changing the project structure

2013-03-20 Thread Sebastian Kowalski
hey list, 

as I understand every file structure is valid, as long as softimage finds the 
dsprojectinfo file.
so far so good, problem now is, that I need to move the backup directory some 
place else.
is this posssible? cause there is no chance at all to switch that in the 
preferences..

-sebastian


Re: Announcing Redshift - Biased GPU Renderer

2013-03-20 Thread Mirko Jankovic
testing it a bit and looks great!
amazing work guys, grats.

any ETA for production ready version?

also reall shame again that it is nvidia only for now. Ati was tested over
and over and showing a lot better viewport results in Softimage than
nvidia... having this support openCL would be great!
But everything  in it's time. Grats!



On Mon, Mar 18, 2013 at 9:15 PM, Stefan Andersson sander...@gmail.comwrote:

 That was pretty neat! :) I can't wait to see some more test!

 regards
 stefan



 On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk 
 nico...@redshift3d.comwrote:

 Hey guys,

 I'm going to respond to the last few messages regarding the importance of
 speed later, but in the meantime here is a video of some live rendering in
 Softimage.

 http://youtu.be/fjCguRdSlV0

 -Nicolas



 On Thu, Mar 14, 2013 at 1:17 PM, pete...@skynet.be wrote:

   you are right of course, as always.

 what is really needed is a fine balance between quality and speed,
 at a pricepoint that is affordable yet high enough to sustain
 development,
 and available before my retirement.


  *From:* Andy Moorer andymoo...@gmail.com
 *Sent:* Thursday, March 14, 2013 9:02 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Announcing Redshift - Biased GPU Renderer

  Well said, but speed is still important, deadlines are tight and
 particularly in the iterative direction phase often re-rendering takes much
 more time than making a directed change. Dailies reflect this... A series
 of several directed tweaks to a shot can stretch over several days in part
 to allow time to make changes and get them rendered... A major limitation
 to working with rendered VFX  elements versus composite effects which can
 often be altered in near realtime.

 Sent from my iPad

 On Mar 14, 2013, at 4:21 AM, pete...@skynet.be wrote:

 Please also bear in mind that we're still just in alpha and
 constantly improving performance.  We're kind of obsessed with speed :)

 speed is great of course – but IMO it’s not the most important factor.

 over the years we have all been doing productions with rather long
 rendertimes, running into hours per frame and more. The bottom line was
 rarely “it has to be rendered in X amount of time” – clients couldn’t care
 less. It has to be good enough first and rendered in time for delivery.

 it’s been a long time I’m looking forward for a viewport/GPU mental ray
 replacement in softimage.
 Hopefully staying below 5 minutes for complex HD images and within 1
 minute for more simple stuff – but more importantly, it should have the
 bells and whistles of a modern raytracer, and deliver production quality
 rendering – that can be very precisely tweaked by the user.

 It’s very frustrating to get a promising image very fast, but not being
 able to make the image really final - some remaining artifacts, sampling
 problem or no ability to finetune this or that effect or simply lack of a
 feature you really require – so in turn you have to bite the bullet and go
 back to good old offline rendering – and the corresponding rendertimes will
 be twice as frustrating.
 Very extensive support for lighting features – not just GI / AO /
 softshadows / softreflections – but also SSS, raytraced refractions, motion
 blur, volumetrics, ICE support, instancing, hair – and a good set of
 shaders and support for the rendertree and as many of the factory shaders
 as possible.

 Mental ray never became the standard it was because of speed – but
 because of what one can achieve with it. (and then you have to turn off a
 few things left and right for final renders in order to make rendertimes
 acceptable)
 Obviously in this day and age it’s features are getting long in the
 tooth as well, which opens the door wide open for others – but it remains a
 reference for what a renderer should at least aspire to.

 just some thoughts and hints of what matters to me when considering a
 new renderer.





 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d





Re: changing the project structure

2013-03-20 Thread Stephen Blair

No
On 20/03/2013 6:31 AM, Sebastian Kowalski wrote:

hey list,

as I understand every file structure is valid, as long as softimage finds the 
dsprojectinfo file.
so far so good, problem now is, that I need to move the backup directory some 
place else.
is this posssible? cause there is no chance at all to switch that in the 
preferences..

-sebastian




Re: Service Packs and subscription

2013-03-20 Thread Stephen Blair

Yes.
The service pack downloads are not behind the Subscription Center wall.
The readme says they use the same license as the original release 
version (that is, 2013 SP1 uses the same license as 2013).




On 20/03/2013 6:37 AM, ste dalton wrote:
Apologies for the dullness of this question, but i if don't take out a 
subscription for softimage can i still install and run service pack as 
and when they are released?


I've tried google but the answers aren't massively clear.

i'd presume i can as service backs are just bug fixes for rushed to 
market software isn't it?


thanks all.

--
Stephen Dalton
--
director
www.ubik.tv http://www.ubik.tv




Re: Announcing Redshift - Biased GPU Renderer

2013-03-20 Thread Dan Yargici
Ati was tested over and over and showing a lot better viewport results in
Softimage than nvidia... 

Really?  I don't remember anyone ever suggesting ATI was anything other
than shit!

DAN


On Wed, Mar 20, 2013 at 12:32 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 testing it a bit and looks great!
 amazing work guys, grats.

 any ETA for production ready version?

 also reall shame again that it is nvidia only for now. Ati was tested over
 and over and showing a lot better viewport results in Softimage than
 nvidia... having this support openCL would be great!
 But everything  in it's time. Grats!



 On Mon, Mar 18, 2013 at 9:15 PM, Stefan Andersson sander...@gmail.comwrote:

 That was pretty neat! :) I can't wait to see some more test!

 regards
 stefan



 On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk 
 nico...@redshift3d.comwrote:

 Hey guys,

 I'm going to respond to the last few messages regarding the importance
 of speed later, but in the meantime here is a video of some live rendering
 in Softimage.

 http://youtu.be/fjCguRdSlV0

 -Nicolas



 On Thu, Mar 14, 2013 at 1:17 PM, pete...@skynet.be wrote:

   you are right of course, as always.

 what is really needed is a fine balance between quality and speed,
 at a pricepoint that is affordable yet high enough to sustain
 development,
 and available before my retirement.


  *From:* Andy Moorer andymoo...@gmail.com
 *Sent:* Thursday, March 14, 2013 9:02 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Announcing Redshift - Biased GPU Renderer

  Well said, but speed is still important, deadlines are tight and
 particularly in the iterative direction phase often re-rendering takes much
 more time than making a directed change. Dailies reflect this... A series
 of several directed tweaks to a shot can stretch over several days in part
 to allow time to make changes and get them rendered... A major limitation
 to working with rendered VFX  elements versus composite effects which can
 often be altered in near realtime.

 Sent from my iPad

 On Mar 14, 2013, at 4:21 AM, pete...@skynet.be wrote:

 Please also bear in mind that we're still just in alpha and
 constantly improving performance.  We're kind of obsessed with speed :)

 speed is great of course – but IMO it’s not the most important factor.

 over the years we have all been doing productions with rather long
 rendertimes, running into hours per frame and more. The bottom line was
 rarely “it has to be rendered in X amount of time” – clients couldn’t care
 less. It has to be good enough first and rendered in time for delivery.

 it’s been a long time I’m looking forward for a viewport/GPU mental ray
 replacement in softimage.
 Hopefully staying below 5 minutes for complex HD images and within 1
 minute for more simple stuff – but more importantly, it should have the
 bells and whistles of a modern raytracer, and deliver production quality
 rendering – that can be very precisely tweaked by the user.

