Re: Pretty OT :)
Blueprints strike me as nothing more ground breaking than node-based prefabs--gimicky; I'm not sold. For the time being, I'm sticking with the more generalized platform of Unity. On Thu, Aug 27, 2015 at 2:51 AM, Nicolas Esposito 3dv...@gmail.com wrote: UE4 like Maya? you kidding? Unity philosophy, if you want to create basic stuff, is You have to code that or There is a plugin for that which can be applied to both Maya and Max...Blueprints in UE4 is one of the greatest thing I could've hope for since Unity is all expect artist friendly :) -- -=T=-
Re: Multi-Layered .EXR - The revival...
Not many people use multilayer exr because it's slower to read than splitting it out to different files. This slowness is solved with EXR 2.0 but Softimage isn't using that. Don't really know if it's possible with MR but in Arnold you simply name the framebuffers the same and it gets merged to one file. Maybe that's how it works in MR as well. /Jens On Wed, Aug 26, 2015 at 9:35 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: bump On Mon, Aug 17, 2015 at 7:28 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: bump. On Sun, Aug 16, 2015 at 4:23 PM, Pierre Schiller activemotionpictu...@gmail.com wrote: Hi team. I know this has been posted a lot of times, but I was wondering if AD did ever fixed the issue with multilayered .exr images on a single file from MR? (mental ray). I know all other render motors work normally when rendering layered .exr images (arnold, vray, etc..) But SI 2015 can already render .exr layered image (zdepth,normals, etc.) on a single file? Store in channels work well... I guess, but I was asking this if there´s any possibility to work those layered passes directly from the render manager? Thanks. David. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- Jens Lindgren VFX Supervisor Lead TD Magoo 3D Studios http://www.magoo3dstudios.com/
Re: Multi-Layered .EXR - The revival...
On 08/27/15 8:44, Jens Lindgren wrote: This slowness is solved with EXR 2.0 but Softimage isn't using that. Correction: MentalRay in SI may not be using that, but Arnold, Redshift, and 3Delight in SI do (among many other updates) Including things like VDB support etc... (None of which would have happened had there not been any usage/demand (more than a year post EOL) Recent changes (2015) for Arnold 3Delight for Softimage, (Redshift updates would just be too long to list) Arnold for Softimage 3.8 July 13, 2015 Faster export times overall on Windows (up to 20% faster). Faster export of polygon meshes (up to 35% faster). Much faster export of ICE instances (up to 5x faster) and ICE primitive cylinders, discs, cones, boxes (up to 3x faster). Faster rendering when using SItoA shaders on Windows (up to 15% faster). 3.7 June 10 2015 Faster cutout texture mapped opacity, with more accurate renders (in previous versions, an object was rendered more transparent when it was further away from the camera). Multiple scattering for volumes: Indirect light in volumes now supports an arbitrary number of bounces instead of being fixed to one bounce. Per-light volume contribution: A volume contribution scaling parameter was added to lights, similar to the existing diffuse and specular parameters. Deep volume output support: Volumes are now visible in deep renders (note that older atmosphere shaders and volumetric mattes are not supported yet). The volume property now shows the names of available grids in VDB files. Faster UDIMs: UDIMs accessed through the built-in image shader node now internally use texture handles, which helps improve multi-threading performance. 3.6 April 27 2015 Optimized volume rendering Fixed long-standing artifacts with large ray marching steps Faster volume caches (such as OpenVDB) in IPR 3.5 March 09 2015 Transmission component in the hair shader. Support for the Volume primitive as a property and volume_sample shaders added. Mattes now work with volumes as well. 3.4 January 16 2015 Faster Curves and Volumes. Opacity controls added to the Skin Shader. The autobump detail enhancement now works for procedurally displaced polymeshes even when there are no UV texture coordinates. 3Delight for Softimage Changelog 4.0.49 - 2015-07-24 OpenVDB. Fixed output to Preview window when all the Render Channels are disabled. All the lights are hidden and the raytracing is disabled when Main Render Channel is not enabled. Display first enabled Render Channel in the Preview window (it was unconditional displaying of Main Render Pass). 4.0.48 - 2015-07-23 Added 3Delight Hair material. More detailed profiling. 4.0.45 - 2015-06-04 Fixed light visibility in IPR Default SSS Algorithm is Ray-tracing No limit for GI and SSS samples 4.0.43 - 2015-03-12 Output rendering progress to stdout Fixed mesh lighting in RIB export Fixed float precision in fog 4.0.41 - 2015-02-21 Faster reflections when using multiple bounces. 4.0.40 - 2015-02-13 Ignore the Smooth Subdivision Threshold if the object has displacement Don't skip environment map rendering if there are no envmap files Fixed bug when a light can't be changed after user changes Interactive Rendering Type Support for JSON statistics ESC key stops the rendering 4.0.38 - 2015-01-06 Fixed depth in deep output with path tracer. Also an SI|3Delight feature list, showing how
