RE: 2015 service pack?

2014-11-18 Thread Hsiao Ming Chia
Hi Leendert,

Yes, there is one in the works.

Thanks,
Hsiao Ming

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Tuesday, November 18, 2014 5:07 AM
To: softimage@listproc.autodesk.com
Subject: 2015 service pack?

Given the time that has passed since the release of Softimage 2015, I was 
wondering if there still was a service pack in the works or if the 2015 version 
is perhaps deemed perfect as it is.

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

<>

Re: 2015 service pack?

2014-11-18 Thread Leendert A. Hartog

Thanks for the update.

Greetz
Leendert

Hsiao Ming Chia schreef op 18-11-2014 10:20:

Hi Leendert,

Yes, there is one in the works.

Thanks,
Hsiao Ming


--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Very nice! would be great to have this tool under Softimage hood...

F.


2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> I haven't tried it yet, but for Maya users this is pretty cool!
>
> Interactive sync - M2UE4
> 
>
> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>
>> Some new interesting tests:
>>
>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>
>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>
>> On 23 August 2014 22:47, Francisco Criado  wrote:
>>
>>> Martin,
>>> In the unreal forum that was posted earlier in this mail you can read
>>> that for those movies he only spent 10 minutes aprox for baking lights.
>>> F.
>>>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>>>
>>> Outstanding quality !

 I've never written a shader, and I guess I misunderstood you but are
 you saying that this quality is achievable in SI with custom shaders? even
 with that crappy viewer?

 BTW, the fact that he is using UE4 doesn't mean the final movie frame
 rate is real time. I'm guessing it isn't, just like all the cinematics we
 see in games nowadays, pre-rendered with real time shaders.

 Martin


 On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
 wrote:

> https://www.youtube.com/watch?v=rOkJ1-vnh-s
> this doesn't really look baked though
>
>
> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
> alok.gandhi2...@gmail.com> wrote:
>
>> It's all about baking. Recently, I made some arch viz app for Andriod
>> and iOS and I was able to achieve good quality. It was for unity and I 
>> did
>> all the baking in soft.
>>
>> Sent from my iPhone
>>
>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>> Consider that this is a kind of tech demo, means that Unreal Engine
>> 4, being a game engine, is built to manage multiple aspect ( physics,
>> characters movement and logic, enemies logic, particles and so on )
>> The video shows how good is UE4 with lighting and "atmosphere", but
>> the you actually build your scene as a game you need to do lots of
>> compromises...
>> Cryengine 2 was used as well for archivz and the results were
>> stunning, and lots of companies get a license to develop just that...
>>
>> The main issue that I found right now is that if you want to share or
>> send the work to your client ( as a walkthrough I mean ) you have to 
>> send (
>> and install ) a 1-2gb file, which most clients are not so comfortable
>> with...otherwise you can just render a video with it...the main advantage
>> is that you don't wait 5 minutes per frame, but just a couple of seconds.
>>
>> Anyway this engine looks amazing and the constant updates are
>> improving it more and more
>>
>>
>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>
>>> Some more in his work in kotaku:
>>>
>>>
>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>
>>> And also a while back this Swedish apartment was done in Unreal
>>> (previously done in octane). He even offers a download if you want to 
>>> test
>>> the interactivity.
>>>
>>> http://vimeo.com/m/98625270
>>>
>>>
>>> On Friday, 22 August 2014, Matt Lind 
>>> wrote:
>>>
 Addendum:



 It’s also part of the reason why 3rd party apps such as Fabric
 Engine can render faster than the native viewports – less overhead.





 Matt







 *From:* Matt Lind
 *Sent:* Friday, August 22, 2014 2:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: ot: unreal engine



 Not the entire reason, but a big part of it is DCC apps must spend
 a lot of time reading and evaluating construction histories and other 
 user
 interaction whereas the displayed data in a game engine is stripped 
 down to
 the bare minimum for performance.  Game engines will always be faster 
 than
 DCC apps in that regard, and by a large factor.



 As for look quality, it’s just a matter of writing the shaders.
 You can do that in Softimage.





 Matt







 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi
 Bares
 *Sent:* Friday, August 22, 2014 2:04 

Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
keep dreaming :)

On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
wrote:

> Very nice! would be great to have this tool under Softimage hood...
>
> F.
>
>
> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>
> I haven't tried it yet, but for Maya users this is pretty cool!
>>
>> Interactive sync - M2UE4
>> 
>>
>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>
>>> Some new interesting tests:
>>>
>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>
>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>
>>> On 23 August 2014 22:47, Francisco Criado  wrote:
>>>
 Martin,
 In the unreal forum that was posted earlier in this mail you can read
 that for those movies he only spent 10 minutes aprox for baking lights.
 F.
  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:

 Outstanding quality !
>
> I've never written a shader, and I guess I misunderstood you but are
> you saying that this quality is achievable in SI with custom shaders? even
> with that crappy viewer?
>
> BTW, the fact that he is using UE4 doesn't mean the final movie frame
> rate is real time. I'm guessing it isn't, just like all the cinematics we
> see in games nowadays, pre-rendered with real time shaders.
>
> Martin
>
>
> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata 
> wrote:
>
>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>> this doesn't really look baked though
>>
>>
>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>> alok.gandhi2...@gmail.com> wrote:
>>
>>> It's all about baking. Recently, I made some arch viz app for
>>> Andriod and iOS and I was able to achieve good quality. It was for unity
>>> and I did all the baking in soft.
>>>
>>> Sent from my iPhone
>>>
>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
>>> Consider that this is a kind of tech demo, means that Unreal Engine
>>> 4, being a game engine, is built to manage multiple aspect ( physics,
>>> characters movement and logic, enemies logic, particles and so on )
>>> The video shows how good is UE4 with lighting and "atmosphere", but
>>> the you actually build your scene as a game you need to do lots of
>>> compromises...
>>> Cryengine 2 was used as well for archivz and the results were
>>> stunning, and lots of companies get a license to develop just that...
>>>
>>> The main issue that I found right now is that if you want to share
>>> or send the work to your client ( as a walkthrough I mean ) you have to
>>> send ( and install ) a 1-2gb file, which most clients are not so
>>> comfortable with...otherwise you can just render a video with it...the 
>>> main
>>> advantage is that you don't wait 5 minutes per frame, but just a couple 
>>> of
>>> seconds.
>>>
>>> Anyway this engine looks amazing and the constant updates are
>>> improving it more and more
>>>
>>>
>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>
 Some more in his work in kotaku:


 http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

 And also a while back this Swedish apartment was done in Unreal
 (previously done in octane). He even offers a download if you want to 
 test
 the interactivity.

 http://vimeo.com/m/98625270


 On Friday, 22 August 2014, Matt Lind 
 wrote:

> Addendum:
>
>
>
> It's also part of the reason why 3rd party apps such as Fabric
> Engine can render faster than the native viewports - less overhead.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
> *From:* Matt Lind
> *Sent:* Friday, August 22, 2014 2:11 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: ot: unreal engine
>
>
>
> Not the entire reason, but a big part of it is DCC apps must spend
> a lot of time reading and evaluating construction histories and other 
> user
> interaction whereas the displayed data in a game engine is stripped 
> down to
> the bare minimum for performance.  Game engines will always be faster 
> than
> DCC apps in that regard, and by a large factor.
>
>
>
> As for look quality, it's just a matter of writing the shaders.
> You can do that in Softimage.
>
>
>
>
>
> Matt
>
>
>

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Well, its based on python scripting and they are giving away the code:

https://bitbucket.org/m2u/m2u/
https://bitbucket.org/m2u/m2uue4plugin

F.