 It’s very frustrating to get a promising image very fast, but not being
 able to make the image really final - some remaining artifacts, sampling
 problem or no ability to finetune this or that effect or simply lack of a
 feature you really require – so in turn you have to bite the bullet and go
 back to good old offline rendering – and the corresponding rendertimes will
 be twice as frustrating.
 Very extensive support for lighting features – not just GI / AO /
 softshadows / softreflections – but also SSS, raytraced refractions, motion
 blur, volumetrics, ICE support, instancing, hair – and a good set of
 shaders and support for the rendertree and as many of the factory shaders
 as possible.

 Mental ray never became the standard it was because of speed – but
 because of what one can achieve with it. (and then you have to turn off a
 few things left and right for final renders in order to make rendertimes
 acceptable)
 Obviously in this day and age it’s features are getting long in the
 tooth as well, which opens the door wide open for others – but it remains a
 reference for what a renderer should at least aspire to.

 just some thoughts and hints of what matters to me when considering a
 new renderer.





 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






Re: Announcing Redshift - Biased GPU Renderer

2013-03-20 Thread Mirko Jankovic
http://www.si-community.com/community/viewtopic.php?f=36t=3526

latest one.
ati rigth now leaves nvidia in the dust


On Wed, Mar 20, 2013 at 11:58 AM, Dan Yargici danyarg...@gmail.com wrote:

 Ati was tested over and over and showing a lot better viewport results in
 Softimage than nvidia... 

 Really?  I don't remember anyone ever suggesting ATI was anything other
 than shit!

 DAN



 On Wed, Mar 20, 2013 at 12:32 PM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 testing it a bit and looks great!
 amazing work guys, grats.

 any ETA for production ready version?

 also reall shame again that it is nvidia only for now. Ati was tested
 over and over and showing a lot better viewport results in Softimage than
 nvidia... having this support openCL would be great!
 But everything  in it's time. Grats!



 On Mon, Mar 18, 2013 at 9:15 PM, Stefan Andersson sander...@gmail.comwrote:

 That was pretty neat! :) I can't wait to see some more test!

 regards
 stefan



 On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk nico...@redshift3d.com
  wrote:

 Hey guys,

 I'm going to respond to the last few messages regarding the importance
 of speed later, but in the meantime here is a video of some live rendering
 in Softimage.

 http://youtu.be/fjCguRdSlV0

 -Nicolas



 On Thu, Mar 14, 2013 at 1:17 PM, pete...@skynet.be wrote:

   you are right of course, as always.

 what is really needed is a fine balance between quality and speed,
 at a pricepoint that is affordable yet high enough to sustain
 development,
 and available before my retirement.


  *From:* Andy Moorer andymoo...@gmail.com
 *Sent:* Thursday, March 14, 2013 9:02 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Announcing Redshift - Biased GPU Renderer

  Well said, but speed is still important, deadlines are tight and
 particularly in the iterative direction phase often re-rendering takes 
 much
 more time than making a directed change. Dailies reflect this... A 
 series
 of several directed tweaks to a shot can stretch over several days in part
 to allow time to make changes and get them rendered... A major limitation
 to working with rendered VFX  elements versus composite effects which can
 often be altered in near realtime.

 Sent from my iPad

 On Mar 14, 2013, at 4:21 AM, pete...@skynet.be wrote:

 Please also bear in mind that we're still just in alpha and
 constantly improving performance.  We're kind of obsessed with speed :)

 speed is great of course – but IMO it’s not the most important factor.

 over the years we have all been doing productions with rather long
 rendertimes, running into hours per frame and more. The bottom line was
 rarely “it has to be rendered in X amount of time” – clients couldn’t care
 less. It has to be good enough first and rendered in time for delivery.

 it’s been a long time I’m looking forward for a viewport/GPU mental
 ray replacement in softimage.
 Hopefully staying below 5 minutes for complex HD images and within 1
 minute for more simple stuff – but more importantly, it should have the
 bells and whistles of a modern raytracer, and deliver production quality
 rendering – that can be very precisely tweaked by the user.

 It’s very frustrating to get a promising image very fast, but not
 being able to make the image really final - some remaining artifacts,
 sampling problem or no ability to finetune this or that effect or simply
 lack of a feature you really require – so in turn you have to bite the
 bullet and go back to good old offline rendering – and the corresponding
 rendertimes will be twice as frustrating.
 Very extensive support for lighting features – not just GI / AO /
 softshadows / softreflections – but also SSS, raytraced refractions, 
 motion
 blur, volumetrics, ICE support, instancing, hair – and a good set of
 shaders and support for the rendertree and as many of the factory shaders
 as possible.

 Mental ray never became the standard it was because of speed – but
 because of what one can achieve with it. (and then you have to turn off a
 few things left and right for final renders in order to make rendertimes
 acceptable)
 Obviously in this day and age it’s features are getting long in the
 tooth as well, which opens the door wide open for others – but it remains 
 a
 reference for what a renderer should at least aspire to.

 just some thoughts and hints of what matters to me when considering a
 new renderer.





 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d







Re: Service Packs and subscription

2013-03-20 Thread ste dalton
Thanks Stephen. That's good to hear.
On 20 Mar 2013 10:49, Stephen Blair stephenrbl...@gmail.com wrote:

  Yes.
 The service pack downloads are not behind the Subscription Center wall.
 The readme says they use the same license as the original release version
 (that is, 2013 SP1 uses the same license as 2013).



 On 20/03/2013 6:37 AM, ste dalton wrote:

 Apologies for the dullness of this question, but i if don't take out a
 subscription for softimage can i still install and run service pack as and
 when they are released?

  I've tried google but the answers aren't massively clear.

  i'd presume i can as service backs are just bug fixes for rushed to
 market software isn't it?

  thanks all.

  --
 Stephen Dalton
 --
 director
 www.ubik.tv





Re: changing the project structure

2013-03-20 Thread Ed Manning
Maybe you can create a symbolic link to the new backup folder location?


On Wed, Mar 20, 2013 at 6:45 AM, Sebastian Kowalski l...@sekow.com wrote:

 awesome!


 Am 20.03.2013 um 11:42 schrieb Stephen Blair stephenrbl...@gmail.com:

  No
  On 20/03/2013 6:31 AM, Sebastian Kowalski wrote:
  hey list,
 
  as I understand every file structure is valid, as long as softimage
 finds the dsprojectinfo file.
  so far so good, problem now is, that I need to move the backup
 directory some place else.
  is this posssible? cause there is no chance at all to switch that in
 the preferences..
 
  -sebastian
 





Re: Technical Direction workshop available stand-alone (CGS TODs)

2013-03-20 Thread Fabricio Chamon
Problem solved. There was some problem with my account. I talked to Peter
from Ballistic and he fixed my password.

Now watching! =)


2013/3/19 Raffaele Fragapane raffsxsil...@googlemail.com

 Thanks.

 As far as I know everything should be instantaneous. People who bought it
 already told me anywhere between right away and 5 minutes (probably
 depending on whether they had a CGS account or not).
 Even if you had been banned from the forums or something like that, the
 account for purchases is always valid, and I know of no blocks of sorts.
 Probably just a database glitch, we occasionally get those on other parts
 of the site as well, big rushes on anything can race the servers' load
 balancing occasionally.

 For any issues you can just write to cg...@cgsociety.org
 They are monitoring that address extra close since it's a new features and
 they are aware of potential bugs/issues still being present and
 undiscovered.

 On Wed, Mar 20, 2013 at 4:57 AM, Fabricio Chamon xsiml...@gmail.comwrote:

 Great news Raff ! I was hoping to get my hands on this course for a long
 time.