RE: test again
I don’t think Gmail shows you the messages that you sent. There may be a setting for that. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel Sent: Thursday, August 27, 2015 4:17 AM To: r...@casema.nl; softimage@listproc.autodesk.com Subject: Re: test again Sorry, I send answers yesterday from my gmail account for the Animate polygon faces individualy, and for some reasons they don't appear. I wonder if Gmail works well with mail list ? On Thu, Aug 27, 2015 at 10:14 AM, Rob Wuijster r...@casema.nlmailto:r...@casema.nl wrote: nope... nothing. Rob \/-\/\/ On 27-8-2015 10:12, Olivier Jeannel wrote: test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote: No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2015.0.6125 / Virus Database: 4409/10521 - Release Date: 08/27/15 attachment: winmail.dat
Re: animate polygon faces individually
thats very cool On 27 August 2015 at 09:21, olivier jeannel olivier.jean...@noos.fr wrote: Sorry if this appear as double post : Here's a capture of what I was talking about before. (Hope the link will work, the list is damn limited for attachements :/ https://drive.google.com/open?id=0B1QqhXD7Y15qV29jRTlMcTdmQU44bzF0ZnFnRkZPN2NGamRn This is a big unsimulated icetree that manipulate polygons. No particles, no instances. in first part of the anim you can see : Global Translate Local Scale (Per Poly) Local Translate (Per Poly) Local Rotate ( around edge (that you can select) ) In second part, the same thing with 15K polygons object, plays realtime ! The technology isn't mine, I borrowed it from Christian Gotzinger and someone else (I can't remember who :/ ) Le 26/08/2015 12:51, Chris Marshall a écrit : OK Thanks All. Not sure the list was working yesterday or last couple of days. I broke up the mesh and used particles to animate. Figured it out myself in the end. Works ok even with 900 individual polys. Thanks for all the input today. Cheers On 26 August 2015 at 09:43, pete...@skynet.be wrote: it's cold in here. because it isn’t as simple as you think? best is to go the ICE way, disconnect/poly islands driven by particles’ SRTs works fine and fast. There was also the older ICE method, (was it guillaume’s?) exploding the object into it’s poly islands, and using them as instances on particles – but that got slow on hundreds of parts. then there is the old school non ice way: create a cluster center for each poly island and animate these directly or by pose constraining to nulls. On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com wrote: Any thoughts or pointers? I know this is really simple and can't believe I'm struggling, but I've never had to do this before. Cheers On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com wrote: Hi All, I'm having some brain fade here. I need to take a logo, break it into individual faces and animate them around separately. Should be easy enough, but I can't think how. I've broken the object up using DisconnectComponent. So what's the easiest way to simply explode the faces, or animate them in some interesting way? This will be a logo forming together, so just some basic Mograph type animation. Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk www.dot3d.com
Re: Pretty OT :)
UE4 like Maya? you kidding? Unity philosophy, if you want to create basic stuff, is You have to code that or There is a plugin for that which can be applied to both Maya and Max...Blueprints in UE4 is one of the greatest thing I could've hope for since Unity is all expect artist friendly :) 2015-08-26 19:35 GMT+02:00 Pierre Schiller activemotionpictu...@gmail.com: I tested this on Sunday this week. It was so outstanding, to walk/drive the controller for the app (not necessary to walk, but I was sooo immersed) This really is the future, much better than being wired to a computer for 1280X resolution screen. Phones and wireless Bluetooth controllers are putting these apps across the winners! U4 vs Unity. I´m going back to Unity of course. U4 it´s like Mayathere...I said it. Here´s the device for $27 bucks only: http://amzn.to/1KkHLO3 On Tue, Aug 25, 2015 at 8:47 PM, Francisco Criado malcriad...@gmail.com wrote: Hi Eric, at that moment you can see the unreal engine menues :) since i couldnt compile it because of 4.82 version errors, so i decided to play from the editor :s the argentinian way jejejejj... For being a project done by 3 people on free time we were pretty happy the result. Leendert it would be great to share what we have done, i'm sending you an email. Francisco. On Monday, August 24, 2015, Eric Turman i.anima...@gmail.com wrote: Sorry for the noise...0:38 looked very similar to another app done in Unity 3D for oculus. Congrats to the creators. Cheers -=Eric On Sat, Aug 22, 2015 at 7:35 PM, Eric Turman i.anima...@gmail.com wrote: ...unless it is a different oculus application using the same assets that I believe are being used. On Sat, Aug 22, 2015 at 7:21 PM, Eric Turman i.anima...@gmail.com wrote: But it was not the Unreal engine at 0:38...It was Unity 3D On Sat, Aug 22, 2015 at 4:07 PM, Francisco Criado malcriad...