Re: Softimage user migrating to Maya

2014-03-21 Thread Martin
Totally agree, I've been trying to spread that idea without success.

The worst thing with the EOL is that we can't purchase SI anymore. A lot of 
people and companies are still working on SI projects that will last years and 
not being able to increment licenses when needed is a big problem.

Not being able to buy licenses also means big companies can't rely on  SI for 
new projects, affecting all of us small guys that work for them directly or 
indirectly, not being able to keep using SI as much as we could or like to 
while changing to Maya. BTW, Maya is not a choice for some of us, we have to 
use it because the big guys will use it.

Including a SI license, temporally for 2 years and/or with some restrictions if 
you want would ease the transition. We can finish our current projects without 
problems, and start maybe a couple of SI projects before finally migrate to 
something else, in our case, Maya.

Martin
Sent from my iPhone

 On 2014/03/21, at 14:14, Martin Contel martin3d...@gmail.com wrote:
 
 
 Why doesn't Autodesk include Softimage 2015 with Maya  Max 2016, 2017... to 
 all customers for free? Is it really a better option to leave it on the shelf 
 as it doesn't exist anymore or is not good enough for today's (and 
 tomorrow's) market needs?
 
 --
 Martin Contel
 Square Enix (Visual Works)
 


Re: Softimage user migrating to Maya

2014-03-21 Thread Nono
On Fri, Mar 21, 2014 at 1:00 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Do we really need threads like this?
 This list has gone to shit, ...


Yes please, take into account lurkers and professionals her.
This list is vital to keep in touch, this is email, please respect us an
put like OT:/JOKE:/JOB:/ etc...

Noël


Re: Redshift3D Render

2014-03-21 Thread Tim Leydecker

Redshift requires an Nvidia chip based card.

A gaming card works fine, I have a mid-level GTX 670(3GB RAM)
to go with it and am already happy every time I render a region.

You can use the redshift beta with both Maya and Softimage.

Might help ease the pain of transition...

Cheers,

tim



On 21.03.2014 02:08, Ed Manning wrote:

We should all put our money into 3-person startups.   Better ROI than 
subscription.



Re: Redshift3D Render

2014-03-21 Thread Daniel Kim
I have GTX 680 installed on iMac, and use RS with SI now. It shows me great
render speed.
It doesn't matter hair, displacement map or any expensive options, RS shows
always stable and good speed :)
We have 7 Arnold license but it's replaced to RS already :)


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---


Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Max Evgrafov
Why do we need ice in maya?
ICE is in Houdini. It's Vex

I previously did  effect - drop passes through the skin. Now I try repeat
it in Houdini. Yet lack the knowledge but I'm training
Vop Vex very like to ICE Tree. SOP is a great location to do RIG . SOP +
VOP + digital Asset + Pyton OP  is great power.

https://www.youtube.com/watch?v=ClzFwO-_miclist=UUjaTra5sDK8OOJQOS0ukbSQ
https://www.youtube.com/watch?v=TCKL3bfWZs0list=UUjaTra5sDK8OOJQOS0ukbSQ



2014-03-21 0:06 GMT+04:00 Oscar Juarez tridi.animei...@gmail.com:

 Thanks for the answers!


 On Thu, Mar 20, 2014 at 9:02 PM, Srecko Micic srecko.mi...@gmail.comwrote:

 Look at 3dBuzz website. They have some in depth Houdini rigging
 tutorials. Maybe older but I think still applicable.


 On Thu, Mar 20, 2014 at 9:00 PM, Vincent Fortin vfor...@gmail.comwrote:

 I only skimmed through the video last year. I'm not really into rigging.

 You better ask Cristopher Tedin directly, he used to be on this list.

 I hope you find the courage to look into Houdini, it will open your eyes
 on concepts that you may be able to reproduce in other apps too.
 You could also go here  http://www.sidefx.com/docs/houdini13.0/and
 search for rigging.

 Some DT videos look quite interesting actually (but more advanced)
 http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini

 On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.com
  wrote:

 Isn't the rigging fundamentals using mostly the guide and auto-rig
 system though? Or goes through all the things under the hood.


 On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote:

 There's also
 http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
 I've never watched it though.


 On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote:

 https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals
 There a 40% off rebate right now using the coupon code HotStuff40


 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 Is there a good reference somewhere about practices in rigging in
 Houdini? General not necessarily the character stuff, but more general
 approaches. Hierarchies, control creation, constraints, matrix
 transformations etc. Most of the stuff I've been watching is on SOPs 
 which
 I guess it's not the correct approach.


 On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I remember my first experience with rigging in maya:




 On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote:

 Wait once you realise is better rigging system..


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2193Itemid=68

  Jordi Bares
 jordiba...@gmail.com

 On 20 Mar 2014, at 15:52, Max Evgrafov summ...@gmail.com wrote:

 nr.Brent, thank you a lot. But I see that Hudini can  do something
 ;-)

 https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
 https://www.youtube.com/watch?v=1rE9UrjYBLo




 2014-03-20 17:06 GMT+04:00 Brent McPherson 
 brent.mcpher...@autodesk.com:

 Damn, I wish you had posted this. ;-)

 https://www.youtube.com/watch?v=iRZ2Sh5-XuM

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Max
 Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-

 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)











 --
 Micic Srecko
 ---
 Mail:
 srecko.mi...@gmail.com
 Skype:srecko.micic
 ---
 3D/Graphic Portfolio:
 http://www.coroflot.com/SreckoM





-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Max Evgrafov
i'm training, and is happy, because  Houdini 's cool:-
https://www.youtube.com/watch?v=VYvPR3G1Zgsfeature=youtu.be


2014-03-21 11:38 GMT+04:00 Max Evgrafov summ...@gmail.com:

 Why do we need ice in maya?
 ICE is in Houdini. It's Vex

 I previously did  effect - drop passes through the skin. Now I try repeat
 it in Houdini. Yet lack the knowledge but I'm training
 Vop Vex very like to ICE Tree. SOP is a great location to do RIG . SOP +
 VOP + digital Asset + Pyton OP  is great power.

 https://www.youtube.com/watch?v=ClzFwO-_miclist=UUjaTra5sDK8OOJQOS0ukbSQ
 https://www.youtube.com/watch?v=TCKL3bfWZs0list=UUjaTra5sDK8OOJQOS0ukbSQ



 2014-03-21 0:06 GMT+04:00 Oscar Juarez tridi.animei...@gmail.com:

 Thanks for the answers!


 On Thu, Mar 20, 2014 at 9:02 PM, Srecko Micic srecko.mi...@gmail.comwrote:

 Look at 3dBuzz website. They have some in depth Houdini rigging
 tutorials. Maybe older but I think still applicable.


 On Thu, Mar 20, 2014 at 9:00 PM, Vincent Fortin vfor...@gmail.comwrote:

 I only skimmed through the video last year. I'm not really into rigging.

 You better ask Cristopher Tedin directly, he used to be on this list.

 I hope you find the courage to look into Houdini, it will open your
 eyes on concepts that you may be able to reproduce in other apps too.
 You could also go here  http://www.sidefx.com/docs/houdini13.0/and
 search for rigging.

 Some DT videos look quite interesting actually (but more advanced)
 http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini

 On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 Isn't the rigging fundamentals using mostly the guide and auto-rig
 system though? Or goes through all the things under the hood.


 On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote:

 There's also
 http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
 I've never watched it though.


 On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote:

 https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals
 There a 40% off rebate right now using the coupon code HotStuff40


 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 Is there a good reference somewhere about practices in rigging in
 Houdini? General not necessarily the character stuff, but more general
 approaches. Hierarchies, control creation, constraints, matrix
 transformations etc. Most of the stuff I've been watching is on SOPs 
 which
 I guess it's not the correct approach.


 On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I remember my first experience with rigging in maya:




 On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote:

 Wait once you realise is better rigging system..


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2193Itemid=68

  Jordi Bares
 jordiba...@gmail.com

 On 20 Mar 2014, at 15:52, Max Evgrafov summ...@gmail.com wrote:

 nr.Brent, thank you a lot. But I see that Hudini can  do
 something ;-)


 https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
 https://www.youtube.com/watch?v=1rE9UrjYBLo




 2014-03-20 17:06 GMT+04:00 Brent McPherson 
 brent.mcpher...@autodesk.com:

 Damn, I wish you had posted this. ;-)

 https://www.youtube.com/watch?v=iRZ2Sh5-XuM

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Max
 Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-

 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)











 --
 Micic Srecko
 ---
 Mail:
 srecko.mi...@gmail.com
 Skype:srecko.micic
 ---
 3D/Graphic Portfolio:
 http://www.coroflot.com/SreckoM





 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)




-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: Autodesk webinar

2014-03-21 Thread Martin Yara
Siew, Brent, Thanks !
I knew about the edge slide tool that wasn't exactly what I wanted, but I
didn't know about that NEX / MTK) feature. It seems more M Tool now.

Martin


On Thu, Mar 20, 2014 at 10:13 PM, Brent McPherson 
brent.mcpher...@autodesk.com wrote:

 Yes, In NEX (internally we refer to the evolution of the NEX plugin as MTK
 - Modeling Tool Kit)

 Modeling Panel  Transform Constraint  Surface slide + Double-click edge
 loop selection etc.

 Also, when I say old SI move tool I mean the M tool without any manips
 that predated Tweak - click  drag points. ;-) That is what Maya's tweak
 mode is like. (except it works on all component types)
 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
 Sent: 19 March 2014 16:35
 To: softimage@listproc.autodesk.com
 Subject: Re: Autodesk webinar

 Hi Brent,

 Thanks for your detailed explanation.

 from a SI user POV yeah that isn't very impressive, but being a partial
 Maya user, that sounds pretty cool. Not enough to make me want to model in
 Maya but I may not need to move back to SI when tweaking models for a Maya
 based project.

 BTW, One of the model tools I miss in Maya is the old SI Move Tool with
 Magnet. Moving edge loops almost without affecting the object form is
 something I can't live without. I remember how excited I was when learned
 MMB + drag + Magnet to move edge loops. I couldn't stop moving edges :D

 Is there anything close to that in Maya? If not, you should add it.

 Martin



 On Thu, Mar 20, 2014 at 12:07 AM, Brent McPherson 
 brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
 Hi Martin,

 Since I work on modeling I can comment directly on the NEX integration in
 2015 and how modeling toolkit features have made their way into the native
 Maya selection tool. (as the other bigger features are covered in the
 what's new videos)

 Maya's native selection tool now has lazy preselection highlighting just
 like NEX that selects the closest component on the poly under the cursor.
 (like Soft's tweak tool) Sub-pixel picking precision no longer required.
 ;-) It also respects the highlight backfacing toggle in the modeling
 toolkit panel and is smart enough to ignore occluded components in shaded
 mode etc.

 We have also revamped the Drag (Tab key) and Tweak (` backtick key) modes
 in Maya's select tool. Drag is a raycast selection mode that you activate
 by holding Tab and again makes use of lazy preselection. So just hold Tab
 and raycast away from your current selection tool. If you start dragging on
 an unselected component the tool adds to the selection but if you start on
 a selected component it removes so no need for keyboard modifier
 calisthenics!

 Tweak (` backtick key) is a quick (manip-free) way of adjusting components
 (like the *old* Soft move tool) and has a nice big tolerance when outside
 the object so it can be used to tweak components on the silhouette of your
 mesh. Maya's multi selection mode (RMB menu) is also a nice way to work
 with points/edges/polys without switching selection modes.

 Speaking of RMB menus in Maya you can activate RMB radial menu items by
 RMB dragging quickly - so a RMB-left-swipe will put you in vertex mode
 without displaying the menu.

 Maya's loop selection has also been updated to the same level of
 functionality in NEX/Soft so you can make ring or partial loop selections
 by clicking an edge and the shift-double-clicking another edge in the
 loop/ring. (so for those familiar with Maya you don't need to switch to the
 special purpose ring selection tool anymore)

 Symmetry in Maya has been completely re-written and integrated between
 Maya and NEX. When symmetry is enabled your selections are fully
 symmetrical so most non-interactive modeling ops will basically work in
 2015. It also supports NEX's topological symmetry which works off the mesh
 topology and can work on a posed/deformed character as long as the mesh is
 symmetrical.

 Maya and NEX soft selection settings have also been unified in 2015. In
 this instance we went with the Maya tech because it has some really nice
 features. You tap B to toggle soft select or hold B and LMB drag to adjust
 soft select. My favorite feature here is how the current weights are locked
 until you change your selection so you can tweak the same selection
 multiple times without having your soft selection recalculated each time
 you release the mouse. Undo also restores your soft selection weights which
 is a nice added touch. (Unfortunately the NEX tools don't have this weight
 preserving feature though they use same soft-select falloff settings in
 2015)

 Anyway those are just a few of the ways we have started to integrate NEX
 into Maya in 2015. Maybe it doesn't sound that impressive to Soft users but
 we are making progress.
 --
 Brent




Re: Softimage user migrating to Maya

2014-03-21 Thread Martin Chatterjee
*On Fri, Mar 21, 2014 at 3:17 AM, Steven Caron car...@gmail.com
car...@gmail.com wrote:*

 *thank you for posting this, i was struggling whether i should post
 something like this. i am just marking most threads as 'read' now because i
 can't follow and the attitudes make me not want to follow.*


Yeah, my thoughts exactly...

-M

--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]


On Thu, Mar 20, 2014 at 7:11 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 One simple post or comment I have no issues with, nor I think one has to
 have a pedigree to post here, but when literally 80% of one's posts are
 outbursts of insults and whining post EOL, and of that the absolute
 totality is purely destructive and uninformed, I take issue with it,
 because it ruins the list as a resource for me and many others who are
 being silent about it and simply abandoned discussion, or even unsubscribed.

 This place has been a significant part of the professional network many
 of us have built over much longer than just the last few weeks of turmoil,
 and if AD is solely to be blamed for upsetting people with a hamfisted and
 mismanaged move, the people have to take responsibility for making the
 community itself poisonous and useless to others, like me, who would still
 like to use it for something more useful than posting amateurish rants or
 personal insults to valuable sources of information.

 Some BS was OK for a while. Some BS mixed with useful comments and
 initiatives is OK pretty much all the time with me. All BS all the time
 makes you worse than AD itself.

 As I said, that's my piece, I was aware when I wrote it many would have
 disagreed, but I still decided to post it.




Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Raffaele Fragapane
Yeah, if there is one thing to say for Houdini, much like ICE did for Soft
users, is that if you persevere through the initial shock it's an amazing
enabler for learning the fundamentals of this trade.

It's worth trying it regardless of whether you plan to use it or not at
least for that.
On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote:

 I only skimmed through the video last year. I'm not really into rigging.

 You better ask Cristopher Tedin directly, he used to be on this list.

 I hope you find the courage to look into Houdini, it will open your eyes
 on concepts that you may be able to reproduce in other apps too.
 You could also go here  http://www.sidefx.com/docs/houdini13.0/and
 search for rigging.

 Some DT videos look quite interesting actually (but more advanced)
 http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini

 On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez 
 tridi.animei...@gmail.comwrote:

 Isn't the rigging fundamentals using mostly the guide and auto-rig system
 though? Or goes through all the things under the hood.


 On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote:

 There's also
 http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
 I've never watched it though.


 On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote:

 https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals
 There a 40% off rebate right now using the coupon code HotStuff40


 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 Is there a good reference somewhere about practices in rigging in
 Houdini? General not necessarily the character stuff, but more general
 approaches. Hierarchies, control creation, constraints, matrix
 transformations etc. Most of the stuff I've been watching is on SOPs which
 I guess it's not the correct approach.


 On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I remember my first experience with rigging in maya:




 On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote:

 Wait once you realise is better rigging system..


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2193Itemid=68

  Jordi Bares
 jordiba...@gmail.com

 On 20 Mar 2014, at 15:52, Max Evgrafov summ...@gmail.com wrote:

 nr.Brent, thank you a lot. But I see that Hudini can  do something
 ;-)

 https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
 https://www.youtube.com/watch?v=1rE9UrjYBLo




 2014-03-20 17:06 GMT+04:00 Brent McPherson 
 brent.mcpher...@autodesk.com:

 Damn, I wish you had posted this. ;-)

 https://www.youtube.com/watch?v=iRZ2Sh5-XuM

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Max Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-

 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)











Re: Softimage user migrating to Maya

2014-03-21 Thread Dan Yargici
Me too...


On Fri, Mar 21, 2014 at 10:47 AM, Martin Chatterjee 
martin.chatterjee.li...@googlemail.com wrote:



 *On Fri, Mar 21, 2014 at 3:17 AM, Steven Caron car...@gmail.com
 car...@gmail.com wrote: *

 *thank you for posting this, i was struggling whether i should post
 something like this. i am just marking most threads as 'read' now because i
 can't follow and the attitudes make me not want to follow.*


 Yeah, my thoughts exactly...

 -M

 --
Martin Chatterjee

 [ Freelance Technical Director ]
 [   http://www.chatterjee.de   ]
 [ https://vimeo.com/chatterjee ]


 On Thu, Mar 20, 2014 at 7:11 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 One simple post or comment I have no issues with, nor I think one has to
 have a pedigree to post here, but when literally 80% of one's posts are
 outbursts of insults and whining post EOL, and of that the absolute
 totality is purely destructive and uninformed, I take issue with it,
 because it ruins the list as a resource for me and many others who are
 being silent about it and simply abandoned discussion, or even unsubscribed.

 This place has been a significant part of the professional network many
 of us have built over much longer than just the last few weeks of turmoil,
 and if AD is solely to be blamed for upsetting people with a hamfisted and
 mismanaged move, the people have to take responsibility for making the
 community itself poisonous and useless to others, like me, who would still
 like to use it for something more useful than posting amateurish rants or
 personal insults to valuable sources of information.

 Some BS was OK for a while. Some BS mixed with useful comments and
 initiatives is OK pretty much all the time with me. All BS all the time
 makes you worse than AD itself.

 As I said, that's my piece, I was aware when I wrote it many would have
 disagreed, but I still decided to post it.





Re: Softimage user migrating to Maya

2014-03-21 Thread Tenshi S.
Sylvain your right there.

We're free to talk, but a little organization doesn't hurt anyone.

But at the same time, there's a lot in-between discussion about Maya and
workflows IN Softimage topics. What i would not like to see is that the
Softimage Group is converted to Maya; in that case a Maya group is needed.

What i really think is needed, are Softimage to Maya/Modo/Houdini topics,
individually. So people can share their thoughts, workflows and what Maya
needs to be better; and at the same time, Maya Devteam could watch that
topic.


On Thu, Mar 20, 2014 at 9:01 PM, Sylvain Lebeau s...@shedmtl.com wrote:

 ah calm down guys!


 Emilio, you have the right to do jokes here. It's a public place.
 Raff, you are right, rant's or jokes are counter productive for serious
 exchanges.


 What i think is that there is way too much different threads I am
 unable to follow the list anymore.

 We should have:

 - a RANT thread so we can just scream out the anger!
 - a JOKE threadfor the ones who want to laugh a bit for a bit of
 releif.
 - a TAKE ACTION thread for all who want's to change what is happening.

 and

 - a WHAT DO WE DO NOW thread, for more serious toughts about different
 possible routes...and help each other's in our new journey.


 I think there is now many different threads about the same topic...  but
 in such a total chaos.


 sly


 *Sylvain Lebeau // SHED*
 V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Mar 20, 2014, at 8:27 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 With all due reciprocated respect, you've been around scarcely a year and
 90% of your posts are post acquisition rants, insults to individuals who
 might or might not have had anything to do with recent events (some of them
 genuinely trying to help), and generally being poisonous without a single
 constructive comment in sight.

 Had it been Brad or Jordi posting it would have been humour, in your case
 it's the continuation of incessant noise, and I could sincerely do without
 it.

 Others might disagree, or find it inappropriate, but that's my piece.


 On Fri, Mar 21, 2014 at 11:21 AM, Emilio Hernandez emi...@e-roja.comwrote:

 With all my respect Raffaele.

 Due to the last events a little humor makes no harm.  The list will
 return to normality as the waters take their course again.

 Cheers.

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-20 18:00 GMT-06:00 Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 Do we really need threads like this?
 This list has gone to shit, and while some people have been consistently
 or predominantly posting interesting and constructive thoughts or
 initiatives in the process (Jordi, Tim, Alastair etc.), some others
 have,however, elected to do nothing but post snarky BS and one liners that
 are nothing but rioting and non-sense, largely people who were practically
 unheard of before this debacle, many of which completely unseen before just
 a few years, if not even just months ago.

