Re: The Softimage mailing list

2020-02-11 Thread Kris Rivel
Great thread, trying to catch up on these. LOL. Still nice to see familiar
names on here. I'm still using it especially for animation. If you tried
messing with animation curves in Maya or C4d...ugh...forget it. I'm still
in the commercial biz and maybe one of the last few generalists still
working. I use Soft constantly and have a brand new box and it still runs
great for now! I try to use other apps when I have the time or if there's
something I just can't ignore that's actually pretty cool but I'll still
use Soft forever most likely. Hope this community keeps going!

Kris

On Tue, Feb 4, 2020 at 10:07 AM Artur W  wrote:

> I am currently using XSI modeling for cinematic. I can't really use
> anything else. Even though I don't usually do that nowadays, coming back is
> so easy.
>
> On Mon, Feb 3, 2020 at 11:35 PM Ben Barker  wrote:
>
>> Literally yesterday ran into a modeler using XSI in production. We had a
>> great chat.
>>
>> On Sun, Feb 2, 2020 at 12:05 PM David Saber  wrote:
>>
>>> Hah good news. I hope this community stays alive. Even if it's smaller
>>> now, it's still the BEST 3d community ever!!
>>>
>>> Is François Lord still around?
>>>
>>>
>>> Thanks
>>>
>>> David
>>>
>>>
>>> On 2020-01-30 19:12, Alan Fregtman wrote:
>>> > > hello, the Google Group is juts for archiving? Can we talk on this?
>>> >
>>> > You will be able to when the official list officially dies. It's still
>>> > running so the Google Group is read-only to avoid
>>> confusion/fragmentation.
>>> >
>>> > (François Lord is an admin, I think??)
>>> >
>>>
>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
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Re: help cant install Soft

2020-02-11 Thread Kris Rivel
YErju4NkH2AmLid-2BPUk-2BsCCVBrQ47xtf0GFPfX1OobxPk-2F-2FAS-2BcfTJ3xowwh5jVYBmtvH0b2OgkE397aRltsdyMKWdO8wVJzorONTjd5MF1Df8hrwpjhr5M-2FMd8b8DYH-2FZNFnD1fbz7-2FqRtqIXFvq4aUOv3lAyRS3rP7j4sH1gJrxHzcH5iMlDOhK9Ze0P40NISWQEOA5N3Oa-2B-2FVFu15EJ6p2aqoT9gDOjWeAKLiBx6ZFuTIOhjQHsAzI-2B9BlNetvSwST2-2BjbY0KhbYUyO-2FbDrzCHlHH3YiIxtHoaZAPBqErayo9o4lJ4nUKU4x1uJbsVlyxw-2FbeF9lejE058Hm0-2BH-2Bx6TvOoIKm5xF3MePkRuP0JXijfc-2FzOl0-2Bn2U9RBtFvzUN17-2BwPdZ3ZSwryFrI7jF7qea8bqqrzF9qdIAKCk2SAjS-2BkOsPvuqw-2BYymM59QSc6-2B0pnMK-2BQf0hF26cUwZbBpjG6g-2F0uZYUJzGnCqZ7di0K6BwacCQVKvmOIg717mdiN1BywiPzYniWJ6M8LVdmp5H2ZqvrC4QN-2FjemFObcKHisFNmXzEAfB0LkH0A4PayW5MfTZPVN0Y1-2B6Nc1C1Gcmm1eVnj9NjeEaUWTLnh-2FXmDmfWyYGmRfp2N-2BJ9mWbJzU6I2LyzInsIx23EKkYMQbVd7nRfO5Cl0J4IeNHiEKhzsk2OxJCQ-2BS6iVxAIBlSAsw3HuhA5gvsfGuKxQRASFXnTYsurQe65OC-2FA7fJGZXvAy77vhZuKMaE185z0tg-2BymaN-2Fc0h-2Fx7tgiQEFRQj2bTzWmy-2B3ritZUAbjVi0XwDCXN3p6WHPeZ-2B33zQYWl1FTRbUlVcVesxK4pwQRK25NVVgXIuGeTFTb2lFDfinwqLDqRne4X5y1wLA-2F4-2FLKtz35Z-2FqMEphRyAWNKcx7yNM0O-2Fmr2uZj2Cig59qIp9hIIMW1n5tH9wMyrMytpU0Woe2RW3cbQ85i2uek5L14Q0pE26ZjaYV4OkUTBr7kZyFHF90PjhzrCh7W9Fkp-2B7qtZHpKacfPAAuuE9EzAygEzOpBW2GqJ8vVCzGp-2Fk1Ihmn0M0AWSUCiDyWQ7BX7O-2FtoqdRM0rriW-2Btt8lkaz55pKTUn3oZ5-2FeJG8XHV78MuBEz3w0q66nROV3kQKThVhI23h8tgnFvx-2FEAy-2B1-2FsuXVeEF-2Bl-2FgMUzI7B6elwgFkrrjJ76-2FpqJ2IBPwjy6mIDhoOJa5oMZdKeoj0FW4ta3iugbuZmCqspRkCyEFvLXWbvH-2B3TRup7g248JZJZO3NhwHaVfwFQQU-2FcSWbA-2F0k5z00QWoN4ZMtRYQlZhFBtigHbHrP6Iv9vI5fYSFSgsrOwC2zLSVUBNdsHesZ841xJIdAC-2Fjr4vpZSNUbutw5Q8LNCubyYQWwSDV1bRAd6kVBsh0tnt6cBdArsM4bXArFK1sPlhZZtCIAS3dbioiIpL4YW1MISGlk-2FzZ1jc9Cgv-2BRsyw5kpn31uzv6PbB7-2Fsl8XXgS9kb-2FEVvRYp8fmy-2ByTytxbSAZgXlA7yTDi-2BbMLPni2k75NNTvXG4fJHxbgBcLB6FOXEgNp1fVg20Fljg5MkIpPyldEo6Pbe5D3LpA-2Bz5Cvpp7xpyFAybN0Ha3ZyeXHb7FNUqMnullmKsmPBRqeGioD1-2F3zoc-2F-2F-2FQWMcpZeIlIAEsY5k-2F5KxqNR5QlmrVZ8Or68IScATbFf-2BiiMJuBp4usc8Naz8qs6u5y6jmSKDJoGDnXezbc8x79o5LAbkt7bV2a2j1CmR-2FBhUNPmchqzFE8LC4Qe7-2F1yJo3ZtJ6dRqhyM6j1O6Tp4KUP-2FVCvmnuSls7xIjc-2BKoeFozoaJzn3l4nhCnRfVQVCfqfR8zpkjOqyKMaanCeqa55MFTq-2BSPzOJW5qgcqR4SVEkn56FAmbccJRNgLi2Jsk5ZIC1n2PScSeokwjV5SKi-2BtzWa-2FEYsokL8ZkpgOZeEWzhEoZO0dLQaYyoxxqpnJF7IzTP6rAkQb0Vbi-2FlC-2Fw889uxaHa3bjOwPsvM-2F9uyrjQkpZAC9YJH-2FHybkghaRF2Ugn9QWQU-2F68ZpIpghpHB-2F1K1AJxmNSCgk4-2BQ3cAfJHwNtEGk0Jq-2FlJqhAkSU3oVIANSyaf2ZyVVcTZdYbfqlqKcWxLrjZ-2FRoPOdWWVhJxJ4DlTS-2Bj9pg9xiEEGMRqVw9R15WfLq2fWc05MG2aL6IeV3T0IZILD3GxURG9yveTJZtw5YvGdt8oodWAqaZ0WYwcqSetzLfC0DbLNlp34MUdbPHwzDKxZv9r16CFoaVHtOcKCSUEPeo7R8m48UcyOnvD8mXZ7-2BvpPoKr9mn413S7A4CNmllT0A7J5oZL4mPTH5X-2BMjEeJDsHCESMS20t2FfJw-2BVtatzp6T0So-2Bv6F1e8KOrX9jAh-2BLeW7Nm9GBOOl0oMn3mf7gPTCqaobDwhn8xE8j5CXdDo3-2F-2FydLevkvs44tRXa-2BCaRPMV3IGgsTtYmsu5krSS3WmwoyyS6-2F4dw7whlFyDFbG9jJBKvWqS06zqMYq6qFGzmuGPS62KEx-2BQixFxgpHAL2ne12Mq4eLjqB7Odl47sNv7TpQsk2Fe1AgQFVT1v4F3hQPgzkHgxKnO49lTXeneatbEGsVnqqxq58S1nn2yTGYAQRibiLIdmXfeXlB-2Fl3qPHrJ-2Bzv7bAkcCHy2z-2FG4yLjIpXkoPa9QThpfZn8BIgDD7v6BaK8GstLEbsSgCH8Bw9nd0Yqitq-2FBx2Ts-2B0-2FXXT-2Fs8yaj0booqNsS9u0PmLqbnQWoL5NjTYJlyoGY8-2Bwq2BA9NFvZ9ZFWrXqoQnO73CBduMmeLRmkHQbE-2B9dpRxKxUOp3fMrYPOYFQ1ONwi8EkFsUp6EwWMFOGXgp-2Fxr5etUtax0SiJ9Klm7I0mZ-2BtUIDArz8uM2nmJKUoqnoBCg708YB7PEvqcg3RwA8ioU-2BOBP-2FlMp0jV2UKhyV9E8QVBUKWiMu6b-2FTMACnW4RGKUytxCwlM-2BZg-2FESRAZcVOObvdN0eBlLM0as4tHb0glXPH_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fQIo2Dd-2FKXGLBCxyHDVHZzT0mGG6bvb-2FkqXihKtfz-2Fdz3B2KF6VIW4VtR3-2FMZUpwcCMffXd-2Bb78qYwQ0PhuXRXno0OwhEyRq8aDx2ZttjCT-2BBXx-2BkLsEmc6CqE-2B2NS5ibpv8-2BOQEaqQMWaWdInypWQONTLciPQTqPdjO-2F5ySnygfiwHvq3v6G2S-2FA0vg-2FvR3i9eJK4IBVbeTIuQQ3KIF-2FlN>
>>>
>>>
>>> On Wed, Jan 22, 2020 at 9:15 PM Martin Yara  wrote:
>>>
>>>> I don't know if it is related, but we were having problems with
>>>> Softimage 2015 a couple of weeks ago. We are using Softimage 2013 for a
>>>> project, and when tried to use the already installed 2015 that we were
>>>> using a few months ago, It just didn't work and the license number didn't
>>>> pass either. The reseller told us everything was fine, so we tried, and
>>>> successfully reinstalled it with a 2018 license number with the Maya with
>>>> Softimage 2016 installer (Softimage 2015 R2).
>>>> So I'm still not sure what was the problem, but it works now.
>>>>
>>>> On Thu, Jan 23, 2020 at 9:32 AM Kris Rivel  wrote:
>>>>
>>>>> This is the pop up I get, maya connects fine via my autodesk login,
>>>>> but not sure what to do about Soft now.
>>>>>
>>>>> Kris
>>>>>
>>>>> On Wed, Jan 22, 2020 at 7:18 PM Kris Rivel 
>>>>> wrote:
>>>>>
>>>>>> Update, I've managed to install it but installing .NET 3.5 first, but
>>>>>> now it says I need to establish a connection to the internet...ugh. I am
>>>>>> connected!! Is Autodesk lic. server down?
>>>>>>
>>>>>> Kris
>>>>>>

Re: help cant install Soft

2020-01-22 Thread Kris Rivel
Update, I've managed to install it but installing .NET 3.5 first, but now
it says I need to establish a connection to the internet...ugh. I am
connected!! Is Autodesk lic. server down?

Kris

On Wed, Jan 22, 2020 at 6:16 PM Kris Rivel  wrote:

> Have a brand new threadripper box and I can not seem to get Soft to
> install!! I'm installing 2015 R2/SP2 and I keep getting an error at the end
> resulting in the attached log. Any ideas??
>
> Kris
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help cant install Soft

2020-01-22 Thread Kris Rivel
Have a brand new threadripper box and I can not seem to get Soft to
install!! I'm installing 2015 R2/SP2 and I keep getting an error at the end
resulting in the attached log. Any ideas??

Kris
<>
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Re: strands generated on points

2019-09-06 Thread Kris Rivel
Hot damn that worked! Thanks!! Tried to set it to points initially but it
didn't do anything unless I cranked it super high, makes sense now.

Kris

On Fri, Sep 6, 2019 at 11:54 AM Jens Lindgren 
wrote:

> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
> number of Particles and set Emission Type to Point. Rate doesn't really
> matter when you want to emit from mesh vertices.
> Then the secret sauce... Go in to your Emit from Geometry compound, then
> go in to Generate Points compound. In there, bring up the Generate Sample
> Set node properties and set Rate Type to All Points.
> Tada!
>
> //Jens
>
>
> On Fri, Sep 6, 2019 at 5:29 PM Kris Rivel  wrote:
>
>> Trying to make a long exposure effect of a stick of LEDs twirling around.
>> Have a nice animated grid of strands flying around and it looks great.
>> Problem is the particles generating the strands are just emitting on a grid
>> and stick to their emit location so they're not lined up nicely on the
>> emitter. They're just spread around randomly. Hoping I can keep this but
>> only generate one particle per point...but keep the "simulation" working so
>> I can turbulize it etc. and keep my generate strand trails which only seems
>> to work on simulated particles, not a simple "add point" on empty cloud
>> setup. Any ideas?
>>
>> Kris
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNch-2BwSLMAIA8-2B-2Fai7Was5M7NUgkRPlvtBVWECuMBMaQ6RK0EF7467agVCsUfcarGi4RPfTWJUn7l0RRdAkTEXxTX3Hd6Bc5uaWpsQ3TcXL9hLBYCQrjuAtJGCapC7qKFBLM4becCVydKwlmXRzJouNvGEMySIyYg-2FBpCK0rU-2B-2BxNrW2x9bCoPjZ539xfmGVir3w-2BUozD9d-2FghuBPxUS-2ByaDSkSS-2BB-2BaWZJvGXqFngbIIthdqCviALVOf-2BVpL2uqOrvlOapKSifP411XN6f89igaiqvnwqZ0afklHxmyw-2FsmC2zYERear4APjGCo-2BXE-2FEClnwuKgqWKhhc56PKgPS8MLLk0XUI-2F04sO7L1DbGK5e8YrWtQKC1ZuaAVSSk8HVtCTlI3c-2Bz467sCfuFhJDpmajHcLy1J1NOgOD3-2Fyul1ZOUzion6-2B8BNvrUZZ7qwpCw-2FABGTM4vxnjOSCmhleVKCwfUzjXHmSb2-2Br4XLJJaU2vdl8oIdQt0Av4RoA73-2Fr6Qi0etuZ4e0zWxW-2FeXXV6olvruRK9pjCyPI-2B5GzBM6vVErJz6ybMx9jDhkvLVzdMqpGvGYRgiamxzt7W180SlwFS5P30mOqjwacwdh3iI-2FW0HPGYL6037YkuWzvXMBJRrtpil6LIc7El9JVThDayKDwstnxXd3oP4S7yEeHGTT5pGMAgJCeemup33O2JEvrPZfY-2FTe6k2QyrB7c6q3LSFWAC4QoQi78Ghx25S137eqbF1aZRG81i45-2FTdl-2F1X8LeAvNgCFp47CilKVHWxaf76f4hLAsC5nZ90CB6fq-2FxRHYCf-2BvAp17RaLr8-2FwlnD2e3kvjtq6ANVXAO2sreWfG7cPPRmouYlbQNeB-2B2l-2FFcjUbxsCTAsAlXsyn-2BFeeReMLvJgjlAso-2FXawe8PgcPeTdnfoeVS8Q86lVVkFy-2FGkMnzqlF5q7nYDdT5CwjSPYjpJ-2BQwN-2FW9Q-2FvX7HILKGbf-2BJl6942yxAc1ChKxonQxqdhXgz3WGi2dRE9l8e9FacGu465fiAYOxFxjd5hq1duOl1ofUobo-2FlCFh2eaVRL9DGdr4AiqFuzHQBHfgEh-2B1irrJyherKFBKEdkwEvumhInqK381WjoYUVVTCKAedHw58YUcGGUHV3EPmwdyvrh1vJpDZfJXZQPX-2F4YXg6TrURN3iNIEca72Gr2j8-2FLv3da2YyTZx2Borjla50rzM7-2Bvnt-2By57CFCXx6OPlp90j8s1cpJB2MF-2F3eIVsf-2B0KQ3BTjycBS7cjc-2FAOiZ6arY3rBX4IK5Ex6El_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSMQ8vvQIT0pbBfCAhTB7uPoc24LAIKx2b1QWjSQexlhqv6I0FmOqa1dWDuwt2J2GmJFdkNHGCHGn8zD6McuZm5xlQQvER-2F3xgTJEdl-2FPS6D8n-2B9fdOv0A69nyUfzC3AddrrJ2yL10mGS1oH4SI8eGb585CVpNs-2FJLzYH269C97Z5r4JClmpwqNieWO2BaozHo-3D
>  >
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strands generated on points

2019-09-06 Thread Kris Rivel
Trying to make a long exposure effect of a stick of LEDs twirling around.
Have a nice animated grid of strands flying around and it looks great.
Problem is the particles generating the strands are just emitting on a grid
and stick to their emit location so they're not lined up nicely on the
emitter. They're just spread around randomly. Hoping I can keep this but
only generate one particle per point...but keep the "simulation" working so
I can turbulize it etc. and keep my generate strand trails which only seems
to work on simulated particles, not a simple "add point" on empty cloud
setup. Any ideas?

Kris
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Re: render tree mixer/texture limit

2019-09-06 Thread Kris Rivel
Yeah its an odd project and honestly we tried Maya, C4D and Houdini and
Soft was the best option! Basically have a bunch of growing textures UV
mapped onto tracked geometry to simulate a spreading ink/paint looking
thing. Simulations were too difficult to control, too much R and didn't
allow us to tweak little parts of the effect or create seams, etc. Made a
crap load of offset animated textures, brought them into the render tree,
moved a bunch of texture supports around and done. Looks/works great...just
hit a ceiling with the node limit. Oh well.