2014-11-18 9:36 GMT-03:00 Marco Peixoto :

> keep dreaming :)
>
> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
> wrote:
>
>> Very nice! would be great to have this tool under Softimage hood...
>>
>> F.
>>
>>
>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>
>>> Interactive sync - M2UE4
>>> 
>>>
>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>
 Some new interesting tests:

 https://www.youtube.com/watch?v=gC0PdspqNYk

 https://www.youtube.com/watch?v=vfZD22zMnUY

 On 23 August 2014 22:47, Francisco Criado 
 wrote:

> Martin,
> In the unreal forum that was posted earlier in this mail you can read
> that for those movies he only spent 10 minutes aprox for baking lights.
> F.
>  El ago 23, 2014 4:44 PM, "Martin Yara"  escribió:
>
> Outstanding quality !
>>
>> I've never written a shader, and I guess I misunderstood you but are
>> you saying that this quality is achievable in SI with custom shaders? 
>> even
>> with that crappy viewer?
>>
>> BTW, the fact that he is using UE4 doesn't mean the final movie frame
>> rate is real time. I'm guessing it isn't, just like all the cinematics we
>> see in games nowadays, pre-rendered with real time shaders.
>>
>> Martin
>>
>>
>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata > > wrote:
>>
>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>> this doesn't really look baked though
>>>
>>>
>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>> alok.gandhi2...@gmail.com> wrote:
>>>
 It's all about baking. Recently, I made some arch viz app for
 Andriod and iOS and I was able to achieve good quality. It was for 
 unity
 and I did all the baking in soft.

 Sent from my iPhone

 On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
 wrote:

 Consider that this is a kind of tech demo, means that Unreal Engine
 4, being a game engine, is built to manage multiple aspect ( physics,
 characters movement and logic, enemies logic, particles and so on )
 The video shows how good is UE4 with lighting and "atmosphere", but
 the you actually build your scene as a game you need to do lots of
 compromises...
 Cryengine 2 was used as well for archivz and the results were
 stunning, and lots of companies get a license to develop just that...

 The main issue that I found right now is that if you want to share
 or send the work to your client ( as a walkthrough I mean ) you have to
 send ( and install ) a 1-2gb file, which most clients are not so
 comfortable with...otherwise you can just render a video with it...the 
 main
 advantage is that you don't wait 5 minutes per frame, but just a 
 couple of
 seconds.

 Anyway this engine looks amazing and the constant updates are
 improving it more and more


 2014-08-22 23:18 GMT+02:00 Cristobal Infante :

> Some more in his work in kotaku:
>
>
> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>
> And also a while back this Swedish apartment was done in Unreal
> (previously done in octane). He even offers a download if you want to 
> test
> the interactivity.
>
> http://vimeo.com/m/98625270
>
>
> On Friday, 22 August 2014, Matt Lind 
> wrote:
>
>> Addendum:
>>
>>
>>
>> It’s also part of the reason why 3rd party apps such as Fabric
>> Engine can render faster than the native viewports – less overhead.
>>
>>
>>
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>> *From:* Matt Lind
>> *Sent:* Friday, August 22, 2014 2:11 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: ot: unreal engine
>>
>>
>>
>> Not the entire reason, but a big part of it is DCC apps must
>> spend a lot of time reading and evaluating construction histories 
>> and other
>> user interaction whereas the displayed data in a game engine is 
>> stripped
>> down to the bare minimum for performan

Re: ot: unreal engine

2014-11-18 Thread Cristobal Infante
Exactly the same with houdini engine, the API is there to make for soft.

Will anyone do it? I doubt it, time to move on if you need this tools

On 18 November 2014 12:44, Francisco Criado  wrote:

> Well, its based on python scripting and they are giving away the code:
>
> https://bitbucket.org/m2u/m2u/
> https://bitbucket.org/m2u/m2uue4plugin
>
> F.
>
> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>
> keep dreaming :)
>>
>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado 
>> wrote:
>>
>>> Very nice! would be great to have this tool under Softimage hood...
>>>
>>> F.
>>>
>>>
>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>
>>> I haven't tried it yet, but for Maya users this is pretty cool!

 Interactive sync - M2UE4
 

 2014-11-06 14:18 GMT+01:00 Cristobal Infante :

> Some new interesting tests:
>
> https://www.youtube.com/watch?v=gC0PdspqNYk
>
> https://www.youtube.com/watch?v=vfZD22zMnUY
>
> On 23 August 2014 22:47, Francisco Criado 
> wrote:
>
>> Martin,
>> In the unreal forum that was posted earlier in this mail you can read
>> that for those movies he only spent 10 minutes aprox for baking lights.
>> F.
>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>> escribió:
>>
>> Outstanding quality !
>>>
>>> I've never written a shader, and I guess I misunderstood you but are
>>> you saying that this quality is achievable in SI with custom shaders? 
>>> even
>>> with that crappy viewer?
>>>
>>> BTW, the fact that he is using UE4 doesn't mean the final
>>> movie frame rate is real time. I'm guessing it isn't, just like all the
>>> cinematics we see in games nowadays, pre-rendered with real time 
>>> shaders.
>>>
>>> Martin
>>>
>>>
>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>> eug...@flormata.com> wrote:
>>>
 https://www.youtube.com/watch?v=rOkJ1-vnh-s
 this doesn't really look baked though


 On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
 alok.gandhi2...@gmail.com> wrote:

> It's all about baking. Recently, I made some arch viz app for
> Andriod and iOS and I was able to achieve good quality. It was for 
> unity
> and I did all the baking in soft.
>
> Sent from my iPhone
>
> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
> Consider that this is a kind of tech demo, means that Unreal
> Engine 4, being a game engine, is built to manage multiple aspect (
> physics, characters movement and logic, enemies logic, particles and 
> so on )
> The video shows how good is UE4 with lighting and "atmosphere",
> but the you actually build your scene as a game you need to do lots of
> compromises...
> Cryengine 2 was used as well for archivz and the results were
> stunning, and lots of companies get a license to develop just that...
>
> The main issue that I found right now is that if you want to share
> or send the work to your client ( as a walkthrough I mean ) you have 
> to
> send ( and install ) a 1-2gb file, which most clients are not so
> comfortable with...otherwise you can just render a video with 
> it...the main
> advantage is that you don't wait 5 minutes per frame, but just a 
> couple of
> seconds.
>
> Anyway this engine looks amazing and the constant updates are
> improving it more and more
>
>
> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>
>> Some more in his work in kotaku:
>>
>>
>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>
>> And also a while back this Swedish apartment was done in Unreal
>> (previously done in octane). He even offers a download if you want 
>> to test
>> the interactivity.
>>
>> http://vimeo.com/m/98625270
>>
>>
>> On Friday, 22 August 2014, Matt Lind 
>> wrote:
>>
>>> Addendum:
>>>
>>>
>>>
>>> It’s also part of the reason why 3rd party apps such as Fabric
>>> Engine can render faster than the native viewports – less overhead.
>>>
>>>
>>>
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *From:* Matt Lind
>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>> *To:* softimage@listproc.autod

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
No one is going to spend time to develop this in Softimage unfortunately (
unless you really have nothing else to do :D )

2014-11-18 13:47 GMT+01:00 Cristobal Infante :

> Exactly the same with houdini engine, the API is there to make for soft.
>
> Will anyone do it? I doubt it, time to move on if you need this tools
>
> On 18 November 2014 12:44, Francisco Criado  wrote:
>
>> Well, its based on python scripting and they are giving away the code:
>>
>> https://bitbucket.org/m2u/m2u/
>> https://bitbucket.org/m2u/m2uue4plugin
>>
>> F.
>>
>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>
>> keep dreaming :)
>>>
>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado >> > wrote:
>>>
 Very nice! would be great to have this tool under Softimage hood...