 Question: does anybody bought it already ? I've purchased some hours ago
 but I just can't log in. Don't know if its a site issue or my account being
 blocked by some reason. (already checked login credentials and stuff...)

 thanks




RE: test

2013-03-20 Thread Ed Harriss
...pinging

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Scott Lange
Sent: Wednesday, March 20, 2013 12:33 AM
To: softimage@listproc.autodesk.com
Subject: test

yeasting


Re: Default Project

2013-03-20 Thread Tim Crowson
Thanks Stephen. I'm wanting to avoid having to use the Project Manager 
altogether, and it looks like I should be able to have my script write 
the prefs directly, since thankfully the prefs file isn't in a binary 
format.

-Tim

On 3/19/2013 3:53 PM, Stephen Blair wrote:

And if that is not set...http://wp.me/powV4-2Dh

On 19/03/2013 3:26 PM, Tim Crowson wrote:

Yep, I see it now... okay thanks!
-Tim

On 3/19/2013 2:17 PM, Stephen Blair wrote:

looks like it is in the prefs:
xsiprivate_unclassified.DS_SZ_LOAD_DEFAULT_PROJECT= 
#STRI#C:\Users\SOLIDANGLE\Documents\Projects\My Project




On 19/03/2013 3:01 PM, Tim Crowson wrote:
How does Softimage know which of the projects in the 
'default.xsiprojects' file is the Default one set by the Project 
Manager? Where is that stored? I'm wanting to automate setting the 
Default the project and I'm not finding the location where this is 
stored.

--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the 
original intended recipient(s). If you have received this e-mail in 
error please inform the sender and delete it from your mailbox or 
any other storage mechanism. Magnetic Dreams, Inc cannot accept 
liability for any statements made which are clearly the sender's 
own and not expressly made on behalf of Magnetic Dreams, Inc or one 
of its agents./






--
Signature







Re: changing the project structure

2013-03-20 Thread Tim Crowson
Your best bet is probably to disable automatic backups in your Soft 
prefs and write your own back system instead. Unfortunately.

-Tim

On 3/20/2013 7:34 AM, Ed Manning wrote:

Maybe you can create a symbolic link to the new backup folder location?


On Wed, Mar 20, 2013 at 6:45 AM, Sebastian Kowalski l...@sekow.com 
mailto:l...@sekow.com wrote:


awesome!


Am 20.03.2013 um 11:42 schrieb Stephen Blair
stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com:

 No
 On 20/03/2013 6:31 AM, Sebastian Kowalski wrote:
 hey list,

 as I understand every file structure is valid, as long as
softimage finds the dsprojectinfo file.
 so far so good, problem now is, that I need to move the backup
directory some place else.
 is this posssible? cause there is no chance at all to switch
that in the preferences..

 -sebastian









Re: pixel art textures

2013-03-20 Thread Duncan Greenwood
Oh yeh.  There is one workaround that I did find.  If I save the textures
at double the resolution (256X256 instead of 128X128) then it looks ok in
the XSI viewport.  I'd rather not have to do that though.  It would be nice
if I can simply get XSI to display ALL the pixels...


On 20 March 2013 15:58, Duncan Greenwood duncanroygreenw...@gmail.comwrote:

 Hello everyone,

 Long time.

 I've been working at an indie game studio for a while now, and there are a
 few things that have come up that I wasn't expecting to be a challenge.

 One thing I've been trying to solve for a long time, is displaying low
 resolution textures in XSI.  It just doesn't seem to display the texture
 the way that it has been drawn, and I can't find the right settings to fix
 it.  Basically, the best I can get it, XSI will display the texture in the
 viewport at half the resolution, ie: it will display 1 pixel for every 4
 pixels in the texture image.  I can't seem to get the render to stop
 filtering the textures either, so that comes out all blurry.  Does anyone
 know how I could solve this problem (preferably without increasing the
 texture resolution?

 I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
 128X128 texture image.

 A few things I tried:
 saving as png does not help (this is the format we're using for most
 things).
 saving as tiff of targa does not help.
 saving as jpg doesn't help (and is also just a very silly idea.

 Interestingly enough, cutting out a 16X16 square from the texture and
 using that as the diffuse input, instead of a 16X16 UV section of a 128X128
 image, looks fine in the viewport (although still not in the render, but I
 don't really care too much about that). This does not help me though,
 because I specifically need to do the UVs on 16X16 squares, using a larger
 image as the texure.

 Here are some images showing what's happening:

 original 128X128 texture image:
 [image: Inline images 4]

 16X16 sample block, and a 128X128 upscale:
 [image: Inline images 2][image: Inline images 3]

 texture as seen in the XSI viewport with texture filtering off):
 [image: Inline images 5]

 Texture as seen in XSI render (not that it really matters, but it's still
 annoying):
 -It's been scaled down in Photoshop to match other images, in case you
 were wondering.
 [image: Inline images 7]


 Thanks people :)

 Duncan Greenwood
 Animator at Free Lives Games

image.pngimage.pngimage.pngimage.pngimage.png

Re: pixel art textures

2013-03-20 Thread Vladimir Jankijevic
Have you even opened the clip properties and took a look what is inside? -
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/property3509.htm#WS3ED399EEF2243144A8E6B3EEB78DEAF1-0044

you can set the minification and magnification to 'uninterpolated pixel'.
this should fix all the filtering problems in the viewport.

Cheers


On Wed, Mar 20, 2013 at 3:07 PM, Duncan Greenwood 
duncanroygreenw...@gmail.com wrote:

 Oh yeh.  There is one workaround that I did find.  If I save the textures
 at double the resolution (256X256 instead of 128X128) then it looks ok in
 the XSI viewport.  I'd rather not have to do that though.  It would be nice
 if I can simply get XSI to display ALL the pixels...


 On 20 March 2013 15:58, Duncan Greenwood duncanroygreenw...@gmail.comwrote:

 Hello everyone,

 Long time.

 I've been working at an indie game studio for a while now, and there are
 a few things that have come up that I wasn't expecting to be a challenge.

 One thing I've been trying to solve for a long time, is displaying low
 resolution textures in XSI.  It just doesn't seem to display the texture
 the way that it has been drawn, and I can't find the right settings to fix
 it.  Basically, the best I can get it, XSI will display the texture in the
 viewport at half the resolution, ie: it will display 1 pixel for every 4
 pixels in the texture image.  I can't seem to get the render to stop
 filtering the textures either, so that comes out all blurry.  Does anyone
 know how I could solve this problem (preferably without increasing the
 texture resolution?

 I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
 128X128 texture image.

 A few things I tried:
 saving as png does not help (this is the format we're using for most
 things).
 saving as tiff of targa does not help.
 saving as jpg doesn't help (and is also just a very silly idea.

 Interestingly enough, cutting out a 16X16 square from the texture and
 using that as the diffuse input, instead of a 16X16 UV section of a 128X128
 image, looks fine in the viewport (although still not in the render, but I
 don't really care too much about that). This does not help me though,
 because I specifically need to do the UVs on 16X16 squares, using a larger
 image as the texure.