On Tue, Sep 3, 2019 at 4:43 PM Sven Constable 
wrote:

> On the other hand,  having more than 64 texture/UV sets on a single object
> is well… extreme :). I never needed more than a few. A dozen maybe.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
> *Sent:* Tuesday, September 3, 2019 10:19 PM
> *To:* Official Softimage Users Mailing List.
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchiLG9o7ECJDJ0Mw-2FRzSlfldhFWvv2G7M9xrogMv-2BiUgrG-2BmCVAfC2HxBWG0Czpbw8UUe9Xkbh68Twjp-2FiA-2FSErDaB0QMN6TZInAAMY3U5tTiO1pHL3fqc59MeZ53LOZG-2Fxgw7w1ET7NsZfhM1NrTIoU8e4itqB8an6cilichw7ugVnCs-2Bwed9bSquuodJl4wL3PlTXpIO5wcLvXRKdeVH93E38tTwwroSRYNc52LvcsreELzBmMy5Q4CLERV8rSxCxBofYdByOQphoYmaZAkZNNW7H316SlY9sPkIVGG-2FZLFErIabv2AwWbgD2fbPqpTtGrElqU0rQLRyj1lbnVf5ww-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRCAgBh8V-2B467VXw-2BEEtCsZ44gNUpPkjsQBRcSgGOCKwMGbYclEFRzKiU-2Fwt3fy7QGCgl9JTphcYBskfisKnt1WjQAWhZ-2BEa1KQEHF11i754SQLp-2BpdQQuCH8estDqzYkYL5Qs-2FLxnUvEiXH0C7nGWxH2U07VhJFoZg9Itncu89glE55kiYFtvFz3OP8pCJjNg-3D
>  
> *Subject:* Re: render tree mixer/texture limit
>
>
>
> Thanks Sven...yeah I determined that must be in and broke it into pieces.
> Stinks cause it was the one great feature that made this project really
> only possible in Soft..ha ha. Oh well...still couldn't have done it without
> Soft so I can't complain too much.
>
>
>
> On Fri, Aug 30, 2019 at 12:56 PM Sven Constable 
> wrote:
>
> I did some tests and it seems to me that there is a limitation regarding
> the maximum amount of *texture sets per object *which is 64 apparently.
> More than 64 image clips per objects seemed to be ok as well as a lot of
> mix8color nodes (I had  ten of them and 72 image clips on that object). As
> soon as I hit the 65th texture set, it rendered incorrectly.
>
>
>
> Not sure if there is a workaround except splitting it in several objects.
>
>
>
> Sven
>
>
>
> Heres the scene if someone likes to play with it.
>
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I7hVw843xtQ23aUjuGbpkshpjEl1Iv1pzPIKHGeZG2cGS22RrZ8fhB1hSVxngOZkoXX9DLfXN6-2F27a1BMgtpb6KTkNz5vCXHcQuSoY327HlUG-2BJ8DbHnVDfVUhM9rEkX2MUY-2Bfo1kXo19Bp4-2Fra-2F1-2FO9RT8apfNrxVyOkPhNs7JQDe2RxeBLLV2PZeOdINJP0cojr5JS5r0nx8SWbAf93oGVDdx36g9lIq-2FTC78wfxhOs0e4es1jpnvLGxQW6cRTxvBtNyNwtOP82qm0miEJqu6gazDJJAliWeiJjssdTscw0XAUnqQUZXf1iMjjHKOgqWihzcKhqkmxfYcHfoBaEEs-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRCAgBh8V-2B467VXw-2BEEtCsZ44gNUpPkjsQBRcSgGOCKwLorN6jSDMGg1zQVKuEe4SjvO2jkczpL40Frmm6Gs14qp5-2BlYMvB7ZIiz20x083T6vbmE2N6WEaUPGUAOjqQI9HwEKukFdDxI3GAqQuRJXjS-2F0noJ6-2FrYdtjEyF6F5esuKxGvodPwj4E76ahz9zP-2FUM-3D
>  
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOmMAKB8JGacZcowsK4IlqY8aQGPpnujEXNbmyey-2FEv7HGtoL-2BI-2FyFXaqM003GW6wYi36VK5RlUUzB5WqXMoPTwNPainGGlvtCQf4gB0kvKV-2BemHEdbkZyAlHTPmi-2FqcIwxgp4zIjZ4L4pSRLZZd94i6P1BAFeL8KpAmmwcApBtn1d8r2DQxpzb6mk-2Fw-2BTPx1H61sN5QQNed0pEkPoRzlNw3kFia69Cd7DDh13py9gA4Wng-2FpQAhUBZCjQnmKcYLWv72j6VqQ59kRZeKJAwv3rgNOzURSQIMOjQ8EYkcUmU4FphWgTpaRCBTMG3LDf-2F6TDwvV9qZ-2BG9q7ssiovuTNQk-2BqbyKbjgnpLMPWjrNK4b9mxFN8XtaDqrWBM4LXFVoweFVaopwXPVKVWdoLr2PAmnX9oBQrHSnSjsUq0mCxukKS-2Bxqz5SMcaa0VQcYxouA-2Fd5v-2FZrrgHmwIzvhp-2BYFsVpw06xeUldXNjNeonf3tqgPNeQcETPvuTA-2FRWm3hP1dOxEws9ata7hhOM3g1mzUXWyTqJWb-2FksctcS6uoR-2BEl85U-2B-2Fa7h2Dyn1h-2BJY299hzPQLvFOWcOUYl3rOrJuF07cks3RD07AwSQUZ4awxv7-2FKYI2ECwpeivlX3Q9EkwnVUMwF8tTfWYgnOJCnbwWeS1557J1RpSJ2CQT77butkO8Uw-2BWpI1uZ-2BsvUr-2B2z9AEgWVCQV85UyU1k-2Brojn2EHVTaac-2BmwpIZ9JO32VRibwg03JWZA73fXDKxzsunh4UJbKSzPtpFCr0Sgnl6so-2BTrrzjF-2FojKKg9x1v9hMJfnEHMWPVJR94hnkFwet3c7AaAI9p4FP8eeOD6054q-2BDfwJpaeG24kK-2B4ACMOflPVVjqu-2BaO-2Bh-2B9r-2BXvKy79eFfWKyTUdc3BpjDhfyDzAizqOJ7TEtFglqDR3R5UaXZf3B7j2Lc3mXnoVPLQgV18VAvzBMiqWsjbORVv0ZNaIWBqdEHxnYT3tkGFDtq7YsLj1TQj8Uozn2Db8kkmDhN4hzGhsAoWd8UCv1PbLGtNZF0wj8fbhzWRggspFFc6b7XnHgE9OXCbBMsYIQvQQ7cAco1qd7cRFiFSvFrD4ITbbhVsl24BcXrDNkKj1GAqLt1mW5fYflfUV4UZN3H9e7ZSsKLueW9BIXcic3MOHL4zzXF70ziES-2FrucW6oBsaTuLQcxlZLoBahffjIFTwBfEd

Re: render tree mixer/texture limit

2019-09-03 Thread Kris Rivel
Thanks Sven...yeah I determined that must be in and broke it into pieces.
Stinks cause it was the one great feature that made this project really
only possible in Soft..ha ha. Oh well...still couldn't have done it without
Soft so I can't complain too much.

On Fri, Aug 30, 2019 at 12:56 PM Sven Constable 
wrote:

> I did some tests and it seems to me that there is a limitation regarding
> the maximum amount of *texture sets per object *which is 64 apparently.
> More than 64 image clips per objects seemed to be ok as well as a lot of
> mix8color nodes (I had  ten of them and 72 image clips on that object). As
> soon as I hit the 65th texture set, it rendered incorrectly.
>
>
>
> Not sure if there is a workaround except splitting it in several objects.
>
>
>
> Sven
>
>
>
> Heres the scene if someone likes to play with it.
>
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I7hVw843xtQ23aUjuGbpkshpjEl1Iv1pzPIKHGeZG2cGS22RrZ8fhB1hSVxngOZkoXX9DLfXN6-2F27a1BMgtpb6KTkNz5vCXHcQuSoY327HlUG-2BJ8DbHnVDfVUhM9rEkX2MUY-2Bfo1kXo19Bp4-2Fra-2F1-2FO9RT8apfNrxVyOkPhNs7JQDe2RxeBLLV2PZeOdINJP0VHW6YXeD0mA6Urm4x1b9f05cWoZ51bFO-2FsCORCnWL0w43Cd5fPJgf8j-2FmB7uBDSXXCm8zQvF9sTjjaP7slhQxP-2BXORiYGni3D9uNgH57nt-2Frw6MBn20K7MXniy-2BWveksbUZF5DWNZofQIK2RubDKeI-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRZlIaioR1k5kAGG5k8NTVjyM2GMINpmQMGeQjkIVTynrwumulAAkqSELSgp-2BtsT9ifxChtM69hDd9vQckEQBPtdKh58oaw5TqreYUVdlMSNIwv7p9VVNqBemiMyw8UNOHO7VvZyzxeJDOAxW4q-2FK7ZsVX1zakDdCgbpUq7P2yI-2FRoUvQ1-2BFVPH0jmZhyMY13k-3D
>  
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOmMAKB8JGacZcowsK4IlqY8aQGPpnujEXNbmyey-2FEv7HGtoL-2BI-2FyFXaqM003GW6wYgVbvyfqUv5Ew-2FWrUPctyBxjqg5RbKGjTYCwhD5QntG2vLT-2BvSNeIfu7ETWshp-2BdScy9Y1j6F5A0lQ-2BCIIyHld9Dvlb2O3P-2FHitpi8kfnyxMOF-2B8bOP0jdKtQkPuDTLw3-2FJ-2F1JKS5Q3EAbSTzrp2USKaGDSv09yY8zkr0Mm3HNMCGsCW9He0PbtF7pAhDaPij7VN8d91f7DBlEMZHjJgltLnu6mm3sFVEq-2BhYOTt-2FlEYq8wKbnBHPRMXsLQlTCOUxdtc403ijQflhquCNTq3TZPPMrhBXIz4o0cWhZ-2B34dCCHqVQGaxa62z3AP2l-2FiqaBBMgT-2FDAVcph-2BlO7yUbm63vDmwYMgQ-2BcSj1qhcN9Ar8o19PUvI-2BJ34wQHeNLg-2FMnUrpBFlx1-2BxzkV3omodmED6FhkafL2eOPwU-2FY3R6zHHjxFCjWPZ-2BPMZvCGaycCgG3LpTDg2JRrHGShKRkGleHVGKtXOSP7FoOwsYHTpc0f6q5kTEudyCvnRvXe0cxwygZQwdCQ3hhbP6IdPcTzTYrIsmJk6I62m-2Ba2VphHce-2BMvb8658dsjUE3R-2Bdk9573Gh7hkCbgifIVi3ID1ESDYa8yJiaGnbts11mTsBADov37BJ6Se7FOGN3VuP-2F-2F8c7IXZhl8Bk0RSOYN7Jj2zS8C2CSVgzVUtToDOykEpkAduzuPjVJ-2FbreHKKoWHHkC2KXD0gOANRi-2FbA4LWqghYl8v7MBMaM8ODNi5LnDl7TZafFrejYA0T8xlzgprk7t-2BlbqeBFVtTx-2FKI-2FXk8PrNZwOQCQijrzezSnzUchjxkhKJa53UrxVtIcOebvWdN-2Fs-2BAscPk0X-2BS-2FBetXlu6EraMN-2Bn37qBwxZLbpDXcdcPlL1AP54oHmNK5mNYto3S5Z5HD1PzwTXnuMOh6eq7Eu-2FcDkGfKRwe7WRLRW6JcpNLuAmFrTZOwv_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRZlIaioR1k5kAGG5k8NTVjyM2GMINpmQMGeQjkIVTynsj9i8tVQg49TAJaEyJ06ZgXOwXO5fhauclbykrxFXxVB-2BDDyegYtxpeGM4M1hrgd2XIB1CdFLFvJkgUAkW9xgFdHm8dKgjrqvVQ694Hx3jwUMPCDUrxETjVDHqLtKdxqIGaINDTDnvY0O-2FAdLnf-2BVE-3D>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
> *Sent:* Friday, August 30, 2019 5:19 AM
> *To:* Softimage List
> *Subject:* render tree mixer/texture limit
>
>
>
> Hey all...been ages but still here! Weird question but anyone know if the
> render tree has a max limit on the number of nodes, 8mixers or textures it
> can load beyond any memory issue...just physical "number" limit? I have
> about 65+ texture nodes plugged into a stack of mixers and all was working
> fantastic but I noticed some are missing and only show up in render if I
> unplug a few. So I'm thinking that I've hit some sort of ceiling. I have no
> memory issues at all, they're just not there and mysteriously show up if I
> cut some out. If there is a limit, anyway to bypass it?
>
>
>
> Kris
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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render tree mixer/texture limit

2019-08-29 Thread Kris Rivel
Hey all...been ages but still here! Weird question but anyone know if the
render tree has a max limit on the number of nodes, 8mixers or textures it
can load beyond any memory issue...just physical "number" limit? I have
about 65+ texture nodes plugged into a stack of mixers and all was working
fantastic but I noticed some are missing and only show up in render if I
unplug a few. So I'm thinking that I've hit some sort of ceiling. I have no
memory issues at all, they're just not there and mysteriously show up if I
cut some out. If there is a limit, anyway to bypass it?

Kris
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Re: ignoring error in deadline

2018-04-26 Thread Kris Rivel
Awesome thanks! I'll give that a shot!

Kris

On Thu, Apr 26, 2018 at 4:13 AM, Ola Madsen <ola.mad...@digitalcontext.se>
wrote:

> Hi Kris,
>
>
>
> In the Deadline > Configure Plugins > Softimage settings, Disable Strict
> Error Checking. And that should fix your problems…
>
>
>
>
>
> O
>
>
>
>
>
> *Från:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> *För *Kris Rivel
> *Skickat:* den 26 april 2018 06:05
> *Till:* Softimage List <softimage@listproc.autodesk.com>
> *Ämne:* ignoring error in deadline
>
>
>
> Hey all...been ages! I know this is a stretch maybe but curious if anyone
> has a solution. I'm submitting a scene that is using a cached polygonizer5
> mesh from Mootzoid. Works and looks great. Problem is that for some
> reason...the render is failing on deadline. The only thing I can figure out
> is a strange error I get when rendering through the UI that seems to not
> effect anything. My thought is this error is just a warning but deadline is
> seeing it as a problem and killing the render. Rendering through UI is
> fine. Any suggestions how to ignore this error and force it to just keep
> going? Thanks!
>
> Kris
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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ignoring error in deadline

2018-04-25 Thread Kris Rivel
Hey all...been ages! I know this is a stretch maybe but curious if anyone
has a solution. I'm submitting a scene that is using a cached polygonizer5
mesh from Mootzoid. Works and looks great. Problem is that for some
reason...the render is failing on deadline. The only thing I can figure out
is a strange error I get when rendering through the UI that seems to not
effect anything. My thought is this error is just a warning but deadline is
seeing it as a problem and killing the render. Rendering through UI is
fine. Any suggestions how to ignore this error and force it to just keep
going? Thanks!

Kris
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Up vector on particles flowing on a path

2017-04-26 Thread Kris Rivel
I'm sure this has come up but how can I get a proper up vector on particles 
flowing along a path? The align on velocity in the flow on path node overrides 
anything else. I want them to align on velocity/direction but also stand 
straight up pointing at Y. 

Kris
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Webgl

2017-03-22 Thread Kris Rivel
Anyone on here have any webgl experience or know someone who does and is 
looking for a remote based gig? Email me if so. Thanks!

Kris
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Re: slowing down particles

2017-02-23 Thread Kris Rivel
Thanks guys...I was able to get it to work using a multiply by scalar on
particle velocity at the end of the tree. Problem was I was using the "em
turbulize" node/plugin and that wasn't playing nice with the velocity set
so I just made my own noise. Works good enough for now!

Kris

On Thu, Feb 23, 2017 at 5:40 PM, Christopher McCabe <
christopher.mccabe...@gmail.com> wrote:

> Excuse my post... I have not used XSI in over a year now. But I *think*
> you could plot the particles with a "shape" plot? Then adjust the speed
> once you bring it back in as a animation clip.
>
> I had to do this to slow down a syflex simulation. Should work the same
> for your situation?
>
>
>
> On Thu, Feb 23, 2017 at 4:25 PM, Sven Constable <sixsi_l...@imagefront.de>
> wrote:
>
>> If you plug in into the last ICE port just before the Simulate Particles
>> node it should override the other stuff. Or create another ICE tree below
>> all others (if you have more than one, driving the particles).
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
>> *Sent:* Thursday, February 23, 2017 11:05 PM
>>
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* Re: slowing down particles
>>
>>
>>
>> no I have other noise stuff going on that ignores that. Wish there was a
>> global effect I could use.
>>
>>
>>
>> On Thu, Feb 23, 2017 at 4:35 PM, Sven Constable <sixsi_l...@imagefront.de>
>> wrote:
>>
>> Maybe just using a drag force?
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
>> *Sent:* Thursday, February 23, 2017 10:28 PM
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* Re: slowing down particles
>>
>>
>>
>> Yes ice particles...that kind of does it but I have them emitting so its
>> doing it based on age...new particles are still moving quickly. I want to
>> slow all of them down globally.
>>
>>
>>
>> On Thu, Feb 23, 2017 at 4:16 PM, Eric Thivierge <ethivie...@gmail.com>
>> wrote:
>>
>> If you're talking ICE particles then you could get the particle velocity
>> > Mulitply Scalar (0.9) > set particle velocity or something like that.
>>
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>>
>> On Thu, Feb 23, 2017 at 4:13 PM, Kris Rivel <krisri...@gmail.com> wrote:
>>
>> I have a nice effect for my particles...some turbulent snow. But now I
>> want to slowly slow them down till they freeze in place. Is this possible?
>> I want a gradual deceleration till they're locked in space.
>>
>> Kris
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>>
>> --
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>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: slowing down particles

2017-02-23 Thread Kris Rivel
no I have other noise stuff going on that ignores that. Wish there was a
global effect I could use.