 F.


 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

 I haven't tried it yet, but for Maya users this is pretty cool!
>
> Interactive sync - M2UE4
> 
>
> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>
>> Some new interesting tests:
>>
>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>
>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>
>> On 23 August 2014 22:47, Francisco Criado 
>> wrote:
>>
>>> Martin,
>>> In the unreal forum that was posted earlier in this mail you can
>>> read that for those movies he only spent 10 minutes aprox for baking 
>>> lights.
>>> F.
>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>> escribió:
>>>
>>> Outstanding quality !

 I've never written a shader, and I guess I misunderstood you but
 are you saying that this quality is achievable in SI with custom 
 shaders?
 even with that crappy viewer?

 BTW, the fact that he is using UE4 doesn't mean the final
 movie frame rate is real time. I'm guessing it isn't, just like all the
 cinematics we see in games nowadays, pre-rendered with real time 
 shaders.

 Martin


 On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
 eug...@flormata.com> wrote:

> https://www.youtube.com/watch?v=rOkJ1-vnh-s
> this doesn't really look baked though
>
>
> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
> alok.gandhi2...@gmail.com> wrote:
>
>> It's all about baking. Recently, I made some arch viz app for
>> Andriod and iOS and I was able to achieve good quality. It was for 
>> unity
>> and I did all the baking in soft.
>>
>> Sent from my iPhone
>>
>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>> Consider that this is a kind of tech demo, means that Unreal
>> Engine 4, being a game engine, is built to manage multiple aspect (
>> physics, characters movement and logic, enemies logic, particles and 
>> so on )
>> The video shows how good is UE4 with lighting and "atmosphere",
>> but the you actually build your scene as a game you need to do lots 
>> of
>> compromises...
>> Cryengine 2 was used as well for archivz and the results were
>> stunning, and lots of companies get a license to develop just that...
>>
>> The main issue that I found right now is that if you want to
>> share or send the work to your client ( as a walkthrough I mean ) 
>> you have
>> to send ( and install ) a 1-2gb file, which most clients are not so
>> comfortable with...otherwise you can just render a video with 
>> it...the main
>> advantage is that you don't wait 5 minutes per frame, but just a 
>> couple of
>> seconds.
>>
>> Anyway this engine looks amazing and the constant updates are
>> improving it more and more
>>
>>
>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>
>>> Some more in his work in kotaku:
>>>
>>>
>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>
>>> And also a while back this Swedish apartment was done in Unreal
>>> (previously done in octane). He even offers a download if you want 
>>> to test
>>> the interactivity.
>>>
>>> http://vimeo.com/m/98625270
>>>
>>>
>>> On Friday, 22 August 2014, Matt Lind 
>>> wrote:
>>>
 Addendum:



 It’s also part of the reason why 3rd party apps such as Fabric
 Engine can render faster 

Re: ot: unreal engine

2014-11-18 Thread Marco Peixoto
thats why I wrote keep dreaming... even when Soft was active there was
basically no exporters for any game engine... its not now they they will
appear

On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> No one is going to spend time to develop this in Softimage unfortunately (
> unless you really have nothing else to do :D )
>
> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>
>> Exactly the same with houdini engine, the API is there to make for soft.
>>
>> Will anyone do it? I doubt it, time to move on if you need this tools
>>
>> On 18 November 2014 12:44, Francisco Criado 
>> wrote:
>>
>>> Well, its based on python scripting and they are giving away the code:
>>>
>>> https://bitbucket.org/m2u/m2u/
>>> https://bitbucket.org/m2u/m2uue4plugin
>>>
>>> F.
>>>
>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>
>>> keep dreaming :)

 On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
 malcriad...@gmail.com> wrote:

> Very nice! would be great to have this tool under Softimage hood...
>
> F.
>
>
> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>
> I haven't tried it yet, but for Maya users this is pretty cool!
>>
>> Interactive sync - M2UE4
>> 
>>
>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>
>>> Some new interesting tests:
>>>
>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>
>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>
>>> On 23 August 2014 22:47, Francisco Criado 
>>> wrote:
>>>
 Martin,
 In the unreal forum that was posted earlier in this mail you can
 read that for those movies he only spent 10 minutes aprox for baking 
 lights.
 F.
  El ago 23, 2014 4:44 PM, "Martin Yara" 
 escribió:

 Outstanding quality !
>
> I've never written a shader, and I guess I misunderstood you but
> are you saying that this quality is achievable in SI with custom 
> shaders?
> even with that crappy viewer?
>
> BTW, the fact that he is using UE4 doesn't mean the final
> movie frame rate is real time. I'm guessing it isn't, just like all 
> the
> cinematics we see in games nowadays, pre-rendered with real time 
> shaders.
>
> Martin
>
>
> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
> eug...@flormata.com> wrote:
>
>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>> this doesn't really look baked though
>>
>>
>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>> alok.gandhi2...@gmail.com> wrote:
>>
>>> It's all about baking. Recently, I made some arch viz app for
>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>> unity
>>> and I did all the baking in soft.
>>>
>>> Sent from my iPhone
>>>
>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
>>> Consider that this is a kind of tech demo, means that Unreal
>>> Engine 4, being a game engine, is built to manage multiple aspect (
>>> physics, characters movement and logic, enemies logic, particles 
>>> and so on )
>>> The video shows how good is UE4 with lighting and "atmosphere",
>>> but the you actually build your scene as a game you need to do lots 
>>> of
>>> compromises...
>>> Cryengine 2 was used as well for archivz and the results were
>>> stunning, and lots of companies get a license to develop just 
>>> that...
>>>
>>> The main issue that I found right now is that if you want to
>>> share or send the work to your client ( as a walkthrough I mean ) 
>>> you have
>>> to send ( and install ) a 1-2gb file, which most clients are not so
>>> comfortable with...otherwise you can just render a video with 
>>> it...the main
>>> advantage is that you don't wait 5 minutes per frame, but just a 
>>> couple of
>>> seconds.
>>>
>>> Anyway this engine looks amazing and the constant updates are
>>> improving it more and more
>>>
>>>
>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante :
>>>
 Some more in his work in kotaku:


 http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

 And also a while back this Swedish apartment was done in Unreal
 (previously done in octane). He even offers 

Re: ot: unreal engine

2014-11-18 Thread Mirko Jankovic
yea probably wont happen...
so you have great connection tools taht we can only dream of. and connected
only to crap software that is nightmare to work with...

trust me it is easier to go through process of export and import then to
work in maya ;)
ofc in case you are solo or really small team wihtouth acces to bunch of
tech guys to keep that crap moving...
script script script...
fu

On Tue, Nov 18, 2014 at 2:28 PM, Marco Peixoto  wrote:

> thats why I wrote keep dreaming... even when Soft was active there was
> basically no exporters for any game engine... its not now they they will
> appear
>
> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> No one is going to spend time to develop this in Softimage unfortunately
>> ( unless you really have nothing else to do :D )
>>
>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>
>>> Exactly the same with houdini engine, the API is there to make for soft.
>>>
>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>
>>> On 18 November 2014 12:44, Francisco Criado 
>>> wrote:
>>>
 Well, its based on python scripting and they are giving away the code:

 https://bitbucket.org/m2u/m2u/
 https://bitbucket.org/m2u/m2uue4plugin

 F.