 Some of it was warranted and all, it's tough times, but at some point
 it'd be nice if the community AD inflicted such a blow on didn't eat itself
 out into uselessness from the inside.
 This list could still be useful for something more informative and
 constructive than posting funny pictures, could we please make an effort to
 enable a recovery?





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



inline: am.png

Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Max Evgrafov
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2692Itemid=68

I talked with colleagues from neighboring studios who did effects for
Stalingrad. They migrated from Maya to Houdini and very happy with that.
And their work is very impressive.


Maya is a legendary product actually. Lots of cool things done with it. but
Houdini is amazing and comfortable and Houdini have ice! and it is even
greater. Moreover we must not forget that Houdini has CHOP. It is powerful
tool for processing procedural animation curves.And Houdini all logical.
All contexts are synchronized. this is different from a connection
bigfrost. While exploring gudini I'm not saying oh shit, I'm just amazed
how cool. (excluding modeling and do UV layout)


moreover  I inspires from this one
http://www.awn.com/animationworld/disney-goes-wild




2014-03-21 12:49 GMT+04:00 Raffaele Fragapane raffsxsil...@googlemail.com:

 Yeah, if there is one thing to say for Houdini, much like ICE did for Soft
 users, is that if you persevere through the initial shock it's an amazing
 enabler for learning the fundamentals of this trade.

 It's worth trying it regardless of whether you plan to use it or not at
 least for that.
 On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote:

 I only skimmed through the video last year. I'm not really into rigging.

 You better ask Cristopher Tedin directly, he used to be on this list.

 I hope you find the courage to look into Houdini, it will open your eyes
 on concepts that you may be able to reproduce in other apps too.
 You could also go here  http://www.sidefx.com/docs/houdini13.0/and
 search for rigging.

 Some DT videos look quite interesting actually (but more advanced)
 http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini

 On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez 
 tridi.animei...@gmail.comwrote:

 Isn't the rigging fundamentals using mostly the guide and auto-rig
 system though? Or goes through all the things under the hood.


 On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote:

 There's also
 http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
 I've never watched it though.


 On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote:

 https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals
 There a 40% off rebate right now using the coupon code HotStuff40


 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 Is there a good reference somewhere about practices in rigging in
 Houdini? General not necessarily the character stuff, but more general
 approaches. Hierarchies, control creation, constraints, matrix
 transformations etc. Most of the stuff I've been watching is on SOPs 
 which
 I guess it's not the correct approach.


 On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I remember my first experience with rigging in maya:




 On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote:

 Wait once you realise is better rigging system..


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2193Itemid=68

  Jordi Bares
 jordiba...@gmail.com

 On 20 Mar 2014, at 15:52, Max Evgrafov summ...@gmail.com wrote:

 nr.Brent, thank you a lot. But I see that Hudini can  do something
 ;-)

 https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
 https://www.youtube.com/watch?v=1rE9UrjYBLo




 2014-03-20 17:06 GMT+04:00 Brent McPherson 
 brent.mcpher...@autodesk.com:

 Damn, I wish you had posted this. ;-)

 https://www.youtube.com/watch?v=iRZ2Sh5-XuM

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Max Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-

 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)











-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Sebastian Kowalski
initial shock is a good one, feels like being hit by a roadtrain.. twice 


Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane raffsxsil...@googlemail.com:

 Yeah, if there is one thing to say for Houdini, much like ICE did for Soft 
 users, is that if you persevere through the initial shock it's an amazing 
 enabler for learning the fundamentals of this trade.
 
 It's worth trying it regardless of whether you plan to use it or not at least 
 for that.
 
 On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote:
 I only skimmed through the video last year. I'm not really into rigging.
 
 You better ask Cristopher Tedin directly, he used to be on this list.
 
 I hope you find the courage to look into Houdini, it will open your eyes on 
 concepts that you may be able to reproduce in other apps too.
 You could also go here and search for rigging.
 
 Some DT videos look quite interesting actually (but more advanced) 
 http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini
 
 On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.com 
 wrote:
 Isn't the rigging fundamentals using mostly the guide and auto-rig system 
 though? Or goes through all the things under the hood.
 
 
 On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.com wrote:
 There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
 I've never watched it though.
 
 
 On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.com wrote:
 https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals
 There a 40% off rebate right now using the coupon code HotStuff40
 
 
 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez tridi.animei...@gmail.com 
 wrote:
 Is there a good reference somewhere about practices in rigging in Houdini? 
 General not necessarily the character stuff, but more general approaches. 
 Hierarchies, control creation, constraints, matrix transformations etc. Most 
 of the stuff I've been watching is on SOPs which I guess it's not the correct 
 approach.
 
 
 On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:
 I remember my first experience with rigging in maya:
 
 
 
 
 On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote:
 Wait once you realise is better rigging system..
 
 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2193Itemid=68
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 20 Mar 2014, at 15:52, Max Evgrafov summ...@gmail.com wrote:
 
 nr.Brent, thank you a lot. But I see that Hudini can  do something ;-)
 
 https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
 https://www.youtube.com/watch?v=1rE9UrjYBLo
 
 
 
 
 2014-03-20 17:06 GMT+04:00 Brent McPherson brent.mcpher...@autodesk.com:
 Damn, I wish you had posted this. ;-)
 
 https://www.youtube.com/watch?v=iRZ2Sh5-XuM
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Max Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-
 
 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24
 
 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---
 
 
 
 -- 
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos  
 ---
 Хорошего Вам настроения !!! :-)
 
 
 
 
 
 
 



Re: new QA with AD

2014-03-21 Thread Jordi Bares
Touché

Sent from my iPhone

 On 21 Mar 2014, at 00:16, Matt Lind ml...@carbinestudios.com wrote:
 
 After reviewing all the information available thus far, I have one question 
 that hasn’t been answered:
  
 If Softimage development was outsourced in continue and maintain mode, and 
 the product no better than passively promoted, how is it sapping development 
 resources on Max, Maya, and other M+E products to reach the conclusion 
 Softimage had to be EOL’d?
  
  
 Matt
  
  
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Maurice Patel
 Sent: Thursday, March 20, 2014 4:27 PM
 To: davidsa...@sfr.fr; softimage@listproc.autodesk.com
 Subject: RE: new QA with AD
  
 No this is not what I am saying,
 I am starting to understand that every post begets a question and that 
 probably the best way to discuss this face to face so I can answer questions 
 properly. I keep seeing what I say taken out of context and twisted into 
 things I don’t mean. Given the complexity of the situation this is 
 understandable but it is getting unproductive. So if you are truly interested 
 . Ping me off-forum letting me know where and where to call
 Maurice
  
  
 Maurice Patel
 Autodesk : Tél:  514 954-7134
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
 Sent: Thursday, March 20, 2014 7:22 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: new QA with AD
  
 So if I understand correctly, Softimage is dead because of an AD mistake, 
 right?
 AD buys Softimage, puts all its developers on this new technology called 
 Skyline. They keep Softimage in life support, knowing it will be replaced 
 some day by all this new tech. The community is worried with the lack of 
 development and keeps asking what's the roadmap for Soft, to no avail. Then 
 AD realizes Skyline wasn't a good idea. So they kill all these new tech 
 plans. And as Softimage has no more future replacement, they just kill it as 
 well.
 And now we all benefit from these superb strategies.
 
 if I didn't get this right, perhaps somebody at Autodesk could answer some 
 very important questions asked by Arvid (they went unnoticed I guess):
 
 Maurice, could you explain this, either XSI was supposed to be part of the 
 now failed project Skyline – or it was never meant to be kept alive, but only 
 bought up for its resources to then be moved into project Skyline and other 
 parts of AD ME. Which one is it?
 Follow-up question, if it was the first option, how come XSI was never 
 heavily marketed anywhere for this purpose? If it was the second, would you 
 agree that you were not completely open with your intentions 5 years ago?
 
 David
 
 
 On 2014-03-20 18:09, rs3d wrote:
 http://www.creativebloq.com/3d/autodesk-answers-your-questions-demise-softimage-31411069
  
  


Mornning Autodesk

2014-03-21 Thread Ben Beckett
https://www.youtube.com/watch?v=FWBUl7oT9sA


Re: Autodesk webinar

2014-03-21 Thread Arvid Björn
I'm left-handed, and I've always been really happy with the keyboard layout
in Softimage. O and P is extremely engrained in my reflex, I've never used
the S key they introduced in XSI. Also as a Swede with a Swedish keyboard,
my right Alt-button is fudged, it's assigned to something called Alt GR
which does different things than Alt does. I find myself switching between
the English and Swedish keyboard layout all the time, especially in
programs that uses the [, ], , , \ {, } etc keys a lot. On the Swedish
keyboard, those keys are used for ÅÄÖ and that sort of thing. I guess
that's why they added the Alt GR - to be able to write the brackets using a
another modifyer key instead. In most programs, Alt GR registers as
Alt+Ctrl for some reason, so all the Adobe programs is a pain in the ass to
use.

I digress. I really like the keyboard layout in XSI is all.




On Thu, Mar 20, 2014 at 12:23 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Moving the keyboard to the right sorts the same effect, though you don't
 get to choose the spacing and rearrange the arc. Neither goes any length to
 addressing the fact that if you frequently both write and interact
 (something Matt does, I'm sure) it's not a viable solution.
 You need your keyboard mostly centered and your wrists more or less spaced
 a certain way. If you're a lefty it's not possible, currently.

 Does XSI fare any better for lefties? I wouldn't know, I'm properly handed
 :p


 On Thu, Mar 20, 2014 at 10:19 AM, Eric Turman i.anima...@gmail.comwrote:

 I just use this (http://ergodex.com/mainpage.htm) with 50 keys and call
 it a day :P that way I don't have to deal with remapping the applications
 because the device switches its keyboard mapping based on which application
 is active.




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: Mornning Autodesk

2014-03-21 Thread Arvid Björn
Smell ya later Fartydesk.


On Fri, Mar 21, 2014 at 10:27 AM, Ben Beckett nebbeck...@gmail.com wrote:

 https://www.youtube.com/watch?v=FWBUl7oT9sA



Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Dan Yargici
I don't think anyone would argue with you there Max.  I've started learning
it myself and I'm really enjoying it.

What's a drag though, is that while a use ICE in %90 of the work I do, I
use everything else that's great about Softimage (and not so great in
Houdini) %100 of the time.

DAN



On Fri, Mar 21, 2014 at 11:21 AM, Max Evgrafov summ...@gmail.com wrote:


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2692Itemid=68

 I talked with colleagues from neighboring studios who did effects for
 Stalingrad. They migrated from Maya to Houdini and very happy with that.
 And their work is very impressive.


 Maya is a legendary product actually. Lots of cool things done with it.
 but Houdini is amazing and comfortable and Houdini have ice! and it is even
 greater. Moreover we must not forget that Houdini has CHOP. It is powerful
 tool for processing procedural animation curves.And Houdini all logical.
 All contexts are synchronized. this is different from a connection
 bigfrost. While exploring gudini I'm not saying oh shit, I'm just amazed
 how cool. (excluding modeling and do UV layout)


 moreover  I inspires from this one
 http://www.awn.com/animationworld/disney-goes-wild




 2014-03-21 12:49 GMT+04:00 Raffaele Fragapane raffsxsil...@googlemail.com
 :

 Yeah, if there is one thing to say for Houdini, much like ICE did for Soft
 users, is that if you persevere through the initial shock it's an amazing
 enabler for learning the fundamentals of this trade.

 It's worth trying it regardless of whether you plan to use it or not at
 least for that.
 On 21 Mar 2014 07:01, Vincent Fortin vfor...@gmail.com wrote:

 I only skimmed through the video last year. I'm not really into rigging.

 You better ask Cristopher Tedin directly, he used to be on this list.

 I hope you find the courage to look into Houdini, it will open your eyes
 on concepts that you may be able to reproduce in other apps too.
 You could also go here  http://www.sidefx.com/docs/houdini13.0/and
 search for rigging.

 Some DT videos look quite interesting actually (but more advanced)
 http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini

 On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez tridi.animei...@gmail.com
  wrote:

 Isn't the rigging fundamentals using mostly the guide and auto-rig
 system though? Or goes through all the things under the hood.


 On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin vfor...@gmail.comwrote:

 There's also
 http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
 I've never watched it though.


 On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin vfor...@gmail.comwrote:

 https://cmivfx.com/store/533-houdini+rigging+animation+fundamentals
 There a 40% off rebate right now using the coupon code HotStuff40


 On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 Is there a good reference somewhere about practices in rigging in
 Houdini? General not necessarily the character stuff, but more general
 approaches. Hierarchies, control creation, constraints, matrix
 transformations etc. Most of the stuff I've been watching is on SOPs 
 which
 I guess it's not the correct approach.


 On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 I remember my first experience with rigging in maya:




 On 20 March 2014 18:24, Jordi Bares jordiba...@gmail.com wrote:

 Wait once you realise is better rigging system..


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2193Itemid=68

  Jordi Bares
 jordiba...@gmail.com

 On 20 Mar 2014, at 15:52, Max Evgrafov summ...@gmail.com wrote:

 nr.Brent, thank you a lot. But I see that Hudini can  do something
 ;-)

 https://www.youtube.com/watch?feature=player_embeddedv=I-cKnahxkUo
 https://www.youtube.com/watch?v=1rE9UrjYBLo




 2014-03-20 17:06 GMT+04:00 Brent McPherson 
 brent.mcpher...@autodesk.com:

 Damn, I wish you had posted this. ;-)

 https://www.youtube.com/watch?v=iRZ2Sh5-XuM

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Max
 Evgrafov
 Sent: 20 March 2014 09:30
 To: softimage
 Subject: my first experiment with rigging in Houdini :-

 https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

 --
 Max aka Summatr
 https://vimeo.com/user3098735/videos
 ---




 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)











 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)



Re: Why MAX is not option for me.

2014-03-21 Thread Martin Chatterjee
Hi Maurice,

*(...) *

*Building a new DCC app from the ground up in the traditional way is really
 not a realistic expectation. It nearly killed both Alias and Softimage. We
 could take that risk if we were a start-up with no customers but we have
 hundreds of thousands. And they need their current products to move forward
 not to stop for the next 7 years while we try to do this.*

*(...)*


May I ask you kindly to take a step back for a second and re-read your
above statement again from the perspective of a Softimage user?

Thanks, Martin


--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]


Experiencing the Maya User interface

2014-03-21 Thread Morten Bartholdy
http://www.youtube.com/watch?v=JYXCC9o1zuw

MB

Re: Experiencing the Maya User interface

2014-03-21 Thread Nicolas Esposito
Could you show other examples other then Maya running on Linux? :-P


2014-03-21 10:43 GMT+01:00 Morten Bartholdy x...@colorshopvfx.dk:

   http://www.youtube.com/watch?v=JYXCC9o1zuw


MB




Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Andy Goehler
Sebastian, take it slowly and all will be well ;-)

As much as people like to refer VOPs/VEX to ICE, I’d say keep in mind they are 
quite different.
While ICE cracks tend to go hardcore in ‘one' Tree, the Houdini guys use VOPs 
in conjunction with the other OPs available to make up the overall result.

See you over at the SESI forum.

Andy

On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote:

 initial shock is a good one, feels like being hit by a roadtrain.. twice 
 
 
 Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane 
 raffsxsil...@googlemail.com:
 
 Yeah, if there is one thing to say for Houdini, much like ICE did for Soft 
 users, is that if you persevere through the initial shock it's an amazing 
 enabler for learning the fundamentals of this trade.
 
 It's worth trying it regardless of whether you plan to use it or not at 
 least for that.
 



Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Juan Brockhaus
Hey Adrian,

this is some great info here. and makes me suddenly feel spmehow better ;-)
maybe in two/three years time, when Soft slowly falls back (just due to no
further development) BiFrost will be in a state where it can take over...?
(wishful thinking)

If I read between the lines I feel there is hope that BiFrost is not 'just'
a fluid simulation system and can be used for far more.

Exactly what I personally (and many others) love about ICE. It is (contrary
to past Autodesk-PR) NOT just a particle-simulation-system, but a swiss
army tool which can manipulate almost every aspect of data in my
scene/objects and build, create, deform, etc...

ie at the moment I build shapes/objects made out of dominos. All
procedurally build in ICE. I made different compounds to stack and pile
dominoes in different ways and methods. And if the objects I have to create
(and even the domino) change (as usual in commercials..) it is all
instantly updated.
Only right at the end I add a Sim node and the whole things collapses...
(obviously controlled with nulls, forces, etc...) The Sim is basically the
last 5% of what I use ICE for.

If I can do stuff like this in BiFrost in the future I'm a happy camper.
Right now the only other software capable of that would be Houdini...

I'll keep an eye on BiFrost ;-)

Cheers,

Juan








On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote:

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.



 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

 The product will be released within the quarter. To be fair, that info if
 you were on beta has been consistent and available for quite a while now,
 so it's not some last minute stunt.

  Marcus, Adrian and the rest of the team are nice guys, give them a
 chance.


 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we can't
 hear roadmaps because they run afoul of SEC rules. And yet, here we get a
 somewhat detailed roadmap.

 Dave G






Re: Digital Golem : Brillant and beautiful

2014-03-21 Thread peter_b
As a freelancer I only represent a single seat that’s not current nor under 
maintenance, but for an initiative like this, where an investment would equal 
tangible results – I’d gladly put in my share - as well as doing the rounds of 
my clients to suggest they do the same.
That was my motivation for stopping maintenance in the first place – not the 
amount of money, but the believe that most of it did not feed back into the 
software, and not into tools I really needed.
Without knowing anything of these things, my hunch is that a crowd funded 
entity to develop Softimage integrated tools based on Fabric – could have a 
more significant impact than what we’ve seen the past few years in regular 
updates.
Any tools to keep up with emerging standards – as alembic, EXR 2.0, openVDB, 
ptex,openSubdiv... - scene assembly tools, a revamped hair system, instancing 
on steroids, vegetation, ecosystem, destruction, fluids and pyro tools. All of 
these right in the interface, doing the heavy lifting externally and with tight 
integration into rendering – That’s where I would like to see things go. One 
can dream right?
Viewport cubes, integrated chat tools, camera sequencers, on the cloud 
invoicing per mouseclick – those are things I can do without.
From: Jean-Louis Billard 
Sent: Thursday, March 20, 2014 7:11 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Digital Golem : Brillant and beautiful

Hi Vincent, 

I’m glad someone’s picked up on this.
I’m dead serious about it - I am willing to put my money where my mouth is, but 
of course strength will be in numbers, and I too am curious to know how many 
people/seats would be ready to invest.
I have 8 Softimage seats here at Digital Golem. I’ll gladly put their yearly 
maintenance into something more worthwhile.

Fabric Engine would be the safest bet, since it seems to offer future 
portability.

Needs to be discussed but I’d be curious to hear other voices.

Cheers,
Jean-Louis




On 20 Mar 2014, at 18:57, Vincent Fortin vfor...@gmail.com wrote:


  Cool work!

  I'd like to comment on Jean-Louis' idea...

  There clearly are benefits for studios to keep Softimage in their tool box a 
few more years, as expressed by many users here.
  And I hope to see it happen instead of watching this community burst.


  But for those willing to go that route, collaboration must play its part in 
order to


  - stop the whining.
  - gather numbers: how many active seats? Can we borrow/buy licenses from 
other studios? Share assets.
  - define what's needed to keep SI up-to-date in the market as long as 
possible.
  - and like Jean-Louis suggests, gather money and put developers under 
contract.

  I have no idea if 750,000$/year is possible (i doubt) but I'd put it all in 
the hands of Fabric Engine.
  They represent your best way to extend the functionality of your beloved 
software as well as make your investment fructify beyond Softimage's real 
lifespan. Because it will become obsolete one day or the other.
  If Fabric Engine are interested in the amount brought to the table, then you 
can figure-out a plan that will be beneficial to both parties for the upcoming 
years. Imagine hiring someone like Eric Mootz full time to develop both FE and 
SI.

  But in order for this to work properly, people will need to organize even if 
this means adopting some minimally legal convention, obviously depending how 
far you want the collaboration to go.

  This tightly knit community has always played a major role in the success of 
Softimage and the studios exploiting it. For me, the only way for those studios 
to continue to excel (read survive) despite the circumstances is to build 
stronger links between each other and make clever moves.

  my 0.02c



  On Wed, Mar 19, 2014 at 7:57 PM, Jean-Louis Billard jean-lo...@photon3.com 
wrote:

Hi Peter,

No - subscription hasn’t gotten us much in the past few years.
I would, however, be happy to put the subscription money into funding a dev 
team, as was suggested in another thread.