 Here are some images showing what's happening:

 original 128X128 texture image:
 [image: Inline images 4]

 16X16 sample block, and a 128X128 upscale:
 [image: Inline images 2][image: Inline images 3]

 texture as seen in the XSI viewport with texture filtering off):
 [image: Inline images 5]

 Texture as seen in XSI render (not that it really matters, but it's still
 annoying):
 -It's been scaled down in Photoshop to match other images, in case you
 were wondering.
 [image: Inline images 7]


 Thanks people :)

 Duncan Greenwood
 Animator at Free Lives Games





-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---
image.pngimage.pngimage.pngimage.pngimage.png

Re: symmetry template fail

2013-03-20 Thread Kris Rivel
Sorry...forgot about this thread!  I'm using Soft 2013 SP1.  Yes..I get
that error or something similar:  ERROR : Invalid procedure call or
argument: 'CreateSymmetryMappingTemplate'

It points to a line of code.  Using Gear to rebuild the envelope fixes the
problem.  But it would be nice to have this fixed in future versions.

Kris


On Tue, Mar 19, 2013 at 4:00 AM, ivan tay ivansoftim...@gmail.com wrote:

 Thanks for the explanation.

 For the Maya to Softimage envelope issue, we have filed this sometime back
 as SOFT-1717.  But please bring up any issue to us.


 Thanks again!
 -Ivan
 Email : ivan@nospam.autodesk.com (please remove nospam from email
 address)



 On Mon, Mar 18, 2013 at 10:37 PM, Martin furik...@gmail.com wrote:

 Hi Ivan,

 I had this problem some time ago. I don't remember exactly which version
 I was using but I think it was 2011. I'm not sure what FBX version was used
 but the problem was from an outsource that was using Maya and converting it
 to SI through FBX before sending it to me. I had a few errors with symmetry
 template and discovered that the problem was in the envelope/weights.

 Wrote a few simple scrips to detect 100% weights, and round weights to
 fix them and everything went fine.

 M.Yara




Re: pixel art textures

2013-03-20 Thread Duncan Greenwood
I did do that. Yes.  Taking filtering off removes the blur, but it still
only displays in the viewport at half resolution.

It's as if the setting  'uninterpolated pixel' is not actually
uninterpolated.  It's actually interpolating using nearest neighbour
instead of bilinear or cubic interpolation.


On 20 March 2013 16:21, Vladimir Jankijevic vladi...@elefantstudios.chwrote:

 Have you even opened the clip properties and took a look what is inside?
 -
 http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/property3509.htm#WS3ED399EEF2243144A8E6B3EEB78DEAF1-0044

 you can set the minification and magnification to 'uninterpolated pixel'.
 this should fix all the filtering problems in the viewport.

 Cheers


 On Wed, Mar 20, 2013 at 3:07 PM, Duncan Greenwood 
 duncanroygreenw...@gmail.com wrote:

 Oh yeh.  There is one workaround that I did find.  If I save the textures
 at double the resolution (256X256 instead of 128X128) then it looks ok in
 the XSI viewport.  I'd rather not have to do that though.  It would be nice
 if I can simply get XSI to display ALL the pixels...


 On 20 March 2013 15:58, Duncan Greenwood duncanroygreenw...@gmail.comwrote:

 Hello everyone,

 Long time.

 I've been working at an indie game studio for a while now, and there are
 a few things that have come up that I wasn't expecting to be a challenge.

 One thing I've been trying to solve for a long time, is displaying low
 resolution textures in XSI.  It just doesn't seem to display the texture
 the way that it has been drawn, and I can't find the right settings to fix
 it.  Basically, the best I can get it, XSI will display the texture in the
 viewport at half the resolution, ie: it will display 1 pixel for every 4
 pixels in the texture image.  I can't seem to get the render to stop
 filtering the textures either, so that comes out all blurry.  Does anyone
 know how I could solve this problem (preferably without increasing the
 texture resolution?

 I am trying to do the UVs of 64 16X16 pixel squares that are cut out of
 a 128X128 texture image.

 A few things I tried:
 saving as png does not help (this is the format we're using for most
 things).
 saving as tiff of targa does not help.
 saving as jpg doesn't help (and is also just a very silly idea.

 Interestingly enough, cutting out a 16X16 square from the texture and
 using that as the diffuse input, instead of a 16X16 UV section of a 128X128
 image, looks fine in the viewport (although still not in the render, but I
 don't really care too much about that). This does not help me though,
 because I specifically need to do the UVs on 16X16 squares, using a larger
 image as the texure.

 Here are some images showing what's happening:

 original 128X128 texture image:
 [image: Inline images 4]

 16X16 sample block, and a 128X128 upscale:
 [image: Inline images 2][image: Inline images 3]

 texture as seen in the XSI viewport with texture filtering off):
 [image: Inline images 5]

 Texture as seen in XSI render (not that it really matters, but it's
 still annoying):
 -It's been scaled down in Photoshop to match other images, in case you
 were wondering.
 [image: Inline images 7]


 Thanks people :)

 Duncan Greenwood
 Animator at Free Lives Games





 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---

image.pngimage.pngimage.pngimage.pngimage.png

RE: pixel art textures

2013-03-20 Thread Sven Constable
For the viewport :  Under preferences--Display, turn on 'scale textures up
to nearest power of two'

 

For rendering: turn on elliptical filtering and turn off bilinear
interpolation.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Duncan
Greenwood
Sent: Wednesday, March 20, 2013 14:58
To: softimage@listproc.autodesk.com
Subject: pixel art textures

 

Hello everyone,

Long time.

I've been working at an indie game studio for a while now, and there are a
few things that have come up that I wasn't expecting to be a challenge.

One thing I've been trying to solve for a long time, is displaying low
resolution textures in XSI.  It just doesn't seem to display the texture the
way that it has been drawn, and I can't find the right settings to fix it.
Basically, the best I can get it, XSI will display the texture in the
viewport at half the resolution, ie: it will display 1 pixel for every 4
pixels in the texture image.  I can't seem to get the render to stop
filtering the textures either, so that comes out all blurry.  Does anyone
know how I could solve this problem (preferably without increasing the
texture resolution?

I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
128X128 texture image.

A few things I tried:
saving as png does not help (this is the format we're using for most
things).
saving as tiff of targa does not help.
saving as jpg doesn't help (and is also just a very silly idea.

Interestingly enough, cutting out a 16X16 square from the texture and using
that as the diffuse input, instead of a 16X16 UV section of a 128X128 image,
looks fine in the viewport (although still not in the render, but I don't
really care too much about that). This does not help me though, because I
specifically need to do the UVs on 16X16 squares, using a larger image as
the texure.

Here are some images showing what's happening:

original 128X128 texture image:
Inline images 4

16X16 sample block, and a 128X128 upscale:
Inline images 2Inline images 3

texture as seen in the XSI viewport with texture filtering off):
Inline images 5

Texture as seen in XSI render (not that it really matters, but it's still
annoying):
-It's been scaled down in Photoshop to match other images, in case you were
wondering.
Inline images 7


Thanks people :)

Duncan Greenwood
Animator at Free Lives Games

image001.pngimage002.pngimage003.pngimage004.pngimage005.png

RE: pixel art textures

2013-03-20 Thread Sven Constable
forgot to add, you have to restart softimage to make the display change
work.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Wednesday, March 20, 2013 16:15
To: softimage@listproc.autodesk.com
Subject: RE: pixel art textures

 

For the viewport :  Under preferences--Display, turn on 'scale textures up
to nearest power of two'

 

For rendering: turn on elliptical filtering and turn off bilinear
interpolation.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Duncan
Greenwood
Sent: Wednesday, March 20, 2013 14:58
To: softimage@listproc.autodesk.com
Subject: pixel art textures

 

Hello everyone,

Long time.

I've been working at an indie game studio for a while now, and there are a
few things that have come up that I wasn't expecting to be a challenge.