 2014-11-18 9:36 GMT-03:00 Marco Peixoto :

 keep dreaming :)
>
> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
> malcriad...@gmail.com> wrote:
>
>> Very nice! would be great to have this tool under Softimage hood...
>>
>> F.
>>
>>
>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>
>>> Interactive sync - M2UE4
>>> 
>>>
>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>
 Some new interesting tests:

 https://www.youtube.com/watch?v=gC0PdspqNYk

 https://www.youtube.com/watch?v=vfZD22zMnUY

 On 23 August 2014 22:47, Francisco Criado 
 wrote:

> Martin,
> In the unreal forum that was posted earlier in this mail you can
> read that for those movies he only spent 10 minutes aprox for baking 
> lights.
> F.
>  El ago 23, 2014 4:44 PM, "Martin Yara" 
> escribió:
>
> Outstanding quality !
>>
>> I've never written a shader, and I guess I misunderstood you but
>> are you saying that this quality is achievable in SI with custom 
>> shaders?
>> even with that crappy viewer?
>>
>> BTW, the fact that he is using UE4 doesn't mean the final
>> movie frame rate is real time. I'm guessing it isn't, just like all 
>> the
>> cinematics we see in games nowadays, pre-rendered with real time 
>> shaders.
>>
>> Martin
>>
>>
>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>> eug...@flormata.com> wrote:
>>
>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>> this doesn't really look baked though
>>>
>>>
>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>> alok.gandhi2...@gmail.com> wrote:
>>>
 It's all about baking. Recently, I made some arch viz app for
 Andriod and iOS and I was able to achieve good quality. It was for 
 unity
 and I did all the baking in soft.

 Sent from my iPhone

 On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
 wrote:

 Consider that this is a kind of tech demo, means that Unreal
 Engine 4, being a game engine, is built to manage multiple aspect (
 physics, characters movement and logic, enemies logic, particles 
 and so on )
 The video shows how good is UE4 with lighting and "atmosphere",
 but the you actually build your scene as a game you need to do 
 lots of
 compromises...
 Cryengine 2 was used as well for archivz and the results were
 stunning, and lots of companies get a license to develop just 
 that...

 The main issue that I found right now is that if you want to
 share or send the work to your client ( as a walkthrough I mean ) 
 you have
 to send ( and install ) a 1-2gb file, which most clients are not so
 comfortable with...otherwise you can just render a video with 
 it...the main
 advantage is that you don't wait 5 minutes per frame, but just a 
 couple of
 seconds.

 Anyway this engine loo

Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
again, i promess i´ll be better, i don´t want to do maya!

F.


2014-11-18 10:28 GMT-03:00 Marco Peixoto :

> thats why I wrote keep dreaming... even when Soft was active there was
> basically no exporters for any game engine... its not now they they will
> appear
>
> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> No one is going to spend time to develop this in Softimage unfortunately
>> ( unless you really have nothing else to do :D )
>>
>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>
>>> Exactly the same with houdini engine, the API is there to make for soft.
>>>
>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>
>>> On 18 November 2014 12:44, Francisco Criado 
>>> wrote:
>>>
 Well, its based on python scripting and they are giving away the code:

 https://bitbucket.org/m2u/m2u/
 https://bitbucket.org/m2u/m2uue4plugin

 F.

 2014-11-18 9:36 GMT-03:00 Marco Peixoto :

 keep dreaming :)
>
> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
> malcriad...@gmail.com> wrote:
>
>> Very nice! would be great to have this tool under Softimage hood...
>>
>> F.
>>
>>
>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>
>>> Interactive sync - M2UE4
>>> 
>>>
>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>
 Some new interesting tests:

 https://www.youtube.com/watch?v=gC0PdspqNYk

 https://www.youtube.com/watch?v=vfZD22zMnUY

 On 23 August 2014 22:47, Francisco Criado 
 wrote:

> Martin,
> In the unreal forum that was posted earlier in this mail you can
> read that for those movies he only spent 10 minutes aprox for baking 
> lights.
> F.
>  El ago 23, 2014 4:44 PM, "Martin Yara" 
> escribió:
>
> Outstanding quality !
>>
>> I've never written a shader, and I guess I misunderstood you but
>> are you saying that this quality is achievable in SI with custom 
>> shaders?
>> even with that crappy viewer?
>>
>> BTW, the fact that he is using UE4 doesn't mean the final
>> movie frame rate is real time. I'm guessing it isn't, just like all 
>> the
>> cinematics we see in games nowadays, pre-rendered with real time 
>> shaders.
>>
>> Martin
>>
>>
>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>> eug...@flormata.com> wrote:
>>
>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>> this doesn't really look baked though
>>>
>>>
>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>> alok.gandhi2...@gmail.com> wrote:
>>>
 It's all about baking. Recently, I made some arch viz app for
 Andriod and iOS and I was able to achieve good quality. It was for 
 unity
 and I did all the baking in soft.

 Sent from my iPhone

 On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
 wrote:

 Consider that this is a kind of tech demo, means that Unreal
 Engine 4, being a game engine, is built to manage multiple aspect (
 physics, characters movement and logic, enemies logic, particles 
 and so on )
 The video shows how good is UE4 with lighting and "atmosphere",
 but the you actually build your scene as a game you need to do 
 lots of
 compromises...
 Cryengine 2 was used as well for archivz and the results were
 stunning, and lots of companies get a license to develop just 
 that...

 The main issue that I found right now is that if you want to
 share or send the work to your client ( as a walkthrough I mean ) 
 you have
 to send ( and install ) a 1-2gb file, which most clients are not so
 comfortable with...otherwise you can just render a video with 
 it...the main
 advantage is that you don't wait 5 minutes per frame, but just a 
 couple of
 seconds.

 Anyway this engine looks amazing and the constant updates are
 improving it more and more


 2014-08-22 23:18 GMT+02:00 Cristobal Infante 
 :

> Some more in his work in kotaku:
>

Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hold on Marco,
There have been plenty of game engine dedicated plugins, including Valve
Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
I used them quite extensively...
3ds Max was the "king" of game engine preferred software, but most of them
switch to Maya :-D

Anyway yes I agree...sometimes I think that Maya was created to test people
patience...has been 4-5 months since I did the switch and I'm still
fighting for some stupid stuff which required one button in
Softimage...especially regarding modeling...jesus...incredibly painfull

2014-11-18 14:34 GMT+01:00 Francisco Criado :

> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
> again, i promess i´ll be better, i don´t want to do maya!
>
> F.
>
>
> 2014-11-18 10:28 GMT-03:00 Marco Peixoto :
>
> thats why I wrote keep dreaming... even when Soft was active there was
>> basically no exporters for any game engine... its not now they they will
>> appear
>>
>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> No one is going to spend time to develop this in Softimage unfortunately
>>> ( unless you really have nothing else to do :D )
>>>
>>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>>
 Exactly the same with houdini engine, the API is there to make for soft.

 Will anyone do it? I doubt it, time to move on if you need this tools

 On 18 November 2014 12:44, Francisco Criado 
 wrote:

> Well, its based on python scripting and they are giving away the code:
>
> https://bitbucket.org/m2u/m2u/
> https://bitbucket.org/m2u/m2uue4plugin
>
> F.
>
> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>
> keep dreaming :)
>>
>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>> malcriad...@gmail.com> wrote:
>>
>>> Very nice! would be great to have this tool under Softimage hood...
>>>
>>> F.
>>>
>>>
>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>
>>> I haven't tried it yet, but for Maya users this is pretty cool!