For the sake of argument: if there were just the equivalent of 1000 
Softimage licenses worldwide for which individuals or companies were prepared, 
like me, to pay their subscription money to keep developing Softimage 
addons/tools/plugins, you would have (assuming $750/year/seat) $75/year, 
which is 7 or 8 full time developers + administrative costs.

Makes you think…



Jean-Louis



On 20 Mar 2014, at 00:18, pete...@skynet.be wrote:


  It’s a good lesson for the future – if paying subscription does not 
guarantee the survival and future of a software - do you really want to pay 
subscription?






Re: How long will it take (?)

2014-03-21 Thread Nuno Conceicao
Hi Yang-hai
In my opinion as a generalist with longer experience in Softimage (7
years) than
I have with Maya (3 years) to me fundamentally is the fact Softimage has a
real non-linear workflow.
Taking character rigging for example allows changes to the topology,
shapes, uvs,  after the character has been enveloped without breaking
anything (some of these changes can be done literally in seconds) while for
what I understand of Maya (I'm not really a rigger though), the riggers
have to rebuild the rig (or parts of it) again relying on scripting if they
can script.

Now I truly hope Autodesk is really considering improving Maya in this area
if they are seriously thinking Softimage users will jump to Maya after 2016.
In my case Ill stick with Softimage until something else better in this
area comes along (be it Maya or any other DCC)





On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes yang-hai.ea...@autodesk.com
 wrote:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
 the main reason.
 What I'm really trying to understand is what you want/need as a user, as
 a workflow from Softimage, and that's why I found this thread so helpful.
 Yes, we have internal people that are helping us understand and will be
 helping implement some of these feature/workflows, but we also want to make
 sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,

 While I appreciate that you are all listening (honestly, I really do), it
 is really annoying that the Softimage team was supposedly moved to
 Maya, yet Autodesk seems to have no clue how to implement a Softimage
 workflow or feature into Maya.

 Look, don't get me wrong, it is better to have you guys ask us than to not
 ask, but if you truly have that many people
 from Softimage working on Maya, wouldn't THEY know better how to do this
 than we would?



 On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote:
 Hello David Gallagher,
 I would first like to thank you for sharing all this. As many of us at
 Autodesk, I honestly think you have some very strong points here and please
 rest assured that we are listening. I will be discussing these points in
 detail internally to see what could be done, sooner rather than later.

 Animation workflows, which for me includes rigging, is very important and
 will be an area of focus for Maya over the up-coming releases. The
 out-of-the-box workflows and the artist friendly mentality that Softimage
 has, are definitely areas that Maya would benefit from. We do want to bring
 some of these workflows into Maya. We simply need to make sure we properly
 understand, design and implement them, that is... in a meaningful/useful
 manner... basically respecting the workflows. This will be part of our
 thought process and plans for Maya moving forward. This is why this
 feedback is so important, so again, thank you.

 We are also getting a lot of similar feedback from many channels and need
 to respectfully take the time to listen, understand and compile that
 feedback. I will follow-up to this thread in a more detailed manner, but
 please do expect the detailed feedback to take some time, as I want to be
 confident about what can or cannot be addressed in a timely manner.

 Again, I know I'm not the only one to agree with your point of view and
 feedback, so thank you for sharing this in detail.

 Regards,
 Yang-hai
 Autodesk Designer

 From: David Gallagher
 Sent: Wednesday, March 19, 2014 5:34 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com, davegsoftimagel...@gmail.commailto:
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:
 davegsoftimagel...@gmail.com


 Thanks for posting that Jason.

 I'll keep using Softimage for AnimSchool's rigs.
 Over the next few years, I'll be looking for some software that allows me
 to do those things.


 On 3/19/2014 3:01 PM, Jason S wrote:

 (previously posted, yet I think it's worth a new thread with alink to the
 original Maya / XSI article)



 Here is a notable ( comprehensive) post on rigging from David Gallagher
 in response to the super long and (seemingly purposefully) diluted article
 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

 comparing SI / Maya rigging  (concerning rigging workflow -alone-)

 weighing pro  cons, while overweighing pros, underweighing cons,

 overlooking a bunch of things (most of which outlined below)

 identifying things like the ability to use locators as rig components as
 a con



 and ending with ;

 The time that Maya saves with its rigging technology and 

Re: Digital Golem : Brillant and beautiful

2014-03-21 Thread Mirko Jankovic
Bunch of fabric engine based tools, Spliced to SI would push SI on steroids
for years to come and honestly would be more progress than SI saw in AD for
years.
Well if not for years to come then at least pumping adrenalin till
something that  can actually replace SI is there.


On Fri, Mar 21, 2014 at 11:31 AM, pete...@skynet.be wrote:

   As a freelancer I only represent a single seat that's not current nor
 under maintenance, but for an initiative like this, where an investment
 would equal tangible results - I'd gladly put in my share - as well as
 doing the rounds of my clients to suggest they do the same.
  That was my motivation for stopping maintenance in the first place - not
 the amount of money, but the believe that most of it did not feed back into
 the software, and not into tools I really needed.
  Without knowing anything of these things, my hunch is that a crowd
 funded entity to develop Softimage integrated tools based on Fabric - could
 have a more significant impact than what we've seen the past few years in
 regular updates.
  Any tools to keep up with emerging standards - as alembic, EXR 2.0,
 openVDB, ptex,openSubdiv... -
 scene assembly tools, a revamped hair system, instancing on steroids,
 vegetation, ecosystem, destruction, fluids and pyro tools.
 All of these right in the interface, doing the heavy lifting externally
 and with tight integration into rendering - That's where I would like to
 see things go. One can dream right?

  Viewport cubes, integrated chat tools, camera sequencers, on the cloud
 invoicing per mouseclick - those are things I can do without.

   *From:* Jean-Louis Billard jean-lo...@photon3.com
 *Sent:* Thursday, March 20, 2014 7:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Digital Golem : Brillant and beautiful

 Hi Vincent,

 I'm glad someone's picked up on this.
 I'm dead serious about it - I am willing to put my money where my mouth
 is, but of course strength will be in numbers, and I too am curious to know
 how many people/seats would be ready to invest.
 I have 8 Softimage seats here at Digital Golem. I'll gladly put their
 yearly maintenance into something more worthwhile.

 Fabric Engine would be the safest bet, since it seems to offer future
 portability.

 Needs to be discussed but I'd be curious to hear other voices.

 Cheers,
 Jean-Louis




  On 20 Mar 2014, at 18:57, Vincent Fortin vfor...@gmail.com wrote:

  Cool work!

 I'd like to comment on Jean-Louis' idea...

 There clearly are benefits for studios to keep Softimage in their tool box
 a few more years, as expressed by many users here.
 And I hope to see it happen instead of watching this community burst.

 But for those willing to go that route, *collaboration* must play its
 part in order to

 - stop the whining.
 - gather numbers: how many active seats? Can we borrow/buy licenses from
 other studios? Share assets.
 - define what's needed to keep SI up-to-date in the market as long as
 possible.
 - and like Jean-Louis suggests, gather money and put developers under
 contract.

 I have no idea if 750,000$/year is possible (i doubt) but I'd put it all
 in the hands of *Fabric Engine*.
 They represent your best way to extend the functionality of your beloved
 software as well as make your investment fructify beyond Softimage's
 *real* lifespan. Because it *will* become obsolete one day or the other.
 If Fabric Engine are interested in the amount brought to the table, then
 you can figure-out a plan that will be beneficial to both parties for the
 upcoming years. Imagine hiring someone like Eric Mootz full time to develop
 both FE and SI.

 But in order for this to work properly, people will need to organize even
 if this means adopting some minimally legal convention, obviously depending
 how far you want the collaboration to go.

 This tightly knit community has always played a major role in the success
 of Softimage and the studios exploiting it. For me, the only way for those
 studios to continue to excel (read survive) despite the circumstances is to
 build stronger links between each other and make clever moves.

 my 0.02c


 On Wed, Mar 19, 2014 at 7:57 PM, Jean-Louis Billard 
 jean-lo...@photon3.com wrote:

  Hi Peter,

 No - subscription hasn't gotten us much in the past few years.
 I would, however, be happy to put the subscription money into funding a
 dev team, as was suggested in another thread.

 For the sake of argument: if there were just the equivalent of 1000
 Softimage licenses worldwide for which individuals or companies were
 prepared, like me, to pay their subscription money to keep developing
 Softimage addons/tools/plugins, you would have (assuming $750/year/seat)
 $75/year, which is 7 or 8 full time developers + administrative costs.

 Makes you think...



 Jean-Louis



  On 20 Mar 2014, at 00:18, pete...@skynet.be wrote:

   It's a good lesson for the future - if paying subscription does not
 guarantee the survival and future of a software - do 

RE: How long will it take (?)

2014-03-21 Thread Morten Bartholdy
Yang, let me chime in here. I too appreciate you being present and asking
these questions here. It goes to show that the Maya Humanize project might
actually lead somewhere, and very importantly, that a significant change in
Autodesk policy on user/dev interaction has taken place just recently.

One thing that has me worried is the willingness of Autodesk to try and
educate the 50x more Maya users and move them to adopt a more userfriendly
interface like we know it from Soft. I believe you see the value of
incorporating the good parts of Softimage in Maya, but as it might alienate
a large portion of existing Maya users, I could fear you will not dare go
all the way and make Maya as userfriendly as we would prefer.

Can you, or perhaps Maurice elaborate on your thoughts in this respect?
This is a very important point for me, and I suspect, most Softimage users.

God it seems silly to even discuss the need for a userfriendly yet powerful
interface here in 2014...


Morten




Den 20. marts 2014 kl. 20:40 skrev Yang-hai Eakes
yang-hai.ea...@autodesk.com:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
the main reason.
 What I'm really trying to understand is what you want/need as a user,
as a workflow from Softimage, and that's why I found this thread so
helpful.
 Yes, we have internal people that are helping us understand and will be
helping implement some of these feature/workflows, but we also want to make
sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,

 While I appreciate that you are all listening (honestly, I really do), it
is really annoying that the Softimage team was supposedly moved to
 Maya, yet Autodesk seems to have no clue how to implement a Softimage
workflow or feature into Maya.

 Look, don't get me wrong, it is better to have you guys ask us than to
not ask, but if you truly have that many people
 from Softimage working on Maya, wouldn't THEY know better how to do this
than we would?



 On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes
yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote:
 Hello David Gallagher,
 I would first like to thank you for sharing all this. As many of us at
Autodesk, I honestly think you have some very strong points here and please
rest assured that we are listening. I will be discussing these points in
detail internally to see what could be done, sooner rather than later.

 Animation workflows, which for me includes rigging, is very important and
will be an area of focus for Maya over the up-coming releases. The
out-of-the-box workflows and the artist friendly mentality that Softimage
has, are definitely areas that Maya would benefit from. We do want to bring
some of these workflows into Maya. We simply need to make sure we properly
understand, design and implement them, that is... in a meaningful/useful
manner... basically respecting the workflows. This will be part of our
thought process and plans for Maya moving forward. This is why this
feedback is so important, so again, thank you.

 We are also getting a lot of similar feedback from many channels and need
to respectfully take the time to listen, understand and compile that
feedback. I will follow-up to this thread in a more detailed manner, but
please do expect the detailed feedback to take some time, as I want to be
confident about what can or cannot be addressed in a timely manner.

 Again, I know I'm not the only one to agree with your point of view and
feedback, so thank you for sharing this in detail.

 Regards,
 Yang-hai
 Autodesk Designer

 From: David Gallagher
 Sent: Wednesday, March 19, 2014 5:34 PM
 To:
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com,
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com


 Thanks for posting that Jason.

 I'll keep using Softimage for AnimSchool's rigs.
 Over the next few years, I'll be looking for some software that allows me
to do those things.


 On 3/19/2014 3:01 PM, Jason S wrote:

 (previously posted, yet I think it's worth a new thread with alink to the
original Maya / XSI article)



 Here is a notable ( comprehensive) post on rigging from David Gallagher
 in response to the super long and (seemingly purposefully) diluted
articlehttp://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

 comparing SI / Maya rigging  (concerning rigging workflow -alone-)

 weighing pro  cons, while overweighing pros, underweighing cons,

 overlooking a bunch of things (most of which outlined below)

 identifying things like the ability to use locators as rig 

Re: How long will it take (?)

2014-03-21 Thread Nuno Conceicao
Oh and by the way, the fact a modeler can do this kind of adjustments and
be aware that he is not screwing up the rig (because of how clear is the UI
in Soft) and thus not needing to send the rig back to the rigger to fix
things up frees up the riggers so Softimage has smaller production costs in
this respect.




On Fri, Mar 21, 2014 at 10:37 AM, Nuno Conceicao 
nunoalexconcei...@gmail.com wrote:

 Hi Yang-hai
 In my opinion as a generalist with longer experience in Softimage (7
 years) than I have with Maya (3 years) to me fundamentally is the fact
 Softimage has a real non-linear workflow.
 Taking character rigging for example allows changes to the topology,
 shapes, uvs,  after the character has been enveloped without breaking
 anything (some of these changes can be done literally in seconds) while for
 what I understand of Maya (I'm not really a rigger though), the riggers
 have to rebuild the rig (or parts of it) again relying on scripting if they
 can script.

 Now I truly hope Autodesk is really considering improving Maya in this
 area if they are seriously thinking Softimage users will jump to Maya after
 2016.
 In my case Ill stick with Softimage until something else better in this
 area comes along (be it Maya or any other DCC)





 On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.com wrote:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
 the main reason.
 What I'm really trying to understand is what you want/need as a user,
 as a workflow from Softimage, and that's why I found this thread so helpful.
 Yes, we have internal people that are helping us understand and will be
 helping implement some of these feature/workflows, but we also want to make
 sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,

 While I appreciate that you are all listening (honestly, I really do), it
 is really annoying that the Softimage team was supposedly moved to
 Maya, yet Autodesk seems to have no clue how to implement a Softimage
 workflow or feature into Maya.

 Look, don't get me wrong, it is better to have you guys ask us than to
 not ask, but if you truly have that many people
 from Softimage working on Maya, wouldn't THEY know better how to do this
 than we would?



 On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote:
 Hello David Gallagher,
 I would first like to thank you for sharing all this. As many of us at
 Autodesk, I honestly think you have some very strong points here and please
 rest assured that we are listening. I will be discussing these points in
 detail internally to see what could be done, sooner rather than later.

 Animation workflows, which for me includes rigging, is very important and
 will be an area of focus for Maya over the up-coming releases. The
 out-of-the-box workflows and the artist friendly mentality that Softimage
 has, are definitely areas that Maya would benefit from. We do want to bring
 some of these workflows into Maya. We simply need to make sure we properly
 understand, design and implement them, that is... in a meaningful/useful
 manner... basically respecting the workflows. This will be part of our
 thought process and plans for Maya moving forward. This is why this
 feedback is so important, so again, thank you.

 We are also getting a lot of similar feedback from many channels and need
 to respectfully take the time to listen, understand and compile that
 feedback. I will follow-up to this thread in a more detailed manner, but
 please do expect the detailed feedback to take some time, as I want to be
 confident about what can or cannot be addressed in a timely manner.

 Again, I know I'm not the only one to agree with your point of view and
 feedback, so thank you for sharing this in detail.

 Regards,
 Yang-hai
 Autodesk Designer

 From: David Gallagher
 Sent: Wednesday, March 19, 2014 5:34 PM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com, davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.com


 Thanks for posting that Jason.

 I'll keep using Softimage for AnimSchool's rigs.
 Over the next few years, I'll be looking for some software that allows me
 to do those things.


 On 3/19/2014 3:01 PM, Jason S wrote:

 (previously posted, yet I think it's worth a new thread with alink to the
 original Maya / XSI article)



 Here is a notable ( comprehensive) post on rigging from David Gallagher
 in response to the super long and (seemingly purposefully) diluted
 

Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Max Evgrafov
Andy of course! See you later at the SESI forum !


2014-03-21 13:56 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:

 Sebastian, take it slowly and all will be well ;-)

 As much as people like to refer VOPs/VEX to ICE, I'd say keep in mind they
 are quite different.
 While ICE cracks tend to go hardcore in 'one' Tree, the Houdini guys use
 VOPs in conjunction with the other OPs available to make up the overall
 result.

 See you over at the SESI forum.

 Andy

 On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote:

 initial shock is a good one, feels like being hit by a roadtrain.. twice


 Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 Yeah, if there is one thing to say for Houdini, much like ICE did for Soft
 users, is that if you persevere through the initial shock it's an amazing
 enabler for learning the fundamentals of this trade.

 It's worth trying it regardless of whether you plan to use it or not at
 least for that.





-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


What use is ICE really?

2014-03-21 Thread Alastair Hearsum

Folks

We had a chat with a senior chap at Autodesk. There was hint of surprise 
at one use of ICE that I mentioned in passing. I think we over estimate 
the understanding of what ICE gets used for and its all pervading 
usefulness. I'd like to invite people to share their ice work especially 
if its more obscure (without giving away your trade secrets obviously). 
Here are some starters for us. Please keep the explanations as short as 
possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the shot 
number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice fluid 
melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.


Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread philipp seis
i find the 3d buzz technical rigging in houdini DVDs very helpful.
Focusing on rigging, it keeps your brain from sopping and vopping around
too much.




2014-03-21 11:52 GMT+01:00 Max Evgrafov summ...@gmail.com:

 Andy of course! See you later at the SESI forum !


 2014-03-21 13:56 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:

 Sebastian, take it slowly and all will be well ;-)

 As much as people like to refer VOPs/VEX to ICE, I'd say keep in mind
 they are quite different.
 While ICE cracks tend to go hardcore in 'one' Tree, the Houdini guys use
 VOPs in conjunction with the other OPs available to make up the overall
 result.

 See you over at the SESI forum.

 Andy

 On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote:

 initial shock is a good one, feels like being hit by a roadtrain.. twice


 Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 Yeah, if there is one thing to say for Houdini, much like ICE did for
 Soft users, is that if you persevere through the initial shock it's an
 amazing enabler for learning the fundamentals of this trade.

 It's worth trying it regardless of whether you plan to use it or not at
 least for that.





 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)



Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum

Correction


http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk
1) Ice crowd



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 21/03/2014 11:12, Alastair Hearsum wrote:

Folks

We had a chat with a senior chap at Autodesk. There was hint of 
surprise at one use of ICE that I mentioned in passing. I think we 
over estimate the understanding of what ICE gets used for and its all 
pervading usefulness. I'd like to invite people to share their ice 
work especially if its more obscure (without giving away your trade 
secrets obviously). Here are some starters for us. Please keep the 
explanations as short as possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the 
shot number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice 
fluid melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received this 
e-mail in error and that any use, dissemination, forwarding, printing, 
or copying of this e-mail is strictly prohibited. If this transmission 
is received in error please kindly return it to the sender and delete 
this message from your system.




Re: What use is ICE really?

2014-03-21 Thread olivier jeannel

What's the point ? Understanding of Ice for Maya ?

Le 21/03/2014 12:12, Alastair Hearsum a écrit :

Folks

We had a chat with a senior chap at Autodesk. There was hint of 
surprise at one use of ICE that I mentioned in passing. I think we 
over estimate the understanding of what ICE gets used for and its all 
pervading usefulness. I'd like to invite people to share their ice 
work especially if its more obscure (without giving away your trade 
secrets obviously). Here are some starters for us. Please keep the 
explanations as short as possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the 
shot number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice 
fluid melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received this 
e-mail in error and that any use, dissemination, forwarding, printing, 
or copying of this e-mail is strictly prohibited. If this transmission 
is received in error please kindly return it to the sender and delete 
this message from your system.




Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Oscar Juarez
Yeah reading the topics seems like a good place to start.


On Fri, Mar 21, 2014 at 12:13 PM, philipp seis dpi...@gmail.com wrote:

 i find the 3d buzz technical rigging in houdini DVDs very helpful.
 Focusing on rigging, it keeps your brain from sopping and vopping around
 too much.




 2014-03-21 11:52 GMT+01:00 Max Evgrafov summ...@gmail.com:

 Andy of course! See you later at the SESI forum !


 2014-03-21 13:56 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:

 Sebastian, take it slowly and all will be well ;-)

 As much as people like to refer VOPs/VEX to ICE, I'd say keep in mind
 they are quite different.
 While ICE cracks tend to go hardcore in 'one' Tree, the Houdini guys use
 VOPs in conjunction with the other OPs available to make up the overall
 result.

 See you over at the SESI forum.