On Thu, Feb 23, 2017 at 4:35 PM, Sven Constable <sixsi_l...@imagefront.de>
wrote:

> Maybe just using a drag force?
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Kris Rivel
> *Sent:* Thursday, February 23, 2017 10:28 PM
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: slowing down particles
>
>
>
> Yes ice particles...that kind of does it but I have them emitting so its
> doing it based on age...new particles are still moving quickly. I want to
> slow all of them down globally.
>
>
>
> On Thu, Feb 23, 2017 at 4:16 PM, Eric Thivierge <ethivie...@gmail.com>
> wrote:
>
> If you're talking ICE particles then you could get the particle velocity >
> Mulitply Scalar (0.9) > set particle velocity or something like that.
>
>
> ----
> Eric Thivierge
> http://www.ethivierge.com
>
>
>
> On Thu, Feb 23, 2017 at 4:13 PM, Kris Rivel <krisri...@gmail.com> wrote:
>
> I have a nice effect for my particles...some turbulent snow. But now I
> want to slowly slow them down till they freeze in place. Is this possible?
> I want a gradual deceleration till they're locked in space.
>
> Kris
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
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> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: slowing down particles

2017-02-23 Thread Kris Rivel
Yes ice particles...that kind of does it but I have them emitting so its
doing it based on age...new particles are still moving quickly. I want to
slow all of them down globally.

On Thu, Feb 23, 2017 at 4:16 PM, Eric Thivierge <ethivie...@gmail.com>
wrote:

> If you're talking ICE particles then you could get the particle velocity >
> Mulitply Scalar (0.9) > set particle velocity or something like that.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Thu, Feb 23, 2017 at 4:13 PM, Kris Rivel <krisri...@gmail.com> wrote:
>
>> I have a nice effect for my particles...some turbulent snow. But now I
>> want to slowly slow them down till they freeze in place. Is this possible?
>> I want a gradual deceleration till they're locked in space.
>>
>> Kris
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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slowing down particles

2017-02-23 Thread Kris Rivel
I have a nice effect for my particles...some turbulent snow. But now I want
to slowly slow them down till they freeze in place. Is this possible? I
want a gradual deceleration till they're locked in space.

Kris
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Re: render 360

2016-12-28 Thread Kris Rivel
You guys are the best! Thanks so much!

Kris

On Wed, Dec 28, 2016 at 7:45 AM, Francisco Criado <malcriad...@gmail.com>
wrote:

> I forgot to mention that if you want to go to youtube 360 or facebook you
> will have to use:
>
> https://github.com/google/spatial-media/releases
>
> Its quite simple to use!
>
> Greetings!
>
> Francisco
>
> On Dec 28, 2016 8:57 AM, "Kris Rivel" <krisri...@gmail.com> wrote:
>
>> Thanks guys!! So what about the post/compositing side? What do I use for
>> final 3d output? What if I needed to output to facebook or something?
>>
>> Kris
>>
>> On Wed, Dec 28, 2016 at 6:39 AM, <pete...@skynet.be> wrote:
>>
>>> When I did a lot of them – what served me the most was a 6 camera rig.
>>>
>>> 6 camera’s at a 90 degree angle (including up and down), with square
>>> image ratio and 90 degree opening.
>>> You can render with any software, no need for special shaders.
>>>
>>> Remap the 6 renders on the planes of a cube, and re-render with whatever
>>> fancy panoramic or spherical or 360 shader you want for final output – or
>>> deliver as is.
>>> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
>>> found it rather all rather straightforward and unproblematic.
>>> A bit frustrating that you can only have 4 viewports at once – but at
>>> least in a square viewport you can see very well what you are doing.
>>>
>>> Make sure to test volumics, displacement, particles, lens shaders, SSS
>>> and FG, even simply sampling...  before deciding on a method – there’s some
>>> bad surprises to be had.
>>> The 6 camera rig solves pretty much all of it since you are doing a
>>> totally regular render.
>>> Square renders (at 1k if you go for 4k total) fly like crazy, compared
>>> to a 360 view.
>>> They better since you need to render more of them, but I’d rather debug
>>> in one, quick render view – and render the other views when problems are
>>> solved.
>>> Rendering one angle at a time – there are plenty of opportunities for
>>> optimisation as well. Do not underestimate rendering a full 360 degree
>>> world to a single high res view at once.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *From:* Kris Rivel <krisri...@gmail.com>
>>> *Sent:* Wednesday, December 28, 2016 3:57 AM
>>> *To:* Softimage List <softimage@listproc.autodesk.com>
>>> *Subject:* render 360
>>>
>>> Anyone know if there's a setup or if its possible to render 360s in Soft
>>> with redshift or anything else? Never done it before so not sure where to
>>> start...is it just a camera rig/setup and a specific composite process?
>>>
>>> Kris
>>>
>>> --
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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>>>
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>>
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Re: render 360

2016-12-28 Thread Kris Rivel
Thanks guys!! So what about the post/compositing side? What do I use for
final 3d output? What if I needed to output to facebook or something?

Kris

On Wed, Dec 28, 2016 at 6:39 AM, <pete...@skynet.be> wrote:

> When I did a lot of them – what served me the most was a 6 camera rig.
>
> 6 camera’s at a 90 degree angle (including up and down), with square image
> ratio and 90 degree opening.
> You can render with any software, no need for special shaders.
>
> Remap the 6 renders on the planes of a cube, and re-render with whatever
> fancy panoramic or spherical or 360 shader you want for final output – or
> deliver as is.
> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
> found it rather all rather straightforward and unproblematic.
> A bit frustrating that you can only have 4 viewports at once – but at
> least in a square viewport you can see very well what you are doing.
>
> Make sure to test volumics, displacement, particles, lens shaders, SSS and
> FG, even simply sampling...  before deciding on a method – there’s some bad
> surprises to be had.
> The 6 camera rig solves pretty much all of it since you are doing a
> totally regular render.
> Square renders (at 1k if you go for 4k total) fly like crazy, compared to
> a 360 view.
> They better since you need to render more of them, but I’d rather debug in
> one, quick render view – and render the other views when problems are
> solved.
> Rendering one angle at a time – there are plenty of opportunities for
> optimisation as well. Do not underestimate rendering a full 360 degree
> world to a single high res view at once.
>
>
>
>
>
>
>
>
>
>
> *From:* Kris Rivel <krisri...@gmail.com>
> *Sent:* Wednesday, December 28, 2016 3:57 AM
> *To:* Softimage List <softimage@listproc.autodesk.com>
> *Subject:* render 360
>
> Anyone know if there's a setup or if its possible to render 360s in Soft
> with redshift or anything else? Never done it before so not sure where to
> start...is it just a camera rig/setup and a specific composite process?
>
> Kris
>
> --
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
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redshift alpha transparency on particles

2016-10-14 Thread Kris Rivel
Is it possible to use ice driven alpha/color levels to drive transparency
or sprite shader in the render tree in redshift?

Kris
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Re: wacom right click not working

2016-10-07 Thread Kris Rivel
Flicks are off...so annoying. I need to hold shift then right click. I get
that white ring around it too when right clicking. I've turned off every
damn tablet graphic and option. I feel like Microhell did something in the
past few days to how windows interacts with the pen. Might have to finally
purchase a new table!!

On Fri, Oct 7, 2016 at 10:43 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Definetly a driver/update/patch older software problem with win 10.
> I'd suggest to you, try borrowing another partner's more up to date wacom,
> and see if problem persist. Probably by installing most recent hardware and
> driver for windows, tends to solve legacy software and hardware device
> conflicts.
>
> I knowwindows...right?
> Cheers.
>
> On Oct 7, 2016 2:14 AM, "Mirko Jankovic" <mirkoj.anima...@gmail.com>
> wrote:
>
>> first thing to do is to turn of use flicks in windows. it looks like that
>> so always good idea to see if that got activate. just search for flicks in
>> windows and turn them off. after that ofc check in wacom desktop  center if
>> right click is assigned to that button. other than that hard to suggest
>> anything else at the moment. get this part out of the way first :)
>> ᐧ
>>
>> On Thu, Oct 6, 2016 at 9:59 PM, Kris Rivel <krisri...@gmail.com> wrote:
>>
>>> I'm on win10...everything was great until some auto-update crap seems to
>>> have broken my wacom with Soft. When I try to right click with my pen I get
>>> the white circle but no righ click menu in soft. It seems to work in other
>>> apps ok but does seem odd...like its opening up on button release vs.
>>> pressing the button. Anyone have a solution to this? Tried reinstalling
>>> with the latest wacom driver for my intuos 3 (its a bit older). Just
>>> confused because it was totally fine and now its not. The "pen and touch"
>>> menu that used to be here is gone. Looks like they've moved some pen
>>> features into another menu with more limited options.
>>>
>>> Kris
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Mirko Jankovic
>> *http://www.cgfolio.com/mirko-jankovic
>> <http://www.cgfolio.com/mirko-jankovic>*
>>
>> Need to find freelancers fast?
>> www.cgfolio.com
>>
>> Need some help with rendering an Redshift project?
>> http://www.gpuoven.com/
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
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wacom right click not working

2016-10-06 Thread Kris Rivel
I'm on win10...everything was great until some auto-update crap seems to
have broken my wacom with Soft. When I try to right click with my pen I get
the white circle but no righ click menu in soft. It seems to work in other
apps ok but does seem odd...like its opening up on button release vs.
pressing the button. Anyone have a solution to this? Tried reinstalling
with the latest wacom driver for my intuos 3 (its a bit older). Just
confused because it was totally fine and now its not. The "pen and touch"
menu that used to be here is gone. Looks like they've moved some pen
features into another menu with more limited options.

Kris
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syflex pin null and weight maps

2016-09-27 Thread Kris Rivel
I'm trying to control how much of a syflex mesh my pin null controls but it
seems to ignore the weight map plugged into it. Is it broken?

Kris
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Re: polygonizer and small particles

2016-04-12 Thread Kris Rivel
Thanks guys...just seems like the built in polygonizer has a limit to how
"tight" it can create a mesh around very small particles. I just need to
maybe scale the character up, simulate, than maybe shrink it down.

On Fri, Apr 8, 2016 at 5:26 PM, Steven Caron <car...@gmail.com> wrote:

> For particles below some threshold just render them as spheres?
>
> *written with my thumbs
> On Apr 8, 2016 1:00 PM, "Kris Rivel" <krisri...@gmail.com> wrote:
>
>> So I have some small particles I want to polygonize. Using the built in
>> version. I can't seem to get the mesh really tight/close to the particles.
>> I can get there a bit with some insane settings but its too slow and not
>> close enough. Is it sensitive to particle size in relation to SI units? Do
>> they need to be larger?
>>
>> Kris
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
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polygonizer and small particles

2016-04-08 Thread Kris Rivel
So I have some small particles I want to polygonize. Using the built in
version. I can't seem to get the mesh really tight/close to the particles.
I can get there a bit with some insane settings but its too slow and not
close enough. Is it sensitive to particle size in relation to SI units? Do
they need to be larger?

Kris
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Re: Beta of new Binary Alchemy shaders available for free

2016-03-19 Thread Kris Rivel
Thanks for this Holger!!!

Kris

On Tue, Mar 8, 2016 at 4:39 PM, Leoung O'Young 
wrote:

> Let's put it this way, if it wasn't for Redshift we would probably have
> move to another 3D package, it has given Soft a bit more life.
> Sorry, didn't mean to take over Holger's announcement. We definitely
> appreciated for all his shaders and RR all these years
>
>
> On 08/03/2016 4:17 PM, phil harbath wrote:
>
> that and I think it is pretty widely adopted among those still using
> Softimage.  Vray, I don’t hear much of anything when it comes to Soft.
> Don’t get me wrong, it is your product and I realize will do with it as you
> please, just wanted to point that out.
>
> *From:* Leoung O'Young 
> *Sent:* Tuesday, March 08, 2016 4:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Beta of new Binary Alchemy shaders available for free
>
> Thanks for the reply, that is too bad, Redshift is just so much faster and
> without any artifacts that Mental Ray sometime produces.
>
> On 08/03/2016 4:04 PM, Schoenberger wrote:
>
> Hi
>
> @Jason
> The email address is in the header of the website.
> But you are right, I will change the license text that it mentiones the
> email address.
>
> @Leoung
> If I have more time, then next renderer would be VRay.
> But redshift might be a problem as all my sources are using the CPU and
> not GPU.
>
>
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Jason S
> *Sent:* Monday, March 07, 2016 11:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Beta of new Binary Alchemy shaders available for free
>
> Thanks Holdger! Your shaders have been used much more than you think!
>
> And since these are postcardware, have you consider putting on the main
> page you referenced a promenent link
> (perhaps a dedicated email link that doesnt involve registering?) to send
> things?
>
> Thanks again, for me your shaders (including various breadcrums) continue
> to come in handy, and have more times than I can remember!
> Cheers,
> -J
>
> On 03/07/16 11:08, Laurence Dodd wrote:
>
> Cheers Holger,
> Much appreciated
>
>
> On 7 March 2016 at 11:02, Dan Yargici < 
> danyarg...@gmail.com> wrote:
>
>> That's great, cheers Holger
>>
>> On Mon, Mar 7, 2016 at 10:40 AM, Adam Seeley < 
>> adammsee...@gmail.com> wrote:
>>
>>> Absolutely great Holger.. many thanks.
>>>
>>> Adam.
>>>
>>>
>>>
>>> On 7 March 2016 at 09:05, Morten Bartholdy < 
>>> x...@colorshopvfx.dk> wrote:
>>>
 Great stuff - thanks Holger!

 Morten



 > Den 6. marts 2016 klokken 17:29 skrev Schoenberger <
 x...@digidragon.de>:
 >
 >
 > Hey
 >
 > The company has finished a milestone and I had now time to work a bit
 on my
 > private project, the Binary Alchemy shaders.
 >
 > I have decided to cancel the new volume shader collection and have
 included
 > all shaders that have been developed so far into the BA
 > Essential Collection.
 > I had to change a bit and used a different compiler for Linux, so I
 am not
 > sure if it works on all platforms. And I stated the new
 > version as "beta" in this email.
 >
 > There are 9 new shaders, you can view the new shaders and the
 download the
 > package via the menu on the left:
 > 
 http://www.binaryalchemy.de/index_dev.htm
 >
 >
 > Let me know if there are some issues and remember it is postcardware,
 so let
 > me know where or for what kind of CGI it is used, at
 > best some production links or images.
 >
 >
 > Happy rendering,
 > Holger Schönberger
 > technical director
 > The day has 24 hours, if that does not suffice, I will take the night
 >
 >
 > --
 > Softimage Mailing List.
 > To unsubscribe, send a mail to
 
 softimage-requ...@listproc.autodesk.com with
 > "unsubscribe" in the subject, and reply to confirm.

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to
 
 softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
 subject, and reply to confirm.
>>>
>>>
>>>
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>>> subject, and reply to confirm.
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>> 

Re: ice strand grass

2016-03-01 Thread Kris Rivel
Just an update...so instances on strands are not really supported in
Redshift...yet...but its on the to-do list for this year. Going to probably
check out the Forrester plugin for this in the meantime.

Kris

On Mon, Feb 29, 2016 at 9:30 AM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> I haven't tried this with RS, but Tim Crowson has made some nifty tools for
> working with Redshift proxies. I don't know if they can help you with your
> current scenario, but in case you did not know them  here goes:
>
> http://www.timcrowson.com/redshift-proxy-manager/
>
> http://www.timcrowson.com/loop-redshift-proxy-sequence/
>
>
>
> /MB
>
>
>
> > Den 29. februar 2016 klokken 15:19 skrev Kris Rivel <krisri...@gmail.com
> >:
> >
> >
> > Awesome Morten thanks...I'll check it out! I'm actually using RS...don't
> > have Arnold but maybe it will still work...will let you know.
> >
> > On Mon, Feb 29, 2016 at 7:20 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> > wrote:
> >
> > > Kris I didn't see if you render with Redshift or Arnold - Arnold does
> > > support
> > > deformed instances on strands - I have used it to create a grassfield
> with
> > > turbulent wind.
> > >
> > > I have sent you a simple scene demonstrating the setup.
> > >
> > > /Morten
> > >
> > >
> > > > Den 27. februar 2016 klokken 23:06 skrev Kris Rivel <
> krisri...@gmail.com
> > > >:
> > > >
> > > >
> > > > Ohwell that would suck. I may just have to animate the objects
> and
> > > > instance them...bummer!
> > > >
> > > > On Sat, Feb 27, 2016 at 4:53 PM, Olivier Jeannel <
> facialdel...@gmail.com
> > > >
> > > > wrote:
> > > >
> > > > > Just to be sure, as far as I know, Strand deforming objects, like
> Rob
> > > > > showed, only render in MR.
> > > > > I don't think RS does it, and I'm not sure for Arnold.
> > > > >
> > > > > On Sat, Feb 27, 2016 at 10:02 PM, Kris Rivel <krisri...@gmail.com>
> > > wrote:
> > > > >
> > > > >> Thanks Olivier...that helps...going to look at that.
> > > > >>
> > > > >> Rob...ha ha...I think my ICE skills are below your assumptions. I
> did
> > > > >> this same setup (from what I can see in your image) and I'm
> getting
> > > > >> instances on the hairs but they're not deforming even in the
> render.
> > > Is
> > > > >> this tree on the simulation stack? What other nodes do you have in
> > > there?
> > > > >> What settings for the emit strands are you using?
> > > > >>
> > > > >> On Sat, Feb 27, 2016 at 12:44 PM, Rob Chapman <
> tekano@gmail.com>
> > > > >> wrote:
> > > > >>
> > > > >>> Kris, sorry I just loaded demo scene strand dynamics hair,
> applied
> > > > >>> lizard instance shape to few guide hairs, applied the strand
> deform
> > > flag
> > > > >>> and all lizards perform as requested
> > > > >>>
> > > > >>> [image: Inline images 1]
> > > > >>>
> > > > >>> really not sure what you are doing wrong !
> > > > >>>
> > > > >>>
> > > > >>>
> > > > >>> On 27 February 2016 at 14:36, Kris Rivel <krisri...@gmail.com>
> > > wrote:
> > > > >>>
> > > > >>>> Rob...thanks...that does help with keeping one instance but they
> > > still
> > > > >>>> don't bend/move with the strand dynamics. Olivier...this looks
> > > > >>>> interesting
> > > > >>>> and I'm trying that too but I can't get it to work. The node is
> red
> > > no
> > > > >>>> matter what I do and all the links to the authors site and
> vimeo are
> > > > >>>> down.
> > > > >>>>
> > > > >>>> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel <
> > > > >>>> facialdel...@gmail.com> wrote:
> > > > >>>>
> > > > >>>>> There is also the PLND Deform By Strand (I think it is still on
> > > > >>>>> Rray.de) that physicaly deform the polymesh along the strand.
> > > &g

Re: ice strand grass

2016-02-29 Thread Kris Rivel
Awesome Morten thanks...I'll check it out! I'm actually using RS...don't
have Arnold but maybe it will still work...will let you know.