@gmail.com wrote: As soon as we can show the content, i'll post another video. Don't expect too much :) Nico, about the difference between Oculus and GearVR at a first glimp i was impressed about resolution, here in the studio we have dk2 in each machine and we are used to oculus grid screen and you wont see it gearvr. In terms of apk i exported the ride using 360 export plugin from unreal as hdr and then in afterfx made the mp4. The project was done ue 4.8.2 and its wonderfull bugs didnt let me export to android properly. Must say its a nice experience doing 3d animation out of the screen with all what it demands, always in mind there is no behind the camera in terms of environment. The nicest part was kids reaction! Here in Argentina its not usual this kind of experiences and less in a public hospital :s Greetings, Francisco. El ago 22, 2015 12:27 PM, Eric Turman i.anima...@gmail.com escribió: For what it is worth, all the assets @ 0:38 were done in Softimage =) On Sat, Aug 22, 2015 at 8:48 AM, Nicolas Esposito 3dv...@gmail.com wrote: Wonderfull! Francisco, regarding the technical side, there are gigantic differences in terms of performance between the DK2 and GearVR? I'm tempted to go wireless with the GearVR, but compared to the DK2 ( desktop ) I think that there is no match, but I would like to hear some opinions about that. Very nice job and for a good cause :) 2015-08-22 15:10 GMT+02:00 Leendert A. Hartog hirazib...@live.nl: Looks very fascinating. Do tell us more! Might even be a worth amaking-of for the si-community. Contact me, if you agree... -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- -=T=- -- -=T=- -- -=T=- -- -=T=- -- Sent from Gmail Mobile -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: test again
test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr wrote:
Re: test again
nope... nothing. Rob \/-\/\/ On 27-8-2015 10:12, Olivier Jeannel wrote: test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2015.0.6125 / Virus Database: 4409/10521 - Release Date: 08/27/15
Re: test again
Sorry, I send answers yesterday from my gmail account for the Animate polygon faces individualy, and for some reasons they don't appear. I wonder if Gmail works well with mail list ? On Thu, Aug 27, 2015 at 10:14 AM, Rob Wuijster r...@casema.nl wrote: nope... nothing. Rob \/-\/\/ On 27-8-2015 10:12, Olivier Jeannel wrote: test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr wrote: No virus found in this message. Checked by AVG - www.avg.com Version: 2015.0.6125 / Virus Database: 4409/10521 - Release Date: 08/27/15
Re: animate polygon faces individually
Sorry if this appear as double post : Here's a capture of what I was talking about before. (Hope the link will work, the list is damn limited for attachements :/ https://drive.google.com/open?id=0B1QqhXD7Y15qV29jRTlMcTdmQU44bzF0ZnFnRkZPN2NGamRn This is a big unsimulated icetree that manipulate polygons. No particles, no instances. in first part of the anim you can see : Global Translate Local Scale (Per Poly) Local Translate (Per Poly) Local Rotate ( around edge (that you can select) ) In second part, the same thing with 15K polygons object, plays realtime ! The technology isn't mine, I borrowed it from Christian Gotzinger and someone else (I can't remember who :/ ) Le 26/08/2015 12:51, Chris Marshall a écrit : OK Thanks All. Not sure the list was working yesterday or last couple of days. I broke up the mesh and used particles to animate. Figured it out myself in the end. Works ok even with 900 individual polys. Thanks for all the input today. Cheers On 26 August 2015 at 09:43, pete...@skynet.be mailto:pete...@skynet.be wrote: it's cold in here. because it isn’t as simple as you think? best is to go the ICE way, disconnect/poly islands driven by particles’ SRTs works fine and fast. There was also the older ICE method, (was it guillaume’s?) exploding the object into it’s poly islands, and using them as instances on particles – but that got slow on hundreds of parts. then there is the old school non ice way: create a cluster center for each poly island and animate these directly or by pose constraining to nulls. On 25 August 2015 at 11:42, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: Any thoughts or pointers? I know this is really simple and can't believe I'm struggling, but I've never had to do this before. Cheers On 25 August 2015 at 11:09, Chris Marshall chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com wrote: Hi All, I'm having some brain fade here. I need to take a logo, break it into individual faces and animate them around separately. Should be easy enough, but I can't think how. I've broken the object up using DisconnectComponent. So what's the easiest way to simply explode the faces, or animate them in some interesting way? This will be a logo forming together, so just some basic Mograph type animation. Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk http://www.mintmotion.co.uk www.dot3d.com http://www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk http://www.mintmotion.co.uk www.dot3d.com http://www.dot3d.com -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk http://www.mintmotion.co.uk www.dot3d.com http://www.dot3d.com