 Andy

 On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote:

 initial shock is a good one, feels like being hit by a roadtrain.. twice


 Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane 
 raffsxsil...@googlemail.com:

 Yeah, if there is one thing to say for Houdini, much like ICE did for
 Soft users, is that if you persevere through the initial shock it's an
 amazing enabler for learning the fundamentals of this trade.

 It's worth trying it regardless of whether you plan to use it or not at
 least for that.





 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)





Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum
The point is to get Autodesk to understand the power and all pervading 
nature of ICE and for that to inform their development of Bifrost



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 21/03/2014 11:17, olivier jeannel wrote:

What's the point ? Understanding of Ice for Maya ?

Le 21/03/2014 12:12, Alastair Hearsum a écrit :

Folks

We had a chat with a senior chap at Autodesk. There was hint of 
surprise at one use of ICE that I mentioned in passing. I think we 
over estimate the understanding of what ICE gets used for and its all 
pervading usefulness. I'd like to invite people to share their ice 
work especially if its more obscure (without giving away your trade 
secrets obviously). Here are some starters for us. Please keep the 
explanations as short as possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the 
shot number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice 
fluid melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received 
this e-mail in error and that any use, dissemination, forwarding, 
printing, or copying of this e-mail is strictly prohibited. If this 
transmission is received in error please kindly return it to the 
sender and delete this message from your system.






Re: What use is ICE really?

2014-03-21 Thread Oscar Juarez
It might help with the transition time period with support and bug fixing,
it's a tool that is not available in another Autodesk software, it's a
point for consideration on the transition period.


On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum hear...@glassworks.co.uk
 wrote:

  The point is to get Autodesk to understand the power and all pervading
 nature of ICE and for that to inform their development of Bifrost



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 11:17, olivier jeannel wrote:

 What's the point ? Understanding of Ice for Maya ?

 Le 21/03/2014 12:12, Alastair Hearsum a écrit :

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd

 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping


 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet
 for the strings

 And many many more.


 --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.






Re: Experiencing the Maya User interface

2014-03-21 Thread Luc-Eric Rousseau
these YouTube links are getting quite tiresome, but I must say this one is
particularly cute.

On Friday, March 21, 2014, Nicolas Esposito 3dv...@gmail.com wrote:

 Could you show other examples other then Maya running on Linux? :-P


 2014-03-21 10:43 GMT+01:00 Morten Bartholdy 
 x...@colorshopvfx.dkjavascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');
 :

   Пингвины и неведомая фигня http://www.youtube.com/watch?v=JYXCC9o1zuw


MB





Re: What use is ICE really?

2014-03-21 Thread Artur Woźniak
We tried that for the last couple of years. Ice was self promoting and self
evolving entity that seemed to be a splinter in the Autodesk's eye.
I think Ice was the most amazing feature that was developed within the Main
Three and yet they still marketed the viewcube and viewport 2 to simplify
the comparison.
I don't thing there is any chance of communication parallel (can I say
that?) between Autodesk and the community. They killed it and now they only
keep kicking the corpse while everybody watches.

I will stay with SI for as long as I can. I will use Maya, learn C4D and
Houdini (modo I know a bit already), but I say, let move on. I don't want
fake promises just to be disappointed again. You wanna talk to someone who
listens (The Foundry, SideFX).

Artur


2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 It might help with the transition time period with support and bug fixing,
 it's a tool that is not available in another Autodesk software, it's a
 point for consideration on the transition period.


 On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  The point is to get Autodesk to understand the power and all pervading
 nature of ICE and for that to inform their development of Bifrost



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 11:17, olivier jeannel wrote:

 What's the point ? Understanding of Ice for Maya ?

 Le 21/03/2014 12:12, Alastair Hearsum a écrit :

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd

 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping


 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet
 for the strings

 And many many more.


 --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily 

Re: What use is ICE really?

2014-03-21 Thread Matt Morris
When I first heard about ICE I thought it was just for particles, but its
speeded up my character rigging workflow massively.

https://vimeo.com/50523730
Video showing a set of shapes automatically connected to face controls, and
secondary deformers (dorritos) added, all in ice. (bit older, scuse the
capture quality)

https://vimeo.com/77202592
Extending and reusing that work for these guys, also all the hair was ice
(kristinka).



On 21 March 2014 11:23, Oscar Juarez tridi.animei...@gmail.com wrote:

 It might help with the transition time period with support and bug fixing,
 it's a tool that is not available in another Autodesk software, it's a
 point for consideration on the transition period.


 On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  The point is to get Autodesk to understand the power and all pervading
 nature of ICE and for that to inform their development of Bifrost



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 11:17, olivier jeannel wrote:

 What's the point ? Understanding of Ice for Maya ?

 Le 21/03/2014 12:12, Alastair Hearsum a écrit :

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd

 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping


 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet
 for the strings

 And many many more.


 --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this 

Re: What use is ICE really?

2014-03-21 Thread Dan Yargici
Shall we just keep this thread for it's original purpose and not turn it
into a discussion?  i.e. posting work with descriptions of how ICE was used.

DAN


On Fri, Mar 21, 2014 at 1:39 PM, Artur Woźniak artur.w...@gmail.com wrote:

 We tried that for the last couple of years. Ice was self promoting and
 self evolving entity that seemed to be a splinter in the Autodesk's eye.
 I think Ice was the most amazing feature that was developed within the
 Main Three and yet they still marketed the viewcube and viewport 2 to
 simplify the comparison.
 I don't thing there is any chance of communication parallel (can I say
 that?) between Autodesk and the community. They killed it and now they only
 keep kicking the corpse while everybody watches.

 I will stay with SI for as long as I can. I will use Maya, learn C4D and
 Houdini (modo I know a bit already), but I say, let move on. I don't want
 fake promises just to be disappointed again. You wanna talk to someone who
 listens (The Foundry, SideFX).

 Artur


 2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 It might help with the transition time period with support and bug fixing,
 it's a tool that is not available in another Autodesk software, it's a
 point for consideration on the transition period.


 On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  The point is to get Autodesk to understand the power and all pervading
 nature of ICE and for that to inform their development of Bifrost



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 11:17, olivier jeannel wrote:

 What's the point ? Understanding of Ice for Maya ?

 Le 21/03/2014 12:12, Alastair Hearsum a écrit :

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd


 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of
 supermarket aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping


 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies combine with ice syflex and custom hand cooked
 verlet for the strings

 And many many more.


 --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you 

RE: What use is ICE really?

2014-03-21 Thread Sofronis Efstathiou
These excellent videos by Mr Sale have been invaluable for students looking to 
create their facial rigs. We have built on these and it's been great. Really 
powerful stuff - and very, very artist friendly, especially as a number of our 
students are from a non-3D backgrounds - i.e. sculptors, graphic designers, 
painters, illustrators, 2D animators etc.

http://vimeo.com/26980409

http://vimeo.com/26996037

And the rest - http://vimeo.com/thejoncrow/videos/page:6/sort:date

By the way, thanks for making these available Adam - really appreciated!

Cheers

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Competition  Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.ukmailto:sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Morris
Sent: 21 March 2014 11:39
To: softimage@listproc.autodesk.com
Subject: Re: What use is ICE really?

When I first heard about ICE I thought it was just for particles, but its 
speeded up my character rigging workflow massively.

https://vimeo.com/50523730
Video showing a set of shapes automatically connected to face controls, and 
secondary deformers (dorritos) added, all in ice. (bit older, scuse the capture 
quality)

https://vimeo.com/77202592
Extending and reusing that work for these guys, also all the hair was ice 
(kristinka).



[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer 
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RE: Mornning Autodesk

2014-03-21 Thread Chris Vienneau
Don't forget to click the top ten live tv farts of all time on the right


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Arvid Björn 
[arvidbj...@gmail.com]
Sent: Friday, March 21, 2014 5:33 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mornning Autodesk

Smell ya later Fartydesk.


On Fri, Mar 21, 2014 at 10:27 AM, Ben Beckett 
nebbeck...@gmail.commailto:nebbeck...@gmail.com wrote:
https://www.youtube.com/watch?v=FWBUl7oT9sA

attachment: winmail.dat

Re: my first experiment with rigging in Houdini :-))))

2014-03-21 Thread Jordi Bares
I guess the most exciting thing is that if ICE is procedural, Houdini is 
massively procedural and *everything* is procedural.

From signal analysis, geometry operations (Deformations) geometry creation, 
rigging, animation, *everything*

You can have multiple VOPs (ICE trees) talking to each other in ways so open is 
mind-bending.

Just have a look at copy/stamp techniques and imagine ICE being evaluated with 
the variable changes.

lot to learn though.   ;-)

Jordi Bares
jordiba...@gmail.com

On 21 Mar 2014, at 09:56, Andy Goehler lists.andy.goeh...@gmail.com wrote:

 Sebastian, take it slowly and all will be well ;-)
 
 As much as people like to refer VOPs/VEX to ICE, I’d say keep in mind they 
 are quite different.
 While ICE cracks tend to go hardcore in ‘one' Tree, the Houdini guys use VOPs 
 in conjunction with the other OPs available to make up the overall result.
 
 See you over at the SESI forum.
 
 Andy
 
 On Mar 21, 2014, at 10:20, Sebastian Kowalski l...@sekow.com wrote:
 
 initial shock is a good one, feels like being hit by a roadtrain.. twice 
 
 
 Am 21.03.2014 um 09:49 schrieb Raffaele Fragapane 
 raffsxsil...@googlemail.com:
 
 Yeah, if there is one thing to say for Houdini, much like ICE did for Soft 
 users, is that if you persevere through the initial shock it's an amazing 
 enabler for learning the fundamentals of this trade.
 
 It's worth trying it regardless of whether you plan to use it or not at 
 least for that.
 
 



Re: What use is ICE really?

2014-03-21 Thread Perry Harovas
I understand the feelings you have Artur, but I agree with Dan in that we
should keep this thread for it's purpose as started by Alastair.
With that in mind:

-Inter-object communication that can be used to extract things like contact
maps, deformations, thickness and curvature to drive shading effects.
-The ability to read data from ICE into the renderer(s) and use that to
control mixing of materials or lighting effects
-Debugging as a way to find the min/max of a range needed to achieve an
effect
-Custom geometry deformers, with things like Test Inside Geometry or
Test Inside Null or Has Collided, etc.





On Fri, Mar 21, 2014 at 7:41 AM, Dan Yargici danyarg...@gmail.com wrote:

 Shall we just keep this thread for it's original purpose and not turn it
 into a discussion?  i.e. posting work with descriptions of how ICE was used.

 DAN


 On Fri, Mar 21, 2014 at 1:39 PM, Artur Woźniak artur.w...@gmail.comwrote:

 We tried that for the last couple of years. Ice was self promoting and
 self evolving entity that seemed to be a splinter in the Autodesk's eye.
 I think Ice was the most amazing feature that was developed within the
 Main Three and yet they still marketed the viewcube and viewport 2 to
 simplify the comparison.
 I don't thing there is any chance of communication parallel (can I say
 that?) between Autodesk and the community. They killed it and now they only
 keep kicking the corpse while everybody watches.

 I will stay with SI for as long as I can. I will use Maya, learn C4D and
 Houdini (modo I know a bit already), but I say, let move on. I don't want
 fake promises just to be disappointed again. You wanna talk to someone who
 listens (The Foundry, SideFX).

 Artur


 2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 It might help with the transition time period with support and bug
 fixing, it's a tool that is not available in another Autodesk software,
 it's a point for consideration on the transition period.


 On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  The point is to get Autodesk to understand the power and all
 pervading nature of ICE and for that to inform their development of Bifrost



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 11:17, olivier jeannel wrote:

 What's the point ? Understanding of Ice for Maya ?

 Le 21/03/2014 12:12, Alastair Hearsum a écrit :

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of
 surprise at one use of ICE that I mentioned in passing. I think we over
 estimate the understanding of what ICE gets used for and its all pervading
 usefulness. I'd like to invite people to share their ice work especially if
 its more obscure (without giving away your trade secrets obviously). Here
 are some starters for us. Please keep the explanations as short as possible
 to attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the
 shot number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd


 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of
 supermarket aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate
 them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair 

Re: What use is ICE really?

2014-03-21 Thread Jacob Gonzalez
Besides the all the amazing stuff you can do with (like some stuff Alistair
has mentioned), ICE is also great to convert simple but tedious everyday
tasks into flexible/easy to tweak workflows:

An small example: right now I am lighting a Stadium. So instead of placing
rows of lights manually (both the geo and the actual arnold_spot_light) I
populate the lights with ICE (simply emitting from a curve). I make changes
to the setup very fast.

The traditional way would be: the modeller places all the lights by hand,
and I place all the light sources by hand. And every change we make, we
change every thing by handEven with a Python script will never as
fast/ flexible and re-usable as with ICE!

A small, simple example but it makes my day :)

J


On Fri, Mar 21, 2014 at 11:41 AM, Dan Yargici danyarg...@gmail.com wrote:

 Shall we just keep this thread for it's original purpose and not turn it
 into a discussion?  i.e. posting work with descriptions of how ICE was used.

 DAN


 On Fri, Mar 21, 2014 at 1:39 PM, Artur Woźniak artur.w...@gmail.comwrote:

 We tried that for the last couple of years. Ice was self promoting and
 self evolving entity that seemed to be a splinter in the Autodesk's eye.
 I think Ice was the most amazing feature that was developed within the
 Main Three and yet they still marketed the viewcube and viewport 2 to
 simplify the comparison.
 I don't thing there is any chance of communication parallel (can I say
 that?) between Autodesk and the community. They killed it and now they only
 keep kicking the corpse while everybody watches.

 I will stay with SI for as long as I can. I will use Maya, learn C4D and
 Houdini (modo I know a bit already), but I say, let move on. I don't want
 fake promises just to be disappointed again. You wanna talk to someone who
 listens (The Foundry, SideFX).

 Artur


 2014-03-21 12:23 GMT+01:00 Oscar Juarez tridi.animei...@gmail.com:

 It might help with the transition time period with support and bug
 fixing, it's a tool that is not available in another Autodesk software,
 it's a point for consideration on the transition period.


 On Fri, Mar 21, 2014 at 12:19 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  The point is to get Autodesk to understand the power and all
 pervading nature of ICE and for that to inform their development of Bifrost



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 11:17, olivier jeannel wrote:

 What's the point ? Understanding of Ice for Maya ?

 Le 21/03/2014 12:12, Alastair Hearsum a écrit :

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of
 surprise at one use of ICE that I mentioned in passing. I think we over
 estimate the understanding of what ICE gets used for and its all pervading
 usefulness. I'd like to invite people to share their ice work especially if
 its more obscure (without giving away your trade secrets obviously). Here
 are some starters for us. Please keep the explanations as short as possible
 to attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the
 shot number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd


 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of
 supermarket aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in 

Re: REAL innovation

2014-03-21 Thread Jordi Bares
W

Nice one

Jordi Bares
jordiba...@gmail.com

On 20 Mar 2014, at 19:45, Andy Nicholas a...@andynicholas.com wrote:

 Wow. Consider my jaw dropped. I didn't know about that stuff.
 
 
 
 On 19 March 2014 at 13:44 adrian wyer adrian.w...@fluid-pictures.com wrote:
 
 
 http://dev.quixel.se/ddo http://dev.quixel.se/ddo
 
 
 https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be
 https://www.youtube.com/watch?v=YyJJAp17K-Yfeature=youtu.be
 
 stunning workflow, technically app agnostic
 
 a
 
 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829
 
 adrian.w...@fluid-pictures.com
 blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com
 
 www.fluid-pictures.com
 blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/
 
 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71
 
 
 




Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum

sorry our website isn't playing ball. Its the wrong link

https://www.youtube.com/watch?v=RZZOUq-FoG0
1) ice crowd

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 21/03/2014 11:17, Alastair Hearsum wrote:

Correction


http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk
1) Ice crowd



Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received this 
e-mail in error and that any use, dissemination, forwarding, printing, 
or copying of this e-mail is strictly prohibited. If this transmission 
is received in error please kindly return it to the sender and delete 
this message from your system.

On 21/03/2014 11:12, Alastair Hearsum wrote:

Folks

We had a chat with a senior chap at Autodesk. There was hint of 
surprise at one use of ICE that I mentioned in passing. I think we 
over estimate the understanding of what ICE gets used for and its all 
pervading usefulness. I'd like to invite people to share their ice 
work especially if its more obscure (without giving away your trade 
secrets obviously). Here are some starters for us. Please keep the 
explanations as short as possible to attract Autodesk to read them.


http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the 
shot number and selects the correct cache


http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of 
supermarket aisle items


https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice 
fluid melted pens

2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked 
verlet for the strings


And many many more.


--
Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered 
office 25 Harley Street, London, W1G 9BR. VAT registration number: 
86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, 
private and confidential and are intended solely for the stated 
recipient(s). Any views or opinions presented are solely those of the 
author and do not necessarily represent those of the Company. If you 
are not the intended recipient, be advised that you have received 
this e-mail in error and that any use, dissemination, 

Re: What use is ICE really?

2014-03-21 Thread Juan Brockhaus
Hi,

totally agree with Jacob.
can't talk about the project at the moment, but...

I'm building shapes/objects made out of dominoes. I made different
compounds to stack and pile dominoes in different ways and methods. And if
the shapes/objects I have to create (and even the domino) change, it is all
instantly updated.
Only right at the end I add a Sim node and the whole things collapses...
(obviously controlled with nulls, forces, etc...) The Sim is the last 5% of
what I use ICE for.


and another non-sim-ICE use example

http://www.themill.com/work/qoros/shredder.aspx
in most shots ICE to shred the car, keep rendernormals intact, bind HiRes
to LowRes, etc (no sim, this is all hand animated...)


Juan


On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk
 wrote:

  sorry our website isn't playing ball. Its the wrong link

 https://www.youtube.com/watch?v=RZZOUq-FoG0

 1) ice crowd

  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 11:17, Alastair Hearsum wrote:

 Correction


 http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549
 1) Ice crowd



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 11:12, Alastair Hearsum wrote:

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd

 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping


 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies 

Re: I'm still really PO'd and it's not getting better

2014-03-21 Thread Xavier
Didn't know retiring involved doing a Phd :p .. Altho that's a good way to
have a kick ass retirement plan.


Re: What use is ICE really?

2014-03-21 Thread David Barosin
Here's a little personal indulgence.  An ICE mazes generator.

https://www.youtube.com/watch?v=VfiBD9DnnjY
https://www.youtube.com/watch?v=mR5X_mOFWKE
https://www.youtube.com/watch?v=5Z3KCrf4Zbo

It was a great feeling to finally do something off the clock.  Softimage
still gets me excited and is a big part of why I enjoy what I do.

Thanks Alastair for suggesting this.




On Fri, Mar 21, 2014 at 7:49 AM, Sofronis Efstathiou 
sefstath...@bournemouth.ac.uk wrote:

  These excellent videos by Mr Sale have been invaluable for students
 looking to create their facial rigs. We have built on these and it's been
 great. Really powerful stuff - and very, very artist friendly, especially
 as a number of our students are from a non-3D backgrounds - i.e. sculptors,
 graphic designers, painters, illustrators, 2D animators etc.



 http://vimeo.com/26980409



 http://vimeo.com/26996037



 And the rest - http://vimeo.com/thejoncrow/videos/page:6/sort:date



 By the way, thanks for making these available Adam - really appreciated!



 Cheers



 Sofronis Efstathiou

 Postgraduate Framework Leader and BFX Competition  Festival Director

 Computer Animation Academic Group

 *National Centre for Computer Animation*


 Email: sefstath...@bournemouth.ac.uk



 Tel: +44 (0) 1202 965805





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Morris
 *Sent:* 21 March 2014 11:39
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: What use is ICE really?



 When I first heard about ICE I thought it was just for particles, but its
 speeded up my character rigging workflow massively.



 https://vimeo.com/50523730

 Video showing a set of shapes automatically connected to face controls,
 and secondary deformers (dorritos) added, all in ice. (bit older, scuse the
 capture quality)



 https://vimeo.com/77202592

 Extending and reusing that work for these guys, also all the hair was ice
 (kristinka).





   BU is a Disability Two Ticks Employer and has signed up to the
 Mindful Employer charter. Information about the accessibility of University
 buildings can be found on the BU DisabledGo 
 webpageshttp://www.disabledgo.com/en/org/bournemouth-university

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Re: What use is ICE really?

2014-03-21 Thread Paul Griswold
I typically use ICE for motion graphics.  I try to avoid simulation as much
as possible so I can have artistic control over the results.

