Re: etRenamer 3.0, now with PyQt version
Congrats on the release buddy! woop woop! On Wed, Oct 17, 2012 at 4:54 PM, Waylon Winn way...@waylonwinn.com wrote: http://www.regexbuddy.com/ http://www.regexmagic.com/ ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Xavier Lapointe *Sent:* Tuesday, October 16, 2012 9:52 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: etRenamer 3.0, now with PyQt version ** ** ... and this online tool is quite awesome: http://txt2re.com/ ** ** It builds a regex out of what it analyzed in the string you paste. ** ** Anywayz, congrats for the release! (: ** ** -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: Rendermap with Ambient Occlusion
Yeah, but as mentioned earlier, I have many many render trees already set up and dojn't particularly want to have to go through them all, rejigging! It's fine, I'm almost done. Cheers On 17 October 2012 00:29, Adam Sale adamfs...@gmail.com wrote: Not in front of Softimage right now, but what if you hook up a rendertree with a surface shader as the light color input for an occlusion shader? You should be able to rendermap that and have the both the surface color and occlusion baked into the map, non? On Tue, Oct 16, 2012 at 1:56 AM, Chris Marshall chrismarshal...@gmail.com wrote: Yeah but the problem isn't generating the ao map, it's that I want it to be generated baked into the surface colour in one hit. I just wonder why these are separate options in the drop down menu in RenderMap and why there isn't an option to render them in one? Not to worry. On 15 October 2012 18:59, olivier jeannel olivier.jean...@noos.frwrote: What about a pass or a group with an AO material and generate the rendermap from that ? When it's done you should be able to multiply the result with your various materials either in compositing or even with an override. Le 15/10/2012 17:25, Chris Marshall a écrit : right. The reason it's on the camera is I wanted it to be a global effect on a load of materials that were already set up. It was the easiest way. No worries, I'll just work my way through and rendermap each with the AO. It's just a hassle to then photoshop all of them as well. On 15 October 2012 14:31, James De Colling james.decoll...@gmail.comwrote: on camera? as far as I know camera / lens shaders wont work with rendermap. hence why things like photographic exposure etc wont rendermap On Monday, October 15, 2012, Chris Marshall wrote: Thanks but I have no idea how to compute the AO in ICE!? Also,James, I'm not sure what you're suggesting? My AO is set on the camera. i don't want to go through each material and re-apply it as that's a big headache. On 15 October 2012 06:22, Leonard Koch leonardkoch...@gmail.comwrote: I recently solved this by computing AO in ice and using that vertex map in the rendertree which put the AO directly in the color map and was also a lot faster. It's resolution dependant of course, but a bit of simple laplacian smoothing goes a long way. On Oct 12, 2012 5:43 PM, Chris Marshall chrismarshal...@gmail.com wrote: Hello, Haven't done much rendermap stuff before, but we're outputting some assets for a game engine. It appears that to render ambient occlusion into the rendered texture map, it has to be done as a separate pass then photoshopped together? As I have quite a few objects to generate these maps for, this is doubling my workload. Is there a way around this and render the AO in with the Surface Colour and Illumination map, or am I approaching this in the wrong way? Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
RE: etRenamer 3.0, now with PyQt version
Meanwhile I resolved, for some reason I had Python33 installed, and Softimage doesn't seem to like it...Now it's Python 2.7, and everything running :D Now it's time to dig deep into Python and PyQt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, October 17, 2012 10:29 AM To: softimage@listproc.autodesk.com Subject: Re: etRenamer 3.0, now with PyQt version I just realized there is probably an issue with how the PyQt modules are imported in the header of the etRenamer module even for the PPG version. Will tinker a bit tonight to rearrange some stuff. For PyQt install you'll have to refer to the github page for that bit. Once installed and with the PyQtForSoftimage addon installed you should be in good shape. Eric Thivierge http://www.ethivierge.com On Wed, Oct 17, 2012 at 7:23 PM, Szabolcs Matefy szabol...@crytek.com wrote: For some reason I have the red triangle next to the plugins names. Maybe off, but how can I install the latest PyQtSoftimage? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Waylon Winn Sent: Wednesday, October 17, 2012 7:55 AM To: softimage@listproc.autodesk.com Subject: RE: etRenamer 3.0, now with PyQt version http://www.regexbuddy.com/ http://www.regexmagic.com/ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier Lapointe Sent: Tuesday, October 16, 2012 9:52 PM To: softimage@listproc.autodesk.com Subject: Re: etRenamer 3.0, now with PyQt version ... and this online tool is quite awesome: http://txt2re.com/ It builds a regex out of what it analyzed in the string you paste. Anywayz, congrats for the release! (:
Re: ICE rdb noob question
I forgot about the free momentum 1 and the free implosia over at rray.de For this job, those did the trick. Thanks for the advice. oh and Stefan... Blender... Really?? No one has time to learn that interface, I would rather erase my memory and learn the zbrush interface again, before I try and do something more than import/export in blender. (I'm kidding of course before this starts a flame war.) G On 2012/10/17 01:22 AM, Adam Sale wrote: momentum and implosia... done.. You can break up with ICE http://vimeo.com/28138992 but you will need to extract the islands individually to run with vanilla bullet rbds.. And ICE shatter has issues with complex shapes, lots of concavities. Which is where Implosia shines. The default shattering with momentum is ok, but pales next to IFX the two plugins should really become one, so interdependent they are. Andy Moorer has this ICE plug thats pretty cool Emit SRT Matched Instances http://andy.moonbase.net/downloads could provide useful for you... Adam On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson sander...@gmail.com mailto:sander...@gmail.com wrote: The hours you spend on trying to get that to work you could have spent on buying a Momentum or ImplosiaFX license :) Here are two things you can do. 1.) Brute force method But you can break up the mesh with ice and then freeze the geo, and then extract the pieces. Then use those to simulate. 2.) OpenSource Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs I would chose Option 2, but that's me... :) best regards stefan andersson On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel g...@cannonballbunny.com mailto:g...@cannonballbunny.com wrote: Hey guys I know you can do RDB in ice using particles, but I want to fracture and simulate chunks breaking apart. I know Momentum does this with two buttons, but I don't own that yet, and this is a small job so I cant spend half my budget on software. Can this be done with out of the box softimage in ICE? It seems like it should be a walk in the park, but I'm pretty stumped with how to start. Up until now I've always done this kind of stuff with the normal non-ICE RDB in soft, but I'd like to try it in ICE if possible Thanks G -- stefan andersson - digital janitor - http://sanders3d.wordpress.com No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.2741 / Virus Database: 2614/5835 - Release Date: 10/16/12
Re: ICE rdb noob question
I thought the interface argument was valid before they did the rebuild does it still feel so bad to those that are not used to it? Personally I like it a lot, but then I originally started learning 3D in Blender :/ /Thomas Gerbrand Nel g...@cannonballbunny.com hat am 17. Oktober 2012 um 13:23 geschrieben: I forgot about the free momentum 1 and the free implosia over at rray.de For this job, those did the trick. Thanks for the advice. oh and Stefan... Blender... Really?? No one has time to learn that interface, I would rather erase my memory and learn the zbrush interface again, before I try and do something more than import/export in blender. (I’m kidding of course before this starts a flame war.) G On 2012/10/17 01:22 AM, Adam Sale wrote: momentum and implosia... done.. You can break up with ICE http://vimeo.com/28138992 http://vimeo.com/28138992 but you will need to extract the islands individually to run with vanilla bullet rbds.. And ICE shatter has issues with complex shapes, lots of concavities. Which is where Implosia shines. The default shattering with momentum is ok, but pales next to IFX the two plugins should really become one, so interdependent they are. Andy Moorer has this ICE plug thats pretty cool Emit SRT Matched Instances http://andy.moonbase.net/downloads http://andy.moonbase.net/downloads could provide useful for you... Adam On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson sander...@gmail.com mailto:sander...@gmail.com wrote: The hours you spend on trying to get that to work you could have spent on buying a Momentum or ImplosiaFX license :) Here are two things you can do. 1.) Brute force method But you can break up the mesh with ice and then freeze the geo, and then extract the pieces. Then use those to simulate. 