One thing I've been trying to solve for a long time, is displaying low
resolution textures in XSI.  It just doesn't seem to display the texture the
way that it has been drawn, and I can't find the right settings to fix it.
Basically, the best I can get it, XSI will display the texture in the
viewport at half the resolution, ie: it will display 1 pixel for every 4
pixels in the texture image.  I can't seem to get the render to stop
filtering the textures either, so that comes out all blurry.  Does anyone
know how I could solve this problem (preferably without increasing the
texture resolution?

I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
128X128 texture image.

A few things I tried:
saving as png does not help (this is the format we're using for most
things).
saving as tiff of targa does not help.
saving as jpg doesn't help (and is also just a very silly idea.

Interestingly enough, cutting out a 16X16 square from the texture and using
that as the diffuse input, instead of a 16X16 UV section of a 128X128 image,
looks fine in the viewport (although still not in the render, but I don't
really care too much about that). This does not help me though, because I
specifically need to do the UVs on 16X16 squares, using a larger image as
the texure.

Here are some images showing what's happening:

original 128X128 texture image:
Inline images 4

16X16 sample block, and a 128X128 upscale:
Inline images 2Inline images 3

texture as seen in the XSI viewport with texture filtering off):
Inline images 5

Texture as seen in XSI render (not that it really matters, but it's still
annoying):
-It's been scaled down in Photoshop to match other images, in case you were
wondering.
Inline images 7


Thanks people :)

Duncan Greenwood
Animator at Free Lives Games

image001.pngimage002.pngimage003.pngimage004.pngimage005.png

Re: pixel art textures

2013-03-20 Thread Vladimir Jankijevic
oh, that's why it worked for me. I have this setting OFF.

thanks


On Wed, Mar 20, 2013 at 4:15 PM, Sven Constable sixsi_l...@imagefront.dewrote:

 For the viewport :  Under preferences--Display, turn on 'scale textures
 up to nearest power of two'

 ** **

 For rendering: turn on elliptical filtering and turn off bilinear
 interpolation.

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Duncan Greenwood
 *Sent:* Wednesday, March 20, 2013 14:58
 *To:* softimage@listproc.autodesk.com
 *Subject:* pixel art textures

 ** **

 Hello everyone,

 Long time.

 I've been working at an indie game studio for a while now, and there are a
 few things that have come up that I wasn't expecting to be a challenge.

 One thing I've been trying to solve for a long time, is displaying low
 resolution textures in XSI.  It just doesn't seem to display the texture
 the way that it has been drawn, and I can't find the right settings to fix
 it.  Basically, the best I can get it, XSI will display the texture in the
 viewport at half the resolution, ie: it will display 1 pixel for every 4
 pixels in the texture image.  I can't seem to get the render to stop
 filtering the textures either, so that comes out all blurry.  Does anyone
 know how I could solve this problem (preferably without increasing the
 texture resolution?

 I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
 128X128 texture image.

 A few things I tried:
 saving as png does not help (this is the format we're using for most
 things).
 saving as tiff of targa does not help.
 saving as jpg doesn't help (and is also just a very silly idea.

 Interestingly enough, cutting out a 16X16 square from the texture and
 using that as the diffuse input, instead of a 16X16 UV section of a 128X128
 image, looks fine in the viewport (although still not in the render, but I
 don't really care too much about that). This does not help me though,
 because I specifically need to do the UVs on 16X16 squares, using a larger
 image as the texure.

 Here are some images showing what's happening:

 original 128X128 texture image:
 [image: Inline images 4]

 16X16 sample block, and a 128X128 upscale:
 [image: Inline images 2][image: Inline images 3]

 texture as seen in the XSI viewport with texture filtering off):
 [image: Inline images 5]

 Texture as seen in XSI render (not that it really matters, but it's still
 annoying):
 -It's been scaled down in Photoshop to match other images, in case you
 were wondering.
 [image: Inline images 7]


 Thanks people :)

 Duncan Greenwood
 Animator at Free Lives Games




-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---
image001.pngimage003.pngimage005.pngimage004.pngimage002.png

Re: pixel art textures

2013-03-20 Thread Duncan Greenwood
Sweet :)
The 'scale textures up to nearest power of two' thing worked.  I'm not sure
where to find the elliptical filtering and bilinear interpolation settings
though.


On 20 March 2013 17:24, Vladimir Jankijevic vladi...@elefantstudios.chwrote:

 oh, that's why it worked for me. I have this setting OFF.

 thanks


 On Wed, Mar 20, 2013 at 4:15 PM, Sven Constable 
 sixsi_l...@imagefront.dewrote:

 For the viewport :  Under preferences--Display, turn on 'scale textures
 up to nearest power of two'

 ** **

 For rendering: turn on elliptical filtering and turn off bilinear
 interpolation.

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Duncan Greenwood
 *Sent:* Wednesday, March 20, 2013 14:58
 *To:* softimage@listproc.autodesk.com
 *Subject:* pixel art textures

 ** **

 Hello everyone,

 Long time.

 I've been working at an indie game studio for a while now, and there are
 a few things that have come up that I wasn't expecting to be a challenge.

 One thing I've been trying to solve for a long time, is displaying low
 resolution textures in XSI.  It just doesn't seem to display the texture
 the way that it has been drawn, and I can't find the right settings to fix
 it.  Basically, the best I can get it, XSI will display the texture in the
 viewport at half the resolution, ie: it will display 1 pixel for every 4
 pixels in the texture image.  I can't seem to get the render to stop
 filtering the textures either, so that comes out all blurry.  Does anyone
 know how I could solve this problem (preferably without increasing the
 texture resolution?

 I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
 128X128 texture image.

 A few things I tried:
 saving as png does not help (this is the format we're using for most
 things).
 saving as tiff of targa does not help.
 saving as jpg doesn't help (and is also just a very silly idea.

 Interestingly enough, cutting out a 16X16 square from the texture and
 using that as the diffuse input, instead of a 16X16 UV section of a 128X128
 image, looks fine in the viewport (although still not in the render, but I
 don't really care too much about that). This does not help me though,
 because I specifically need to do the UVs on 16X16 squares, using a larger
 image as the texure.

 Here are some images showing what's happening:

 original 128X128 texture image:
 [image: Inline images 4]

 16X16 sample block, and a 128X128 upscale:
 [image: Inline images 2][image: Inline images 3]

 texture as seen in the XSI viewport with texture filtering off):
 [image: Inline images 5]

 Texture as seen in XSI render (not that it really matters, but it's still
 annoying):
 -It's been scaled down in Photoshop to match other images, in case you
 were wondering.
 [image: Inline images 7]


 Thanks people :)

 Duncan Greenwood
 Animator at Free Lives Games




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---

image004.pngimage002.pngimage005.pngimage003.pngimage001.png

Re: pixel art textures

2013-03-20 Thread Pete Edmunds
open your render tree. select the image and in the ppg select the Texturing
tab.
under OpenGL Texturing settings up the maxium resolution.
does that fix it?


On 20 March 2013 16:32, Duncan Greenwood duncanroygreenw...@gmail.comwrote:

 Sweet :)
 The 'scale textures up to nearest power of two' thing worked.  I'm not
 sure where to find the elliptical filtering and bilinear interpolation
 settings though.


 On 20 March 2013 17:24, Vladimir Jankijevic vladi...@elefantstudios.chwrote:

 oh, that's why it worked for me. I have this setting OFF.

 thanks


 On Wed, Mar 20, 2013 at 4:15 PM, Sven Constable sixsi_l...@imagefront.de
  wrote:

 For the viewport :  Under preferences--Display, turn on 'scale textures
 up to nearest power of two'

 ** **

 For rendering: turn on elliptical filtering and turn off bilinear
 interpolation.