On Mon, Feb 29, 2016 at 7:20 AM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> Kris I didn't see if you render with Redshift or Arnold - Arnold does
> support
> deformed instances on strands - I have used it to create a grassfield with
> turbulent wind.
>
> I have sent you a simple scene demonstrating the setup.
>
> /Morten
>
>
> > Den 27. februar 2016 klokken 23:06 skrev Kris Rivel <krisri...@gmail.com
> >:
> >
> >
> > Ohwell that would suck. I may just have to animate the objects and
> > instance them...bummer!
> >
> > On Sat, Feb 27, 2016 at 4:53 PM, Olivier Jeannel <facialdel...@gmail.com
> >
> > wrote:
> >
> > > Just to be sure, as far as I know, Strand deforming objects, like Rob
> > > showed, only render in MR.
> > > I don't think RS does it, and I'm not sure for Arnold.
> > >
> > > On Sat, Feb 27, 2016 at 10:02 PM, Kris Rivel <krisri...@gmail.com>
> wrote:
> > >
> > >> Thanks Olivier...that helps...going to look at that.
> > >>
> > >> Rob...ha ha...I think my ICE skills are below your assumptions. I did
> > >> this same setup (from what I can see in your image) and I'm getting
> > >> instances on the hairs but they're not deforming even in the render.
> Is
> > >> this tree on the simulation stack? What other nodes do you have in
> there?
> > >> What settings for the emit strands are you using?
> > >>
> > >> On Sat, Feb 27, 2016 at 12:44 PM, Rob Chapman <tekano@gmail.com>
> > >> wrote:
> > >>
> > >>> Kris, sorry I just loaded demo scene strand dynamics hair, applied
> > >>> lizard instance shape to few guide hairs, applied the strand deform
> flag
> > >>> and all lizards perform as requested
> > >>>
> > >>> [image: Inline images 1]
> > >>>
> > >>> really not sure what you are doing wrong !
> > >>>
> > >>>
> > >>>
> > >>> On 27 February 2016 at 14:36, Kris Rivel <krisri...@gmail.com>
> wrote:
> > >>>
> > >>>> Rob...thanks...that does help with keeping one instance but they
> still
> > >>>> don't bend/move with the strand dynamics. Olivier...this looks
> > >>>> interesting
> > >>>> and I'm trying that too but I can't get it to work. The node is red
> no
> > >>>> matter what I do and all the links to the authors site and vimeo are
> > >>>> down.
> > >>>>
> > >>>> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel <
> > >>>> facialdel...@gmail.com> wrote:
> > >>>>
> > >>>>> There is also the PLND Deform By Strand (I think it is still on
> > >>>>> Rray.de) that physicaly deform the polymesh along the strand.
> > >>>>> Can be slow with many strands.
> > >>>>>
> > >>>>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman <
> tekano@gmail.com>
> > >>>>> wrote:
> > >>>>>
> > >>>>>> there is a checkbox 'loft shape along strand'
> > >>>>>>
> > >>>>>> On 27 February 2016 at 02:35, Kris Rivel <krisri...@gmail.com>
> wrote:
> > >>>>>>
> > >>>>>>> Yeah no go with hairs...so using ice. But now...I still quite
> figure
> > >>>>>>> out how to get strand dynamics to play nice with instancing.
> Anyone
> > >>>>>>> have
> > >>>>>>> some pointers? I have some nice strands blowing around but when
> I hook
> > >>>>>>> up
> > >>>>>>> my set instance shape or particle shape, it basically seems to
> create
> > >>>>>>> an
> > >>>>>>> instance at each segment on the strand! So they move around but
> only
> > >>>>>>> because they're generated at each segment point. How can I get
> one
> > >>>>>>> instance
> > >>>>>>> to be applied to one strand and bend with the strand like a
> chain? Any
> > >>>>>>> sample scenes or vids that show how to do this?
> > >>>>>>>
> > >>&g

Re: ice strand grass

2016-02-27 Thread Kris Rivel
Ohwell that would suck. I may just have to animate the objects and
instance them...bummer!

On Sat, Feb 27, 2016 at 4:53 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Just to be sure, as far as I know, Strand deforming objects, like Rob
> showed, only render in MR.
> I don't think RS does it, and I'm not sure for Arnold.
>
> On Sat, Feb 27, 2016 at 10:02 PM, Kris Rivel <krisri...@gmail.com> wrote:
>
>> Thanks Olivier...that helps...going to look at that.
>>
>> Rob...ha ha...I think my ICE skills are below your assumptions. I did
>> this same setup (from what I can see in your image) and I'm getting
>> instances on the hairs but they're not deforming even in the render. Is
>> this tree on the simulation stack? What other nodes do you have in there?
>> What settings for the emit strands are you using?
>>
>> On Sat, Feb 27, 2016 at 12:44 PM, Rob Chapman <tekano@gmail.com>
>> wrote:
>>
>>> Kris, sorry I just loaded demo scene strand dynamics hair, applied
>>> lizard instance shape to few guide hairs, applied the strand deform flag
>>> and all lizards perform as requested
>>>
>>> [image: Inline images 1]
>>>
>>> really not sure what you are doing wrong !
>>>
>>>
>>>
>>> On 27 February 2016 at 14:36, Kris Rivel <krisri...@gmail.com> wrote:
>>>
>>>> Rob...thanks...that does help with keeping one instance but they still
>>>> don't bend/move with the strand dynamics. Olivier...this looks interesting
>>>> and I'm trying that too but I can't get it to work. The node is red no
>>>> matter what I do and all the links to the authors site and vimeo are down.
>>>>
>>>> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>>
>>>>> There is also the PLND Deform By Strand (I think it is still on
>>>>> Rray.de) that physicaly deform the polymesh along the strand.
>>>>> Can be slow with many strands.
>>>>>
>>>>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman <tekano@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> there is a checkbox 'loft shape along strand'
>>>>>>
>>>>>> On 27 February 2016 at 02:35, Kris Rivel <krisri...@gmail.com> wrote:
>>>>>>
>>>>>>> Yeah no go with hairs...so using ice. But now...I still quite figure
>>>>>>> out how to get strand dynamics to play nice with instancing. Anyone have
>>>>>>> some pointers? I have some nice strands blowing around but when I hook 
>>>>>>> up
>>>>>>> my set instance shape or particle shape, it basically seems to create an
>>>>>>> instance at each segment on the strand! So they move around but only
>>>>>>> because they're generated at each segment point. How can I get one 
>>>>>>> instance
>>>>>>> to be applied to one strand and bend with the strand like a chain? Any
>>>>>>> sample scenes or vids that show how to do this?
>>>>>>>
>>>>>>> Kris
>>>>>>>
>>>>>>> On Wed, Feb 24, 2016 at 5:55 PM, Matt Morris <matt...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> If you're using redshift you might be out of luck though, don't
>>>>>>>> think they have deforming instance geo yet.
>>>>>>>>
>>>>>>>>
>>>>>>>> On 24 February 2016 at 22:20, Kris Rivel <krisri...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Oh...I thought I would see it in the view...I'll have to try that
>>>>>>>>> then! Thanks!
>>>>>>>>>
>>>>>>>>> Kris
>>>>>>>>>
>>>>>>>>> On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman <tekano@gmail.com
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>>> They do move, just not in the viewport, my old deforming flower
>>>>>>>>>> field tutorial covers exactly this
>>>>>>>>>> On 24 Feb 2016 21:20, "Kris Rivel" <krisri...@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Is it possibl

Re: ice strand grass

2016-02-27 Thread Kris Rivel
Thanks Olivier...that helps...going to look at that.

Rob...ha ha...I think my ICE skills are below your assumptions. I did this
same setup (from what I can see in your image) and I'm getting instances on
the hairs but they're not deforming even in the render. Is this tree on the
simulation stack? What other nodes do you have in there? What settings for
the emit strands are you using?

On Sat, Feb 27, 2016 at 12:44 PM, Rob Chapman <tekano@gmail.com> wrote:

> Kris, sorry I just loaded demo scene strand dynamics hair, applied lizard
> instance shape to few guide hairs, applied the strand deform flag and all
> lizards perform as requested
>
> [image: Inline images 1]
>
> really not sure what you are doing wrong !
>
>
>
> On 27 February 2016 at 14:36, Kris Rivel <krisri...@gmail.com> wrote:
>
>> Rob...thanks...that does help with keeping one instance but they still
>> don't bend/move with the strand dynamics. Olivier...this looks interesting
>> and I'm trying that too but I can't get it to work. The node is red no
>> matter what I do and all the links to the authors site and vimeo are down.
>>
>> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> There is also the PLND Deform By Strand (I think it is still on Rray.de)
>>> that physicaly deform the polymesh along the strand.
>>> Can be slow with many strands.
>>>
>>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman <tekano@gmail.com>
>>> wrote:
>>>
>>>> there is a checkbox 'loft shape along strand'
>>>>
>>>> On 27 February 2016 at 02:35, Kris Rivel <krisri...@gmail.com> wrote:
>>>>
>>>>> Yeah no go with hairs...so using ice. But now...I still quite figure
>>>>> out how to get strand dynamics to play nice with instancing. Anyone have
>>>>> some pointers? I have some nice strands blowing around but when I hook up
>>>>> my set instance shape or particle shape, it basically seems to create an
>>>>> instance at each segment on the strand! So they move around but only
>>>>> because they're generated at each segment point. How can I get one 
>>>>> instance
>>>>> to be applied to one strand and bend with the strand like a chain? Any
>>>>> sample scenes or vids that show how to do this?
>>>>>
>>>>> Kris
>>>>>
>>>>> On Wed, Feb 24, 2016 at 5:55 PM, Matt Morris <matt...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> If you're using redshift you might be out of luck though, don't think
>>>>>> they have deforming instance geo yet.
>>>>>>
>>>>>>
>>>>>> On 24 February 2016 at 22:20, Kris Rivel <krisri...@gmail.com> wrote:
>>>>>>
>>>>>>> Oh...I thought I would see it in the view...I'll have to try that
>>>>>>> then! Thanks!
>>>>>>>
>>>>>>> Kris
>>>>>>>
>>>>>>> On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman <tekano@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> They do move, just not in the viewport, my old deforming flower
>>>>>>>> field tutorial covers exactly this
>>>>>>>> On 24 Feb 2016 21:20, "Kris Rivel" <krisri...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Is it possible to deform geo instances along a strand? Creating
>>>>>>>>> some up close grass. I have some good geo meshes and want to instance 
>>>>>>>>> them
>>>>>>>>> to the strands. They instance ok but they don't move with the animated
>>>>>>>>> strands. This possible?
>>>>>>>>>
>>>>>>>>> Kris
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> Softimage Mailing List.
>>>>>>>>> To unsubscribe, send a mail to
>>>>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>>>>> subject, and reply to confirm.
>>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Softimage Mailing List.
>>>>>>>> To unsubscribe, send a mail to
>>>>>>>> softimage-requ...@list

Re: ice strand grass

2016-02-27 Thread Kris Rivel
Rob...thanks...that does help with keeping one instance but they still
don't bend/move with the strand dynamics. Olivier...this looks interesting
and I'm trying that too but I can't get it to work. The node is red no
matter what I do and all the links to the authors site and vimeo are down.

On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> There is also the PLND Deform By Strand (I think it is still on Rray.de)
> that physicaly deform the polymesh along the strand.
> Can be slow with many strands.
>
> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman <tekano@gmail.com>
> wrote:
>
>> there is a checkbox 'loft shape along strand'
>>
>> On 27 February 2016 at 02:35, Kris Rivel <krisri...@gmail.com> wrote:
>>
>>> Yeah no go with hairs...so using ice. But now...I still quite figure out
>>> how to get strand dynamics to play nice with instancing. Anyone have some
>>> pointers? I have some nice strands blowing around but when I hook up my set
>>> instance shape or particle shape, it basically seems to create an instance
>>> at each segment on the strand! So they move around but only because they're
>>> generated at each segment point. How can I get one instance to be applied
>>> to one strand and bend with the strand like a chain? Any sample scenes or
>>> vids that show how to do this?
>>>
>>> Kris
>>>
>>> On Wed, Feb 24, 2016 at 5:55 PM, Matt Morris <matt...@gmail.com> wrote:
>>>
>>>> If you're using redshift you might be out of luck though, don't think
>>>> they have deforming instance geo yet.
>>>>
>>>>
>>>> On 24 February 2016 at 22:20, Kris Rivel <krisri...@gmail.com> wrote:
>>>>
>>>>> Oh...I thought I would see it in the view...I'll have to try that
>>>>> then! Thanks!
>>>>>
>>>>> Kris
>>>>>
>>>>> On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman <tekano@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> They do move, just not in the viewport, my old deforming flower field
>>>>>> tutorial covers exactly this
>>>>>> On 24 Feb 2016 21:20, "Kris Rivel" <krisri...@gmail.com> wrote:
>>>>>>
>>>>>>> Is it possible to deform geo instances along a strand? Creating some
>>>>>>> up close grass. I have some good geo meshes and want to instance them to
>>>>>>> the strands. They instance ok but they don't move with the animated
>>>>>>> strands. This possible?
>>>>>>>
>>>>>>> Kris
>>>>>>>
>>>>>>> --
>>>>>>> Softimage Mailing List.
>>>>>>> To unsubscribe, send a mail to
>>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>>> subject, and reply to confirm.
>>>>>>>
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to
>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>> subject, and reply to confirm.
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> www.matinai.com
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: ice strand grass

2016-02-26 Thread Kris Rivel
Yeah no go with hairs...so using ice. But now...I still quite figure out
how to get strand dynamics to play nice with instancing. Anyone have some
pointers? I have some nice strands blowing around but when I hook up my set
instance shape or particle shape, it basically seems to create an instance
at each segment on the strand! So they move around but only because they're
generated at each segment point. How can I get one instance to be applied
to one strand and bend with the strand like a chain? Any sample scenes or
vids that show how to do this?

Kris

On Wed, Feb 24, 2016 at 5:55 PM, Matt Morris <matt...@gmail.com> wrote:

> If you're using redshift you might be out of luck though, don't think they
> have deforming instance geo yet.
>
>
> On 24 February 2016 at 22:20, Kris Rivel <krisri...@gmail.com> wrote:
>
>> Oh...I thought I would see it in the view...I'll have to try that then!
>> Thanks!
>>
>> Kris
>>
>> On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman <tekano@gmail.com>
>> wrote:
>>
>>> They do move, just not in the viewport, my old deforming flower field
>>> tutorial covers exactly this
>>> On 24 Feb 2016 21:20, "Kris Rivel" <krisri...@gmail.com> wrote:
>>>
>>>> Is it possible to deform geo instances along a strand? Creating some up
>>>> close grass. I have some good geo meshes and want to instance them to the
>>>> strands. They instance ok but they don't move with the animated strands.
>>>> This possible?
>>>>
>>>> Kris
>>>>
>>>> --
>>>> Softimage Mailing List.
>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> www.matinai.com
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: ice strand grass

2016-02-24 Thread Kris Rivel
Oh...I thought I would see it in the view...I'll have to try that then!
Thanks!

Kris

On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman <tekano@gmail.com> wrote:

> They do move, just not in the viewport, my old deforming flower field
> tutorial covers exactly this
> On 24 Feb 2016 21:20, "Kris Rivel" <krisri...@gmail.com> wrote:
>
>> Is it possible to deform geo instances along a strand? Creating some up
>> close grass. I have some good geo meshes and want to instance them to the
>> strands. They instance ok but they don't move with the animated strands.
>> This possible?
>>
>> Kris
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

ice strand grass

2016-02-24 Thread Kris Rivel
Is it possible to deform geo instances along a strand? Creating some up
close grass. I have some good geo meshes and want to instance them to the
strands. They instance ok but they don't move with the animated strands.
This possible?

Kris
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Goodbyes (was this is the end...)

2016-02-09 Thread Kris Rivel
Still lurking too. Wish I had more time to read all the threads here.
Incredibly grateful for all the help everyone has given me over the many
years and all the contacts I've made. I hope it never goes away. Soft is
still the best tool out there...sad that its quietly fading away.

Kris

On Tue, Feb 9, 2016 at 7:39 PM, Adam Sale  wrote:

> Rules of engagement :-)
>
> On Tue, Feb 9, 2016 at 11:48 AM, Eric Turman  wrote:
>
>> stupid key shortcuts...
>> *R*eturn *O*n *I*nvestment
>> or
>> *R*ules *O*f *E*ngagement
>> which one?
>>
>> On Tue, Feb 9, 2016 at 1:46 PM, Eric Turman  wrote:
>>
>>> *R*eturn *O*n *I*nvestment
>>>
>>> On Tue, Feb 9, 2016 at 1:39 PM, Olivier Jeannel 
>>> wrote:
>>>
 ROE ?

