hi Softimage Users! I have only a few more months before I'm off to grad school full time and thought it might be mutually beneficial for our community to come up with some sort of Softimage Jedi training regimen in order to impart some wisdom, while at the same time helping me stash away some funds to pay for cappuccinos when I have to pull all-nighters for my exams. Something I was thinking about, (in an effort not to overlap any of Raffaele's excellent training work) rather than creating a bunch of videos, was to set up a class using GoToMeeting where we can distribute scene data and solve problems interactively. This would allow real time questions and feedback, but more importantly, provide insight into the problem solving process, and how decisions are made along the way, which is something the video course format doesn't provide. For all students, I would provide an extensive package of custom tools to add to the problem solving arsenal. What I'm curious to learn is, what areas of technical animation in Softimage would users be most interested in learning? For example: - Basic rigging (fundamentals) - Advanced rigging (secondary and tertiary animation control) - Designing custom deformers using ICE (facial animation, volume retention, etc) - Adding secondary effects under short deadline (flesh jiggle, springs, muscle effects) - Using scripting for problem solving - Developing custom tools using the Softimage UI - Developing custom tools using PySide UI - Understanding ICE (fundamentals) - Other -Bradley
Re: Softimage Jedi Training
I'm in for 2-4! On Mar 28, 2013 12:55 AM, Bradley Gabe witha...@gmail.com wrote: Hi Softimage Users! I have only a few more months before I'm off to grad school full time and thought it might be mutually beneficial for our community to come up with some sort of Softimage Jedi training regimen in order to impart some wisdom, while at the same time helping me stash away some funds to pay for cappuccinos when I have to pull all-nighters for my exams. Something I was thinking about, (in an effort not to overlap any of Raffaele's excellent training work) rather than creating a bunch of videos, was to set up a class using GoToMeeting where we can distribute scene data and solve problems interactively. This would allow real time questions and feedback, but more importantly, provide insight into the problem solving process, and how decisions are made along the way, which is something the video course format doesn't provide. For all students, I would provide an extensive package of custom tools to add to the problem solving arsenal. What I'm curious to learn is, what areas of technical animation in Softimage would users be most interested in learning? For example: - Basic rigging (fundamentals) - Advanced rigging (secondary and tertiary animation control) - Designing custom deformers using ICE (facial animation, volume retention, etc) - Adding secondary effects under short deadline (flesh jiggle, springs, muscle effects) - Using scripting for problem solving - Developing custom tools using the Softimage UI - Developing custom tools using PySide UI - Understanding ICE (fundamentals) - Other -Bradley
Re: Softimage Jedi Training
in order, I'm attracted by the number 2, 3 and 4. 2013/3/28 Bradley Gabe witha...@gmail.com Hi Softimage Users! I have only a few more months before I'm off to grad school full time and thought it might be mutually beneficial for our community to come up with some sort of Softimage Jedi training regimen in order to impart some wisdom, while at the same time helping me stash away some funds to pay for cappuccinos when I have to pull all-nighters for my exams. Something I was thinking about, (in an effort not to overlap any of Raffaele's excellent training work) rather than creating a bunch of videos, was to set up a class using GoToMeeting where we can distribute scene data and solve problems interactively. This would allow real time questions and feedback, but more importantly, provide insight into the problem solving process, and how decisions are made along the way, which is something the video course format doesn't provide. For all students, I would provide an extensive package of custom tools to add to the problem solving arsenal. What I'm curious to learn is, what areas of technical animation in Softimage would users be most interested in learning? For example: - Basic rigging (fundamentals) - Advanced rigging (secondary and tertiary animation control) - Designing custom deformers using ICE (facial animation, volume retention, etc) - Adding secondary effects under short deadline (flesh jiggle, springs, muscle effects) - Using scripting for problem solving - Developing custom tools using the Softimage UI - Developing custom tools using PySide UI - Understanding ICE (fundamentals) - Other -Bradley -- ...superpositiviii...qualunque cosa accada!...
Re: Moving a rigged character and animation from Softimage into Maya.
I feel dirty now... On Mar 28, 2013 12:59 AM, Edy Susanto Lim edysusant...@gmail.com wrote: Go for it Simon. You can squeeze lots of things out of eric when he is drunk. surely rigging would be a no problemo :D On Thu, Mar 28, 2013 at 3:32 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: As long as I don't have to implement it, I can think any scale you can possibly wish for :) On Thu, Mar 28, 2013 at 3:18 PM, Simon Pickard m...@simonpickard.comwrote: What is this? 2009? You have to think bigger Raf. -- Edy Susanto Lim TD http://sawamura.neorack.com
Re: Softimage Jedi Training
Also, anyone who I might have mentored or who has worked with me in the past, please by all means feel free to add more items to the list which you think would be valuable. 2013/3/28 Bradley Gabe witha...@gmail.com Hi Softimage Users! I have only a few more months before I'm off to grad school full time and thought it might be mutually beneficial for our community to come up with some sort of Softimage Jedi training regimen in order to impart some wisdom, while at the same time helping me stash away some funds to pay for cappuccinos when I have to pull all-nighters for my exams. Something I was thinking about, (in an effort not to overlap any of Raffaele's excellent training work) rather than creating a bunch of videos, was to set up a class using GoToMeeting where we can distribute scene data and solve problems interactively. This would allow real time questions and feedback, but more importantly, provide insight into the problem solving process, and how decisions are made along the way, which is something the video course format doesn't provide. For all students, I would provide an extensive package of custom tools to add to the problem solving arsenal. What I'm curious to learn is, what areas of technical animation in Softimage would users be most interested in learning? For example: - Basic rigging (fundamentals) - Advanced rigging (secondary and tertiary animation control) - Designing custom deformers using ICE (facial animation, volume retention, etc) - Adding secondary effects under short deadline (flesh jiggle, springs, muscle effects) - Using scripting for problem solving - Developing custom tools using the Softimage UI - Developing custom tools using PySide UI - Understanding ICE (fundamentals) - Other -Bradley -- ...superpositiviii...qualunque cosa accada!...
Re: ICE blobs and Fast SSS shader in XSI 7.01
Hi Matt, Thanks for your input, I will have my animator do some investigating. Leoung On 3/25/2013 5:31 PM, Matt Lind wrote: When you see 'GAPP' in the error, it usually means it's coming from mental ray. 'small triangle' usually means there is one or more triangles on the mesh that are scaled to zero area/size. Mental ray doesn't like that. I think the minimum allowed is 0.001. If you need to not display triangles, it would be better to hide them or apply a shader to do the same. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Leoung O'Young *Sent:* Monday, March 25, 2013 2:21 PM *To:* xsi *Subject:* ICE blobs and Fast SSS shader in XSI 7.01 Wondering anyone out there using an very old version of XSI, 7.01 and have experiences with this problem we are having? We have an ICE structure made up of animating ICE blobs, and are trying to use the Fast SSS shader, but we get a geometry error when we try and render an image. The ICE blob surface renders fine with a simple Phong shader, for example, so there is no problem with the ICE cloud itself, just when we try the Fast SSS shader. Are there any known problems with the Fast SSS shader and blob particles? These are the error messages: // WARNING : GAPP 0.11 warn 092123: displacement: removed small triangle // WARNING : GAPP 0.5 warn 092037: triangulation of polygon list from object _0@5:2460::blbo@0355 failed Thanks so much ahead of time, Leoung