 Interactive sync - M2UE4
 

 2014-11-06 14:18 GMT+01:00 Cristobal Infante :

> Some new interesting tests:
>
> https://www.youtube.com/watch?v=gC0PdspqNYk
>
> https://www.youtube.com/watch?v=vfZD22zMnUY
>
> On 23 August 2014 22:47, Francisco Criado 
> wrote:
>
>> Martin,
>> In the unreal forum that was posted earlier in this mail you can
>> read that for those movies he only spent 10 minutes aprox for baking 
>> lights.
>> F.
>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>> escribió:
>>
>> Outstanding quality !
>>>
>>> I've never written a shader, and I guess I misunderstood you but
>>> are you saying that this quality is achievable in SI with custom 
>>> shaders?
>>> even with that crappy viewer?
>>>
>>> BTW, the fact that he is using UE4 doesn't mean the final
>>> movie frame rate is real time. I'm guessing it isn't, just like all 
>>> the
>>> cinematics we see in games nowadays, pre-rendered with real time 
>>> shaders.
>>>
>>> Martin
>>>
>>>
>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>> eug...@flormata.com> wrote:
>>>
 https://www.youtube.com/watch?v=rOkJ1-vnh-s
 this doesn't really look baked though


 On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
 alok.gandhi2...@gmail.com> wrote:

> It's all about baking. Recently, I made some arch viz app for
> Andriod and iOS and I was able to achieve good quality. It was 
> for unity
> and I did all the baking in soft.
>
> Sent from my iPhone
>
> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
> Consider that this is a kind of tech demo, means that Unreal
> Engine 4, being a game engine, is built to manage multiple aspect 
> (
> physics, characters movement and logic, enemies logic, particles 
> and so on )
> The video shows how good is UE4 with lighting and
> "atmosphere", but the you actually build your scene as a game you 
> need to
> do lots of compromises...
> Cryengine 2 was used as well for archivz and the results were
> stunning, and lots of companies get a license to develop just 
> that...
>
> The main issue that I found rig

Re: ot: unreal engine

2014-11-18 Thread Mirko Jankovic
They switch because as much as impossible it sound Max is even worse for
character animation...
That is horror story of its own, 9th circle of animators hell...

On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hold on Marco,
> There have been plenty of game engine dedicated plugins, including Valve
> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
> I used them quite extensively...
> 3ds Max was the "king" of game engine preferred software, but most of them
> switch to Maya :-D
>
> Anyway yes I agree...sometimes I think that Maya was created to test
> people patience...has been 4-5 months since I did the switch and I'm still
> fighting for some stupid stuff which required one button in
> Softimage...especially regarding modeling...jesus...incredibly painfull
>
> 2014-11-18 14:34 GMT+01:00 Francisco Criado :
>
>> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
>> again, i promess i´ll be better, i don´t want to do maya!
>>
>> F.
>>
>>
>> 2014-11-18 10:28 GMT-03:00 Marco Peixoto :
>>
>> thats why I wrote keep dreaming... even when Soft was active there was
>>> basically no exporters for any game engine... its not now they they will
>>> appear
>>>
>>> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
 No one is going to spend time to develop this in Softimage
 unfortunately ( unless you really have nothing else to do :D )

 2014-11-18 13:47 GMT+01:00 Cristobal Infante :

> Exactly the same with houdini engine, the API is there to make for
> soft.
>
> Will anyone do it? I doubt it, time to move on if you need this tools
>
> On 18 November 2014 12:44, Francisco Criado 
> wrote:
>
>> Well, its based on python scripting and they are giving away the code:
>>
>> https://bitbucket.org/m2u/m2u/
>> https://bitbucket.org/m2u/m2uue4plugin
>>
>> F.
>>
>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>
>> keep dreaming :)
>>>
>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
>>> malcriad...@gmail.com> wrote:
>>>
 Very nice! would be great to have this tool under Softimage hood...

 F.


 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

 I haven't tried it yet, but for Maya users this is pretty cool!
>
> Interactive sync - M2UE4
> 
>
> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>
>> Some new interesting tests:
>>
>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>
>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>
>> On 23 August 2014 22:47, Francisco Criado 
>> wrote:
>>
>>> Martin,
>>> In the unreal forum that was posted earlier in this mail you can
>>> read that for those movies he only spent 10 minutes aprox for 
>>> baking lights.
>>> F.
>>>  El ago 23, 2014 4:44 PM, "Martin Yara" 
>>> escribió:
>>>
>>> Outstanding quality !

 I've never written a shader, and I guess I misunderstood you
 but are you saying that this quality is achievable in SI with 
 custom
 shaders? even with that crappy viewer?

 BTW, the fact that he is using UE4 doesn't mean the final
 movie frame rate is real time. I'm guessing it isn't, just like 
 all the
 cinematics we see in games nowadays, pre-rendered with real time 
 shaders.

 Martin


 On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
 eug...@flormata.com> wrote:

> https://www.youtube.com/watch?v=rOkJ1-vnh-s
> this doesn't really look baked though
>
>
> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
> alok.gandhi2...@gmail.com> wrote:
>
>> It's all about baking. Recently, I made some arch viz app for
>> Andriod and iOS and I was able to achieve good quality. It was 
>> for unity
>> and I did all the baking in soft.
>>
>> Sent from my iPhone
>>
>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <
>> 3dv...@gmail.com> wrote:
>>
>> Consider that this is a kind of tech demo, means that Unreal
>> Engine 4, being a game engine, is built to manage multiple 
>> aspect (
>> physics, characters movement and logic, enemies logic, particles 
>> and so on )
>> The video shows how good is UE4 with light

Royal render and redshift

2014-11-18 Thread adrian wyer
anyone able clarify what the earliest version of Royal Render is,  that
supports rendering in Soft with Redshift? not clear on the RR website
 
we're running 6.02.015 and when submitting Redshift scenes, they render in
mental ray!  not ideal!!
 
thanks
 
a
 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


 mailto:adrian.w...@fluid-pictures.com>
adrian.w...@fluid-pictures.com

www.fluid-pictures.com
http://www.fluid-pictures.com/>  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 


Re: Royal render and redshift

2014-11-18 Thread Oscar Juarez
While you get a proper answer, Holger talks about some requirements, like
having a user logged in. Also I've read it works on 7 but not sure if that
applies for version 6 since that version is now considered not supported.

http://www.royalrender.de/help7/index.html?GPUrender.html

On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer  wrote:

>  anyone able clarify what the earliest version of Royal Render is,  that
> supports rendering in Soft with Redshift? not clear on the RR website
>
> we're running 6.02.015 and when submitting Redshift scenes, they render in
> mental ray!  not ideal!!
>
> thanks
>
> a
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>


Re: Royal render and redshift

2014-11-18 Thread Matt Morris
We have been using it with v6 (6.02.14) just fine. RR has to be run as an
application though, not as a service. You need a licence for every node as
well.