 On Tue, Feb 9, 2016 at 7:32 PM, Adam Sale  wrote:

> There is a bit of R.O.E. learning curve for lists.
>
> On Tue, Feb 9, 2016 at 10:26 AM, Gerbrand Nel 
> wrote:
>
>> Oh shit.. I think you might be right :)
>> There is a certain "crest" of creativeness about this sheep ;)
>> If it is him, he seems a bit less abrasive than last time he was here.
>> G
>>
>> On 09/02/2016 17:42, Cristobal Infante wrote:
>>
>> I am pretty sure the creative sheep has just made it's way to the
>> houdini list, and it's somehow entertaining all the expert with his
>> questions.
>>
>> I have to say people on the houdini list are extremely kind and but
>> that can't last surely!!!
>>
>> C
>>
>> On 8 February 2016 at 08:40, Rob Wuijster  wrote:
>>
>>> ssh. don't jinx it ;-P
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 6-2-2016 3:02, Adam Sale wrote:
>>>
>>> Whatever happened to Creative Sheep?
>>>
>>> or Luke?
>>>
>>>
>>>
>>> On Fri, Feb 5, 2016 at 3:06 PM, David Saber < 
>>> davidsa...@sfr.fr> wrote:
>>>
 You'll take my XSI list from my dead cold hands! :)

 On 2016-02-05 02:16, Andre De Angelis wrote:

 Me too, even though I left the industry 4 years ago.  I still love
 the app and the community.

 I guess I'm still in denial that it's all coming to an end.  I
 might well be the last person to unsubscribe to the list.



>>> Geen virus gevonden in dit bericht.
>>> Gecontroleerd door AVG - www.avg.com
>>> Versie: 2016.0.7357 / Virusdatabase: 4522/11578 - datum van
>>> uitgifte: 02/08/16
>>>
>>>
>>>
>>
>>
>

>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>


JOB: remote tracking artists needed

2016-01-14 Thread Kris Rivel
I'm looking for a few good remote based tracking artists! Gig starts approx
next week around 1/20 and will run for 2-3 weeks. If you or someone you
know is interested please send info, rate and reel to me at
k...@activeblack.com. Softimage experience/skills is a plus but not
required! Thanks!

Kris


animated ribbon

2015-11-10 Thread Kris Rivel
Attempting to animate a ribbon on a gift coming untied...anyone have any
tips or past experiences doing this? I was thinking a straight up cloth sim
might be too difficult to control. Was thinking of having the loops and
loose ends hand animated but once the knot comes undone I'll need to switch
to some kind of single, simulated mesh I guess. Any thoughts greatly
appreciated.

Kris


Re: Continued use of Softimage question

2015-08-25 Thread Kris Rivel
Great thread and great to see everyone hanging on! We're very small and I
still just use Soft mostly. I too love and use Redshift for everything. I
just can't see anything that comes close in terms of flexibility and speed.
We mostly do commercial and marketing stuff. No time for pipeline
development...just jumping in and getting dirty fast. I need passes and
rely heavily on the operator stack and overrides. The only challenge I have
is whenever I need people in Soft it's a very small pool. Luckily most of
my needs are modeling so I don't care what they use but a few times I've
needed a Soft user and my list is much smaller than it used to be.

Kris

On Fri, Aug 21, 2015 at 10:34 AM, Andy Goehler lists.andy.goeh...@gmail.com
 wrote:

 Yes, it’s great to work that way.

 SolidAngle have just recently added polysoup support and tickets are in
 place for packed primitives and alembic procedural for HtoA.


  On Aug 21, 2015, at 16:28, Francois Lord flordli...@gmail.com wrote:
 
  Yeah I tested that last night at home. It's even better than Delayed
 Load shaders because you see the geo in the viewport and you can assign
 materials.
  This is a huge advantage over Arnold. In fact, I'm surprised SolidAngle
 doesn't provide an Alembic procedural.




Re: snow

2015-07-24 Thread Kris Rivel
Fantastic...thanks so much guys!

Kris

On Fri, Jul 24, 2015 at 3:44 AM, Toonafish ron...@toonafish.nl wrote:

 You can download it here, I hope whoever created this doesn't mind :
 https://dl.dropboxusercontent.com/u/4271217/Snow_V2_0.rar

 -Ronald


 On 7/24/2015 6:16, Kris Rivel wrote:

 I saw this and could really use it!!! I don't see this compound on any of
 the usual sources. Does anyone have this? Who is the author?

 https://youtu.be/wU4t145Bn_M

 Kris






snow

2015-07-23 Thread Kris Rivel
I saw this and could really use it!!! I don't see this compound on any of
the usual sources. Does anyone have this? Who is the author?

https://youtu.be/wU4t145Bn_M

Kris


Re: The Untimely Death of Softimage -the comic

2015-07-10 Thread Kris Rivel
Very funny...not so sure Softimage should of been illustrated with a
DeLorean though. LOL. Was a cool looking car but ultimately a piece of
crap. Have a friend who had one. It weighed a million pounds, leaked like
crazy due to the doors and the engine was way under powered. Butif
we're talking the one from Back to the Future well thenrock on!

Kris

On Fri, Jul 10, 2015 at 10:41 AM, Will Robertson w...@tinyelevator.com
wrote:

 Enjoyed that!

 *Will Robertson*
 917.822.3746
 tinyelevator.com

 On Fri, Jul 10, 2015 at 8:15 AM, Max Crow m...@nsccreative.com wrote:

 I had some time off this week so I thought I would make a comic about
 The Event because that's what normal people do, right?  The point wasn't
 to start an anti AD flame war, more one of closure, and looking to the
 future.

 http://www.maxcrow.com/the-untimely-death-of-softimage/

 Please feel happy to criticise or suggest improvements but they will only
 be acknowledged if presented in the medium of contemporary dance (or
 another comic).

 Enjoy!
 --
 Max Crow
 Creative Supervisor
 NSC Creative

 National Space Centre, Exploration Drive, Leicester, LE4 5NS, UK

 http://www.NSCcreative.com http://www.nsccreative.com/





Re: data stream

2015-07-07 Thread Kris Rivel
Thanks! Just a test for a potential project at this point.

On Tue, Jul 7, 2015 at 8:16 AM, Scott sc...@turbulenceffects.com wrote:

 Nice. The set up is allowing you to change the path, I assume. It's an
 interesting task, visualizing this and what leeway you might take. Are you
 planning on doing something more with the reveal?

 Sent on the new Sprint Network

 - Reply message -
 From: Kris Rivel krisri...@gmail.com
 To: Softimage List softimage@listproc.autodesk.com
 Subject: data stream
 Date: Mon, Jul 6, 2015 12:03 PM

 Yeah sure! Sorry for the bad dropbox compression...download if you want a
 better look. Just 3 passes..thin strands, lots of small digits and a few
 larger ones:
 https://www.dropbox.com/s/03gsttazwz3r9b2/Strands_v03_Comp3.mp4?dl=0

 On Fri, Jul 3, 2015 at 3:10 PM, Scott Lange sc...@turbulenceffects.com
 wrote:

 Kris, can we see a WIP? I understand if you would prefer not to.



 SCL



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
 *Sent:* Friday, July 03, 2015 2:54 PM
 *To:* Softimage List
 *Subject:* Re: data stream



 I keep solving my own problems...happy to report I did this with some
 simple spawning of random characters! Didn't think it would be that easy!



 On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:

 Trying to think of the best way to create a data stream effect. I have
 some nice flowing strands but I want to add random digits, bits of text,
 etc. I would love if each particle flowing along my path was randomly
 dropping a different character at each frame or specific intervals. Any
 suggestions?

 Kris







Re: data stream

2015-07-06 Thread Kris Rivel
Yeah sure! Sorry for the bad dropbox compression...download if you want a
better look. Just 3 passes..thin strands, lots of small digits and a few
larger ones:
https://www.dropbox.com/s/03gsttazwz3r9b2/Strands_v03_Comp3.mp4?dl=0

On Fri, Jul 3, 2015 at 3:10 PM, Scott Lange sc...@turbulenceffects.com
wrote:

 Kris, can we see a WIP? I understand if you would prefer not to.



 SCL



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
 *Sent:* Friday, July 03, 2015 2:54 PM
 *To:* Softimage List
 *Subject:* Re: data stream



 I keep solving my own problems...happy to report I did this with some
 simple spawning of random characters! Didn't think it would be that easy!



 On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:

 Trying to think of the best way to create a data stream effect. I have
 some nice flowing strands but I want to add random digits, bits of text,
 etc. I would love if each particle flowing along my path was randomly
 dropping a different character at each frame or specific intervals. Any
 suggestions?

 Kris





Re: data stream

2015-07-03 Thread Kris Rivel
I keep solving my own problems...happy to report I did this with some
simple spawning of random characters! Didn't think it would be that easy!

On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:

 Trying to think of the best way to create a data stream effect. I have
 some nice flowing strands but I want to add random digits, bits of text,
 etc. I would love if each particle flowing along my path was randomly
 dropping a different character at each frame or specific intervals. Any
 suggestions?

 Kris



strand shape and turbulize aren't working

2015-07-02 Thread Kris Rivel
I must be missing something basic here...for some reason when I use the
display strand shape with turbulize strands node plugged in too...I get
turbulized strands but no shape. If I disconnect the turbulize, I get the
shape. I want both! Am I doing this wrong? Also...strand twist doesn't seem
to work? I'm emitting particles, having them flow along a curve and I want
to turn them into ribbons...flat ribbons with a little turbulence and
twisting.

Kris


Re: strand shape and turbulize aren't working

2015-07-02 Thread Kris Rivel
I think I solved it. I guess things like twist only work on create
strands not generate strand trails. Using the simulation root and
turbulizing the strands after the simulation seems to work.

On Thu, Jul 2, 2015 at 3:06 PM, Kris Rivel krisri...@gmail.com wrote:

 I must be missing something basic here...for some reason when I use the
 display strand shape with turbulize strands node plugged in too...I get
 turbulized strands but no shape. If I disconnect the turbulize, I get the
 shape. I want both! Am I doing this wrong? Also...strand twist doesn't seem
 to work? I'm emitting particles, having them flow along a curve and I want
 to turn them into ribbons...flat ribbons with a little turbulence and
 twisting.

 Kris



data stream

2015-07-02 Thread Kris Rivel
Trying to think of the best way to create a data stream effect. I have
some nice flowing strands but I want to add random digits, bits of text,
etc. I would love if each particle flowing along my path was randomly
dropping a different character at each frame or specific intervals. Any
suggestions?

Kris


Re: nice to see soft still hitting big

2015-06-29 Thread Kris Rivel
Nice work!!

On Mon, Jun 29, 2015 at 5:52 AM, Simon Reeves si...@simonreeves.com wrote:

 sure is



 Simon Reeves
 London, UK
 *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*

 On 29 June 2015 at 10:39, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

   well done all at the embassy, great spot!



 https://vimeo.com/groups/vfx/videos/131935624



 a



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
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 Company number:5657815
 VAT number: 872 6893 71







Re: proper render settings for redshift

2015-06-29 Thread Kris Rivel
Thanks guys...some good stuff here! So what about environment
lighting...hdr/exr stuff...linear or sRGB for that?

On Fri, Jun 19, 2015 at 5:13 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  Weird... I have noticed that sometimes, the 'sRGB' option for image
 profiles doesn't actually work, and I have to set it to a custom gamma and
 use 2.2 for it to look correct. But I have to say that all my prefs for
 color mgt are off, and textures and colors look right. Of course I also
 render out to linear space...
 -Tim


 On 6/19/2015 3:19 PM, Byron Nash wrote:

 Tim, when I set all my Softimage Color Management Prefs to off the
 colors don't look correct in the region. I am interpreting all the input
 textures correctly as either sRGB or Linear as needed. I do not have
 Automatically Correct Color Inputs (Redshift Settings) or Apply Gamma
 Correction (Pass) enabled. It looks correct when I have all the boxes
 ticked in the Softimage Color Management prefs.

 On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  To echo Ognjen here... We have all our Soft Color Management Prefs
 unchecked, and we let Redshift handle everything. If you're rendering to a
 color space like sRGB, then in the 'Output' tab in the RS settings, under
 the Gamma section, set the File Output to either 'Use Display Gamma' or
 'Use Custom Gamma' set to 2.2. If you're still seeing textures washed out,
 then their Color Profile may be defaulting to Linear, which would cause the
 wash-out (since you're rendering to sRGB 2.2).

 Back on the Output settings tab in RS, you might also want to enable
 'Automatically Correct Color Inputs', depending on your workflow.

 Now, I almost always add a color correction node to all my color tetxures
 in my shader trees, but I leave the values at their defaults. This is just
 to give me controls later at the shot level. I certainly don't drop the
 gamma to 0.45 on all the color correct nodes. That's simply not necessary
 if RS is handling it anyway, and XSI's color management stuff is off.

 -Tim



 On 6/18/2015 2:54 PM, Kris Rivel wrote:

 Thanks Ognjen. I did what you suggested but I'm still getting a slightly
 washed out render that's a bit brighter. Must be something else I'm missing?

 On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic  ognj...@gmail.com
 ognj...@gmail.com wrote:

 Actually i dont think you should be color correcting your shader nodes,
 that doesnt sound like a very smart thing to do. All the native color
 managment settings in the softimage settings should be off by default, and
 then you leave redshift to correct everything for you, all you have to do
 is to make sure that your displacement images are set to linear in the
 image node, and color textures are set to srgb, and that you have
 Automatically correct color inputs switched on in the redshift settings
 to correct all your shader color parameters. Theres no need for anything
 else then that. In redshift your display gamma will be set to 2.2 and
 output will be linear for exr by default.

 On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel  krisri...@gmail.com
 krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking
 each shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.comactivemotionpictu...@gmail.com wrote:

   Straight to the pie:
  1. For shaders (so they don´t look washed out) place a Color
 correction node. And set their gama into 0.45 (that´s 1 divided by 2.2).
 The shaders will look nice again.
  2. For the texture files (images), go to their adjust tab, find
 Color Profile (should be on linear) and there for you see it washed out.
 Set it to SRGB and you should see your textures in wondercolor. :)

  This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
  Apply to:
  Render regions and viewports
  Render pass and preview
  Shader balls
  UI widgets
  FX Viewers.
  And of course checking all your gamma values are on 2.2

  Hope this helps.
  David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel  krisri...@gmail.com
 krisri...@gmail.com wrote:

  I'm a virgin to the whole linear/gamma lighting method. I'm old
 school and render out 8bit stuff mostly. I noticed in reshift, the 
 default
 gamma setting makes everything in the region, render, etc. look light and
 washed out. Changing it to 1 looks normal. But if I want to properly 
 render
 out exr, what should I have these set to? After rendering and wanting to 
 do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

  Kris




 --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012





  --





 --







JOB: remote fluid artist needed

2015-06-18 Thread Kris Rivel
I'm looking for a fluid artist for a highend liquid soap animation. I need
someone possibly as early as next week for 3 weeks. This could be an
ongoing project with many versions so it could be reoccurring work. Please
let me know if you or someone you know would be interested. Send info and
samples to me at k...@activeblack.com.

Kris


proper render settings for redshift

2015-06-18 Thread Kris Rivel
I'm a virgin to the whole linear/gamma lighting method. I'm old school and
render out 8bit stuff mostly. I noticed in reshift, the default gamma
setting makes everything in the region, render, etc. look light and washed
out. Changing it to 1 looks normal. But if I want to properly render out
exr, what should I have these set to? After rendering and wanting to do
some post work in photoshop...what should my space be set to so I'm
seeing/working with the right thing?

Kris


Re: proper render settings for redshift

2015-06-18 Thread Kris Rivel
Thanks Ognjen. I did what you suggested but I'm still getting a slightly
washed out render that's a bit brighter. Must be something else I'm missing?

On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com wrote:

 Actually i dont think you should be color correcting your shader nodes,
 that doesnt sound like a very smart thing to do. All the native color
 managment settings in the softimage settings should be off by default, and
 then you leave redshift to correct everything for you, all you have to do
 is to make sure that your displacement images are set to linear in the
 image node, and color textures are set to srgb, and that you have
 Automatically correct color inputs switched on in the redshift settings
 to correct all your shader color parameters. Theres no need for anything
 else then that. In redshift your display gamma will be set to 2.2 and
 output will be linear for exr by default.

 On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com wrote:

 Great thanks...was hoping it was just a few settings and not tweaking
 each shader...but it is what it is. Is there another way via just exposure
 settings in Photoshop and render settings in Soft?

 On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
 activemotionpictu...@gmail.com wrote:

 Straight to the pie:
 1. For shaders (so they don´t look washed out) place a Color correction
 node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders
 will look nice again.
 2. For the texture files (images), go to their adjust tab, find Color
 Profile (should be on linear) and there for you see it washed out. Set it
 to SRGB and you should see your textures in wondercolor. :)

 This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
 Apply to:
 Render regions and viewports
 Render pass and preview
 Shader balls
 UI widgets
 FX Viewers.
 And of course checking all your gamma values are on 2.2

 Hope this helps.
 David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com
 wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old school
 and render out 8bit stuff mostly. I noticed in reshift, the default gamma
 setting makes everything in the region, render, etc. look light and washed
 out. Changing it to 1 looks normal. But if I want to properly render out
 exr, what should I have these set to? After rendering and wanting to do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012






Re: proper render settings for redshift

2015-06-18 Thread Kris Rivel
Great thanks...was hoping it was just a few settings and not tweaking each
shader...but it is what it is. Is there another way via just exposure
settings in Photoshop and render settings in Soft?

On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Straight to the pie:
 1. For shaders (so they don´t look washed out) place a Color correction
 node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders
 will look nice again.
 2. For the texture files (images), go to their adjust tab, find Color
 Profile (should be on linear) and there for you see it washed out. Set it
 to SRGB and you should see your textures in wondercolor. :)

 This is all assuming you already checked the boxes on
 FilePreferencesDisplayColor managment and ticked:
 Apply to:
 Render regions and viewports
 Render pass and preview
 Shader balls
 UI widgets
 FX Viewers.
 And of course checking all your gamma values are on 2.2

 Hope this helps.
 David.


 On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com wrote:

 I'm a virgin to the whole linear/gamma lighting method. I'm old school
 and render out 8bit stuff mostly. I noticed in reshift, the default gamma
 setting makes everything in the region, render, etc. look light and washed
 out. Changing it to 1 looks normal. But if I want to properly render out
 exr, what should I have these set to? After rendering and wanting to do
 some post work in photoshop...what should my space be set to so I'm
 seeing/working with the right thing?