To me, fluid simulation is the absolute last thing I would be interested in
or need.

-Paul



On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.comwrote:

 Hi,

 totally agree with Jacob.
 can't talk about the project at the moment, but...

 I'm building shapes/objects made out of dominoes. I made different
 compounds to stack and pile dominoes in different ways and methods. And if
 the shapes/objects I have to create (and even the domino) change, it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of
 what I use ICE for.


 and another non-sim-ICE use example

 http://www.themill.com/work/qoros/shredder.aspx
 in most shots ICE to shred the car, keep rendernormals intact, bind HiRes
 to LowRes, etc (no sim, this is all hand animated...)


 Juan


 On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  sorry our website isn't playing ball. Its the wrong link

 https://www.youtube.com/watch?v=RZZOUq-FoG0

 1) ice crowd

  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 11:17, Alastair Hearsum wrote:

 Correction



 http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549
 1) Ice crowd



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
  On 21/03/2014 11:12, Alastair Hearsum wrote:

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd

 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 

Re: What use is ICE really?

2014-03-21 Thread Adam Seeley
Maybe a look through the rray site would help to see the number of ways it's 
been used as well.
There used to be a way of filtering to just show ICE related entries but I 
can't see it there anymore.

http://www.rray.de/xsi/

The open beauty of ICE of course is that you can dig down into the compounds, 
cut bits out, replace bits, extract bits for use else where, combine trees and 
all so easily.
The fact that people can adapt research papers into open compounds that remain 
open and accesible is amazing.

If AD can create an equivalent in Maya in a nice Humanizzzed interface by the 
time Soft finally shuffles of it's mortal coil, then super-duper and yippee.
That seems to exist in Soft already of course, but that's another thread.

Adam. 

_

http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley





 From: Alastair Hearsum hear...@glassworks.co.uk
To: softimage@listproc.autodesk.com 
Sent: Friday, 21 March 2014, 11:19
Subject: Re: What use is ICE really?
 


The point is to get Autodesk to understand the power and all pervading nature 
of ICE and for that to inform their development of Bifrost



 
Alastair Hearsum 
Head of 3d 

33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk 
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729) 
Please consider the environment before you print this email. 
DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
confidential and are intended solely for the stated recipient(s). Any views or 
opinions presented are solely those of the author and do not necessarily 
represent those of the Company. If you are not the intended recipient, be 
advised that you have received this e-mail in error and that any use, 
dissemination, forwarding, printing, or copying of this e-mail is strictly 
prohibited. If this transmission is received in error please kindly return it 
to the sender and delete this message from your system. 
On 21/03/2014 11:17, olivier jeannel wrote:

What's the point ? Understanding of Ice for Maya ?

Le 21/03/2014 12:12, Alastair Hearsum a écrit :

Folks

We had a chat with a senior chap at Autodesk. There was hint of
surprise at one use of ICE that I mentioned in passing. I think
we over estimate the understanding of what ICE gets used for and
its all pervading usefulness. I'd like to invite people to share
their ice work especially if its more obscure (without giving
away your trade secrets obviously). Here are some starters for
us. Please keep the explanations as short as possible to attract
Autodesk to read them.

http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects
the shot number and selects the correct cache

http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of
supermarket aisle items

https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa
ice fluid melted pens
2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and
modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand
cooked verlet for the strings

And many many more.



-- 
 
Alastair Hearsum 
Head of 3d 

33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk 
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk 
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729) 
Please consider the environment before you print this email. 
DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
confidential and are intended solely for the stated recipient(s). Any views or 
opinions presented are solely those of the author and do not necessarily 
represent those of the Company. If you are not the intended recipient, be 
advised that you have received this e-mail in error and that any use, 

Re: Experiencing the Maya User interface

2014-03-21 Thread Morten Bartholdy
I promise it will be my first and last one. I apologize, I usually don't do
this, but I couldn't resist since we are now talking about Maya
Humanization and Bifrost becoming an ICE alternative.



As I wrote in an earlier mail as response/question to Yang, one big
question in this proces is how far Autodesk is prepared to go in making the
Maya userface more userfriendly, the way a Softimage user would know it.
Afaik you are working on the UI, no!? So you may be able to share some
insight here, SEC rules allowing?



Morten






Den 21. marts 2014 kl. 12:37 skrev Luc-Eric Rousseau luceri...@gmail.com:

 quite tiresome, but I must say this one is particularly cute.
 
 On Friday, March 21, 2014, Nicolas Esposito  3dv...@gmail.com
 mailto:3dv...@gmail.com  wrote:
  Could you show other examples other then Maya running on Linux? :-P
  
  
  2014-03-21 10:43 GMT+01:00 Morten Bartholdy  x...@colorshopvfx.dk  :
   Пингвины и неведомая фигня http://www.youtube.com/watch?v=JYXCC9o1zuw
   
   MB


Re: What use is ICE really?

2014-03-21 Thread Paul Doyle
Sorry if it was already linked, but there's a nice vimeo group for ICE
videos here: https://vimeo.com/groups/ice

Shows a lot of work as well as plugins and other capabilities.


On 21 March 2014 08:26, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 I typically use ICE for motion graphics.  I try to avoid simulation as
 much as possible so I can have artistic control over the results.

 To me, fluid simulation is the absolute last thing I would be interested
 in or need.

 -Paul



 On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.comwrote:

 Hi,

 totally agree with Jacob.
 can't talk about the project at the moment, but...

 I'm building shapes/objects made out of dominoes. I made different
 compounds to stack and pile dominoes in different ways and methods. And if
 the shapes/objects I have to create (and even the domino) change, it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of
 what I use ICE for.


 and another non-sim-ICE use example

 http://www.themill.com/work/qoros/shredder.aspx
 in most shots ICE to shred the car, keep rendernormals intact, bind HiRes
 to LowRes, etc (no sim, this is all hand animated...)


 Juan


 On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  sorry our website isn't playing ball. Its the wrong link

 https://www.youtube.com/watch?v=RZZOUq-FoG0

 1) ice crowd

  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 11:17, Alastair Hearsum wrote:

 Correction



 http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549
 1) Ice crowd



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 11:12, Alastair Hearsum wrote:

 Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd


 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to 

Re: What use is ICE really?

2014-03-21 Thread Ed Manning
I can't speak for them, but as an occasional freelancer at PSYOP, I can say
that some of their best/coolest work was critically dependent on ICE.
 Maybe one of the guys from there could add specific, official examples
(hint, hint)?


Re: Demise of SI and what it means for fine arts work

2014-03-21 Thread peter_b
Well said, Nancy.

I have no illusions about how much corporations (especially this one) care for 
the individual artist.

You have developed your own, very individual workflow - it might well be 
impossible to translate to another software. Unfamiliarity with a new tool is a 
huge hindrance to any really creative work. Then again, challenging yourself 
with a new tool could be stimulating and enriching in itself. (no, I don’t 
think M#% is going to be either)

Remember, you are free,  more than most, to choose your tool – cutting edge or 
outdated, simple or advanced, high or low tech.
While your art supplier can suspend that range of papers or paints you grew so 
attached to, crippling you in the process, they can’t suspend this tool. You 
can keep it alive for as long as you choose to use it. I refuse to call it the 
Demise of SI at this point. That will be somewhere in the future, when I retire 
my last computer with Softimage on and don’t even bother installing it on a new 
one. 

I have done my share of artistic projects, making imagery for theatrical and 
performance arts, individually and in teams – from volunteering work up to a 
million dollar budget. This is the part of my activities that I believe will be 
the least affected by AD’s decision. Clients often hardly understand what it is 
I do, let alone which software I run. For team work they have mostly been 
asking me to decide on the tools to use, and I’ve always opted for mixed 
software – providing the individuals with their software of choice. It has 
invariably been the results the individual could achieve which have been 
crucial – not what software they ran it on. 
That being said, there is no denying that Softimage is very well adapted for 
these projects – truly generalist and multidisciplinary, freestyle, 
unpredictable, radical changes, fast turnaround. The core qualities of 
Softimage – especially the non-linear non destructive bit – really make a 
difference here.

It is often on artistic projects that I first use new tools and features, 
especially (surprising or not?) ICE – up to the point where ICE is used one way 
or other – often crucial - on every single project. Without considering myself 
to even know it all that well. 
As long as I have not outgrown this software (which I don’t expect to do 
anywhere soon) what AD decides to do with it does not matter. And if I ever do 
– well, then it will be natural leaving it behind.
So whatever you do, keep using it or go elsewhere – but make sure it’s your 
decision – not AD’s.



From: Nancy Jacobs 
Sent: Thursday, March 20, 2014 9:30 PM
To: softimage@listproc.autodesk.com 
Subject: Demise of SI and what it means for fine arts work

When I bought XSI years ago, I compared it with Maya, and the 3d software 
packages i had been using since the dawn of the phenomenon, and made my 
decision. I never looked back. I have been extremely happy with XSI -- the 
workflow, the interface, everything was geared toward ease of use and learning, 
and visualization of a project from beginning to end. It has been the one piece 
of software that I find myself saying, every time I use it, what a fantastic 
piece of software! A joy to learn and use. And I've barely delved into ICE.

When Autodesk purchased XSI, I was crushed. People speak of AD acquiring XSI to 
use its technology, and Maurice Patel has stated, We also acquire tech, 
redesign and re-engineer it, even rewrite it entirely, to fit into our products 
and workflows and yes, if it is more efficient to do so, we just integrate it. 
So that is obviously one reason for them to acquire XSIright after ICE was 
introduced.


But what I thought then, and sadly seems to be coming true... Is that AD 
acquired XSI in order to acquire and 'integrate' XSI's USER BASE. What better 
way for a company to dominate the user base of a software genre than to acquire 
software products in that genre, kill them, and then offer the stunned user 
base a cost-efficient (in the short term) entree into their preferred product. 
Plus they get to cannibalize the dead software and use it to pump up their 
'chosen one'. But we are not seeing that latter tech application effect so much 
as we are seeing the hijacking of the user base of Softimage. And, as so many 
have pointed out, bringing Maya into a state where SI users will find their 
workflow and features emulated is only a vague promise for future application. 
Not likely to be realized, considering the track record of Autodesk. 


Does this remind anyone of the infamous corporate takeover mentality...? 
Applied to software, of course. Same principle. Only here, it is the user base 
which is the prize, the economic draw of an expanded user base over the years. 
Especially as Maya, and the expensive plugins and expansions needed to do 
comparable work that XSI does out of the box... is significantly more expensive 
than XSI.


I am a one-person fine artist, primarily a painter, using SI as a tool for 
video 

Re: Why MAX is not option for me.

2014-03-21 Thread Sebastien Sterling
I think you are right.


On 21 March 2014 03:36, Luc-Eric Rousseau luceri...@gmail.com wrote:

 FYI, Alembic is a Softimage 2015 feature, and neither Alembic nor
 OpenSubDiv have been ruled out for other products.

 I think it's time for this thread to end and people to take a break, there
 is nothing productive coming out of this thread.


 On Thursday, March 20, 2014, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:



 Did you think Softimage users, would not of benefited from




Re: Redshift3D Render

2014-03-21 Thread Emilio Hernandez
They just recent added the RS Hair Shader.  Rob did an amazing job.

And again.  They listen, care about the user and have an amazing support.
Even that they are working hard to get the first release, they are always
going through the bugs and wish list.

Congratulations Redshift Team!

A true game changer for Softimage.

Here is a link to the docs.

http://docs.redshift3d.com/Default.html

---
Emilio Hernández   VFX  3D animation.


2014-03-21 1:33 GMT-06:00 Daniel Kim danielki...@gmail.com:

 I have GTX 680 installed on iMac, and use RS with SI now. It shows me
 great render speed.
 It doesn't matter hair, displacement map or any expensive options, RS
 shows always stable and good speed :)
 We have 7 Arnold license but it's replaced to RS already :)


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




Re: Modo, does it still offer discount price for Softimage user?

2014-03-21 Thread Sebastien Sterling
Where you buying for a school or a company ? I'm sure there is a way to
talk to him, or to a representative.


On 21 March 2014 01:56, Graham D. Clark mailgrahamdcl...@gmail.com wrote:

 Nope,
 So we are ordering fewer Modo than we would have as we didn't realize it
 was such short term offer. But certainly a nice gesture.


 On Thu, Mar 20, 2014 at 3:09 PM, Daniel Kim danielki...@gmail.com wrote:

 I'm curious it still offers discount price for Softimage user.
 I am looking for the info on the website, but can't find any information
 about it.
 If anyone know about that, please let me know.

 Thanks
 Daniel

 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---





 --
 Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
 phone: why-I-stereo
 http://www.linkedin.com/in/grahamclark



Re: What use is ICE really?

2014-03-21 Thread Sebastian Kowalski
http://www.sekow.com/subaru_carparts
„vegetation“ system, rigs (character, flowers, camera), instancing galore, 
procedural aov management and so many more.. whole job would not been possible 
without ICE.

http://www.sekow.com/catrice_color
more ’traditional’ simulation. dust, fluids and shatter.. additional render 
support 
but again, crucial in scene management. 

http://www.sekow.com/kaercher_breeze
dirt, bubbles and some fluids

http://www.sekow.com/schwab_rollover
pseudo swarm behavior and modeling

http://www.sekow.com/anz
neural networks out of strands, completely direct-able, no simulation involved 
at all.

https://vimeo.com/89426397
post it setup, stop motion behavior .. technical animation

there is so much more, I use it every friggin day. the most fun I have lately 
is in building whole scene management systems using just string type nodes.
the tight relationship to the render tree.. damn I could cry

.sebastian

——— 
http://www.sekow.com



Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com:

 Sorry if it was already linked, but there's a nice vimeo group for ICE videos 
 here: https://vimeo.com/groups/ice
 
 Shows a lot of work as well as plugins and other capabilities.
 
 
 On 21 March 2014 08:26, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:
 I typically use ICE for motion graphics.  I try to avoid simulation as much 
 as possible so I can have artistic control over the results.
 
 To me, fluid simulation is the absolute last thing I would be interested in 
 or need.
 
 -Paul
 
 
 
 On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.com wrote:
 Hi,
 
 totally agree with Jacob.
 can't talk about the project at the moment, but...
 
 I'm building shapes/objects made out of dominoes. I made different compounds 
 to stack and pile dominoes in different ways and methods. And if the 
 shapes/objects I have to create (and even the domino) change, it is all 
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses... 
 (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of 
 what I use ICE for.
 
 
 and another non-sim-ICE use example
 
 http://www.themill.com/work/qoros/shredder.aspx
 in most shots ICE to shred the car, keep rendernormals intact, bind HiRes to 
 LowRes, etc (no sim, this is all hand animated...)
 
 
 Juan
 
 
 On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum hear...@glassworks.co.uk 
 wrote:
 sorry our website isn't playing ball. Its the wrong link
 
 https://www.youtube.com/watch?v=RZZOUq-FoG0
 
 1) ice crowd
 
 Alastair Hearsum
 Head of 3d
 
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return it 
 to the sender and delete this message from your system.
 On 21/03/2014 11:17, Alastair Hearsum wrote:
 Correction
 
 
 http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talk
 1) Ice crowd
 
 
 
 Alastair Hearsum
 Head of 3d
 
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return 
 it to the sender and delete this message from your system.
 On 21/03/2014 11:12, Alastair Hearsum wrote:
 Folks
 
 We had a chat with a senior chap at Autodesk. There was hint of surprise at 
 one use of ICE that I mentioned in passing. I think we over estimate the 
 understanding of what ICE gets used for and its all 

Re: What use is ICE really?

2014-03-21 Thread Emilio Hernandez
Rigging

Shapes
https://vimeo.com/84282621

https://vimeo.com/56920748

https://vimeo.com/56543471

https://vimeo.com/56799629

Tools
https://vimeo.com/83064545

Cheers



---
Emilio Hernández   VFX  3D animation.


2014-03-21 6:58 GMT-06:00 Sebastian Kowalski l...@sekow.com:

 http://www.sekow.com/subaru_carparts
 vegetation system, rigs (character, flowers, camera), instancing galore,
 procedural aov management and so many more.. whole job would not been
 possible without ICE.

 http://www.sekow.com/catrice_color
 more 'traditional' simulation. dust, fluids and shatter.. additional
 render support
 but again, crucial in scene management.

 http://www.sekow.com/kaercher_breeze
 dirt, bubbles and some fluids

 http://www.sekow.com/schwab_rollover
 pseudo swarm behavior and modeling

 http://www.sekow.com/anz
 neural networks out of strands, completely direct-able, no simulation
 involved at all.

 https://vimeo.com/89426397
 post it setup, stop motion behavior .. technical animation

 there is so much more, I use it every friggin day. the most fun I have
 lately is in building whole scene management systems using just string type
 nodes.
 the tight relationship to the render tree.. damn I could cry

 .sebastian

 --
 http://www.sekow.com



 Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com:

 Sorry if it was already linked, but there's a nice vimeo group for ICE
 videos here: https://vimeo.com/groups/ice

 Shows a lot of work as well as plugins and other capabilities.


 On 21 March 2014 08:26, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

 I typically use ICE for motion graphics.  I try to avoid simulation as
 much as possible so I can have artistic control over the results.

 To me, fluid simulation is the absolute last thing I would be interested
 in or need.

 -Paul



 On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus juanxsil...@gmail.comwrote:

 Hi,

 totally agree with Jacob.
 can't talk about the project at the moment, but...

 I'm building shapes/objects made out of dominoes. I made different
 compounds to stack and pile dominoes in different ways and methods. And if
 the shapes/objects I have to create (and even the domino) change, it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of
 what I use ICE for.


 and another non-sim-ICE use example

 http://www.themill.com/work/qoros/shredder.aspx
 in most shots ICE to shred the car, keep rendernormals intact, bind
 HiRes to LowRes, etc (no sim, this is all hand animated...)


 Juan


 On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  sorry our website isn't playing ball. Its the wrong link

 https://www.youtube.com/watch?v=RZZOUq-FoG0

 1) ice crowd

  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, forwarding, printing, or copying
 of this e-mail is strictly prohibited. If this transmission is received in
 error please kindly return it to the sender and delete this message from
 your system.
  On 21/03/2014 11:17, Alastair Hearsum wrote:

 Correction



 http://www.glassworks.co.uk/video/model-britainsearch-type=brandterm=talkhttp://www.glassworks.co.uk/node/549
 1) Ice crowd



  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at
 glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged,
 private and confidential and are intended solely for the stated
 recipient(s). Any views or opinions presented are solely those of the
 author and do not necessarily represent those of the Company. If you are
 not the intended recipient, be advised that you have received this e-mail
 in error and that any use, dissemination, 

Re: What use is ICE really?

2014-03-21 Thread Morten Bartholdy
Great initiative Alastair.

While I can't offer examples of ingenious ways to make good use of ICE -
many others here can - I will take the opportunity to advocate for not only
developing Bifrost to work in a similar fashion to ICE, but also take it
one step further for those of us less technically inclined.

I love ICE, use Mootzoid and Exocortex plugins regularly and probably
generally use ICE on 80-90% of my productions, one way or another, so don't
get me wrong here. It is however also a fact that I spend way too much time
trying to do stuff that should be very easy, but failing to do so because
of context mismatches and incompatible data types, like when I want to use
pointcloud data on a polygonal mesh or the other way around. Handling and
controlling orientation comes to mind too - this has often taken too much
time when all I want to do is something similar to the UI constraints, with
choice of axis for orientation constraints etc.

So in order to make more of the (hopefully coming) power of Bifrost
available to less technical artists, I would suggest to go further in
creating higher level control nodes too, but certainly not sacrificing the
low level access to the nuts and bolts for those who understand this.

Hoping I am not the only one wishing for something like this, I realize it
would be a fase 4 in the Bifrost rollout :)


Morten







Den 21. marts 2014 kl. 12:12 skrev Alastair Hearsum
hear...@glassworks.co.uk:

 
 We had a chat with a senior chap at Autodesk. There was hint of surprise at
 one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.
 
 http://www.glassworks.co.uk/video/love
 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands
 
 http://www.glassworks.co.uk/video/tadpoles-master
 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache
 
 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling
 
 http://www.glassworks.co.uk/node/549 http://www.glassworks.co.uk/node/549
 1) Ice crowd
 
 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items
 
 https://vimeo.com/87096859 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle
 
 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them
 
 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping
 
 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet
 for the strings
 
 And many many more.
 
 
 --
 Alastair Hearsum
 Head of 3d
 
 
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
 
 
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 
 (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 
 Please consider the environment before you print this email.
 
 DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.


Re: What use is ICE really?