2.) OpenSource Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs http://www.youtube.com/watch?v=IV0j4h2zERs I would chose Option 2, but that's me... :) best regards stefan andersson On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel g...@cannonballbunny.com mailto:g...@cannonballbunny.com wrote: Hey guys I know you can do RDB in ice using particles, but I want to fracture and simulate chunks breaking apart. I know Momentum does this with two buttons, but I don't own that yet, and this is a small job so I cant spend half my budget on software. Can this be done with out of the box softimage in ICE? It seems like it should be a walk in the park, but I'm pretty stumped with how to start. Up until now I've always done this kind of stuff with the normal non-ICE RDB in soft, but I'd like to try it in ICE if possible Thanks G -- stefan andersson - digital janitor - http://sanders3d.wordpress.com http://sanders3d.wordpress.com No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.2741 / Virus Database: 2614/5835 - Release Date: 10/16/12
Re: ICE rdb noob question
I don't know.. maybe you just cant teach an old animator new software.. and I'm not even old :P On 2012/10/17 01:41 PM, Thomas Volkmann wrote: I thought the interface argument was valid before they did the rebuild does it still feel so bad to those that are not used to it? Personally I like it a lot, but then I originally started learning 3D in Blender :/ /Thomas Gerbrand Nel g...@cannonballbunny.com hat am 17. Oktober 2012 um 13:23 geschrieben: I forgot about the free momentum 1 and the free implosia over at rray.de For this job, those did the trick. Thanks for the advice. oh and Stefan... Blender... Really?? No one has time to learn that interface, I would rather erase my memory and learn the zbrush interface again, before I try and do something more than import/export in blender. (I’m kidding of course before this starts a flame war.) G On 2012/10/17 01:22 AM, Adam Sale wrote: momentum and implosia... done.. You can break up with ICE http://vimeo.com/28138992 but you will need to extract the islands individually to run with vanilla bullet rbds.. And ICE shatter has issues with complex shapes, lots of concavities. Which is where Implosia shines. The default shattering with momentum is ok, but pales next to IFX the two plugins should really become one, so interdependent they are. Andy Moorer has this ICE plug thats pretty cool Emit SRT Matched Instances http://andy.moonbase.net/downloads could provide useful for you... Adam On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson sander...@gmail.com mailto:sander...@gmail.com wrote: The hours you spend on trying to get that to work you could have spent on buying a Momentum or ImplosiaFX license :) Here are two things you can do. 1.) Brute force method But you can break up the mesh with ice and then freeze the geo, and then extract the pieces. Then use those to simulate. 2.) OpenSource Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs I would chose Option 2, but that's me... :) best regards stefan andersson On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel g...@cannonballbunny.com mailto:g...@cannonballbunny.com wrote: Hey guys I know you can do RDB in ice using particles, but I want to fracture and simulate chunks breaking apart. I know Momentum does this with two buttons, but I don't own that yet, and this is a small job so I cant spend half my budget on software. Can this be done with out of the box softimage in ICE? It seems like it should be a walk in the park, but I'm pretty stumped with how to start. Up until now I've always done this kind of stuff with the normal non-ICE RDB in soft, but I'd like to try it in ICE if possible Thanks G -- stefan andersson - digital janitor - http://sanders3d.wordpress.com No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.2741 / Virus Database: 2614/5835 - Release Date: 10/16/12 No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.2741 / Virus Database: 2614/5836 - Release Date: 10/16/12
Re: etRenamer 3.0, now with PyQt version