On 18 November 2014 15:19, Oscar Juarez  wrote:

> While you get a proper answer, Holger talks about some requirements, like
> having a user logged in. Also I've read it works on 7 but not sure if that
> applies for version 6 since that version is now considered not supported.
>
> http://www.royalrender.de/help7/index.html?GPUrender.html
>
> On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer <
> adrian.w...@fluid-pictures.com> wrote:
>
>>  anyone able clarify what the earliest version of Royal Render is,  that
>> supports rendering in Soft with Redshift? not clear on the RR website
>>
>> we're running 6.02.015 and when submitting Redshift scenes, they render
>> in mental ray!  not ideal!!
>>
>> thanks
>>
>> a
>>
>>
>> Adrian Wyer
>> Fluid Pictures
>> 75-77 Margaret St.
>> London
>> W1W 8SY
>> ++44(0) 207 580 0829
>>
>>
>> adrian.w...@fluid-pictures.com
>>
>> www.fluid-pictures.com
>>
>>
>>
>> Fluid Pictures Limited is registered in England and Wales.
>> Company number:5657815
>> VAT number: 872 6893 71
>>
>>
>
>


-- 
www.matinai.com


Re: Royal render and redshift

2014-11-18 Thread Tim Crowson
Adrian we have been using RR with RS for over a year and half and 
haven't had any trouble. If the scenes are rendering in Mental Ray, it's 
because Softimage is defaulting to that because something has gone wrong 
with loading or running the Redshift plugin/core.


Are you running your RR clients as services? If so this will fail, 
because the GPU can't be accessed unless the client is actually logged 
in and the RR client is run as an application rather than a service (due 
to a limitation with Windows).


If that's not an issue, then perhaps the Redshift Core isn't being 
located at render time correctly?


-Tim

On 11/18/2014 9:19 AM, Oscar Juarez wrote:
While you get a proper answer, Holger talks about some requirements, 
like having a user logged in. Also I've read it works on 7 but not 
sure if that applies for version 6 since that version is now 
considered not supported.


http://www.royalrender.de/help7/index.html?GPUrender.html

On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer 
> wrote:


anyone able clarify what the earliest version of Royal Render is,
 that supports rendering in Soft with Redshift? not clear on the
RR website
we're running 6.02.015 and when submitting Redshift scenes, they
render in mental ray!  not ideal!!
thanks
a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71




--
Signature


Re: ot: unreal engine

2014-11-18 Thread Cristobal Infante
Hi Nico,

which aspects of Maya modelling are you finding troublesome? In my little
experience with Maya this has been one of the only thing I haven't got much
complaints with. There are also a few thing that we never had in xsi like
the multicut tool.

On 18 November 2014 14:07, Mirko Jankovic  wrote:

> They switch because as much as impossible it sound Max is even worse for
> character animation...
> That is horror story of its own, 9th circle of animators hell...
>
> On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> Hold on Marco,
>> There have been plenty of game engine dedicated plugins, including Valve
>> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
>> I used them quite extensively...
>> 3ds Max was the "king" of game engine preferred software, but most of
>> them switch to Maya :-D
>>
>> Anyway yes I agree...sometimes I think that Maya was created to test
>> people patience...has been 4-5 months since I did the switch and I'm still
>> fighting for some stupid stuff which required one button in
>> Softimage...especially regarding modeling...jesus...incredibly painfull
>>
>> 2014-11-18 14:34 GMT+01:00 Francisco Criado :
>>
>>> i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
>>> again, i promess i´ll be better, i don´t want to do maya!
>>>
>>> F.
>>>
>>>
>>> 2014-11-18 10:28 GMT-03:00 Marco Peixoto :
>>>
>>> thats why I wrote keep dreaming... even when Soft was active there was
 basically no exporters for any game engine... its not now they they will
 appear

 On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
 wrote:

> No one is going to spend time to develop this in Softimage
> unfortunately ( unless you really have nothing else to do :D )
>
> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>
>> Exactly the same with houdini engine, the API is there to make for
>> soft.
>>
>> Will anyone do it? I doubt it, time to move on if you need this tools
>>
>> On 18 November 2014 12:44, Francisco Criado 
>> wrote:
>>
>>> Well, its based on python scripting and they are giving away the
>>> code:
>>>
>>> https://bitbucket.org/m2u/m2u/
>>> https://bitbucket.org/m2u/m2uue4plugin
>>>
>>> F.
>>>
>>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto :
>>>
>>> keep dreaming :)

 On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
 malcriad...@gmail.com> wrote:

> Very nice! would be great to have this tool under Softimage hood...
>
> F.
>
>
> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>
> I haven't tried it yet, but for Maya users this is pretty cool!
>>
>> Interactive sync - M2UE4
>> 
>>
>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>
>>> Some new interesting tests:
>>>
>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>
>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>
>>> On 23 August 2014 22:47, Francisco Criado >> > wrote:
>>>
 Martin,
 In the unreal forum that was posted earlier in this mail you
 can read that for those movies he only spent 10 minutes aprox for 
 baking
 lights.
 F.
  El ago 23, 2014 4:44 PM, "Martin Yara" 
 escribió:

 Outstanding quality !
>
> I've never written a shader, and I guess I misunderstood you
> but are you saying that this quality is achievable in SI with 
> custom
> shaders? even with that crappy viewer?
>
> BTW, the fact that he is using UE4 doesn't mean the final
> movie frame rate is real time. I'm guessing it isn't, just like 
> all the
> cinematics we see in games nowadays, pre-rendered with real time 
> shaders.
>
> Martin
>
>
> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
> eug...@flormata.com> wrote:
>
>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>> this doesn't really look baked though
>>
>>
>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>> alok.gandhi2...@gmail.com> wrote:
>>
>>> It's all about baking. Recently, I made some arch viz app
>>> for Andriod and iOS and I was able to achieve good quality. It 
>>> was for
>>> unity and I did all the baking in soft.
>>>
>>> Sent from my iPhone
>>>

Re: Compiling SAAphire plugins for Softimage|3D

2014-11-18 Thread Luc-Eric Rousseau
We were all hired in 1997-1998 and never worked on Softimage|3D.
Your CPU is not relevant, but you should try to have the right
compiler, so Visual C++ 6 (which there is no way to get anymore).
Saaphire is a C API so it will likely work with other compilers, but..
your own your own.  I thought you could just import the metaclay as
baked triangles and isn't there a function to convert bslines to nurbs
in the effects->convert.

On Mon, Nov 17, 2014 at 8:27 PM, Matt Lind  wrote:
> Probably a question for Luc-Eric, Brent, Alexandre, Marc-Andre and the other
> long time Softimage developers who were around back in the day:
>
> I want to write a SAAphire plugin for Softimage|3D to export my old scenes
> as XML or some other text file format I can conjure up.  Since my old data
> uses Bspline patches, meta clay, and other features not supported by the
> SI3D –> XSI importer or dotXSI file format, I need to take matters into my
> own hands by dumping as much data as possible so it can be reinterpreted in
> a modern day application.  Why am I wanting to do this?  Mostly to severe
> ties with having to maintain a computer with with Softimage|3D and older
> versions of Softimage|XSI, as well as make the data available for my
> portfolio (such as for job interviews) without having to jump through tons
> of hoops to show it off.
>
> I have Softimage|3D 3.9.2 and associated SDK 1.9.2 installed on a computer
> running Windows XP (Windows 2000 is available if needed).  What I don’t have
> is an old computer with Pentium III processors.  The best I can do is my
> recently retired Dell Precision Workstation 470 w dual Xeons purchased new
> in 2004.  I can run Softimage|3D successfully on that computer, but not
> mental ray 1.9 or SI|Particle.  Not sure if that’s an issue with the
> operating system or hardware.
>
> My question is – can I successfully compile functional SAAphire plugins on a
> modern day processor such as a Xeon?  If so, must I use MSVC++ 6.0 or can I
> use a more modern compiler?
>
> thanks,
>
> Matt
>
>



RE: Royal render and redshift

2014-11-18 Thread adrian wyer
thanks guys, looks like i need to sort the login/application side of
things.
 
still not sure about workflow though
 
for example, i have a demo version on my machine, using this to test scenes
before submitting to farm (currently one machine, but i don't want to
 be forced to walk across the office everytime i want to set off a render,
and besides, the whole point of using RR is to queue jobs!)
 
but, when i open a scene locally with redshift set as the renderer... i run
rrSubmit and redshift isn't in the drop down list of renderers. it says
mental ray
 
so when the job goes to the redshift licesnsed machine, it renders in mental
ray!
 
am i missing somethign? does the sumbimming machine also have to be logged
in as RR?
 
a

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 18 November 2014 15:47
To: softimage@listproc.autodesk.com
Subject: Re: Royal render and redshift


Adrian we have been using RR with RS for over a year and half and haven't
had any trouble. If the scenes are rendering in Mental Ray, it's because
Softimage is defaulting to that because something has gone wrong with
loading or running the Redshift plugin/core.