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Duncan Greenwood
 *Sent:* Wednesday, March 20, 2013 14:58
 *To:* softimage@listproc.autodesk.com
 *Subject:* pixel art textures

 ** **

 Hello everyone,

 Long time.

 I've been working at an indie game studio for a while now, and there are
 a few things that have come up that I wasn't expecting to be a challenge.

 One thing I've been trying to solve for a long time, is displaying low
 resolution textures in XSI.  It just doesn't seem to display the texture
 the way that it has been drawn, and I can't find the right settings to fix
 it.  Basically, the best I can get it, XSI will display the texture in the
 viewport at half the resolution, ie: it will display 1 pixel for every 4
 pixels in the texture image.  I can't seem to get the render to stop
 filtering the textures either, so that comes out all blurry.  Does anyone
 know how I could solve this problem (preferably without increasing the
 texture resolution?

 I am trying to do the UVs of 64 16X16 pixel squares that are cut out of
 a 128X128 texture image.

 A few things I tried:
 saving as png does not help (this is the format we're using for most
 things).
 saving as tiff of targa does not help.
 saving as jpg doesn't help (and is also just a very silly idea.

 Interestingly enough, cutting out a 16X16 square from the texture and
 using that as the diffuse input, instead of a 16X16 UV section of a 128X128
 image, looks fine in the viewport (although still not in the render, but I
 don't really care too much about that). This does not help me though,
 because I specifically need to do the UVs on 16X16 squares, using a larger
 image as the texure.

 Here are some images showing what's happening:

 original 128X128 texture image:
 [image: Inline images 4]

 16X16 sample block, and a 128X128 upscale:
 [image: Inline images 2][image: Inline images 3]

 texture as seen in the XSI viewport with texture filtering off):
 [image: Inline images 5]

 Texture as seen in XSI render (not that it really matters, but it's
 still annoying):
 -It's been scaled down in Photoshop to match other images, in case you
 were wondering.
 [image: Inline images 7]


 Thanks people :)

 Duncan Greenwood
 Animator at Free Lives Games




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---



image002.pngimage003.pngimage001.pngimage005.pngimage004.png

RE: pixel art textures

2013-03-20 Thread Sven Constable
in the rendertree, open the image node. There you will find 'Image
Filtering'…

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Duncan
Greenwood
Sent: Wednesday, March 20, 2013 17:32
To: softimage@listproc.autodesk.com
Subject: Re: pixel art textures

 

Sweet :)
The 'scale textures up to nearest power of two' thing worked.  I'm not sure
where to find the elliptical filtering and bilinear interpolation settings
though.

 

On 20 March 2013 17:24, Vladimir Jankijevic vladi...@elefantstudios.ch
wrote:

oh, that's why it worked for me. I have this setting OFF.


thanks

 

On Wed, Mar 20, 2013 at 4:15 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

For the viewport :  Under preferences--Display, turn on 'scale textures up
to nearest power of two'

 

For rendering: turn on elliptical filtering and turn off bilinear
interpolation.

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Duncan
Greenwood
Sent: Wednesday, March 20, 2013 14:58
To: softimage@listproc.autodesk.com
Subject: pixel art textures

 

Hello everyone,

Long time.

I've been working at an indie game studio for a while now, and there are a
few things that have come up that I wasn't expecting to be a challenge.

One thing I've been trying to solve for a long time, is displaying low
resolution textures in XSI.  It just doesn't seem to display the texture the
way that it has been drawn, and I can't find the right settings to fix it.
Basically, the best I can get it, XSI will display the texture in the
viewport at half the resolution, ie: it will display 1 pixel for every 4
pixels in the texture image.  I can't seem to get the render to stop
filtering the textures either, so that comes out all blurry.  Does anyone
know how I could solve this problem (preferably without increasing the
texture resolution?

I am trying to do the UVs of 64 16X16 pixel squares that are cut out of a
128X128 texture image.

A few things I tried:
saving as png does not help (this is the format we're using for most
things).
saving as tiff of targa does not help.
saving as jpg doesn't help (and is also just a very silly idea.

Interestingly enough, cutting out a 16X16 square from the texture and using
that as the diffuse input, instead of a 16X16 UV section of a 128X128 image,
looks fine in the viewport (although still not in the render, but I don't
really care too much about that). This does not help me though, because I
specifically need to do the UVs on 16X16 squares, using a larger image as
the texure.

Here are some images showing what's happening:

original 128X128 texture image:
Inline images 4

16X16 sample block, and a 128X128 upscale:
Inline images 2Inline images 3

texture as seen in the XSI viewport with texture filtering off):
Inline images 5

Texture as seen in XSI render (not that it really matters, but it's still
annoying):
-It's been scaled down in Photoshop to match other images, in case you were
wondering.
Inline images 7


Thanks people :)

Duncan Greenwood
Animator at Free Lives Games





 

-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20 tel:%2B41%2044%20500%2048%2020 

www.elefantstudios.ch
--- 

 

image001.pngimage002.pngimage003.pngimage004.pngimage005.png

Re: changing the project structure

2013-03-20 Thread Sebastian Kowalski
jep, thanks for the suggestions..
i am gonna sleep over it and probably write my own . . .

Am 20.03.2013 um 14:52 schrieb Tim Crowson tim.crow...@magneticdreams.com:

 Your best bet is probably to disable automatic backups in your Soft prefs and 
 write your own back system instead. Unfortunately.
 -Tim 
 
 On 3/20/2013 7:34 AM, Ed Manning wrote:
 Maybe you can create a symbolic link to the new backup folder location?
 
 
 On Wed, Mar 20, 2013 at 6:45 AM, Sebastian Kowalski l...@sekow.com wrote:
 awesome!
 
 
 Am 20.03.2013 um 11:42 schrieb Stephen Blair stephenrbl...@gmail.com:
 
  No
  On 20/03/2013 6:31 AM, Sebastian Kowalski wrote:
  hey list,
 
  as I understand every file structure is valid, as long as softimage finds 
  the dsprojectinfo file.
  so far so good, problem now is, that I need to move the backup directory 
  some place else.
  is this posssible? cause there is no chance at all to switch that in the 
  preferences..
 
  -sebastian
 
 
 
 
 
 



Re: Adobe Maxon join forces

2013-03-20 Thread Byron Nash
I think the point is that it would not take much effort at all for AD to
add minimal export functions to export camera and nulls to AE. We don't
need the kitchen sink, just a reliable camera and some nulls.


On Tue, Mar 19, 2013 at 7:04 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Have you seen C4D's integration though? It is by far one of their
 strongest points, and unlikely to be beaten anytime soon.

 It's only natural though, they made a huge impact in the motion graphics
 market, and that's a core feature for them that sees both time invested in
 dev and a lot of user feedback and interest.

 But yeah, you should have a look :) It has a very extensive I/O for scene
 elements, names, edl-like entry points, timeline, passes and settings.

 I don't think AD will ever have the reason to, or the userbase rolling
 things around, Maxon does in those regards.


 On Wed, Mar 20, 2013 at 3:59 AM, Stephen Davidson 
 magic...@bellsouth.netwrote:

 I have been using Softimage/XSI with After Effects for over 20 years
 and find them to be quite compatible.
 What do you want to work better? Maybe I can help.


 On Tue, Mar 19, 2013 at 12:04 PM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

 I really wish Softimage worked better with After Effects.


 http://blogs.adobe.com/aftereffects/2013/03/and-now-for-something-slightly-different-ae-and-cinema-4d.html#comments

 -Paul




 --

 Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com




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



Re: Adobe Maxon join forces

2013-03-20 Thread Rob Chapman
hang on a minute... thats a bullet point... months of work, minimum!