 Kris




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



licensing

2015-06-18 Thread Kris Rivel
Who can I reach out to at Autodesk regarding licensing issues/questions? I
don't want to bother with my reseller. I'd like an actual human that can
guide me through the transfer process...you know...like how it used to be
in the good-ol days. Thanks.

Kris


Re: End of the ride

2015-05-20 Thread Kris Rivel
Thanks Grahamall the best for sure.

Kris

On Fri, May 15, 2015 at 5:21 AM, Juan Brockhaus juanxsil...@gmail.com
wrote:

 Thanks Graham and all the best for the future!

 On Thu, May 14, 2015 at 1:50 AM, Daniel Brassard dbrassar...@gmail.com
 wrote:

 Thank you Graham for your help and advice in ICE and programming over the
 years. Good luck in your new ventures and keep in touch here.

 wish you the best,

 Dan
 Thanks Graham, you work has been great and Autodesk is loosing a key
 asset and the culture few of the remaining Softimage guys brought to it,
 sad strategy they have.

 Wish you the best and hope we can work together in the near future.
 jb

 On 13 May 2015, at 15:53, Alan Fregtman alan.fregt...@gmail.com wrote:

 Thank you for all the help throughout the years, Graham! :)


 On Wed, May 13, 2015 at 11:39 AM Morten Bartholdy x...@colorshopvfx.dk
 wrote:

  Well then thanks for the assistance you have provided over the years
 and good luck where ever you will be going!


 Cheers Graham!




 Best Regards
 Morten Bartholdy
 - Softimage user since 1992






 Den 13. maj 2015 kl. 00:59 skrev Graham Bell bell...@gmail.com:

   I hadn't wanted to make any kind of announcement, but reading
 Stephens latest Flashback thread and the discussions on where peoples
 journey with Softimage first started, it's kinda made me realise that mine
 has basically ended.
 And as I'm posting here, I didn't want to fly under false colours, so to
 speak.

 As of the start of this month, I'm no longer at Autodesk, The bloodline
 of european Softimage AE's from Ben, Chinny, and James, to myself has now
 ended.

 Perhaps it's time to start earning an honest living again. lol :-)









Re: multiple shaders on one cloud

2015-04-28 Thread Kris Rivel
I guess the stupid answer is to use instances and have them assigned to
different shaders :-/ But would be cool to know how to do this with
straight particles and no instancing!

On Tue, Apr 28, 2015 at 4:54 PM, Kris Rivel krisri...@gmail.com wrote:

 Is it possible to carry some kind of point data over to the render tree so
 I can assign different shaders/materials to specific particles? I have a
 bunch of flying cubes...I want some to look like glass, some to look like
 metal, etc. I'm hoping to not have multiple clouds. To further complicate
 it...trying to do this with redshift. Any suggestions?

 Kris



multiple shaders on one cloud

2015-04-28 Thread Kris Rivel
Is it possible to carry some kind of point data over to the render tree so
I can assign different shaders/materials to specific particles? I have a
bunch of flying cubes...I want some to look like glass, some to look like
metal, etc. I'm hoping to not have multiple clouds. To further complicate
it...trying to do this with redshift. Any suggestions?

Kris


redshift renderfarm

2015-04-07 Thread Kris Rivel
Probably a stretch...but...anyone know of a redshift render farm running
Soft that's available to rent/use?

Kris


Re: redshift and reflection distance

2015-04-04 Thread Kris Rivel
Wow thanks Stephan...that did it!! Friggin amazing! I had no idea that
shader was so versatile...the name doesn't really fit what else it can do!
Just turned on catch reflections, set the distance and presto!

Kris

On Tue, Mar 31, 2015 at 12:50 PM, Stephan Haitz sha...@3d-agenten.de
wrote:

 In the Matte_Shadow_Catcher there is a attenuation slider for the
 reflections. In some cases this can help...

 regards

 Stephan

 Am 30.03.2015 um 18:21 schrieb Kris Rivel:

 Is there a way to set a max distance for reflection in redshift like you
 would with mib glossy reflection? Right now I'm rendering a separate
 matte with MR to do this but would be ideal if I could do this in redshift
 as well.

 Kris





redshift and reflection distance

2015-03-30 Thread Kris Rivel
Is there a way to set a max distance for reflection in redshift like you
would with mib glossy reflection? Right now I'm rendering a separate
matte with MR to do this but would be ideal if I could do this in redshift
as well.

Kris


Re: cartoon eye rig

2015-03-24 Thread Kris Rivel
Doh! Knew it was something simple...that seems to have done the trick!!
Thanks Oscar!

Kris

On Tue, Mar 24, 2015 at 10:48 AM, Oscar Juarez tridi.animei...@gmail.com
wrote:

 Just a quick shot in the dark, constrain the lattice or parent to whatever
 is driving your head position, this will offset the lattice deformations to
 be relative to the head even if your lattice is being deformed too.

 On Tue, Mar 24, 2015 at 3:43 PM, Kris Rivel krisri...@gmail.com wrote:

 Rigging question...have a cartoony character and giving him the ability
 to have his eye stretch if you pull his eyelid/brow area up or down. It
 working great and looks nice..until I rotate the head and I get a double
 deform thing going on. I've tried changing the order of operators but
 nothing works. I have the eye enveloped to a null which moves around to
 rotate the eye inside a lattice. This lattice deforms with the eye socket
 so that the eye can roll around inside the cage and have the deformed
 shape when rotating. I'm hoping there's a simple solution to this? Thanks!

 Kris





cartoon eye rig

2015-03-24 Thread Kris Rivel
Rigging question...have a cartoony character and giving him the ability to
have his eye stretch if you pull his eyelid/brow area up or down. It
working great and looks nice..until I rotate the head and I get a double
deform thing going on. I've tried changing the order of operators but
nothing works. I have the eye enveloped to a null which moves around to
rotate the eye inside a lattice. This lattice deforms with the eye socket
so that the eye can roll around inside the cage and have the deformed
shape when rotating. I'm hoping there's a simple solution to this? Thanks!

Kris


Re: Maya, sheesh!

2015-02-13 Thread Kris Rivel
Ugh...I really hope Autodesk is taking notes on the pain we're enduring
switching over...I doubt it though. I'll die before I use Maya or Max as
much as Soft. Its so friggin stupid that we have to take a major step down
in day to day routine stuff and hunt for work-arounds, hacks, scripts, etc.
just to do something simple. I can tear through stuff in Soft with ease
that I KNOW I can't do in Maya or Max as quickly. When I'm in a hurry I'm
connecting, overriding, layering like a mad-mangetting sh!t done...and
on time while my Maya/Max brethren is taking their time trying to find the
best plugin or script to do what I did in 2 seconds. End rant.

Kris

On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto mpe...@gmail.com wrote:

 I think i explained why by default its like that, unless you are animating
 thing with a keyframe here and there and have your animation be dictated by
 the Curve Tension instead of having your animation be dictated by what
 you really key, then yes unlocking the tangents is the best way to go, but
 if you want full control then not really, of course this varies with
 preferences, I prefer to have my overshoots keyed and relying on curves
 with handles pulled, if I need to shift poses around my overshoots are
 always like i made them and not what the curve interpolation managed to do.

 Anyway unlocking the Curves its a simple click and  you can even do it on
 Maya preferences:


 Preferences---Animation---Uncheck the Weighted Tangents (and use Spline
 not Auto).

 My explanation on why I break the handles its because on simple bouncing
 objects its faster to break the Tangents and use it like that instead of
 making 2 extra keys, but its the rare occasion I break them and if timming
 adjusting is needed i will loose time trying to find the same tension
 values again.

 Its all workflow preferences, I use some scripts in Maya (that I only use
 for Character Animation) and have colleagues that dont use a single script
 and animate all day long with vanilla out of the shelf Maya.

 On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak artur.w...@gmail.com
 wrote:

 Not that I am using or will be in the near future (Autodesk product that
 is), but I'd rather have option to lock it if necessary rather than having
 to unlock it every time i need it. Knowing what you doing with handles is
 advisable if you animating, so I don't see the point of having them locked
 by default.


 Artur

 2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com:

 Maya Graph is a bit different (but not that much) than XSi one, we need
 to select the handles to move them opposed to Xsi where we just drag them,
 maybe you have the Handles locked (always same lenght), which is advisable,
 unless you know what you are doing and really want to mess with them. Why
 is it advisable, because when animating and having lots of keys when you
 change things and make a new Key between two other keys or shift keys
 around, the handle stays the same and the curve info is what you defined
 early, so its you in control of the curve, with free handles everything
 goes whacky if you insert new keys or shift frames.

 Usually the only times I unlock the Handles is if Im animating Bouncing
 Motions and I break the handles so i can make the contacts sharper.

 If you can or want, take a look at the How To Cheat in Maya book, the
 Graph section will tell you a lot of Maya Graph and you don't need extra
 Graph scripts that are a clutter mess IMO.



 On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.com wrote:

 What about select a handle and middle click dragging? (a quite common
 pattern in Maya)

 I don't want to be that guy, but this is not the right attitude to
 learn anything! I don't like Maya and I've been frustrated using it as much
 as any softimage user out there, but hey! it's time to get over it and move
 forward... just saying.

 Best luck,
 Cesar


 On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv
 wrote:

 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it
 without have to go to any menu options, I find it frustrating to 
 constantly
 having to go to the move key tool or to free weights and unlock things,
 it's just the way I work, I'm sure it's good in many other ways. What I
 would like to find out is is there a way of having this behavior in maya 
 as
 default. I find that there is some consistency, real or perceived, in key
 moving behaviour, sometimes you can move stuff, sometimes you have to go 
 to
 the menus.
 I am only a few days into Maya, so I feel like I'm floundering around,
 which isnt fun.







Re: H14 is out !

2015-01-22 Thread Kris Rivel
What's the status of Houdini and/or other apps in terms of render passes,
etc.? I just love me some passes and overrides and have been using them
insanely for years. I'm terrified to try and work without them.

Kris

On Sun, Jan 18, 2015 at 4:40 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Be ready to have someone write some help if you ever do, without a decent
 system to reduce them to sparse data and to work do the work GPU side 800
 shapes move at the speed of a brick chained to a column, especially in Maya
 :) XSI 5 however was managing it respectably well already on Pentium III
 and 4s back then :)

 On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz g...@janimation.com
 wrote:

 Thanks Raff,

 I have used both techniques but never heard some of those terms ICE
 made doing this work much easier for me.

 I have never ended up with 800 shapes but give me the time and the
 budget and that sounds like a blast :)


 On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 You can blame Bay Raitt for some of the names being thrown around, and
 the LISP community he grew up in :)

 Combination sculpting comes in two flavors, FACS based, with expressions
 tabled out and combinations being largely corrective and flattened out, and
 twitch based, with shapes representing individual muscles as roots,
 combinations of nearby muscles in couples or triplets as first branch, and
 so on to full face compensation, usually you stop at tier three or four,
 which can easily get you hundreds of shapes (Charlotte in Charlotte's web
 was twitch combinations and amounted to 802 shapes, Gollum in return of the
 kind was FACS and I think Bay ended up in the 820 or so range in the end).

 You can use something like stretch mesh (or ideally better) equalisation
 process after that to reduce drift if you're in a hurry with the broad
 strokes.

 Combinatorics are shapes that bridge two other shapes by correcting
 their conflict (additive) rather than by replacing them (you can combine
 with C = abs(A-B) in the former, or suplant with C = abs(A-B) and then
 subtract C's intensity from A and B).

 On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com
 wrote:

 We (Brad did all the ICE magic) worked up some pretty niffy tricks for
 our head tech demo.

 We could pose our head which was a slightly enhanced FR rig export a
 reference head into ZB... bring it back into soft the subtract the the
 deforms of the mesh and reapply only the differences from the corrective
 shape.

 Point drift is caused most of the time by subdividing the model in
 Zbrush. If you do a subdivision in Z all your base point will shift.   In
 our case the mesh was dense enough that was not an issue, we could still
 clearly see the forms without subdividing while in Zbrush. Brad wired up a
 ICE tree for the imported corrective shapes to be triggered by pulling
 different distances from the rig. Of course drift can happen from someone
 moving points they have no business of moving, or even worse they move
 points in the wrong direction for the correction or shape. I always work in
 a stepped process to avoid this for shapes, whether I sent to Zbrush or
 not. I am at first only focused on how the point mass moves first. I try to
 get this done with as few proportional moves as possible. Then I test the
 motion in Soft and on the rig.,  take a look at what it looks like with the
 jaw open etc. Then I slowly massage the shapes into place checking the
 sculpt in action

 I don't remember if the zbrush link busts your rig, in our case the
 workflow was to use separate reference geo.

 It is better if it when done all under one roof but if my point count
 goes high enough  I will jump through a few hoops to get to a better point
 manipulator.

 Raf I have never heard the term combinatorics before, and when I looked
 it up I could not find any references that clearly showed me how it applied
 to shape animation or rigging. Can you point me to a reference that might
 help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs skinning
 pose but I have not really seen a good explanation of the idea. I have
 modified a sculpt to be better for rigging, but that shape then becomes my
 base shape. What is the difference?



 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation,
 you tweak a base and need to see the result on the combination, which 
 might
 be one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't
 do combination sculpting on the final shape half the time if you're
 sensible and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work
 after coming back in because by the nature of ZBrush you will have shit
 drifting all over the place. When 

Re: HDRI Light Studio for Softimage addon

2014-09-16 Thread Kris Rivel
Wow...Christmas is early...fan-freaking-tastic!

On Mon, Sep 15, 2014 at 2:27 PM, Ben Rogall 
xsi_l...@shaders.moederogall.com wrote:

 I have released an addon for using HDRI Light Studio with Softimage.

 For obvious reasons the makers of HDRI Light Studio did not feel they
 could support a Softimage plugin. I am releasing this addon as
 donationware and if anyone thinks it is helpful, donations are sincerely
 appreciated.

 It is available for Windows 64bit only. I have tested only with SI 2014
 sp2 and SI 2015. I mostly use it with Redshift 3D progressive mode. It
 should also work with Mental Ray and Arnold. It does not work with
 3Delight. I have not tested with V-Ray yet but probably will try it when I
 get V-Ray 3.0.

 Download site: http://shaders.moederogall.com/



Re: reorder vertex numbers

2014-07-24 Thread Kris Rivel
Thanks...I'll take a look at this.  Might not work on a low poly character.
 I was hoping for something driven by a weight map or something...something
I could paint or control.  I may need to rebuild the mesh vertex by vertex
in the order I need it :-/

Kris


On Thu, Jul 24, 2014 at 5:44 AM, wavo w...@fiftyeight.com wrote:

  Am 7/24/2014 12:02 AM, schrieb Kris Rivel:

 Is there a way to reorder the vertex numbers based on a gradient, vertex
 map or weight map?  I thought there was a compound or something for this
 awhile back?

 Kris

 https://groups.google.com/forum/#!topic/xsi_list/tGMaCoPbLsg

 there is an reorder vertex id-compund from Christian Gotzinger !



 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.ESC58.de *



Re: reorder vertex numbers

2014-07-24 Thread Kris Rivel
Ha figures...I'll have to check out Houdini for sure now then.  Thanks.

Kris


On Thu, Jul 24, 2014 at 8:59 AM, Oscar Juarez tridi.animei...@gmail.com
wrote:

 If you have access to Houdini, I think there is several ways to re-order
 point IDs, maybe there is something that might work for you.


 On Thu, Jul 24, 2014 at 2:47 PM, Kris Rivel krisri...@gmail.com wrote:

 Thanks...I'll take a look at this.  Might not work on a low poly
 character.  I was hoping for something driven by a weight map or
 something...something I could paint or control.  I may need to rebuild the
 mesh vertex by vertex in the order I need it :-/

 Kris


 On Thu, Jul 24, 2014 at 5:44 AM, wavo w...@fiftyeight.com wrote:

  Am 7/24/2014 12:02 AM, schrieb Kris Rivel:

 Is there a way to reorder the vertex numbers based on a gradient, vertex
 map or weight map?  I thought there was a compound or something for this
 awhile back?

 Kris

 https://groups.google.com/forum/#!topic/xsi_list/tGMaCoPbLsg

 there is an reorder vertex id-compund from Christian Gotzinger !



 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.ESC58.de *






reorder vertex numbers

2014-07-23 Thread Kris Rivel
Is there a way to reorder the vertex numbers based on a gradient, vertex
map or weight map?  I thought there was a compound or something for this
awhile back?

Kris


Re: Are we being blind choosing Maya over MAX?

2014-03-17 Thread Kris Rivel
Max is deadnot only can I see that...but I heard it as well..just
sayin.  Its ancient...runs like crap and is a big pile of plugins.  They'll
kill it.  I'd be surprised if its still supported in the next 5 years.

Kris


On Mon, Mar 17, 2014 at 11:07 AM, Dan Pejril d...@upbeatunique.com wrote:

  The Future of 3dsMax is Blight.


 On 3/17/2014 10:48 AM, Tim Crowson wrote:

 The Future of 3dsMax is Bright.


 On 3/17/2014 2:22 AM, Gerbrand Nel wrote:

 Hey guys.
 I really don't want to ad more fuel to the fire here, but we are all
 assuming that MAX is next to die.
 AD doesn't seem to be making the smartest decisions at the moment, so
 their next decision might be just as dumb.
 As far as I know Max has the most seats out of the 3.. erm I mean 2
 remaining. (please correct me if I'm wrong here)
 We know AD makes most of its money from CAD, but many of the CAD customers
 use MAX to render their prototypes or architecture.
 Are we not betting on the second horse to be shot?
 Your thoughts.
 G


 --




 --
 Dan Pejril
 Upbeat Unique Entertainmentwww.UpbeatUnique.com




Re: License to END if you migrate?!

2014-03-04 Thread Kris Rivel
Wait a second.  So in order to keep using Softimage past that dateI
have to continue to pay the subscription fee?!  Am I reading that
correctly?  If sowell then I have no choice but to basically use
cracked software past that date...sorry...there...I said it.

