Re: Pretty OT :)

2015-08-27 Thread Eric Turman
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...

2015-08-27 Thread Jens Lindgren
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...

2015-08-27 Thread Jason S

  
  
   
     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

2015-08-27 Thread Grahame Fuller
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

2015-08-27 Thread Chris Marshall
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 :)

2015-08-27 Thread Nicolas Esposito
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

2015-08-27 Thread Olivier Jeannel
test gmail

On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr
wrote:





Re: test again

2015-08-27 Thread Rob Wuijster

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

2015-08-27 Thread Olivier Jeannel
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

2015-08-27 Thread olivier jeannel

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






test again

2015-08-27 Thread olivier jeannel