2014-03-21 Thread Alastair Hearsum

Great stuff

Keep it all coming everyone


A

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 
25 Harley Street, London, W1G 9BR. VAT registration number: 86729)

Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private 
and confidential and are intended solely for the stated recipient(s). 
Any views or opinions presented are solely those of the author and do 
not necessarily represent those of the Company. If you are not the 
intended recipient, be advised that you have received this e-mail in 
error and that any use, dissemination, forwarding, printing, or copying 
of this e-mail is strictly prohibited. If this transmission is received 
in error please kindly return it to the sender and delete this message 
from your system.

On 21/03/2014 12:58, Sebastian Kowalski wrote:

http://www.sekow.com/subaru_carparts
„vegetation“ system, rigs (character, flowers, camera), instancing 
galore, procedural aov management and so many more.. whole job would 
not been possible without ICE.


http://www.sekow.com/catrice_color
more ’traditional’ simulation. dust, fluids and shatter.. additional 
render support

but again, crucial in scene management.

http://www.sekow.com/kaercher_breeze
dirt, bubbles and some fluids

http://www.sekow.com/schwab_rollover
pseudo swarm behavior and modeling

http://www.sekow.com/anz
neural networks out of strands, completely direct-able, no simulation 
involved at all.


https://vimeo.com/89426397
post it setup, stop motion behavior .. technical animation

there is so much more, I use it every friggin day. the most fun I have 
lately is in building whole scene management systems using just string 
type nodes.

the tight relationship to the render tree.. damn I could cry

.sebastian

———
http://www.sekow.com



Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com:

Sorry if it was already linked, but there's a nice vimeo group for 
ICE videos here: https://vimeo.com/groups/ice


Shows a lot of work as well as plugins and other capabilities.


On 21 March 2014 08:26, Paul Griswold 
pgrisw...@fusiondigitalproductions.com 
mailto:pgrisw...@fusiondigitalproductions.com wrote:


I typically use ICE for motion graphics.  I try to avoid
simulation as much as possible so I can have artistic control
over the results.

To me, fluid simulation is the absolute last thing I would be
interested in or need.

-Paul



On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus
juanxsil...@gmail.com mailto:juanxsil...@gmail.com wrote:

Hi,

totally agree with Jacob.
can't talk about the project at the moment, but...

I'm building shapes/objects made out of dominoes. I made
different compounds to stack and pile dominoes in different
ways and methods. And if the shapes/objects I have to create
(and even the domino) change, it is all instantly updated.
Only right at the end I add a Sim node and the whole things
collapses... (obviously controlled with nulls, forces,
etc...) The Sim is the last 5% of what I use ICE for.


and another non-sim-ICE use example

http://www.themill.com/work/qoros/shredder.aspx
in most shots ICE to shred the car, keep rendernormals
intact, bind HiRes to LowRes, etc (no sim, this is all hand
animated...)


Juan


On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum
hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk
wrote:

sorry our website isn't playing ball. Its the wrong link

https://www.youtube.com/watch?v=RZZOUq-FoG0

1) ice crowd

Alastair Hearsum
Head of 3d
GLASSWORKS
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182 tel:%2B44%20%280%2920%207434%201182
glassworks.co.uk http://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at
glassworks.co.uk http://glassworks.co.uk/
(Company registered in England with number 04759979.
Registered office 25 Harley Street, London, W1G 9BR. VAT
registration number: 86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly
privileged, private and confidential and are intended
solely for the stated recipient(s). Any views or opinions
presented are solely those of the author and do not
necessarily represent those of the Company. If you are
not the intended recipient, be 

Re: What use is ICE really?

2014-03-21 Thread Morten Bartholdy
I think the Polynoid guys are too busy to post, but big parts of their work
is heavily ICE driven. I mention them spefically because they were so kind
to give me access to a strand setup they used for this:

http://www.polynoid.tv/infiniti-blue-essence/

I used it for creating similar flowy glowing energy streaks for a logo
animation, which I can't show here as it is not released yet, but I talked
to some Maya people here who said they had no idea how to do something like
that and it would probably require a very skilled scripter/coder for Maya
:)


Morten






Den 21. marts 2014 kl. 14:11 skrev Alastair Hearsum
hear...@glassworks.co.uk:

 Great stuff
 
 Keep it all coming everyone
 
 
 A
 
 Alastair Hearsum
 Head of 3d
 
 
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
 
 
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 
 (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 
 Please consider the environment before you print this email.
 
 DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.
 On 21/03/2014 12:58, Sebastian Kowalski wrote:
 http://www.sekow.com/subaru_carparts http://www.sekow.com/subaru_carparts
 „vegetation“ system, rigs (character, flowers, camera), instancing galore,
 procedural aov management and so many more.. whole job would not been
 possible without ICE.
 
 http://www.sekow.com/catrice_color http://www.sekow.com/catrice_color
 more ’traditional’ simulation. dust, fluids and shatter.. additional render
 support
 but again, crucial in scene management.
 
 http://www.sekow.com/kaercher_breeze http://www.sekow.com/kaercher_breeze
 dirt, bubbles and some fluids
 
 http://www.sekow.com/schwab_rollover http://www.sekow.com/schwab_rollover
 pseudo swarm behavior and modeling
 
 http://www.sekow.com/anz http://www.sekow.com/anz
 neural networks out of strands, completely direct-able, no simulation
 involved at all.
 
 https://vimeo.com/89426397 https://vimeo.com/89426397
 post it setup, stop motion behavior .. technical animation
 
 there is so much more, I use it every friggin day. the most fun I have
 lately is in building whole scene management systems using just string type
 nodes.
 the tight relationship to the render tree.. damn I could cry
 
 .sebastian
 
 ———
 http://www.sekow.com http://www.sekow.com
 
 
 
 Am 21.03.2014 um 13:32 schrieb Paul Doyle technove...@gmail.com
 mailto:technove...@gmail.com :
 
 Sorry if it was already linked, but there's a nice vimeo group for ICE
 videos here:  https://vimeo.com/groups/ice https://vimeo.com/groups/ice
 
 Shows a lot of work as well as plugins and other capabilities.
 
 
 On 21 March 2014 08:26, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com
 mailto:pgrisw...@fusiondigitalproductions.com  wrote:
 I typically use ICE for motion graphics.  I try to avoid simulation as much
 as possible so I can have artistic control over the results.
 
 To me, fluid simulation is the absolute last thing I would be interested in
 or need.
 
 -Paul
 
 
 
 On Fri, Mar 21, 2014 at 8:06 AM, Juan Brockhaus  juanxsil...@gmail.com
 mailto:juanxsil...@gmail.com  wrote:
 Hi,
 totally agree with Jacob.
 can't talk about the project at the moment, but...
 
 I'm building shapes/objects made out of dominoes. I made different
 compounds to stack and pile dominoes in different ways and methods. And if
 the shapes/objects I have to create (and even the domino) change, it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is the last 5% of
 what I use ICE for.
 
 and another non-sim-ICE use example
 
 http://www.themill.com/work/qoros/shredder.aspx
 http://www.themill.com/work/qoros/shredder.aspx
 in most shots ICE to shred the car, keep rendernormals intact, bind HiRes
 to LowRes, etc (no sim, this is all hand animated...)
 
 
 Juan
 
 
 On Fri, Mar 21, 2014 at 12:02 PM, Alastair Hearsum 
 hear...@glassworks.co.uk mailto:hear...@glassworks.co.uk  wrote:
 sorry our website isn't playing ball. Its the wrong link
 
 https://www.youtube.com/watch?v=RZZOUq-FoG0
 https://www.youtube.com/watch?v=RZZOUq-FoG0
 
 1) ice crowd
 
 Alastair Hearsum
 Head of 3d
 
 
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182 

RE: What use is ICE really?

2014-03-21 Thread Nick Angus
Johnnie Walker: Ice scattering of objects, spice particle sims, tree 
leaves/fruit.
https://vimeo.com/album/2447847/video/50901027

Qantas: Water droplets and rain sims
https://vimeo.com/album/2447847/video/50901027

Abbotts: Grass, Oat particles stuck to bread, oat sims
https://vimeo.com/album/2447847/video/61127819

Ubank: Debris/paper, luggage, falling branches, snow impacts
https://vimeo.com/album/2447847/video/37924795

Nissin Polar Bears: All fur done with ICE, plus snow footprints displaced at 
rendertime using ICE data
https://vimeo.com/83473492

Cadbury: chocolate swirl, balloons
https://vimeo.com/65947988

And heaps more I can't even remember

Cheers, Nick







From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
Sent: Friday, 21 March 2014 9:12 PM
To: softimage@listproc.autodesk.com
Subject: What use is ICE really?

Folks

We had a chat with a senior chap at Autodesk. There was hint of surprise at one 
use of ICE that I mentioned in passing. I think we over estimate the 
understanding of what ICE gets used for and its all pervading usefulness. I'd 
like to invite people to share their ice work especially if its more obscure 
(without giving away your trade secrets obviously). Here are some starters for 
us. Please keep the explanations as short as possible to attract Autodesk to 
read them.

http://www.glassworks.co.uk/video/love
1) Fine feathers created totally with ice strands
2) Feather system created in ice
3) Cats fur : ice strands

http://www.glassworks.co.uk/video/tadpoles-master
1) Totally ice strand vegetation
2) Ice driven water surface
3) Render tadpoles have ice compound which auomatically detects the shot number 
and selects the correct cache

http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
1) Ice creating the cotton balls unravelling

http://www.glassworks.co.uk/node/549
1) Ice crowd

http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
1) Object IDs picked up in ice and use to assign materials of supermarket aisle 
items

https://vimeo.com/87096859
Some holes aesthetically
1) ice rigid body pens transferring their attributes to lagoa ice fluid melted 
pens
2)Ice fracturing bottle

http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
1) Intervened in Momentum ice plugin to extract vectors and modulate them

http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
1) Hair created from scratch in ice strands including clumping

http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet for 
the strings

And many many more.

--
Alastair Hearsum
Head of 3d
[GLASSWORKS]
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.ukhttp://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729)
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Re: What use is ICE really?

2014-03-21 Thread Ilija Brunck
Hello everybody,

first of all, we are sorry about the absence in the last weeks. We've been
super busy and it was hard to even find time to read through all the things
going on here.

So maybe this is also a good time for a first general comment on the whole
(quite sad) situation:
We as a studio will for sure keep using Softimage over the coming years and
not switch to another package. Besides all the sadness about the death of
Softimage we see something good in the whole situation. We are quite sure
all this creates lots of potential for innovation and that something great
will come out of this.
For us at the moment we are super happy with our pipeline and see little
need for change. We'll carefully watch everything that's happening and will
try to play a part in the development of the better things to come.

So, to comment on Projects done with ICE: Basically I can say we use it
heavily in every project we are doing and I can without doubt say that we
could not produce the work we do without ICE. Here's a couple of examples:

http://www.polynoid.tv/loom/
- All the spiderweb, the whole second abstract part of the film, fur and
much more

http://www.polynoid.tv/infiniti-blue-essence/
- all ICE besides the car

http://www.polynoid.tv/mtv-ema-2011/
- effects, crowds, geometry distribution/creation, animation

http://www.polynoid.tv/lenovo-thinkpad/
- the carbon

http://www.polynoid.tv/fud/
- all ice.snow stuff, all cortana elements and much more

http://www.polynoid.tv/mtv-idol/
- crowds / effects

http://www.woodblock.tv/project/crime-investigation-ice/
- animation / effects

http://www.woodblock.tv/project/dragon-eternity/
- crowds / effects / animation

As I said, for us it's an absolutely necessary tool in our pipeline and we
can not imagine going back to a pre ICE world.


All the best from Berlin,
Ilija




On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dkwrote:

   I think the Polynoid guys are too busy to post, but big parts of their
 work is heavily ICE driven. I mention them spefically because they were so
 kind to give me access to a strand setup they used for this:



 http://www.polynoid.tv/infiniti-blue-essence/


   I used it for creating similar flowy glowing energy streaks for a logo
 animation, which I can't show here as it is not released yet, but I talked
 to some Maya people here who said they had no idea how to do something like
 that and it would probably require a very skilled scripter/coder for Maya :)





 Morten











-- 
Ilija Brunck

+573183232393
+491773402874
il...@polynoid.tv
www.polynoid.tv


Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Chris Marshall
I think we can see there's some reason to look into Bifrost, but I also
have a nagging feeling it's simply never going to achieve the same level of
functionality as ICE, for the very reason ICE is essentially being shut
down. ICE does what it does and is so much more than a particle system,
because it is built into the very core of Softimage. To attempt to make
Bifrost 'future proof' they are deliberately *not* building it into the
core of Maya, thus allowing for the potential for it to be standalone and /
or plugged into other software / platforms at a later date. But by
approaching it in this way, it'll only ever be a bolt on, that surely can
never achieve that level of flexibility that we have with ICE at the heart
of Softimage. It feels that the very thing that makes ICE such an amazing
tool is actually causing it's downfall, and is the reason Bifrost can never
replace it. And that totally sucks!





On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com wrote:


 Hey Adrian,

 this is some great info here. and makes me suddenly feel spmehow better ;-)
 maybe in two/three years time, when Soft slowly falls back (just due to no
 further development) BiFrost will be in a state where it can take over...?
 (wishful thinking)

 If I read between the lines I feel there is hope that BiFrost is not
 'just' a fluid simulation system and can be used for far more.

 Exactly what I personally (and many others) love about ICE. It is
 (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a
 swiss army tool which can manipulate almost every aspect of data in my
 scene/objects and build, create, deform, etc...

 ie at the moment I build shapes/objects made out of dominos. All
 procedurally build in ICE. I made different compounds to stack and pile
 dominoes in different ways and methods. And if the objects I have to create
 (and even the domino) change (as usual in commercials..) it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is basically the
 last 5% of what I use ICE for.

 If I can do stuff like this in BiFrost in the future I'm a happy camper.
 Right now the only other software capable of that would be Houdini...

 I'll keep an eye on BiFrost ;-)

 Cheers,

 Juan








 On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote:

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.



 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

 The product will be released within the quarter. To be fair, that info
 if you were on beta has been consistent and available for quite a while
 now, so it's not some last minute stunt.

  Marcus, Adrian and the rest of the team are nice guys, give them a
 chance.


 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we
 can't hear roadmaps because they run afoul of SEC rules. And yet, here we
 get a somewhat detailed roadmap.

 Dave G







-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: What use is ICE really?

2014-03-21 Thread paul
Some of my stuff

Making a renderer
https://vimeo.com/20648346

remapping topology
https://vimeo.com/43532240

transferring deformation to different topology
https://vimeo.com/26116783

image manipulation
https://vimeo.com/33588786

texture instance flow
https://vimeo.com/37304814

facial mocap solver
https://vimeo.com/40589904

muscles
https://vimeo.com/43913057

applying corrective shapes
https://vimeo.com/67402407

space invaders
https://vimeo.com/75699841

tree maker
https://vimeo.com/76144838
forest maker
https://vimeo.com/76411577

fur system
https://vimeo.com/80382153

anatomical deformation
https://vimeo.com/88245138





Re: What use is ICE really?

2014-03-21 Thread Toonafish

Ha ! I was just thinking Paul should post his ICE renderer video :-)

- Ronald

On 3/21/2014 15:02, p...@bustykelp.com wrote:

Some of my stuff
Making a renderer
https://vimeo.com/20648346
remapping topology
https://vimeo.com/43532240
transferring deformation to different topology
https://vimeo.com/26116783
image manipulation
https://vimeo.com/33588786
texture instance flow
https://vimeo.com/37304814
facial mocap solver
https://vimeo.com/40589904
muscles
https://vimeo.com/43913057
applying corrective shapes
https://vimeo.com/67402407
space invaders
https://vimeo.com/75699841
tree maker
https://vimeo.com/76144838
forest maker
https://vimeo.com/76411577
fur system
https://vimeo.com/80382153
anatomical deformation
https://vimeo.com/88245138




Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Jean-Louis Billard
Perhaps Bifrost is the foundation of the next-gen package from Autodesk……?

Just a thought.

Jean-Louis


On 21 Mar 2014, at 14:52, Chris Marshall chrismarshal...@gmail.com wrote:

 But by approaching it in this way, it'll only ever be a bolt on, that surely 
 can never achieve that level of flexibility that we have with ICE at the 
 heart of Softimage.



Re: ICE - When will we have todays functionality in Maya?

2014-03-21 Thread Max Evgrafov
I apologize that not talking about maya. let's recall the old  article.
http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/


2014-03-21 17:52 GMT+04:00 Chris Marshall chrismarshal...@gmail.com:

 I think we can see there's some reason to look into Bifrost, but I also
 have a nagging feeling it's simply never going to achieve the same level of
 functionality as ICE, for the very reason ICE is essentially being shut
 down. ICE does what it does and is so much more than a particle system,
 because it is built into the very core of Softimage. To attempt to make
 Bifrost 'future proof' they are deliberately *not* building it into the
 core of Maya, thus allowing for the potential for it to be standalone and /
 or plugged into other software / platforms at a later date. But by
 approaching it in this way, it'll only ever be a bolt on, that surely can
 never achieve that level of flexibility that we have with ICE at the heart
 of Softimage. It feels that the very thing that makes ICE such an amazing
 tool is actually causing it's downfall, and is the reason Bifrost can never
 replace it. And that totally sucks!





 On 21 March 2014 10:29, Juan Brockhaus juanxsil...@gmail.com wrote:


 Hey Adrian,

 this is some great info here. and makes me suddenly feel spmehow better
 ;-)
 maybe in two/three years time, when Soft slowly falls back (just due to
 no further development) BiFrost will be in a state where it can take
 over...? (wishful thinking)

 If I read between the lines I feel there is hope that BiFrost is not
 'just' a fluid simulation system and can be used for far more.

 Exactly what I personally (and many others) love about ICE. It is
 (contrary to past Autodesk-PR) NOT just a particle-simulation-system, but a
 swiss army tool which can manipulate almost every aspect of data in my
 scene/objects and build, create, deform, etc...

 ie at the moment I build shapes/objects made out of dominos. All
 procedurally build in ICE. I made different compounds to stack and pile
 dominoes in different ways and methods. And if the objects I have to create
 (and even the domino) change (as usual in commercials..) it is all
 instantly updated.
 Only right at the end I add a Sim node and the whole things collapses...
 (obviously controlled with nulls, forces, etc...) The Sim is basically the
 last 5% of what I use ICE for.

 If I can do stuff like this in BiFrost in the future I'm a happy camper.
 Right now the only other software capable of that would be Houdini...

 I'll keep an eye on BiFrost ;-)

 Cheers,

 Juan








 On Fri, Mar 21, 2014 at 1:09 AM, joshxsi josh...@gmail.com wrote:

 Part of what made ICE so successful (in my mind) was the large amount of
 built in nodes and compounds that were included as part of the base system
 that were used in mostly non-simulated contexts (raycasting, geometry
 locations, etc).

 From the sound of the development stages, the first two releases will be
 fluid focused, do you expect that the final release will include the non
 particle functionality that ICE became so useful for?

 It sounds like you're expecting the users to build a more generic set of
 functionality using the API? (mesh deforms, curve based flow tools, IK
 solvers etc)

 Thanks again for the information as well.



 On Fri, Mar 21, 2014 at 11:48 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 Yes, definitely giving them a chance! If they turn Maya/Bifrost into
 something great that can give me back what I just lost, believe me I will
 be one happy guy.


 On 3/20/2014 6:29 PM, Raffaele Fragapane wrote:

 The product will be released within the quarter. To be fair, that info
 if you were on beta has been consistent and available for quite a while
 now, so it's not some last minute stunt.

  Marcus, Adrian and the rest of the team are nice guys, give them a
 chance.


 On Fri, Mar 21, 2014 at 11:17 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:

 This email was fascinating. I'm curious though; we've been told we
 can't hear roadmaps because they run afoul of SEC rules. And yet, here we
 get a somewhat detailed roadmap.

 Dave G







 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




-- 
Евграфов Максим.(Summatr)
https://vimeo.com/user3098735/videos
---
Хорошего Вам настроения !!! :-)


Re: What use is ICE really?

2014-03-21 Thread Andy Goehler
That sounds interesting, care to give me a hint?

Andy

On Mar 21, 2014, at 13:58, Sebastian Kowalski l...@sekow.com wrote:

 procedural aov management



Re: What use is ICE really?

2014-03-21 Thread Emilio Hernandez
Another one

https://vimeo.com/83324855

---
Emilio Hernández   VFX  3D animation.