Are you running your RR clients as services? If so this will fail, because
the GPU can't be accessed unless the client is actually logged in and the RR
client is run as an application rather than a service (due to a limitation
with Windows).

If that's not an issue, then perhaps the Redshift Core isn't being located
at render time correctly?

-Tim


On 11/18/2014 9:19 AM, Oscar Juarez wrote:


While you get a proper answer, Holger talks about some requirements, like
having a user logged in. Also I've read it works on 7 but not sure if that
applies for version 6 since that version is now considered not supported. 

http://www.royalrender.de/help7/index.html?GPUrender.html


On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer
 wrote:


anyone able clarify what the earliest version of Royal Render is,  that
supports rendering in Soft with Redshift? not clear on the RR website
 
we're running 6.02.015 and when submitting Redshift scenes, they render in
mental ray!  not ideal!!
 
thanks
 
a
 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829   


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



-- 



Re: 2015 service pack?

2014-11-18 Thread Andres Stephens
Looking forward to it. 






-Draise 

PH: +57 313 811 6821





From: Hsiao Ming Chia
Sent: ‎Tuesday‎, ‎November‎ ‎18‎, ‎2014 ‎04‎:‎20‎:‎38‎ ‎
To: softimage@listproc.autodesk.com





Hi Leendert,

Yes, there is one in the works.

Thanks,
Hsiao Ming

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Tuesday, November 18, 2014 5:07 AM
To: softimage@listproc.autodesk.com
Subject: 2015 service pack?

Given the time that has passed since the release of Softimage 2015, I was 
wondering if there still was a service pack in the works or if the 2015 version 
is perhaps deemed perfect as it is.

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

Re: 2015 service pack?

2014-11-18 Thread Leoung O'Young

That is great to hear!

Leoung


On 18/11/2014 11:50 AM, Andres Stephens wrote:

Looking forward to it.

-Draise

PH: +57 313 811 6821

*From:* Hsiao Ming Chia 
*Sent:* ‎Tuesday‎, ‎November‎ ‎18‎, ‎2014 ‎04‎:‎20‎:‎38‎ ‎
*To:* softimage@listproc.autodesk.com 



Hi Leendert,

Yes, there is one in the works.

Thanks,
Hsiao Ming

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert 
A. Hartog

Sent: Tuesday, November 18, 2014 5:07 AM
To: softimage@listproc.autodesk.com
Subject: 2015 service pack?

Given the time that has passed since the release of Softimage 2015, I 
was wondering if there still was a service pack in the works or if the 
2015 version is perhaps deemed perfect as it is.


Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com





Carnegie Mellon bvh files

2014-11-18 Thread Andi Farhall
Afternoon, evening or good morning
I'm trying to use the free bvh files from Carnegie Mellon to give me a range of 
mocap files for some ambient crowd rep stuff (using Golaem in Maya), and the 
rig tagging, motor thing is only half working for me. I've got a simple rig 
I've set up in soft, a single chain for the clavicle and hands, two for the 
feet  etc, simple stuff as I've never gone near character/rigging type stuff 
before really. The hips, legs feet chest and neck work, albeit with a bit of 
adjustment and the hands work also, however the shoulders and arms refuse to 
play ball. The bvh file itself has animation on the arms and hands but not the 
clavicles, but nothing gets transferred to these parts of my rig. I ran through 
a digital tutors movie about targeting and motion transfer and got that to work 
no problem but the mocap file they supplied had a lot more markers.
Any body got the Carnegie Mellon stuff to work? There's so much stuff in there  
it seems like a mocap goldmine if i can just get it to work.. 
cheers,
Andi.



...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in 
error.  
   

Re: Royal render and redshift

2014-11-18 Thread Tim Crowson
No sure about RS being absent from the list of renderers. RR does that 
automatically for us. Hmmm

Have you asked about on the RS forum?
-Tim


On 11/18/2014 10:32 AM, adrian wyer wrote:

Signature
thanks guys, looks like i need to sort the login/application side of 
things.

still not sure about workflow though
for example, i have a demo version on my machine, using this to test 
scenes before submitting to farm (currently one machine, but i don't 
want to
 be forced to walk across the office everytime i want to set off a 
render, and besides, the whole point of using RR is to queue jobs!)
but, when i open a scene locally with redshift set as the renderer... 
i run rrSubmit and redshift isn't in the drop down list of 
renderers. it says mental ray
so when the job goes to the redshift licesnsed machine, it renders in 
mental ray!
am i missing somethign? does the sumbimming machine also have to be 
logged in as RR?

a


*From:* softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim 
Crowson

*Sent:* 18 November 2014 15:47
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Royal render and redshift

Adrian we have been using RR with RS for over a year and half and 
haven't had any trouble. If the scenes are rendering in Mental Ray, 
it's because Softimage is defaulting to that because something has 
gone wrong with loading or running the Redshift plugin/core.


Are you running your RR clients as services? If so this will fail, 
because the GPU can't be accessed unless the client is actually logged 
in and the RR client is run as an application rather than a service 
(due to a limitation with Windows).


If that's not an issue, then perhaps the Redshift Core isn't being 
located at render time correctly?


-Tim

On 11/18/2014 9:19 AM, Oscar Juarez wrote:
While you get a proper answer, Holger talks about some requirements, 
like having a user logged in. Also I've read it works on 7 but not 
sure if that applies for version 6 since that version is now 
considered not supported.


http://www.royalrender.de/help7/index.html?GPUrender.html

On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer 
> wrote:


anyone able clarify what the earliest version of Royal Render is,
 that supports rendering in Soft with Redshift? not clear on the
RR website
we're running 6.02.015 and when submitting Redshift scenes, they
render in mental ray!  not ideal!!
thanks
a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71




--


--
Signature


Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Probably its my fault because I spent much more time on rigging, but one of
the annoying thing for me is the component selection ( vertex, edges, faces
) and the deformers. F8 ( or right click ) is just something that won't
cope with my brain.
The modeling kit is what I use quite often, but right now, if I need to
model something, I just do that in Softimage and export into Maya. Funny
thing is that, when using the shrink wrap, in Softimage a scan of a head (
2milion polys ) is done in a couple of secondsin Maya it takes almost
20 seconds...

I guess that in the near future I really need to start digging into all the
shortcut to speed up the workflow, but right now I find it to be quite
frustrating.