Sweet update, Eric! I have used the PPG version a good deal since you released. Nice to see a Qt version too. *Tim Crowson */Lead CG Artist/ *Magnetic Dreams Animation Studio, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com On 10/17/2012 4:15 AM, Szabolcs Matefy wrote: Meanwhile I resolved, for some reason I had Python33 installed, and Softimage doesn't seem to like it...Now it's Python 2.7, and everything running :D Now it's time to dig deep into Python and PyQt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge *Sent:* Wednesday, October 17, 2012 10:29 AM *To:* softimage@listproc.autodesk.com *Subject:* Re: etRenamer 3.0, now with PyQt version I just realized there is probably an issue with how the PyQt modules are imported in the header of the etRenamer module even for the PPG version. Will tinker a bit tonight to rearrange some stuff. For PyQt install you'll have to refer to the github page for that bit. Once installed and with the PyQtForSoftimage addon installed you should be in good shape. Eric Thivierge http://www.ethivierge.com On Wed, Oct 17, 2012 at 7:23 PM, Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com wrote: For some reason I have the red triangle next to the plugins names. Maybe off, but how can I install the latest PyQtSoftimage? *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Waylon Winn *Sent:* Wednesday, October 17, 2012 7:55 AM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* RE: etRenamer 3.0, now with PyQt version http://www.regexbuddy.com/ http://www.regexmagic.com/ *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] mailto:[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Xavier Lapointe *Sent:* Tuesday, October 16, 2012 9:52 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* Re: etRenamer 3.0, now with PyQt version ... and this online tool is quite awesome: http://txt2re.com/ It builds a regex out of what it analyzed in the string you paste. Anywayz, congrats for the release! (: -- Signature
Re: Rendermap with Ambient Occlusion
ah yes. You did mention that.. carry on. Nothing to see here. Adam On Wed, Oct 17, 2012 at 1:51 AM, Chris Marshall chrismarshal...@gmail.comwrote: Yeah, but as mentioned earlier, I have many many render trees already set up and dojn't particularly want to have to go through them all, rejigging! It's fine, I'm almost done. Cheers On 17 October 2012 00:29, Adam Sale adamfs...@gmail.com wrote: Not in front of Softimage right now, but what if you hook up a rendertree with a surface shader as the light color input for an occlusion shader? You should be able to rendermap that and have the both the surface color and occlusion baked into the map, non? On Tue, Oct 16, 2012 at 1:56 AM, Chris Marshall chrismarshal...@gmail.com wrote: Yeah but the problem isn't generating the ao map, it's that I want it to be generated baked into the surface colour in one hit. I just wonder why these are separate options in the drop down menu in RenderMap and why there isn't an option to render them in one? Not to worry. On 15 October 2012 18:59, olivier jeannel olivier.jean...@noos.frwrote: What about a pass or a group with an AO material and generate the rendermap from that ? When it's done you should be able to multiply the result with your various materials either in compositing or even with an override. Le 15/10/2012 17:25, Chris Marshall a écrit : right. The reason it's on the camera is I wanted it to be a global effect on a load of materials that were already set up. It was the easiest way. No worries, I'll just work my way through and rendermap each with the AO. It's just a hassle to then photoshop all of them as well. On 15 October 2012 14:31, James De Colling james.decoll...@gmail.comwrote: on camera? as far as I know camera / lens shaders wont work with rendermap. hence why things like photographic exposure etc wont rendermap On Monday, October 15, 2012, Chris Marshall wrote: Thanks but I have no idea how to compute the AO in ICE!? Also,James, I'm not sure what you're suggesting? My AO is set on the camera. i don't want to go through each material and re-apply it as that's a big headache. On 15 October 2012 06:22, Leonard Koch leonardkoch...@gmail.comwrote: I recently solved this by computing AO in ice and using that vertex map in the rendertree which put the AO directly in the color map and was also a lot faster. It's resolution dependant of course, but a bit of simple laplacian smoothing goes a long way. On Oct 12, 2012 5:43 PM, Chris Marshall chrismarshal...@gmail.com wrote: Hello, Haven't done much rendermap stuff before, but we're outputting some assets for a game engine. It appears that to render ambient occlusion into the rendered texture map, it has to be done as a separate pass then photoshopped together? As I have quite a few objects to generate these maps for, this is doubling my workload. Is there a way around this and render the AO in with the Surface Colour and Illumination map, or am I approaching this in the wrong way? Thanks Chris -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: ICE rdb noob question