2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org:

 Hello everybody,

 first of all, we are sorry about the absence in the last weeks. We've been
 super busy and it was hard to even find time to read through all the things
 going on here.

 So maybe this is also a good time for a first general comment on the whole
 (quite sad) situation:
 We as a studio will for sure keep using Softimage over the coming years
 and not switch to another package. Besides all the sadness about the death
 of Softimage we see something good in the whole situation. We are quite
 sure all this creates lots of potential for innovation and that something
 great will come out of this.
 For us at the moment we are super happy with our pipeline and see little
 need for change. We'll carefully watch everything that's happening and will
 try to play a part in the development of the better things to come.

 So, to comment on Projects done with ICE: Basically I can say we use it
 heavily in every project we are doing and I can without doubt say that we
 could not produce the work we do without ICE. Here's a couple of examples:

 http://www.polynoid.tv/loom/
 - All the spiderweb, the whole second abstract part of the film, fur and
 much more

 http://www.polynoid.tv/infiniti-blue-essence/
 - all ICE besides the car

 http://www.polynoid.tv/mtv-ema-2011/
 - effects, crowds, geometry distribution/creation, animation

 http://www.polynoid.tv/lenovo-thinkpad/
 - the carbon

 http://www.polynoid.tv/fud/
 - all ice.snow stuff, all cortana elements and much more

 http://www.polynoid.tv/mtv-idol/
 - crowds / effects

 http://www.woodblock.tv/project/crime-investigation-ice/
 - animation / effects

 http://www.woodblock.tv/project/dragon-eternity/
 - crowds / effects / animation

 As I said, for us it's an absolutely necessary tool in our pipeline and we
 can not imagine going back to a pre ICE world.


 All the best from Berlin,
 Ilija




 On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy x...@colorshopvfx.dkwrote:

   I think the Polynoid guys are too busy to post, but big parts of their
 work is heavily ICE driven. I mention them spefically because they were so
 kind to give me access to a strand setup they used for this:



 http://www.polynoid.tv/infiniti-blue-essence/


   I used it for creating similar flowy glowing energy streaks for a logo
 animation, which I can't show here as it is not released yet, but I talked
 to some Maya people here who said they had no idea how to do something like
 that and it would probably require a very skilled scripter/coder for Maya :)





 Morten











 --
 Ilija Brunck

 +573183232393
 +491773402874
 il...@polynoid.tv
 www.polynoid.tv




Re: What use is ICE really?

2014-03-21 Thread Chris Marshall
These are actually particle tests but I thought looked interesting as
experiments



On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com wrote:

 Another one

 https://vimeo.com/83324855

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org:

 Hello everybody,

 first of all, we are sorry about the absence in the last weeks. We've
 been super busy and it was hard to even find time to read through all the
 things going on here.

 So maybe this is also a good time for a first general comment on the
 whole (quite sad) situation:
 We as a studio will for sure keep using Softimage over the coming years
 and not switch to another package. Besides all the sadness about the death
 of Softimage we see something good in the whole situation. We are quite
 sure all this creates lots of potential for innovation and that something
 great will come out of this.
 For us at the moment we are super happy with our pipeline and see little
 need for change. We'll carefully watch everything that's happening and will
 try to play a part in the development of the better things to come.

 So, to comment on Projects done with ICE: Basically I can say we use it
 heavily in every project we are doing and I can without doubt say that we
 could not produce the work we do without ICE. Here's a couple of examples:

 http://www.polynoid.tv/loom/
 - All the spiderweb, the whole second abstract part of the film, fur and
 much more

 http://www.polynoid.tv/infiniti-blue-essence/
 - all ICE besides the car

 http://www.polynoid.tv/mtv-ema-2011/
 - effects, crowds, geometry distribution/creation, animation

 http://www.polynoid.tv/lenovo-thinkpad/
 - the carbon

 http://www.polynoid.tv/fud/
 - all ice.snow stuff, all cortana elements and much more

 http://www.polynoid.tv/mtv-idol/
 - crowds / effects

 http://www.woodblock.tv/project/crime-investigation-ice/
 - animation / effects

 http://www.woodblock.tv/project/dragon-eternity/
 - crowds / effects / animation

 As I said, for us it's an absolutely necessary tool in our pipeline and
 we can not imagine going back to a pre ICE world.


 All the best from Berlin,
 Ilija




 On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy 
 x...@colorshopvfx.dkwrote:

   I think the Polynoid guys are too busy to post, but big parts of
 their work is heavily ICE driven. I mention them spefically because they
 were so kind to give me access to a strand setup they used for this:



 http://www.polynoid.tv/infiniti-blue-essence/


   I used it for creating similar flowy glowing energy streaks for a
 logo animation, which I can't show here as it is not released yet, but I
 talked to some Maya people here who said they had no idea how to do
 something like that and it would probably require a very skilled
 scripter/coder for Maya :)





 Morten











 --
 Ilija Brunck

 +573183232393
 +491773402874
 il...@polynoid.tv
 www.polynoid.tv





-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: What use is ICE really?

2014-03-21 Thread Chris Marshall
Ah I appear to have posted nothing!
Sorry about that. Here are the links

https://vimeo.com/36448859

https://vimeo.com/37270403

https://vimeo.com/77203638

https://vimeo.com/76951979

https://vimeo.com/12483521

https://vimeo.com/7937077





On 21 March 2014 14:37, Chris Marshall chrismarshal...@gmail.com wrote:

 These are actually particle tests but I thought looked interesting as
 experiments



 On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com wrote:

 Another one

 https://vimeo.com/83324855

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org:

 Hello everybody,

 first of all, we are sorry about the absence in the last weeks. We've
 been super busy and it was hard to even find time to read through all the
 things going on here.

 So maybe this is also a good time for a first general comment on the
 whole (quite sad) situation:
 We as a studio will for sure keep using Softimage over the coming years
 and not switch to another package. Besides all the sadness about the death
 of Softimage we see something good in the whole situation. We are quite
 sure all this creates lots of potential for innovation and that something
 great will come out of this.
 For us at the moment we are super happy with our pipeline and see little
 need for change. We'll carefully watch everything that's happening and will
 try to play a part in the development of the better things to come.

 So, to comment on Projects done with ICE: Basically I can say we use it
 heavily in every project we are doing and I can without doubt say that we
 could not produce the work we do without ICE. Here's a couple of examples:

 http://www.polynoid.tv/loom/
 - All the spiderweb, the whole second abstract part of the film, fur and
 much more

 http://www.polynoid.tv/infiniti-blue-essence/
 - all ICE besides the car

 http://www.polynoid.tv/mtv-ema-2011/
 - effects, crowds, geometry distribution/creation, animation

 http://www.polynoid.tv/lenovo-thinkpad/
 - the carbon

 http://www.polynoid.tv/fud/
 - all ice.snow stuff, all cortana elements and much more

 http://www.polynoid.tv/mtv-idol/
 - crowds / effects

 http://www.woodblock.tv/project/crime-investigation-ice/
 - animation / effects

 http://www.woodblock.tv/project/dragon-eternity/
 - crowds / effects / animation

 As I said, for us it's an absolutely necessary tool in our pipeline and
 we can not imagine going back to a pre ICE world.


 All the best from Berlin,
 Ilija




 On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy 
 x...@colorshopvfx.dkwrote:

   I think the Polynoid guys are too busy to post, but big parts of
 their work is heavily ICE driven. I mention them spefically because they
 were so kind to give me access to a strand setup they used for this:



 http://www.polynoid.tv/infiniti-blue-essence/


   I used it for creating similar flowy glowing energy streaks for a
 logo animation, which I can't show here as it is not released yet, but I
 talked to some Maya people here who said they had no idea how to do
 something like that and it would probably require a very skilled
 scripter/coder for Maya :)





 Morten











 --
 Ilija Brunck

 +573183232393
 +491773402874
 il...@polynoid.tv
 www.polynoid.tv





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: What use is ICE really?

2014-03-21 Thread Ed Manning
Some tests --

ICE modeling, animation, procedural lighting (I guess it's technically
texturing)

https://vimeo.com/82347039

https://vimeo.com/79642973

https://vimeo.com/78064818


Re: What use is ICE really?

2014-03-21 Thread olivier jeannel

Chris, Some of them are 4 years ago, and still so inspirative !
Le 21/03/2014 15:41, Chris Marshall a écrit :

Ah I appear to have posted nothing!
Sorry about that. Here are the links

https://vimeo.com/36448859

https://vimeo.com/37270403

https://vimeo.com/77203638

https://vimeo.com/76951979

https://vimeo.com/12483521

https://vimeo.com/7937077





On 21 March 2014 14:37, Chris Marshall chrismarshal...@gmail.com 
mailto:chrismarshal...@gmail.com wrote:


These are actually particle tests but I thought looked interesting
as experiments



On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com
mailto:emi...@e-roja.com wrote:

Another one

https://vimeo.com/83324855

---
Emilio Hernández   VFX  3D animation.


2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org
mailto:il...@polynoid.org:

Hello everybody,

first of all, we are sorry about the absence in the last
weeks. We've been super busy and it was hard to even find
time to read through all the things going on here.

So maybe this is also a good time for a first general
comment on the whole (quite sad) situation:
We as a studio will for sure keep using Softimage over the
coming years and not switch to another package. Besides
all the sadness about the death of Softimage we see
something good in the whole situation. We are quite sure
all this creates lots of potential for innovation and that
something great will come out of this.
For us at the moment we are super happy with our pipeline
and see little need for change. We'll carefully watch
everything that's happening and will try to play a part in
the development of the better things to come.

So, to comment on Projects done with ICE: Basically I can
say we use it heavily in every project we are doing and I
can without doubt say that we could not produce the work
we do without ICE. Here's a couple of examples:

http://www.polynoid.tv/loom/
- All the spiderweb, the whole second abstract part of the
film, fur and much more

http://www.polynoid.tv/infiniti-blue-essence/
- all ICE besides the car

http://www.polynoid.tv/mtv-ema-2011/
- effects, crowds, geometry distribution/creation, animation

http://www.polynoid.tv/lenovo-thinkpad/
- the carbon

http://www.polynoid.tv/fud/
- all ice.snow stuff, all cortana elements and much more

http://www.polynoid.tv/mtv-idol/
- crowds / effects

http://www.woodblock.tv/project/crime-investigation-ice/
- animation / effects

http://www.woodblock.tv/project/dragon-eternity/
- crowds / effects / animation

As I said, for us it's an absolutely necessary tool in our
pipeline and we can not imagine going back to a pre ICE world.


All the best from Berlin,
Ilija




On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy
x...@colorshopvfx.dk mailto:x...@colorshopvfx.dk wrote:

I think the Polynoid guys are too busy to post, but
big parts of their work is heavily ICE driven. I
mention them spefically because they were so kind to
give me access to a strand setup they used for this:

http://www.polynoid.tv/infiniti-blue-essence/


I used it for creating similar flowy glowing energy
streaks for a logo animation, which I can't show here
as it is not released yet, but I talked to some Maya
people here who said they had no idea how to do
something like that and it would probably require a
very skilled scripter/coder for Maya :)

Morten




-- 
Ilija Brunck


+573183232393
+491773402874 tel:%2B491773402874
il...@polynoid.tv mailto:il...@polynoid.tv
www.polynoid.tv http://www.polynoid.tv





-- 


Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk http://www.mintmotion.co.uk




--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk http://www.mintmotion.co.uk





Re: What use is ICE really?

2014-03-21 Thread Ed Manning
And although they include a lot of what's been mentioned, you get a real
sense of the scope of things people do with ICE by looking here:

https://vimeo.com/groups/ice

https://vimeo.com/search/page:2/sort:relevant/format:thumbnail?q=softimage+ice

https://www.youtube.com/results?search_query=softimage%20icesm=3

Sort of a pity that it took something like the current crisis to get people
from Autodesk to be aware of these things...


Re: What use is ICE really?

2014-03-21 Thread Jeffrey Dates
I think it would be an amusing exercise to do a comparison of technique and
workflow for these projects.   What would it take to do the SAME effect in
Maya!?

Side by side.  It would show how one framework is capable of so much more
than 'just particles'.   Maya will have to tap every corner of it's toolset
to achieve the same effects..  If it even can in all cases.






On Fri, Mar 21, 2014 at 11:00 AM, Ed Manning etmth...@gmail.com wrote:

 Some tests --

 ICE modeling, animation, procedural lighting (I guess it's technically
 texturing)

 https://vimeo.com/82347039

 https://vimeo.com/79642973

 https://vimeo.com/78064818





Re: What use is ICE really?

2014-03-21 Thread Chris Marshall
Thanks Olivier,
This was how I leared ICE, experiment experiment experiment. Some of these
techniques have ended up in actual jobs, some not.


On 21 March 2014 15:01, olivier jeannel olivier.jean...@noos.fr wrote:

 Chris, Some of them are 4 years ago, and still so inspirative !
 Le 21/03/2014 15:41, Chris Marshall a écrit :



   Ah I appear to have posted nothing!
  Sorry about that. Here are the links

 https://vimeo.com/36448859

 https://vimeo.com/37270403

 https://vimeo.com/77203638

 https://vimeo.com/76951979

 https://vimeo.com/12483521

 https://vimeo.com/7937077






Thoughts on Snow Drop

2014-03-21 Thread John Richard Sanchez
So what are your thoughts on Snow Drop? I Don't know much about game
engines or working in Games but this looks really amazing.  Is there any
way something like this could be used in production?

http://youtu.be/8z6rzPjcZL0
http://youtu.be/UXeH9OqygzI
-- 
www.johnrichardsanchez.com


Re: What use is ICE really?

2014-03-21 Thread Jonah Friedman
Wow, where do I start? Every time there's a challenge or a problem, I reach
for ICE. Virtually every project I've worked on over the last three years
at Psyop NY has made use of ICE in at least some minor way, and most
projects in a really major way.

By no means a complete list, and I'm absolutely not giving credit to enough
people

Also I want to stress that while this is mostly a list of things I worked
on, a lot of the ICE tasks listed on here were NOT done by me.


LG:

http://www.psyop.tv/lg-somethings-lurking/

This one takes me back. One of my first big ICE projects. ICE dust sharks,
ice strands for carpet fibers, ice disintegration of dust sharks.


JBL:

http://www.psyop.tv/jbl-ear-of-the-tornado/
Infinite high detail ground plane was made using a hex tile system created
in ICE. Tornado was simulated in houdini by Miguel but the particles were
modified for rendering in ICE and rendered in Soft.


Wolfenstein:

http://www.psyop.tv/bethesda-wolfenstein-the-new-order/

Blackbody emission sparks that instance lights to approximate the
illumnation coming from the sparks. All the rain of course. ICE based
tangents everywhere to control a ward shader. Also water surface that came
from naiad was used to advect a bunch the oil slicks.


Coke Zero:

http://www.psyop.tv/coke-zero-2012-coke-zero/
Our whole own crowd system which works in ICE, called BigAssCrowd. It works
by playing back looking animations in any particular order using time
instancing, and it knows where attachment points are for heads, hands, etc
and so can instance big foam finger or foam cowboy hats on everything.

Whole custom crowd system, built in 2 weeks together with Dave Barosin.


Morrisons:

http://www.psyop.tv/morrisons-guest/

Cracking of the ginger bread man works via a tangent based tension map that
creates data for stretching only along the tangent. In areas where
stretching happens along the tangent, a displacement map of cracks against
the tangent are turned on. We also had an artist control for biasing the
tension, with interactive artist feedback.
Development time: half day for proof of concept, 1.5 days for production
version

On top of that there's all the various snow in the air, snow on the ground,
glitter, and tons of crumbs and sugar crystals on the ginger bread guy.


Also the bird used Ruffle, our entirely ICE based feather system which uses
ICE to instance feathers that are made.. out of strands generated by ICE.

Telstra:

http://www.psyop.tv/telstra-big-night-in/

Made the Entwiner, which creates 3D knits entirely out of strands. The only
downside was we had to re-model the characters using NURBs, and then deform
those nurbs using the animation geometry. Those deformers were made in ICE,
of course.

Mio:

http://www.psyop.tv/mio-nose-job/

Lots of mios. ICE feathers by Todd Akita in this one, and ICE haircuts.
Lots of little ICE things too, like deforming render geometry with
animation geometry, deforming softimage hair growing geometry with
animation geometry.


3M Post Its:

http://digitalcanvas.co/2014/03/05/digital-canvas-interviews-psyop/

Everything is an instance. Not sure how to even approach this job without a
porgrammable procedural instancer.


Fanta Waterfall:

http://www.psyop.tv/fanta-waterfall/

I didn't personally work on this, and these avatar jungles show what a
couple people who were using ICE for almost the first time can pull of.


Friskies:

http://www.psyop.tv/friskies-alice/

ICE instancing and Ruffle feathers everywhere.



Anyway I can't complete this list because I have to get some work done
today. It's hard to think of an area of work ICE hasn't touched. It's been
amazing for us and the idea of losing it is very painful.






On Fri, Mar 21, 2014 at 10:20 AM, Toonafish ron...@toonafish.nl wrote:

  Ha ! I was just thinking Paul should post his ICE renderer video :-)

 - Ronald


 On 3/21/2014 15:02, p...@bustykelp.com wrote:

  Some of my stuff

 Making a renderer
 https://vimeo.com/20648346

 remapping topology
 https://vimeo.com/43532240

 transferring deformation to different topology
 https://vimeo.com/26116783

 image manipulation
 https://vimeo.com/33588786

 texture instance flow
 https://vimeo.com/37304814

 facial mocap solver
 https://vimeo.com/40589904

 muscles
 https://vimeo.com/43913057

 applying corrective shapes
 https://vimeo.com/67402407

 space invaders
 https://vimeo.com/75699841

 tree maker
 https://vimeo.com/76144838
 forest maker
 https://vimeo.com/76411577

 fur system
 https://vimeo.com/80382153

 anatomical deformation
 https://vimeo.com/88245138









Re: Softimage webinar - Q/A - finally uploaded

2014-03-21 Thread Tenshi S.
+1

So this is for real?
Do it! :)


On Wed, Mar 19, 2014 at 4:54 PM, Bk p...@bustykelp.com wrote:

 Id they don't show, we could pretend we *are* Autodesk and make an
 official statement that we are proud to reintroduce Softimage as the
 flagship product to our portfolio of digital content creation tools.




 On 19 Mar 2014, at 21:47, Matt Lind ml...@carbinestudios.com wrote:

 The past few years they had a booth and no user group meeting.  Last year
 they reversed course and had a user group meeting, but no booth.

 What they do this year remains to be seen.


 Matt



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
 Sent: Wednesday, March 19, 2014 2:31 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage webinar - Q/A - finally uploaded

 were Autodesk actually at Siggraph last year..? will they be there this
 year?

 http://forums.cgsociety.org/archive/index.php/t-1112659.html



 On 19 March 2014 21:20, Perry Harovas perryharo...@gmail.com wrote:

 If this actually happens, I love the fact that Autodesk created this

 problem for themselves on the Siggraph show floor, where they always

 think they are king.


 The other funny part is, they could have screwed us just like they

 did, but if they handled it far different (meaning with humility and

 care), this may not have become such a shit storm.


 OK, it still would have, but we perhaps wouldn't be discussing things

 like this (and hopefully doing them)...


 They are doing the equivalent of walking along a wooden bridge with an

 automatic rifle, just shooting at the wood in front of them, thinking

 it will get rid of Softimage as well as impress everyone else with the

 fireworks, but all it is doing is weakening the bridge and the bridge

 will eventually snap.






Re: What use is ICE really?

2014-03-21 Thread Ed Manning
On Fri, Mar 21, 2014 at 11:06 AM, Jeffrey Dates jda...@kungfukoi.comwrote:

 I think it would be an amusing exercise to do a comparison of technique
 and workflow for these projects.   What would it take to do the SAME effect
 in Maya!?

 Side by side.  It would show how one framework is capable of so much more
 than 'just particles'.   Maya will have to tap every corner of it's toolset
 to achieve the same effects..  If it even can in all cases.


And many of these were done by artists who would never think of themselves
as TDs or even script writers -- certainly any Maya solutions to most of
these challenges would require scripting ability at a minimum, and probably
a significant amount of work by bona fide TDs, possibly hard-coding nodes.







Re: Thoughts on Snow Drop

2014-03-21 Thread Nicolas Esposito
No at least for now as far as I know

Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties )

Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption (
without any royalties )

Unity 5 will be 75$ monthly subscription


2014-03-21 16:11 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com:

 So what are your thoughts on Snow Drop? I Don't know much about game
 engines or working in Games but this looks really amazing.  Is there any
 way something like this could be used in production?

 http://youtu.be/8z6rzPjcZL0
 http://youtu.be/UXeH9OqygzI
 --
 www.johnrichardsanchez.com



Re: What use is ICE really?