On 20 March 2013 22:01, Byron Nash byronn...@gmail.com wrote:

 I think the point is that it would not take much effort at all for AD to
 add minimal export functions to export camera and nulls to AE. We don't
 need the kitchen sink, just a reliable camera and some nulls.





Re: Rendering to video and formats

2013-03-20 Thread Byron Nash
Most of the stuff we work with on the commercial side is 1920x1080 -
23.976fps because that is the resolution and frame rate most commercials
are shot with. On rare occasions we work in 29.97 and 1280x720. Youtube and
Vimeo support 1920x1080 these days so I just prefer to go full raster even
if the target is web use.


On Tue, Mar 19, 2013 at 12:57 PM, Stephen Davidson
magic...@bellsouth.netwrote:

 Hi Joey,
   Most of my stuff ends up in broadcast.
 I use 1280 x 1080 1.5 pixel aspect ratio and 1.7778 picture aspect ratio
 (16x9)
 I use this because it conforms to DVCPRO 100 specs.
 I use After Effects to composite my animation layers so I can
 dial up the final output format there, depending on what edit system is
 being used for the final edit.

 I also stick to 29.97 unless strobing motion is an issue. If it is an
 issue, then I render
 60fps and deal with either the motion blur or field interlacing in After
 Effects.

 I hope this helps.


 On Tue, Mar 19, 2013 at 12:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

 Hi folks,

 ** **

 Its been several years since I’ve had to deal with this so I thought I
 would ask what the current practice is for most folks now that HD has
 really taken hold.

 ** **

 For the record I have experience with standard def video going back to 1
 inch type C and U-matic almost 30 years ago. In recent time we had a fairly
 decent workflow rendering to D1/DV resolution and compositing to DV QT/AVI
 for efficient  video output.

 ** **

 However, I’m not sure what the standard practice is today regarding a
 similar workflow with HD. Further I’m finding the high end 1080 formats to
 be quite expensive regarding render time, disk capacity, and playback
 efficiency.

 ** **

 So the questions I have are:

 ** **

 **1.   **What is the most common rendering resolution you use for 3D?
 

 ** **

 **2.   **What video format/hertz are you targeting/using?

 ** **

 **3.   **What is the best or most efficient HD format for
 compositing/rendering straight to a video playback file which can then be
 read into a non-linear editor, in my case Premiere Pro or Final Cut?

 ** **

 In general I’m looking for a silver bullet approach similar to the old: *
 ***

 720x480-QuicktimeDV-Final Cut approach. (720x480-MS DV AVI-Premiere
 Pro for the Adobe folks). 

 ** **

 I expect everyone is using 16:9 today and 4:3 is obsolete so how does
 this translate to a modern HD format and for that matter which HD format.
 

 ** **

 I realize all of this today  is dependent on whether your focused on 720
 or 1080 and may also be dependent upon the broadcast production equipment
 you are using.  What I’m mostly interested in is what is the most efficient
 render format to quickly get me to a native non-linear editing file and
 maintain long term viability.

 ** **

 I’m also interested in anyone thoughts regarding hertz as well. As an OLD
 video guy, I’m inclined to gravitate towards the 30/29.97 fps. But frankly
 don’t have a clue what the accepted standard is these days in HD since at
 one time 60p was the holy grail. 

 ** **

 I’m not currently limited to a specific video hardware platform as we
 have no specific dedicated broadcast equipment. Everything is delivered via
 multimedia at the moment, however, there may come a time when editing in a
 dedicated editing suite may become necessary. 

 ** **

 Thanks

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **




 --

 Best Regards,
 *  Stephen P. Davidson**
**(954) 552-7956
 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



Re: Rendering to video and formats

2013-03-20 Thread peter_b
Hi Joey I won’t comment too much about frame-rates, other than saying I’m lucky 
we have 24p / 25p / 50i in Europe – North American frame rates are such a mess.

For resolution, 1920by1080 (=full HD) is really the defacto standard. It is 
quite effective as a universal master format, covering pretty much anything 
broadcast,  as well as 35mm film and BlueRay transfer.
If you don’t need 2k or up, you can’t go wrong with 1920x1080 – and it has 
beautiful square pixels.
I haven’t done standard definition in a decade now – but at the time, I always 
preferred rendering/compositing at 768x576 square pixels PAL, and converting to 
720x576 non square pixels after finishing.

Yes, at first full HD can be quite expensive for rendering compared to standard 
definition at ~6 times the amount of pixels – but you can compensate some in 
the sampling settings:
Standard definition, with non square pixels and interlacing is quite 
problematic for small details, and requires decent sampling – eg. in mental ray 
terms min1 max3 was standard for me – and sometimes 2 / 3 or double res 
rendering.

I find that full HD / progressive frames alleviated the sampling requirements – 
and for me standard sampling is now min 0 max 2 contrast 0.05 mitchell 4 or 
gauss 3 – the need for double res never occurred for me (in software 
rendering), very occasionally 1.5 times the res. On the opposite, I find that 
sometimes you can get away with lower sampling as well: –1 / 2 / 0.075 for 
example – something that would look quite bad on SD / interlaced.

This, together with inevitable progress in hardware, makes that I don’t find 
full HD rendering today any slower than rendering SD was in the past. IMO, 
longer rendertimes today come from higher expectations put on content.

Your mileage may vary – and 1280x720 (=HD ready) may be adequate – it is a big 
improvement over SD – but personally, I would find it a shame not to go full HD 
anno 2013.

For playback – depends on the situation.
When doing CGI, I’m used to playing less than a minute at a time - from a local 
non raid disk or from a server – playback software like RV or Framecycler 
handles this very well, and flipbook is no slouch either.
For more critical situations, such as monitored playback, and editing with a 
client - get a turnkey NLE station, with decicated graphics, video I/O and raid 
array and most importantly software that offers guaranteed performance at full 
HD (oh how I liked flame and DSHD way back when... )

If you put consumer software on a regular PC, don’t expect the performance of a 
high end NLE station – even if things have certainly come a long way.

Just my 2 cent and random thoughts.


From: Byron Nash 
Sent: Wednesday, March 20, 2013 10:16 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Rendering to video and formats

Most of the stuff we work with on the commercial side is 1920x1080 - 23.976fps 
because that is the resolution and frame rate most commercials are shot with. 
On rare occasions we work in 29.97 and 1280x720. Youtube and Vimeo support 
1920x1080 these days so I just prefer to go full raster even if the target is 
web use. 



On Tue, Mar 19, 2013 at 12:57 PM, Stephen Davidson magic...@bellsouth.net 
wrote:

  Hi Joey,
Most of my stuff ends up in broadcast.
  I use 1280 x 1080 1.5 pixel aspect ratio and 1.7778 picture aspect ratio 
(16x9)
  I use this because it conforms to DVCPRO 100 specs.
  I use After Effects to composite my animation layers so I can
  dial up the final output format there, depending on what edit system is 
  being used for the final edit.

  I also stick to 29.97 unless strobing motion is an issue. If it is an issue, 
then I render
  60fps and deal with either the motion blur or field interlacing in After 
Effects.

  I hope this helps. 



  On Tue, Mar 19, 2013 at 12:31 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

Hi folks,



Its been several years since I’ve had to deal with this so I thought I 
would ask what the current practice is for most folks now that HD has really 
taken hold.