Kris


On Tue, Mar 4, 2014 at 12:47 PM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 It will be funny to see amazing commercials, movies and images done after
 feb 2016 where people cover their screens in making of

 and in the description of software used it's written: The DCC which you
 shouldn't pronounce the name.





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Arvid Björn
 *Sent:* 4 mars 2014 12:44
 *To:* softimage@listproc.autodesk.com
 *Subject:* License to END if you migrate?!



 Excuse me, but THIS IS BULLSHIT:

 *Please note that the right to use the Softimage license will terminate
 at the end of the transition period if you are still on Subscription. You
 will be transitioned to the latest release of either 3ds Max or Maya
 depending on your initial choice. If you want to continue to use your
 Softimage license after Feb 1, 2016 you should not renew your Subscription
 contract for a period beyond that date. You will be able to continue to use
 Softimage but will forfeit any future updates to either 3ds Max or Maya. *

 I can see how offering Maya/Max might be a parting gift, but how can you
 deny the continued use of Softimage after the two year transition period?
 No fucking way in hell we'll just throw all of our data from almost 10
 years back into the lake, we'll need the ability to open older Softimage
 projects INDEFINITELY.

 Basically, there is absolutely NO way forward with Autodesk at this pont,
 I have to keep access available. Rethink, respond and change this policy
 ASAP, thanks.



Re: Just lost a programming gig

2014-03-04 Thread Kris Rivel
Wow, sorry to hear.  This whole mess puts some of us in a jam.  I have to
seriously consider my options and shift gears.  Most of my work is for
direct clients that don't care what I use so I'm fine thereI'll just
use Soft.  But for the occasional times when I need to jump on something
else, take existing assets, etc, my options will be limited and eventually
be eliminated.  So Autodesk...you've basically further reduced my client
base and my ability to support myself and my family.  I now have to retrain
myself...undo 15 years of mastering this software and re-join the 3d
workbase as a user using something else.  I hope I can stay busy!

Kris


On Tue, Mar 4, 2014 at 8:22 PM, nick name creator3dstu...@gmail.com wrote:

 I have no idea how many licenses of XSI Animal Logic has but when the time
 comes to replace them I really hope they will not award that investment to
 Autodesk.


 On Wed, Mar 5, 2014 at 3:07 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Maybe such a documentary should be done within Animal Logic, the team
 that brought you the LEGO movie highest grossing film of 2014...


 On 5 March 2014 01:04, Sven Constable sixsi_l...@imagefront.de wrote:

 I'm *very* sure everyone on this list list will understand that.
 Softimage is not only a software or a tool but a spirit for an entire
 generation of artists or maybe two generations.  What hits me really hard
 is not that it will be no longer developed, I could live with that. It's
 the intention by AD to make it not available to the industry within 3 weeks
 upon that announcement. A software defining 3D-animation for about 20
 years, from the very beginning to the present. Well, that include
 Softimage|3D of course. XSI did well. Softimage (the company and all its
 people) did well. They brought it to new grounds, making new things
 possible and known things in a new and sophisticated way.

 I am thankful for all that work and love the developers of Softimage had
 spend over the years into the product. 3D never would have been the same
 without them.



 sven



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, March 05, 2014 1:02 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Just lost a programming gig



 That is what Autodesk is doing us.  Not only killing Softimage, is
 killing our way of life.  And that is something many people does not
 understand yet.

 Sorry to hear that.






 2014-03-04 17:44 GMT-06:00 Sebastien Sterling 
 sebastien.sterl...@gmail.com:

 Sorry to hear that Ben.

 My heart goes out to you, and all the other brave Devs and TD's.



 On 4 March 2014 23:37, Ben Rogall xsi_l...@shaders.moederogall.com
 wrote:

 I was recently hired to write an interactive connection between
 Softimage and a nice 3rd-party tool. Anyway, when they saw today's Autodesk
 announcement, it got cancelled.

 Ben










Re: new upgrade policy

2014-02-27 Thread Kris Rivel
Oh its real...its dead...going to be soon...I assure you.  Wish we could
just take the entire thing and privately take over.  But no...all its
secrets, power and coolness is locked tight in a damn Autodesk vault.  Very
sad.

Kris


Re: new upgrade policy

2014-02-27 Thread Kris Rivel
Ha...I think it was me...drove me nuts :-)

Kris


On Thu, Feb 27, 2014 at 1:54 PM, Steven Caron car...@gmail.com wrote:

 i don't know who it was, but whoever trimmed either email... thank you!


 On Thu, Feb 27, 2014 at 10:38 AM, Bradley Gabe witha...@gmail.com wrote:

 Remember when Fox canceled Futurama? Family Guy?





new upgrade policy

2014-02-26 Thread Kris Rivel
So...what's everyone's take on this gem?  So if I don't upgrade to latest
version  now...then when I want that version I have to pay full price?

http://knowledge.autodesk.com/support/autocad/troubleshooting/caas/sfdcarticles/sfdcarticles/Frequently-Asked-Questions-about-the-Autodesk-Upgrade-Policy.html

Kris


Re: new upgrade policy

2014-02-26 Thread Kris Rivel
I read it and couldn't help but say WTH?!

Kris


On Wed, Feb 26, 2014 at 3:36 PM, Emilio Hernandez emi...@e-roja.com wrote:

 Seems they need to fill the vault...




 2014-02-26 14:29 GMT-06:00 Kris Rivel krisri...@gmail.com:

 So...what's everyone's take on this gem?  So if I don't upgrade to latest
 version  now...then when I want that version I have to pay full price?


 http://knowledge.autodesk.com/support/autocad/troubleshooting/caas/sfdcarticles/sfdcarticles/Frequently-Asked-Questions-about-the-Autodesk-Upgrade-Policy.html

 Kris





Re: new upgrade policy

2014-02-26 Thread Kris Rivel
I'm looking at Modo, Houdini and anything else with some drive, passion and
inspiration behind it.  I'll use Soft till it doesn't run anymore and just
gives me a blue screen or something.

But this aggressive tactic just comes off as greedy and is poorly planned.
 I wonder how many other holes they can put in their boat.

Kris


On Wed, Feb 26, 2014 at 4:19 PM, Daniel Sweeney dan...@northforge.co.ukwrote:

 I am as quick as I can off the autodesk rollercoaster. A few things have
 made my choice I will always love soft and use the tool when its needed but
 I think I need to look for another avenue. Looking at modo? Thoughts??

 Autodesk bollocks.
 On Feb 26, 2014 8:52 PM, Kris Rivel krisri...@gmail.com wrote:

 I read it and couldn't help but say WTH?!

 Kris


 On Wed, Feb 26, 2014 at 3:36 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Seems they need to fill the vault...




 2014-02-26 14:29 GMT-06:00 Kris Rivel krisri...@gmail.com:

 So...what's everyone's take on this gem?  So if I don't upgrade to
 latest version  now...then when I want that version I have to pay full
 price?


 http://knowledge.autodesk.com/support/autocad/troubleshooting/caas/sfdcarticles/sfdcarticles/Frequently-Asked-Questions-about-the-Autodesk-Upgrade-Policy.html

 Kris






Re: new upgrade policy

2014-02-26 Thread Kris Rivel
Wellassuming 2015 will not offer anything groundbreaking over 2014 sp2
which I useand assuming 2015 will probably be the last release...yep I
said it...then I'll just chose to not upgrade.  I'm sure I won't be the
only one.

Kris


On Wed, Feb 26, 2014 at 7:43 PM, Sebastian Kowalski l...@sekow.com wrote:







 i think the whole discussion will be irrelevant in a couple of weeks...














 Am 27.02.2014 um 01:35 schrieb James De Colling james.decoll...@gmail.com
 :

 it's a crap policy to be sure,  however,  given the last couple of
 releases,  maybe 2015 isn't worth the bother,  and we all save money :)
 On 27/02/2014 11:18 AM, Scott Parrish scotte...@gmail.com wrote:

 I'm actually confused why Autodesk even thinks this is a good idea from a
 monetization and customer retention standpoint.
 It might sound like a good way to make more money by forcing most users
 to stay on subscription or pay a penalty for a lapse in coverage.
 In practice however, it might give smaller shops and individuals who are
 less married to a pipeline built around a particular piece of software an
 opportunity to change to another software package when they're coverage
 lapses.

 Let's see, would I like to pay MSRP for Soft or Maya again because I
 didnt feel like paying subscription this past year? Or should I evaluate
 other options that I can buy for about the same price and with better terms
 for maintenance or future upgrades?



 On Wed, Feb 26, 2014 at 4:12 PM, Matt Morris matt...@gmail.com wrote:

 Inclined to agree.


 On 27 February 2014 00:10, Scott Parrish scotte...@gmail.com wrote:

 Again, I know!

 I just think the new upgrade policy is bullsh*%.



 On Wed, Feb 26, 2014 at 2:50 PM, Graham Bell 
 graham.b...@autodesk.comwrote:

 Well of course it's limited, because the upgrade policy itself is
 changing next year.

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Scott Parrish
 Sent: 26 February 2014 22:39
 To: softimage@listproc.autodesk.com
 Subject: Re: new upgrade policy

 It's not news, no. But it is a pretty anti-consumer change in policy.
 The 70% discount is for a limited time only.

 It says right there in the FAQ:
 How can a customer get current if they have an older version of
 software after February 1, 2015?
 Customers who wish to use the latest release after February 1, 2015
 will have the option to purchase the latest version at SRP (Suggested
 Retail Price).

 As a customer I'd like to be on paid maintenance because there is some
 sort of benefit that it provides. Not because there is a gun to my head
 that I lose my investment in purchasing the software and risk paying full
 price for upgrades in the future otherwise.


 On Wed, Feb 26, 2014 at 2:34 PM, Graham Bell graham.b...@autodesk.com
 mailto:graham.b...@autodesk.com wrote:
 This isn't anything new, this has already been announced last year and
 discussed here and on other forums.
 Also currently, upgrade pricing is 70% of the price of a new seat.

 G

 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
 Sent: 26 February 2014 22:15
 To: Softimage List
 Subject: Re: new upgrade policy

 I'm looking at Modo, Houdini and anything else with some drive,
 passion and inspiration behind it.  I'll use Soft till it doesn't run
 anymore and just gives me a blue screen or something.

 But this aggressive tactic just comes off as greedy and is poorly
 planned.  I wonder how many other holes they can put in their boat.

 Kris
 On Wed, Feb 26, 2014 at 4:19 PM, Daniel Sweeney 
 dan...@northforge.co.ukmailto:dan...@northforge.co.ukmailto:
 dan...@northforge.co.ukmailto:dan...@northforge.co.uk wrote:

 I am as quick as I can off the autodesk rollercoaster. A few things
 have made my choice I will always love soft and use the tool when its
 needed but I think I need to look for another avenue. Looking at modo?
 Thoughts??

 Autodesk bollocks.
 On Feb 26, 2014 8:52 PM, Kris Rivel krisri...@gmail.commailto:
 krisri...@gmail.commailto:krisri...@gmail.commailto:
 krisri...@gmail.com wrote:
 I read it and couldn't help but say WTH?!

 Kris
 On Wed, Feb 26, 2014 at 3:36 PM, Emilio Hernandez emi...@e-roja.com
 mailto:emi...@e-roja.commailto:emi...@e-roja.commailto:
 emi...@e-roja.com wrote:
 Seems they need to fill the vault...
 [http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

 2014-02-26 14:29 GMT-06:00 Kris Rivel krisri...@gmail.commailto:
 krisri...@gmail.commailto:krisri...@gmail.commailto:
 krisri...@gmail.com:

 So...what's everyone's take on this gem?  So if I don't upgrade to
 latest version  now...then when I want that version I have to pay full
 price?


 http://knowledge.autodesk.com/support/autocad/troubleshooting/caas/sfdcarticles/sfdcarticles/Frequently-Asked-Questions-about-the-Autodesk-Upgrade

Re: image sequence doesnt render with vray

2014-01-29 Thread Kris Rivel
I found an OK solutionjust wrote a script that renders the current
frame, advances to the next frame, renders the current frame...etc.  Ugly
as hell and just ran it in the UI but gets the job done!

Kris


On Wed, Jan 29, 2014 at 6:52 AM, Will Sharkey willjshar...@gmail.comwrote:

 Discovered this a while ago. A solution is to render with a frame range of
 1, so your scene reloads after every frame. Not a pretty solution but it
 gets the job rendered!

 Actually, I think I always applied the animated texture in the comp having
 rendered a animated texture pass with Mental Ray. For this you need to make
 sure you have ticked 'use camera FOV' on the Vray camera shader, otherwise
 you'll have a discrepancy between the Vray and Mental ray rendered frames.


 On Tue, Jan 28, 2014 at 6:12 PM, Kris Rivel krisri...@gmail.com wrote:

 Anyone know why an image sequence used as a texture doesn't seem to
 render with vray?  It just seems locked to one frame.  But ironically...a
 render region seems to work.  Its like it just grabs whatever frame the
 scene is at, then renders that frame of the image sequence but the buffer
 isn't clear for the next frame so it just uses the same frame again.

 Kris





image sequence doesnt render with vray

2014-01-28 Thread Kris Rivel
Anyone know why an image sequence used as a texture doesn't seem to render
with vray?  It just seems locked to one frame.  But ironically...a render
region seems to work.  Its like it just grabs whatever frame the scene is
at, then renders that frame of the image sequence but the buffer isn't
clear for the next frame so it just uses the same frame again.

Kris


Re: image sequence doesnt render with vray

2014-01-28 Thread Kris Rivel
Just applied to geoits very weird.  Its like I need to render each
frame...but close and reload the buffer each time.  So render one frame,
close, advance to next, render that frame, etc.


On Tue, Jan 28, 2014 at 1:18 PM, Eric Lampi ericla...@gmail.com wrote:

 Vray has be a royal pain in the butt for the project I have been working
 on. It's been buggy and inconsistent.

 I'm definitely regretting letting someone talk me into it. I should have
 stood firm on Arnold.

 Eric

 Freelance 3D and VFX animator

 http://vimeopro.com/user7979713/3d-work


 On Tue, Jan 28, 2014 at 1:12 PM, Kris Rivel krisri...@gmail.com wrote:

 Anyone know why an image sequence used as a texture doesn't seem to
 render with vray?  It just seems locked to one frame.  But ironically...a
 render region seems to work.  Its like it just grabs whatever frame the
 scene is at, then renders that frame of the image sequence but the buffer
 isn't clear for the next frame so it just uses the same frame again.

 Kris





Re: rumor, Soft dead within the next year

2014-01-07 Thread Kris Rivel
I'm with you Martin...I'll bring the shovel.

Kris


On Mon, Jan 6, 2014 at 5:23 AM, Martin Contel martin3d...@gmail.com wrote:

 I'm one of those poor souls using Maya on a daily basis. The experience is
 even more miserable considering I've been happily using XSI since v3.0 till
 last year. I think a lot of times how good XSI already was ten years ago,
 when Maya 4.0 was just a big pile of sh!t. XSI had already nailed the
 modeling tools, the rendertree, the passes system, the scene explorer, the
 render-on-viewport, the workflow, things that Maya still only dreams
 of. Future looked brighter when v7.0 brought us ICE.

 The industry chose Maya as the de facto standard. During my time
 freelancing I dodged it but on the recent years it's been more difficult to
 find Softimage jobs or Softimage artists.

 If I had the money, I would buy Maya from Autodesk and bury it in the
 dessert together with those E.T. the Extra-Terrestrial Atari video-game
 cartridges, making the world a better place. :)

 Cheers,



 --
 Martin Contel
 Square Enix (Visual Works)


 On Mon, Jan 6, 2014 at 6:51 PM, Szabolcs Matefy szabol...@crytek.comwrote:

 Actually Stefan you’re just right. I converted many hardcore Max and Maya
 artists to Softimage, and they would never ever look back. However industry
 might force them (like me)…



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stefan Kubicek
 *Sent:* Monday, January 06, 2014 10:21 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: rumor, Soft dead within the next year



 Is it just my biased point of view that all studios that closed or filed
 for bancruptcy last year were Maya based?

 It could of course be that there are more Maya based studios closing than
 Softimage based ones simply because there are more Maya based studios, but
 I still smell a pattern there.



 I always felt that the number of  users on Softimage is directly related
 to marketing efforts. I remember Alias/Wavefront doing a remarkable job in
 the early days of Maya in this regard. I never saw anything like that
 happening for Softimage at any time of it's existence.

 Ultimately, there are only two types of 3D artists: those who use
 Softimage, and those who have never tried. - Get more prople to seriously
 try it.













 *So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM
 IS USED IN PRODUCTION?*


 This is the same question I always ask myself after using Maya when
 required...  and Maya being the Industry Standard makes you understand so
 many things about the industry standards...




 2014/1/6 Szabolcs Matefy szabol...@crytek.com

 So guys, I spent a weekend working with Maya…HOW THE F@CK THIS PROGRAM
 IS USED IN PRODUCTION?



 Ok, I can use Maya, I have a quite solid background working with Maya,
 but seriously guys…It’s so overcomplicated, and brainkilling…In Softimage
 almost everything is just fine (OK, we need development), but in Maya, the
 easiest task takes quite long compared to SI…Finally I found myself fixing
 UVs, Unfolding, etc. in Softimage…Anyway, I need some samples in Maya, so I
 take a big breath, and continue working with Maya…But seriously, Softimage
 is way better in many point of view. It has no artisan, has no PaintFX, but
 for example rendering is way faster (with MR), shading setup is way faster,
 modeling is lot faster, and so on. So I really don’t understand, how come
 that Softimage is not acknowledged at all. I swear guys, that I’ll spread
 the Word of Softimage





 Cheers



 Szabolcs



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Henry Katz
 *Sent:* Sunday, January 05, 2014 8:18 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: rumor, Soft dead within the next year



 Good thing I asked.

 On 01/04/2014 05:40 PM, Stephen Blair wrote:

 Softimage doesn't support Python 3.x





 On Sat, Jan 4, 2014 at 3:26 PM, Henry Katz hk-v...@iscs-i.com wrote:

 Steve,

 No issues with python 3.3 as well, before I bruise my knuckles on the
 bleeding edge?