2014-03-21 Thread Rob Chapman
here is less traditional ICE particle stuff of mine

https://vimeo.com/85980324   - testing MR mila shaders with displacent -
geometry provided by ICE

https://vimeo.com/83380348 - OPen VDB ICE nodes making a procedural cloud

https://vimeo.com/82245823 - diffuse reaction on a 2D Ice grid

https://vimeo.com/76553500 - Ice spring force constraint

https://vimeo.com/58959437 - strands growing random walks

https://vimeo.com/57583956 - converting Disney SeExpr into Ice nodes

https://vimeo.com/52592684 - faking mie scatter on geometry with a 1 high
pixel hdri file

list goes on. ICE is not just particles!


On 21 March 2014 14:41, Chris Marshall chrismarshal...@gmail.com wrote:

 Ah I appear to have posted nothing!
 Sorry about that. Here are the links

 https://vimeo.com/36448859

 https://vimeo.com/37270403

 https://vimeo.com/77203638

 https://vimeo.com/76951979

 https://vimeo.com/12483521

 https://vimeo.com/7937077





 On 21 March 2014 14:37, Chris Marshall chrismarshal...@gmail.com wrote:

 These are actually particle tests but I thought looked interesting as
 experiments



 On 21 March 2014 14:25, Emilio Hernandez emi...@e-roja.com wrote:

 Another one

 https://vimeo.com/83324855

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-21 7:44 GMT-06:00 Ilija Brunck il...@polynoid.org:

 Hello everybody,

 first of all, we are sorry about the absence in the last weeks. We've
 been super busy and it was hard to even find time to read through all the
 things going on here.

 So maybe this is also a good time for a first general comment on the
 whole (quite sad) situation:
 We as a studio will for sure keep using Softimage over the coming years
 and not switch to another package. Besides all the sadness about the death
 of Softimage we see something good in the whole situation. We are quite
 sure all this creates lots of potential for innovation and that something
 great will come out of this.
 For us at the moment we are super happy with our pipeline and see
 little need for change. We'll carefully watch everything that's happening
 and will try to play a part in the development of the better things to 
 come.

 So, to comment on Projects done with ICE: Basically I can say we use it
 heavily in every project we are doing and I can without doubt say that we
 could not produce the work we do without ICE. Here's a couple of examples:

 http://www.polynoid.tv/loom/
 - All the spiderweb, the whole second abstract part of the film, fur
 and much more

 http://www.polynoid.tv/infiniti-blue-essence/
 - all ICE besides the car

 http://www.polynoid.tv/mtv-ema-2011/
 - effects, crowds, geometry distribution/creation, animation

 http://www.polynoid.tv/lenovo-thinkpad/
 - the carbon

 http://www.polynoid.tv/fud/
 - all ice.snow stuff, all cortana elements and much more

 http://www.polynoid.tv/mtv-idol/
 - crowds / effects

 http://www.woodblock.tv/project/crime-investigation-ice/
 - animation / effects

 http://www.woodblock.tv/project/dragon-eternity/
 - crowds / effects / animation

 As I said, for us it's an absolutely necessary tool in our pipeline and
 we can not imagine going back to a pre ICE world.


 All the best from Berlin,
 Ilija




 On Fri, Mar 21, 2014 at 2:19 PM, Morten Bartholdy 
 x...@colorshopvfx.dkwrote:

   I think the Polynoid guys are too busy to post, but big parts of
 their work is heavily ICE driven. I mention them spefically because they
 were so kind to give me access to a strand setup they used for this:



 http://www.polynoid.tv/infiniti-blue-essence/


   I used it for creating similar flowy glowing energy streaks for a
 logo animation, which I can't show here as it is not released yet, but I
 talked to some Maya people here who said they had no idea how to do
 something like that and it would probably require a very skilled
 scripter/coder for Maya :)





 Morten











 --
 Ilija Brunck

 +573183232393
 +491773402874
 il...@polynoid.tv
 www.polynoid.tv





 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk




Re: Thoughts on Snow Drop

2014-03-21 Thread Nicolas Esposito
By the way it looks amazing, but game engines have already been used for
visualization ( see Cryengine 2 for architectural visualization ), but GI
and indirect illumination is far from being perfect, so I would say it
depend on what you need to do...also you don't have the full flexibility
that a 3d app have, so you'll end up coding what you need ( like if you
want an effect done in ICE with that engine )

Personally I'm planning a 30 minutes movie using UE4, it just looks amazing
and I'll avoid the rendering time which has always been a pain in the a...


2014-03-21 16:14 GMT+01:00 Nicolas Esposito 3dv...@gmail.com:

 No at least for now as far as I know

 Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties )

 Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption (
 without any royalties )

 Unity 5 will be 75$ monthly subscription


 2014-03-21 16:11 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com
 :

 So what are your thoughts on Snow Drop? I Don't know much about game
 engines or working in Games but this looks really amazing.  Is there any
 way something like this could be used in production?

 http://youtu.be/8z6rzPjcZL0
 http://youtu.be/UXeH9OqygzI
 --
 www.johnrichardsanchez.com





Re: What use is ICE really?

2014-03-21 Thread Jeffrey Dates
Agreed Ed.

The fact ICE is accessible to generalists to do advanced technical FX
without a TD, or scripting, is lost on Autodesk I'm afraid.




On Fri, Mar 21, 2014 at 11:14 AM, Ed Manning etmth...@gmail.com wrote:


 On Fri, Mar 21, 2014 at 11:06 AM, Jeffrey Dates jda...@kungfukoi.comwrote:

 I think it would be an amusing exercise to do a comparison of technique
 and workflow for these projects.   What would it take to do the SAME effect
 in Maya!?

 Side by side.  It would show how one framework is capable of so much more
 than 'just particles'.   Maya will have to tap every corner of it's toolset
 to achieve the same effects..  If it even can in all cases.


 And many of these were done by artists who would never think of themselves
 as TDs or even script writers -- certainly any Maya solutions to most of
 these challenges would require scripting ability at a minimum, and probably
 a significant amount of work by bona fide TDs, possibly hard-coding nodes.








Re: What use is ICE really?

2014-03-21 Thread Ed Manning
On Fri, Mar 21, 2014 at 11:18 AM, Jeffrey Dates jda...@kungfukoi.comwrote:

 Agreed Ed.

 The fact ICE is accessible to generalists to do advanced technical FX
 without a TD, or scripting, is lost on Autodesk I'm afraid.


It certainly has been until now.  Perhaps if we keep clubbing them with it
while we seem to have their attention...


Re: What use is ICE really?

2014-03-21 Thread Mirko Jankovic
And after all of these  examples Softimage and with it ICE are axed leaving
empty space for time when bifrost maybe some day will get near to it but
juding by analysis from a lot of much more experienced people that will
actually never happen and despite being hgih above eveything on
evloutionary scle it will hit the wall and die off along with Softimage
:(


On Fri, Mar 21, 2014 at 4:18 PM, Jeffrey Dates jda...@kungfukoi.com wrote:

 Agreed Ed.

 The fact ICE is accessible to generalists to do advanced technical FX
 without a TD, or scripting, is lost on Autodesk I'm afraid.




 On Fri, Mar 21, 2014 at 11:14 AM, Ed Manning etmth...@gmail.com wrote:


 On Fri, Mar 21, 2014 at 11:06 AM, Jeffrey Dates jda...@kungfukoi.comwrote:

 I think it would be an amusing exercise to do a comparison of technique
 and workflow for these projects.   What would it take to do the SAME effect
 in Maya!?

 Side by side.  It would show how one framework is capable of so much
 more than 'just particles'.   Maya will have to tap every corner of it's
 toolset to achieve the same effects..  If it even can in all cases.


 And many of these were done by artists who would never think of
 themselves as TDs or even script writers -- certainly any Maya solutions to
 most of these challenges would require scripting ability at a minimum, and
 probably a significant amount of work by bona fide TDs, possibly
 hard-coding nodes.









Re: Thoughts on Snow Drop

2014-03-21 Thread Sebastien Sterling
Has anone ever heard of a game engine being used in a tv commercial ?


On 21 March 2014 15:17, Nicolas Esposito 3dv...@gmail.com wrote:

 By the way it looks amazing, but game engines have already been used for
 visualization ( see Cryengine 2 for architectural visualization ), but GI
 and indirect illumination is far from being perfect, so I would say it
 depend on what you need to do...also you don't have the full flexibility
 that a 3d app have, so you'll end up coding what you need ( like if you
 want an effect done in ICE with that engine )

 Personally I'm planning a 30 minutes movie using UE4, it just looks
 amazing and I'll avoid the rendering time which has always been a pain in
 the a...


 2014-03-21 16:14 GMT+01:00 Nicolas Esposito 3dv...@gmail.com:

 No at least for now as far as I know

 Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties )

 Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption (
 without any royalties )

 Unity 5 will be 75$ monthly subscription


 2014-03-21 16:11 GMT+01:00 John Richard Sanchez youngupstar...@gmail.com
 :

 So what are your thoughts on Snow Drop? I Don't know much about game
 engines or working in Games but this looks really amazing.  Is there any
 way something like this could be used in production?

 http://youtu.be/8z6rzPjcZL0
 http://youtu.be/UXeH9OqygzI
 --
 www.johnrichardsanchez.com






Re: What use is ICE really?

2014-03-21 Thread Stephen Davidson
I haven't seen Zybrand Jacobs posting here, so I thought I should
post this:
https://vimeo.com/48832905

...a very useful set of grass growing Ice compounds




On Fri, Mar 21, 2014 at 7:12 AM, Alastair Hearsum
hear...@glassworks.co.ukwrote:

  Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd

 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping


 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet
 for the strings

 And many many more.


 --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.




-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: Thoughts on Snow Drop

2014-03-21 Thread Ben Houston
People are using real-time engines for kid tv shows already.  Can not
remember the name off the top of my head but it is happening...  Low
budget, lots of repeated content, and not super discerning customers
in that area so I guess it works well.
-ben

On Fri, Mar 21, 2014 at 11:21 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
 Has anone ever heard of a game engine being used in a tv commercial ?


 On 21 March 2014 15:17, Nicolas Esposito 3dv...@gmail.com wrote:

 By the way it looks amazing, but game engines have already been used for
 visualization ( see Cryengine 2 for architectural visualization ), but GI
 and indirect illumination is far from being perfect, so I would say it
 depend on what you need to do...also you don't have the full flexibility
 that a 3d app have, so you'll end up coding what you need ( like if you want
 an effect done in ICE with that engine )

 Personally I'm planning a 30 minutes movie using UE4, it just looks
 amazing and I'll avoid the rendering time which has always been a pain in
 the a...


 2014-03-21 16:14 GMT+01:00 Nicolas Esposito 3dv...@gmail.com:

 No at least for now as far as I know

 Anyway UE4 just launched at 19$ monthly subscription ( 5% royalties )

 Cryengine 3 launched a couple of days ago at 9$ monthly subrsciption (
 without any royalties )

 Unity 5 will be 75$ monthly subscription


 2014-03-21 16:11 GMT+01:00 John Richard Sanchez
 youngupstar...@gmail.com:

 So what are your thoughts on Snow Drop? I Don't know much about game
 engines or working in Games but this looks really amazing.  Is there any 
 way
 something like this could be used in production?

 http://youtu.be/8z6rzPjcZL0
 http://youtu.be/UXeH9OqygzI
 --
 www.johnrichardsanchez.com







-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation


Re: What use is ICE really?

2014-03-21 Thread Paul Griswold
Someone PLEASE save all of this for the (hopeful) SIGGRAPH Softimage booth!



On Fri, Mar 21, 2014 at 11:27 AM, Stephen Davidson
magic...@bellsouth.netwrote:

 I haven't seen Zybrand Jacobs posting here, so I thought I should
 post this:
 https://vimeo.com/48832905

 ...a very useful set of grass growing Ice compounds




 On Fri, Mar 21, 2014 at 7:12 AM, Alastair Hearsum 
 hear...@glassworks.co.uk wrote:

  Folks

 We had a chat with a senior chap at Autodesk. There was hint of surprise
 at one use of ICE that I mentioned in passing. I think we over estimate the
 understanding of what ICE gets used for and its all pervading usefulness.
 I'd like to invite people to share their ice work especially if its more
 obscure (without giving away your trade secrets obviously). Here are some
 starters for us. Please keep the explanations as short as possible to
 attract Autodesk to read them.

 http://www.glassworks.co.uk/video/love
 1) Fine feathers created totally with ice strands
 2) Feather system created in ice
 3) Cats fur : ice strands

 http://www.glassworks.co.uk/video/tadpoles-master
 1) Totally ice strand vegetation
 2) Ice driven water surface
 3) Render tadpoles have ice compound which auomatically detects the shot
 number and selects the correct cache

 http://www.glassworks.co.uk/node/3266search-type=brandterm=g-star
 1) Ice creating the cotton balls unravelling

 http://www.glassworks.co.uk/node/549
 1) Ice crowd

 http://www.glassworks.co.uk/video/transformationsearch-type=brandterm=lg
 1) Object IDs picked up in ice and use to assign materials of supermarket
 aisle items

 https://vimeo.com/87096859
 Some holes aesthetically
 1) ice rigid body pens transferring their attributes to lagoa ice fluid
 melted pens
 2)Ice fracturing bottle

 http://www.glassworks.co.uk/video/strewthsearch-type=brandterm=o
 1) Intervened in Momentum ice plugin to extract vectors and modulate them


 http://www.glassworks.co.uk/video/excess-baggagesearch-type=brandterm=benylin
 1) Hair created from scratch in ice strands including clumping


 http://www.glassworks.co.uk/video/summer-sport-0search-type=brandterm=freeview
 1) Ice rigid bodies combine with ice syflex and custom hand cooked verlet
 for the strings

 And many many more.


 --
  Alastair Hearsum
  Head of 3d
 [image: GLASSWORKS]
  33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.uk http://www.glassworks.co.uk/
  Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
  (Company registered in England with number 04759979. Registered office
 25 Harley Street, London, W1G 9BR. VAT registration number: 86729)
  Please consider the environment before you print this email.
  DISCLAIMER: This e-mail and attachments are strictly privileged, private
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 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



Re: Experiencing the Maya User interface

2014-03-21 Thread Adam Sale
Speaking of humanization, is there a link where we can contribute ideas?
On Mar 21, 2014 4:37 AM, Luc-Eric Rousseau luceri...@gmail.com wrote:

 these YouTube links are getting quite tiresome, but I must say this one is
 particularly cute.

 On Friday, March 21, 2014, Nicolas Esposito 3dv...@gmail.com wrote:

 Could you show other examples other then Maya running on Linux? :-P


 2014-03-21 10:43 GMT+01:00 Morten Bartholdy x...@colorshopvfx.dk:

   Пингвины и неведомая фигняhttp://www.youtube.com/watch?v=JYXCC9o1zuw


MB





SIGGRAPH booth

2014-03-21 Thread Paul Griswold
I just wanted to start a separate thread for this idea.

Kickstarter is nice, but honestly for something like that you should look
into either

http://fundanything.com or

http://indiegogo.com

Both of those let you keep the funds regardless of how much you get, so if
you don't get the goal, it still can be used.

I'd absolutely be willing to kick in some $$$ to make it happen.


-Paul


Re: Redshift3D Render

2014-03-21 Thread Paul Griswold
Agreed.  The Redshift team listens and addresses things very quickly.  They
are currently supporting Softimage  Maya with Max up next.  After that
I've heard they're looking at everything from Houdini  Modo to doing
something with Fabric.


-Paul



On Fri, Mar 21, 2014 at 4:11 AM, Emilio Hernandez emi...@e-roja.com wrote:

 They just recent added the RS Hair Shader.  Rob did an amazing job.

 And again.  They listen, care about the user and have an amazing support.
 Even that they are working hard to get the first release, they are always
 going through the bugs and wish list.

 Congratulations Redshift Team!

 A true game changer for Softimage.

 Here is a link to the docs.

 http://docs.redshift3d.com/Default.html

 ---
 Emilio Hernández   VFX  3D animation.


 2014-03-21 1:33 GMT-06:00 Daniel Kim danielki...@gmail.com:

 I have GTX 680 installed on iMac, and use RS with SI now. It shows me
 great render speed.
 It doesn't matter hair, displacement map or any expensive options, RS
 shows always stable and good speed :)
 We have 7 Arnold license but it's replaced to RS already :)


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---





Re: [Job] Blur's looking for a Character Rigger

2014-03-21 Thread Jeremie Passerin
Digging out this email to say that we could still use another pair of hands
here for a month or two.
Any freelancer in the US available ? Contact j...@blur.com

Jeremie


On 8 October 2013 21:39, Jeremie Passerin gerem@gmail.com wrote:

 He he,
 Quake is indeed still in use at Blur ;-)


 On 8 October 2013 15:46, Sebastien Sterling 
 sebastien.sterl...@gmail.comwrote:

 TF2  seems to be a pan studio phenomena


 On 8 October 2013 20:56, Tim Crowson tim.crow...@magneticdreams.comwrote:

  What? Steve hasn't gotten the Blur crowd into TF2? For shame!
 -Tim


 On 10/8/2013 1:01 PM, Christopher Crouzet wrote:

 I've heard that candidates need to be good at Quake 3 too?


  PS: BC VIP Studio, here's a proper job ad, take note!


 On 8 October 2013 19:08, Jeremie Passerin gerem@gmail.com wrote:


  Hey guys,

  I thought it might help if I post that here :

 *Blur Studio is looking for an experienced Rigger with knowledge of
 Softimage rigging tools including; joint and skeleton creation, skinning
 and weighting, IK setup, blend-shapes and deformers. Qualified candidates
 should have a solid understanding of anatomy and articulation of realistic
 humans and creatures. Experience with Python is strongly recommended. Basic
 modeling skills as well as a good understanding of polygonal mesh flow and
 traditional animation principles is a bonus. *
 *Please submit reel, resume and salary requirement to j...@blur.com
 j...@blur.com*

  I'll be the one reviewing the applications and I'd like to add that
 I'll be paying attention to the quality of the deformations. Lot's of high
 quality production work to do. Knowledge of python/softimage sdk is
 definitely a plus (I could use help to develop tools here !)
 Also, I know it's sad but we might not be able to get a visa (No H1B
 left for this year), so we will probably consider American or people with a
 US work visa first. But you can still apply anyway.

  thanks,
  Jeremie

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Re: Thoughts on Snow Drop

2014-03-21 Thread Christoph Muetze
we use real-time engines exclusively for all our work ranging from 
broadcast to events...


Most of our stuff is under NDA, so we can't show that much, but a few 
demos/projects are online @ http://www.glare-productions.com (shameless 
plug)


Cheers!
Chris

On 21/03/14 16:39, Ben Houston wrote:

People are using real-time engines for kid tv shows already.  Can not
remember the name off the top of my head but it is happening...  Low
budget, lots of repeated content, and not super discerning customers
in that area so I guess it works well.
-ben

On Fri, Mar 21, 2014 at 11:21 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:

Has anone ever heard of a game engine being used in a tv commercial ?


Re: Thoughts on Snow Drop

2014-03-21 Thread Nicolas Esposito
For those interested I just want to inform that UE4 has a pretty neat node
based logic editor ( widely improved from previous version ) which is quite
similar to ICE in terms of what could be done, since almost all the data
can be accessed and manipulated ( source of the engine is included in the
19$ subscription )
Cryengine has it as well, but as far as I can see in UE4 you can access
everything, or script your own using C++

Blueprints 
tutorialshttps://www.youtube.com/playlist?list=PLZlv_N0_O1gaG5BW72It4chjhypxIO9ZB


2014-03-21 17:09 GMT+01:00 Christoph Muetze c...@glarestudios.de:

 we use real-time engines exclusively for all our work ranging from
 broadcast to events...

 Most of our stuff is under NDA, so we can't show that much, but a few
 demos/projects are online @ http://www.glare-productions.com (shameless
 plug)

 Cheers!
 Chris


 On 21/03/14 16:39, Ben Houston wrote:

 People are using real-time engines for kid tv shows already.  Can not
 remember the name off the top of my head but it is happening...  Low
 budget, lots of repeated content, and not super discerning customers
 in that area so I guess it works well.
 -ben

 On Fri, Mar 21, 2014 at 11:21 AM, Sebastien Sterling
 sebastien.sterl...@gmail.com wrote:

 Has anone ever heard of a game engine being used in a tv commercial ?




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