For the record I have experience with standard def video going back to 1 
inch type C and U-matic almost 30 years ago. In recent time we had a fairly 
decent workflow rendering to D1/DV resolution and compositing to DV QT/AVI for 
efficient  video output.



However, I’m not sure what the standard practice is today regarding a 
similar workflow with HD. Further I’m finding the high end 1080 formats to be 
quite expensive regarding render time, disk capacity, and playback efficiency.



So the questions I have are:



1.   What is the most common rendering resolution you use for 3D?



2.   What video format/hertz are you targeting/using?



3.   What is the best or most efficient HD format for 
compositing/rendering straight to a video playback file which can then be read 
into a non-linear editor, in my case Premiere Pro or Final Cut?



In general I’m 

Re: Rendering to video and formats

2013-03-20 Thread Eric Lampi
Hey Joey,

I have to say the one program that has hands down beaten every other app to
encode video is Adobe Media Encoder.

It's very straightforward to use, and all it does is convert and encode
video. It comes with a whole list of presets for every flavor of HD,
various devices, formats, broadcast and web standards, mobile devices like
iPhones and various tablets, presets optimized for web video services like
Vimeo or Youtube. Of course, you are free to make as many custom encoding
presets as you need. Drag and drop all your files, select the output format
and hit render. It has made the headache of encoding a lot simpler and I
really can't praise it highly enough. Most important, it gives you really
great looking video.

I am not sure what you're planning to do, but if you need a application to
take a stack of renders and convert them into multiple formats for
different uses, say for broadcast TV, the web, optimized for mobile
devices, you really can't beat it.

If you don't already have it, Adobe offers a 30-day free trial.

Eric


On Wed, Mar 20, 2013 at 6:38 PM, pete...@skynet.be wrote:

   Hi Joey I won’t comment too much about frame-rates, other than saying
 I’m lucky we have 24p / 25p / 50i in Europe – North American frame rates
 are such a mess.

 For resolution, 1920by1080 (=full HD) is really the defacto standard. It
 is quite effective as a universal master format, covering pretty much
 anything broadcast,  as well as 35mm film and BlueRay transfer.
 If you don’t need 2k or up, you can’t go wrong with 1920x1080 – and it has
 beautiful square pixels.
 I haven’t done standard definition in a decade now – but at the time, I
 always preferred rendering/compositing at 768x576 square pixels PAL, and
 converting to 720x576 non square pixels after finishing.

 Yes, at first full HD can be quite expensive for rendering compared to
 standard definition at ~6 times the amount of pixels – but you can
 compensate some in the sampling settings:
 Standard definition, with non square pixels and interlacing is quite
 problematic for small details, and requires decent sampling – eg. in mental
 ray terms min1 max3 was standard for me – and sometimes 2 / 3 or double res
 rendering.

 I find that full HD / progressive frames alleviated the sampling
 requirements – and for me standard sampling is now min 0 max 2 contrast
 0.05 mitchell 4 or gauss 3 – the need for double res never occurred for me
 (in software rendering), very occasionally 1.5 times the res. On the
 opposite, I find that sometimes you can get away with lower sampling as
 well: –1 / 2 / 0.075 for example – something that would look quite bad on
 SD / interlaced.

 This, together with inevitable progress in hardware, makes that I don’t
 find full HD rendering today any slower than rendering SD was in the past.
 IMO, longer rendertimes today come from higher expectations put on content.

 Your mileage may vary – and 1280x720 (=HD ready) may be adequate – it is a
 big improvement over SD – but personally, I would find it a shame not to go
 full HD anno 2013.

 For playback – depends on the situation.
 When doing CGI, I’m used to playing less than a minute at a time - from a
 local non raid disk or from a server – playback software like RV or
 Framecycler handles this very well, and flipbook is no slouch either.
 For more critical situations, such as monitored playback, and editing with
 a client - get a turnkey NLE station, with decicated graphics, video I/O
 and raid array and most importantly software that offers guaranteed
 performance at full HD (oh how I liked flame and DSHD way back when... )

 If you put consumer software on a regular PC, don’t expect the performance
 of a high end NLE station – even if things have certainly come a long way.

 Just my 2 cent and random thoughts.


  *From:* Byron Nash byronn...@gmail.com
 *Sent:* Wednesday, March 20, 2013 10:16 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering to video and formats

  Most of the stuff we work with on the commercial side is 1920x1080 -
 23.976fps because that is the resolution and frame rate most commercials
 are shot with. On rare occasions we work in 29.97 and 1280x720. Youtube and
 Vimeo support 1920x1080 these days so I just prefer to go full raster even
 if the target is web use.


 On Tue, Mar 19, 2013 at 12:57 PM, Stephen Davidson magic...@bellsouth.net
  wrote:

 Hi Joey,
   Most of my stuff ends up in broadcast.
 I use 1280 x 1080 1.5 pixel aspect ratio and 1.7778 picture aspect ratio
 (16x9)
 I use this because it conforms to DVCPRO 100 specs.
 I use After Effects to composite my animation layers so I can
 dial up the final output format there, depending on what edit system is
 being used for the final edit.

 I also stick to 29.97 unless strobing motion is an issue. If it is an
 issue, then I render
 60fps and deal with either the motion blur or field interlacing in After
 Effects.

 I hope this helps.


 On Tue, Mar 19, 2013 at 12:31 PM, Ponthieux, 

Re: symmetry template fail

2013-03-20 Thread Enrique Caballero
This has happened to me before, it usually stems from old geometry that
somehow got corrupted.  I usually export as OBJ and reimport and its fixed.

Some of our geo here was made 3 years ago in older versions of softimage,
have been passed back and forth between users and eventually just got nasty.

Hopefully u can gator your work back onto it just fine




On Wed, Mar 20, 2013 at 10:32 PM, Kris Rivel krisri...@gmail.com wrote:

 Sorry...forgot about this thread!  I'm using Soft 2013 SP1.  Yes..I get
 that error or something similar:  ERROR : Invalid procedure call or
 argument: 'CreateSymmetryMappingTemplate'

 It points to a line of code.  Using Gear to rebuild the envelope fixes the
 problem.  But it would be nice to have this fixed in future versions.

 Kris


 On Tue, Mar 19, 2013 at 4:00 AM, ivan tay ivansoftim...@gmail.com wrote:

 Thanks for the explanation.

 For the Maya to Softimage envelope issue, we have filed this sometime
 back as SOFT-1717.  But please bring up any issue to us.


 Thanks again!
 -Ivan
 Email : ivan@nospam.autodesk.com (please remove nospam from email
 address)



 On Mon, Mar 18, 2013 at 10:37 PM, Martin furik...@gmail.com wrote:

 Hi Ivan,

 I had this problem some time ago. I don't remember exactly which version
 I was using but I think it was 2011. I'm not sure what FBX version was used
 but the problem was from an outsource that was using Maya and converting it
 to SI through FBX before sending it to me. I had a few errors with symmetry
 template and discovered that the problem was in the envelope/weights.

 Wrote a few simple scrips to detect 100% weights, and round weights to
 fix them and everything went fine.

 M.Yara





Re: symmetry template fail

2013-03-20 Thread ivan tay
Hi ,

Just to be sure that it is the same as SOFT-7399, could you send me a scene
file so that we can investigate it ?

Thanks
Ivan

Email : ivan@nospam.autodesk.com (please remove nospam from email
address)

On Sat, Mar 16, 2013 at 4:50 AM, Kris Rivel krisri...@gmail.com wrote:

 Any idea why creating a symmetry mapping template just fails?  I have a
 mesh it will not initiate for. The ppg pops up but I get errors.  But
 another mesh is fine.  What gives?

 Kris