I built the emit srt-matched instances compound a few years back prior to momentum and implosia entering the scene. The idea was to pre-cut geometry using pre-ice scripts that are probably still around (though later I began to use Houdini to make fragmented models, looked better.) the compound then simply makes I standing all the fragments easy for use with standard ice RBDs. Today I too would just use MoM/implosia, but it's not difficult to old-school shattering, just irritating . :) On Oct 16, 2012, at 7:22 PM, Adam Sale adamfs...@gmail.com wrote: momentum and implosia... done.. You can break up with ICE http://vimeo.com/28138992 but you will need to extract the islands individually to run with vanilla bullet rbds.. And ICE shatter has issues with complex shapes, lots of concavities. Which is where Implosia shines. The default shattering with momentum is ok, but pales next to IFX the two plugins should really become one, so interdependent they are. Andy Moorer has this ICE plug thats pretty cool Emit SRT Matched Instances http://andy.moonbase.net/downloads could provide useful for you... Adam On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson sander...@gmail.com wrote: The hours you spend on trying to get that to work you could have spent on buying a Momentum or ImplosiaFX license :) Here are two things you can do. 1.) Brute force method But you can break up the mesh with ice and then freeze the geo, and then extract the pieces. Then use those to simulate. 2.) OpenSource Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs I would chose Option 2, but that's me... :) best regards stefan andersson On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel g...@cannonballbunny.com wrote: Hey guys I know you can do RDB in ice using particles, but I want to fracture and simulate chunks breaking apart. I know Momentum does this with two buttons, but I don't own that yet, and this is a small job so I cant spend half my budget on software. Can this be done with out of the box softimage in ICE? It seems like it should be a walk in the park, but I'm pretty stumped with how to start. Up until now I've always done this kind of stuff with the normal non-ICE RDB in soft, but I'd like to try it in ICE if possible Thanks G -- stefan andersson - digital janitor - http://sanders3d.wordpress.com
Re: ICE rdb noob question
The opensource versions of both Implosia and Momentum are quite usable... of course if you are in production you probably want the latest and greatest. Specially since they are not that expensive.
Re: ICE rdb noob question
@$#%!ing autocorrect... I standing = instancing. That's what I get for using mobile devices for email. And btw for the record Siri is a useless $@!%.. ;) the compound then simply makes I standing all the fragments easy for use with standard ice RBDs.
Re: ICE rdb noob question
See, it can't even spell 'Autocowrecked' right tsk tsk... -Tim C. On 10/17/2012 3:31 PM, Andy Moorer wrote: @$#%!ing autocorrect... I standing = instancing. That's what I get for using mobile devices for email. And btw for the record Siri is a useless $@!%.. ;) the compound then simply makes I standing all the fragments easy for use with standard ice RBDs. -- Signature
flood simulation
Hello everybody! I just want to know if its possible to make rigid body objects, interact with lagoa fluid simulations. I have to make a flood effect and I dont know if I have to animate the objects that the water colide by hand or if the simulation can take care of it. Couldnt find anything in the manual. Cheers to all! P.
Re: flood simulation
Lagoa is a unified simulator which means it combines several solvers in the same evaluation, which is to say you can theoretically do water, cloth, softbodies and rigidbodies... so yes, you can. On Wed, Oct 17, 2012 at 7:05 PM, Pablo Tufaro pablo@gmail.com wrote: Hello everybody! I just want to know if its possible to make rigid body objects, interact with lagoa fluid simulations. I have to make a flood effect and I dont know if I have to animate the objects that the water colide by hand or if the simulation can take care of it. Couldnt find anything in the manual. Cheers to all! P.
Caustics Only Pass
Is there a way I can just render out the caustics on a surface and not the light? I have been trying some things with the visibility and Ray_Type switch but can't get it to work. It seems like there would be a way to get a pass like this out.
Re: Caustics Only Pass
Spoke too soon. Found this link in case anyone else runs into a similar need. http://area.autodesk.com/forum/autodesk-softimage/rendering/caustic-pass/ On Wed, Oct 17, 2012 at 9:54 PM, Byron Nash byronn...@gmail.com wrote: Is there a way I can just render out the caustics on a surface and not the light? I have been trying some things with the visibility and Ray_Type switch but can't get it to work. It seems like there would be a way to get a pass like this out.