 Cheers,
 Henry
 On 01/03/2014 02:47 AM, Steven Caron wrote:

 really?



 install pyqt

 set softimage to use system python, uncheck...
 filepreferencesscriptinguse python installed with softimage

 run the example scripts pyqtforsoftimage plugin provides. or just 'import
 PyQt4'



 s



 On Thu, Jan 2, 2014 at 10:27 PM, Angus Davidson 
 angus.david...@wits.ac.za wrote:

 A non nonsense guide to installing pYQT would be great. So many great
 tools are never used because people cant get past trying to get the install
 to work.













 --

 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --

rumor, Soft dead within the next year

2013-12-20 Thread Kris Rivel
Sorry...can't resist.  Nasty rumor going around that Soft will be done
within the next year.  I'm just hearing this from a few NYC peeps.  I
personally find it odd especially since we know there's a beta program
running now and that a lot of places still rely on it, especially ICE.

I WOULD NOT be surprised at all if development stopped within a year or two
and it was just a left as it is product but I don't see how or why the
door would be slammed shut in anyone's face.

I doubt anyone can confirm this rumor but curious what others thoughts
are.  I'm looking to learn more Houdini and C4D for the volume of work but
have no desire to use antiquated and archaic platforms like Maya and Max to
be honest.

Regardless, its tragic to see Soft slowing down and how it never managed to
take over as the #1 option years ago.  It really is the best but a few
limitations, bad timing and bad marketing didn't do it any favors.

The community, addons, plugins and contributions though are incredible and
I think thats the part I would miss the most.

and discuss

Kris


Re: rumor, Soft dead within the next year

2013-12-20 Thread Kris Rivel
Ha ha..nice.  Same hereI just had to share though.  There's a slim
possibility these sources may have some inside Autodesk knowledge...so I'm
curious.  I'll use it till I'm dead.

Kris


On Fri, Dec 20, 2013 at 12:19 PM, wavo w...@fiftyeight.com wrote:

  Am 12/20/2013 6:16 PM, schrieb Eric Mootz:

 Pfff, I don't believe those rumours anymore. Been hearing that stuff for
 so many years now and it's just plain boring.


 totgesagte leben laenger


 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.ESC58.de *



Re: rumor, Soft dead within the next year

2013-12-20 Thread Kris Rivel
I'll use it till it no longer runs.  My only problem is that if I need
additional help/talent...harder to find.  If I want to join another team
working on something else...I pretty much have to use something else.  I've
mentioned Softimage maybe to a dozen clients the past few months and they
look at me and say whats it called?  Its annoying..they have no clue.
 Maya, Max and C4D are so common that its like Coke and Pepsi...even my
retired neighbor knows what it is.  Just venting...but I can't complain.
 I'm still using it, loving it and...knock on wood...busy s I'll just
stop now.

And yes...great work Walter...really really nice piece!

Kris


On Fri, Dec 20, 2013 at 12:36 PM, Emilio Hernandez emi...@e-roja.comwrote:

 PS.  Congratulations Walter amazing job!




 2013/12/20 Stefan Kubicek s...@tidbit-images.com

  Wow, that must have been a lot of work! Looks f***ing awesome.


 Merry Xmas and a happy new Year:

 done with one of the last version of softimage:

 http://www.bang-awards.com/en/movie/362-mite




 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.ESC58.de *




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--





Re: rumor, Soft dead within the next year

2013-12-20 Thread Kris Rivel
Ha...I'd welcome that.  They all have their short-comings.  Something new
for the cloud based age maybe!

Kris


On Fri, Dec 20, 2013 at 12:41 PM, Luca superposit...@gmail.com wrote:

 Well, if we should have to listen rumors, I heard from a friend of mine
 that he talked to persons inside Autodesk and they said that for sure
 they are going to dismiss all of the 3 softwares in favor of a completely
 new one

 Well...do we have to still believe that?


 2013/12/20 Stefan Kubicek s...@tidbit-images.com

  Wow, that must have been a lot of work! Looks f***ing awesome.


 Merry Xmas and a happy new Year:

 done with one of the last version of softimage:

 http://www.bang-awards.com/en/movie/362-mite




 --


 *Walter Volbers*
  Senior Animator

 *FIFTYEIGHT* 3D
 Animation  Digital Effects GmbH

 Kontorhaus Osthafen
 Lindleystraße 12
 60314 Frankfurt am Main
 Germany

 Telefon +49 (0) 69.48 000 55.50
 Telefax +49 (0) 69.48 000 55.15



 *mailto:w...@fiftyeight.com w...@fiftyeight.com
 http://www.fiftyeight.com http://www.fiftyeight.com *

  
 ESC*58*
 Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH


 *http://www.ESC58.de http://www.ESC58.de *




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--




 --
 ...superpositiviii...qualunque cosa accada!...



Re: rumor, Maya is still a piece of crap

2013-12-20 Thread Kris Rivel
 Ha ha ha ha...brilliant.

Kris


On Fri, Dec 20, 2013 at 12:39 PM, Greg Punchatz g...@janimation.com wrote:

  With the joke that is Xgen,  and the rumors that Biofrost is simply
 awful,  it is being discussed in the halls of AD that all the people that
 made the decisions to buy Niad and Xgen are going to be fired.

 Once Autodesk Shareholders realized by tuning into vimeo  that Autodesk
 already owned a product that did all these things better they asked for the
 heads of Mark Stevens and Chris Bradshaw for undermining the company by
 investing in the wrong product. The share holders said   Why are you
 blowing all this money on bad tech when you already have a product that can
 do the job 100x better?

 Then Mark Schonagol was made king of the world.

 all BS ... but I would prefer to start this rumor

 --
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com



Re: positivity

2013-12-20 Thread Kris Rivel
Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start
anything...just want to see if I'm the only one hearing this.  I told the
guys that told me to go tell the people that said this to go F themselves
for what its worth.  It does piss me off to see rumors like this butI
do sit at home mostly working all day and night.  I don't get to mingle
with my peers as much as I used to so I didn't know if this may be old news
or something new.  Sounds bunk so I'll leave it at that :-)

Kris

On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge ethivie...@hybride.comwrote:

 Only thing I have beef with myself is the thread hijacking that snowballs
 into a long slog of boohooism. I'm tired of it. In recent times I have to
 think twice about posting to the list because I'm afraid my thread will get
 pulled into the black hole of negativity and what could have been a helpful
 / informative thread will be turned into a bitch-fest.

 The emPolygonizer thread yesterday that was heading in that direction
 seriously almost made me unsubscribe.

 If you want to complain about the demise of a software, have at it. Just
 stop hijacking threads with it (not aimed specifically Mr. Lampi, in
 general).

 - Eric T.




Re: positivity

2013-12-20 Thread Kris Rivel
Well said!  I'm looking forward to the future to be honest.  There's a lot
of great new things I think on the horizon, especially with the
cloud...look at Clara.io and Lagoa.  In the meantime, we have Soft,
Mootzoid, Exocortex and all the other cool stuff!  Looking forward to
2014...whatever may happen.

Kris


On Fri, Dec 20, 2013 at 2:09 PM, Meng-Yang Lu ntmon...@gmail.com wrote:

 Regardless if it's true or not, the take-away should be what we value.  A
 strong platform for development, a strong community who are passionate
 about pursuing technology and art, and a workflow that keeps our working
 hours short and beer glasses full.

 If we embrace these ideas whole-heartedly, then the only thing needed is a
 strong platform to rebuild these ideas upon.  It doesn't have to be owned
 by an evil company or fly under the banner of a familiar name.  There are
 already technologies out there that hold this promise.  And by redirecting
 the talents of artist and developers onto something that is a bit more
 open, it will also create a wake of opportunities and ultimately providing
 more jobs.

 There's a lot to look forward to.  As these emerging technologies mature,
 we'll find there are even more interesting projects that may not have been
 present on our radar, but could greatly benefit from our skills, talent,
 and passion.

 The future is extremely bright.

 Merry Christmas everyone!

 -Lu



 On Fri, Dec 20, 2013 at 10:32 AM, Kris Rivel krisri...@gmail.com wrote:

 Ha ha...Merry Christmas to all!!  LOL.  I'm not trying to start
 anything...just want to see if I'm the only one hearing this.  I told the
 guys that told me to go tell the people that said this to go F themselves
 for what its worth.  It does piss me off to see rumors like this butI
 do sit at home mostly working all day and night.  I don't get to mingle
 with my peers as much as I used to so I didn't know if this may be old news
 or something new.  Sounds bunk so I'll leave it at that :-)

 Kris


 On Fri, Dec 20, 2013 at 1:11 PM, Eric Thivierge 
 ethivie...@hybride.comwrote:

 Only thing I have beef with myself is the thread hijacking that
 snowballs into a long slog of boohooism. I'm tired of it. In recent times I
 have to think twice about posting to the list because I'm afraid my thread
 will get pulled into the black hole of negativity and what could have been
 a helpful / informative thread will be turned into a bitch-fest.

 The emPolygonizer thread yesterday that was heading in that direction
 seriously almost made me unsubscribe.

 If you want to complain about the demise of a software, have at it. Just
 stop hijacking threads with it (not aimed specifically Mr. Lampi, in
 general).

 - Eric T.






Re: Tim Borgmann's emTopolizer2 Experiments

2013-12-05 Thread Kris Rivel
Wow...thats gorgeous...nice stuff.

Kris


On Thu, Dec 5, 2013 at 9:23 AM, Eric Mootz e...@mootzoid.com wrote:

  Hey gang,

 Tim Borgmann just released a short video on Vimeo with some of his latest
 tests and experiments with emTopolizer2. It is, in my opinion, a great
 collection of examples of how emTopolizer2's new feature (the conversion
 of particles and strands into polygon meshes) can help to create lovely
 effects. Thanks so much for this, Tim!

 Check out the video here: http://vimeo.com/80829002

 Cheers,
 Eric




looking for softimage vray render farm service

2013-12-04 Thread Kris Rivel
Anyone know of a Vray Softimage render farm running latest versions?

Kris


Re: looking for softimage vray render farm service

2013-12-04 Thread Kris Rivel
Cool thanks...didn't see that list!  Some don't support vray for Soft yet
:-/ but I'll check them again.


On Wed, Dec 4, 2013 at 12:23 PM, Ben Houston b...@exocortex.com wrote:

 http://www.chaosgroup.com/en/2/vray_services.html

 -ben

 On Wed, Dec 4, 2013 at 11:56 AM, Kris Rivel krisri...@gmail.com wrote:
  Anyone know of a Vray Softimage render farm running latest versions?
 
  Kris



 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Clara.io - Professional-Grade WebGL-based 3D Content Creation



vray artifacts

2013-11-12 Thread Kris Rivel
Just curious...playing around with vray.  I'm getting an occasional white
artifact here or there with reflective/glossy surfaces.  Is there a setting
or quick fix to kill them?  The 1 billion options in vray doesn't make it
easy.

Kris


Re: vray artifacts

2013-11-12 Thread Kris Rivel
Nevermind...sub pixel mapping and clamp output did it...cool!

Kris


On Tue, Nov 12, 2013 at 5:53 PM, Kris Rivel krisri...@gmail.com wrote:

 Just curious...playing around with vray.  I'm getting an occasional white
 artifact here or there with reflective/glossy surfaces.  Is there a setting
 or quick fix to kill them?  The 1 billion options in vray doesn't make it
 easy.

 Kris



animated cloth from max to soft

2013-11-11 Thread Kris Rivel
Any max heads have any tips for exporting an animated cloth in max into
Soft?  I have a biped animated character which I can export via fbx just
fine into Soft..but he's holding a flag or banner that looks like it was
simulated, then converted into a curve anim per vertex.  How do I get that
into Soft?  I know I could use point caching but wasn't sure if there was
something super quick/simple I was missing that would do this via fbx.
 Thanks.

Kris


Re: animated cloth from max to soft

2013-11-11 Thread Kris Rivel
Yeah they're all checked off...so I'm not sure why it doesn't carry over :-/

Kris


On Mon, Nov 11, 2013 at 3:19 PM, Sergio Mucino sergio.muc...@modusfx.comwrote:

  I don't have max right in front of me right now, but if the vertex
 animation was already baked to curves for each vert, I would guess it
 should transfer fine.
 I remember the FBX export plugin has several options for animation... did
 you check what's in there to make sure you're not missing anything?
 Cheers!


 On 11/11/2013 3:01 PM, Kris Rivel wrote:

 Any max heads have any tips for exporting an animated cloth in max into
 Soft?  I have a biped animated character which I can export via fbx just
 fine into Soft..but he's holding a flag or banner that looks like it was
 simulated, then converted into a curve anim per vertex.  How do I get that
 into Soft?  I know I could use point caching but wasn't sure if there was
 something super quick/simple I was missing that would do this via fbx.
  Thanks.

  Kris


Sergio Mucino_Signature_email.gif

Re: animated cloth from max to soft

2013-11-11 Thread Kris Rivel
Thanks guys...will probably check out point cache.  I had a bunch of
characters that all came through just fine with a simple enveloped
rig...was just hoping to keep it all the same.  No bigee.

Kris


On Mon, Nov 11, 2013 at 5:23 PM, Steven Caron car...@gmail.com wrote:

 what is wrong with .pc2? lots of options there... native support, kai
 wolter's operator, and alok's ICE wrapped version.


 On Mon, Nov 11, 2013 at 2:07 PM, Emilio Hernandez emi...@e-roja.comwrote:

 You can try baking the simulation in MAX and export it to Softimage using
 Alembic.  I tried once to export a simulation from MAX to Softimage using
 FBX but didn't come through.  Other would be to export an OBJ sequence and
 bring it back to Softimage.  There is an OBJ sequence import plugin reader
 for Softimage at http://rray.de/xsi/  from Thiago Costa.

 Search it as OBJ Sequencer  Download the backup.  The Area is not
 working.





custom set data will not show in cache manager

2013-09-18 Thread Kris Rivel
Why on earth do I have this problem where a custom set data type will not
show up in the cache manager to be written?!  Its an unpredictable problem.
 It worked fine yesterday, then suddenly it won't show up.   I sometimes
have to get it and set it several times for it to show.  Is there a
sure fire way to force it to show?

Kris
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Re: align particles on deformed surface by tangent?

2013-09-18 Thread Kris Rivel
Not sure what you mean.  I get the point normal of the surface, send that
into the cross product, use 0,1,0, then feed that into what?  Into
Direction to Rotation, then into set orientation?  That somewhat works but
as the tube bends around a curve, they keep their original flow...not
bending with the animated/deformed geo.


On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin vfor...@gmail.com wrote:

 Do you want the axis perpendicular to the normal? If so use a cross
 product, plug the normal in the first input and try something like 0,1,0
 for the second input.


 On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel krisri...@gmail.com wrote:

 I'm trying to make a simple setup where I can align particles along a
 deformed/animated surface based on another vector.  No problem aligning
 them on their normal but I want them to all flow in the same direction
 along their other axis...all point forward.  Is there anyway to do this
 with a polymesh?  Maybe through UV data?

 Kris

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Re: align particles on deformed surface by tangent?

2013-09-18 Thread Kris Rivel
Ugh, sounds like its going to be a head trip for me :-/  The deformed mesh
is a polymesh tube.  I can't change that.  But maybe I can have a nurbs
tube deformed along the curve too and extract its values?  I'm fine with
getting point normals but not sure the best way to translate and apply it.

Kris


On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi alok.gandhi2...@gmail.comwrote:

 They wont because in effect what you are doing is just taking the normal,
 World Yup and crossing them which will result in a vector perpendicular to
 both the normal and the Yup. So during a bend, this result vector is not
 tangential to the surface.

 You definitely need a vector which is tangential to the surface at the
 point where the normal is coming out of the surface.

 I would suggest looking in the approach of getting neighbour points
 closest to the normal location and generating a vector from that instead of
 using a cross product at all. Though you have to take care of the logic
 around edge vertex. But it can be a good start.


 On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin vfor...@gmail.com wrote:

 Do you want the axis perpendicular to the normal? If so use a cross
 product, plug the normal in the first input and try something like 0,1,0
 for the second input.


 On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel krisri...@gmail.com wrote:

  I'm trying to make a simple setup where I can align particles along a
 deformed/animated surface based on another vector.  No problem aligning
 them on their normal but I want them to all flow in the same direction
 along their other axis...all point forward.  Is there anyway to do this
 with a polymesh?  Maybe through UV data?

 Kris

 --
 To unsubscribe: mail softimage-requ...@listproc.autodesk.com with
 subject unsubscribe and reply to the confirmation email.



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Re: align particles on deformed surface by tangent?

2013-09-18 Thread Kris Rivel
Oh and I took a look at this but it doesn't work well for me for some
reason.  They're just pointing in various directions.  And I have a good uv
map:  https://vimeo.com/46081934


On Wed, Sep 18, 2013 at 5:39 PM, Kris Rivel krisri...@gmail.com wrote:

 Ugh, sounds like its going to be a head trip for me :-/  The deformed mesh
 is a polymesh tube.  I can't change that.  But maybe I can have a nurbs
 tube deformed along the curve too and extract its values?  I'm fine with
 getting point normals but not sure the best way to translate and apply it.

 Kris


 On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi alok.gandhi2...@gmail.comwrote:

 They wont because in effect what you are doing is just taking the normal,
 World Yup and crossing them which will result in a vector perpendicular to
 both the normal and the Yup. So during a bend, this result vector is not
 tangential to the surface.

 You definitely need a vector which is tangential to the surface at the
 point where the normal is coming out of the surface.

 I would suggest looking in the approach of getting neighbour points
 closest to the normal location and generating a vector from that instead of
 using a cross product at all. Though you have to take care of the logic
 around edge vertex. But it can be a good start.


 On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin vfor...@gmail.comwrote:

 Do you want the axis perpendicular to the normal? If so use a cross
 product, plug the normal in the first input and try something like 0,1,0
 for the second input.


 On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel krisri...@gmail.com wrote:

  I'm trying to make a simple setup where I can align particles along a
 deformed/animated surface based on another vector.  No problem aligning
 them on their normal but I want them to all flow in the same direction
 along their other axis...all point forward.  Is there anyway to do this
 with a polymesh?  Maybe through UV data?

 Kris

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