2014-11-18 17:22 GMT+01:00 Cristobal Infante :

> Hi Nico,
>
> which aspects of Maya modelling are you finding troublesome? In my little
> experience with Maya this has been one of the only thing I haven't got much
> complaints with. There are also a few thing that we never had in xsi like
> the multicut tool.
>
> On 18 November 2014 14:07, Mirko Jankovic 
> wrote:
>
>> They switch because as much as impossible it sound Max is even worse for
>> character animation...
>> That is horror story of its own, 9th circle of animators hell...
>>
>> On Tue, Nov 18, 2014 at 2:40 PM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> Hold on Marco,
>>> There have been plenty of game engine dedicated plugins, including Valve
>>> Source engine, Cryengine from Crytek and Unreal Engine Development Kit and
>>> I used them quite extensively...
>>> 3ds Max was the "king" of game engine preferred software, but most of
>>> them switch to Maya :-D
>>>
>>> Anyway yes I agree...sometimes I think that Maya was created to test
>>> people patience...has been 4-5 months since I did the switch and I'm still
>>> fighting for some stupid stuff which required one button in
>>> Softimage...especially regarding modeling...jesus...incredibly painfull
>>>
>>> 2014-11-18 14:34 GMT+01:00 Francisco Criado :
>>>
 i don´t want to do maya, please, i don´t want to do maya! pleasee! Not
 again, i promess i´ll be better, i don´t want to do maya!

 F.


 2014-11-18 10:28 GMT-03:00 Marco Peixoto :

 thats why I wrote keep dreaming... even when Soft was active there was
> basically no exporters for any game engine... its not now they they will
> appear
>
> On Tue, Nov 18, 2014 at 2:16 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> No one is going to spend time to develop this in Softimage
>> unfortunately ( unless you really have nothing else to do :D )
>>
>> 2014-11-18 13:47 GMT+01:00 Cristobal Infante :
>>
>>> Exactly the same with houdini engine, the API is there to make for
>>> soft.
>>>
>>> Will anyone do it? I doubt it, time to move on if you need this tools
>>>
>>> On 18 November 2014 12:44, Francisco Criado 
>>> wrote:
>>>
 Well, its based on python scripting and they are giving away the
 code:

 https://bitbucket.org/m2u/m2u/
 https://bitbucket.org/m2u/m2uue4plugin

 F.

 2014-11-18 9:36 GMT-03:00 Marco Peixoto :

 keep dreaming :)
>
> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <
> malcriad...@gmail.com> wrote:
>
>> Very nice! would be great to have this tool under Softimage
>> hood...
>>
>> F.
>>
>>
>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>
>>> Interactive sync - M2UE4
>>> 
>>>
>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante :
>>>
 Some new interesting tests:

 https://www.youtube.com/watch?v=gC0PdspqNYk

 https://www.youtube.com/watch?v=vfZD22zMnUY

 On 23 August 2014 22:47, Francisco Criado <
 malcriad...@gmail.com> wrote:

> Martin,
> In the unreal forum that was posted earlier in this mail you
> can read that for those movies he only spent 10 minutes aprox for 
> baking
> lights.
> F.
>  El ago 23, 2014 4:44 PM, "Martin Yara" 
> escribió:
>
> Outstanding quality !
>>
>> I've never written a shader, and I guess I misunderstood you
>> but are you saying that this quality is achievable in SI with 
>> custom
>> shaders? even with that crappy viewer?
>>
>> BTW, the fact that he is using UE4 doesn't mean the final
>> movie frame rate is real 

Re: Carnegie Mellon bvh files

2014-11-18 Thread David Barosin
Maybe try their Acclaim format.  You grab the .asf file (skeleton) and
apply the .amc (motion) to it.  Import it using File>Import>Acclaim...
>From there you could try a rig to rig transfer in motor.

Just fyi the source data from CMU is pretty noisy.  It will need a bit of
clean up.

Motor may take some fussing before you get the workflow but I've been able
to get data across.


Another fyi.  There are a bunch of motor files that come with the install
of Softimage which are pretty decent.  Cleaner than the cmu data.
C:\Program Files\Autodesk\Softimage 2014 SP2\Data\XSI_SAMPLES\Actions

On Tue, Nov 18, 2014 at 1:33 PM, Andi Farhall  wrote:

> Afternoon, evening or good morning
>
> I'm trying to use the free bvh files from Carnegie Mellon to give me a
> range of mocap files for some ambient crowd rep stuff (using Golaem in
> Maya), and the rig tagging, motor thing is only half working for me. I've
> got a simple rig I've set up in soft, a single chain for the clavicle and
> hands, two for the feet  etc, simple stuff as I've never gone near
> character/rigging type stuff before really. The hips, legs feet chest and
> neck work, albeit with a bit of adjustment and the hands work also, however
> the shoulders and arms refuse to play ball. The bvh file itself has
> animation on the arms and hands but not the clavicles, but nothing gets
> transferred to these parts of my rig. I ran through a digital tutors movie
> about targeting and motion transfer and got that to work no problem but the
> mocap file they supplied had a lot more markers.
>
> Any body got the Carnegie Mellon stuff to work? There's so much stuff in
> there  it seems like a mocap goldmine if i can just get it to work..
>
> cheers,
>
> Andi.
>
>
>
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
>


Re: ot: unreal engine

2014-11-18 Thread Francisco Criado
Nicolas,
may i ask if you are using unreal toolset for rigging?
thanks,
F.




-- 
Francisco Criado
visual geek
DCA Lab


Re: ot: unreal engine

2014-11-18 Thread Nicolas Esposito
Hi Francisco,
Yes, I'm currently using the ART plugin developed by Jeremy Ernst, and it
works pretty good!

Not knowing python scripting is a huge downside for me, so having this free
rigging tool is really a huge timesaver.
Step by step I'm "extending" this rig functionality in order to integrate
my custom ( re-usable ) facial rig into the body rig and everything works
fine.
I'm really digging Unreal Engine 4, the Blueprint system has a similar feel
to ICE, and its really intuitive :)

2014-11-18 21:32 GMT+01:00 Francisco Criado :

> Nicolas,
> may i ask if you are using unreal toolset for rigging?
> thanks,
> F.
>
>
>
>
> --
> Francisco Criado
> visual geek
> DCA Lab
>


Re: Compiling SAAphire plugins for Softimage|3D

2014-11-18 Thread Matt Lind

Alexandre worked on Softimage|3D, not sure if he's still with Autodesk.

I purchased Visual C++ 6.0 in the 1990's to learn programming.  I still have 
the discs and service packs which is why I'm considering this little mini 
project.  I just don't want to go through the effort of installing 
everything only to find out I overlooked something critical.  I'm mostly 
worried about using the wrong operating system or installing on incompatible 
hardware.  But if you say CPU is not important, that makes me feel a little 
better.  BTW - you can still purchase Visual C++ 6.0 on Amazon.com as an 
open box buy.  Ironically, the price hasn't changed much in 15 years.


Meta clay does not translate.  Each meta clay element is converted to a null 
with scale values to match the influence settings (radius) of the meta 
element.  Many other settings such as isosurface resolution, magnetism, and 
blending groups are lost.  I have many scenes / projects which use meta clay 
on IK chains to produce seamless skin for characters (because subdivision 
surfaces and NURBS blending didn't exist at the time).  If I write my own 
exporter, I'd dump all meta clay settings and import as a custom property so 
it can be read and converted to something else that maybe exocortex or a 
blob shader could handleor a dynamic re-meshing plugin I write myself.


Patch surfaces get converted to NURBS in the translation.  Shape of the 
surface is not considered, only the positions of the hull's control points. 
The problem is BSpline patch phantom points lie outside the surface 
boundaries while NURBS surface phantom points lie between the first and 2nd 
row of points resulting in a really ugly conversion as point positions get 
shifted.  Since I am using the BSpline patches as skeletal envelopes and 
those envelopes have a minimal number of control points (because they were 
used for games development) the resulting conversion is nowhere near 
acceptable.  The only option I have with the SI3D --> XSI translator is to 
go back into Softimage|3D and manually convert the patch envelopes to 
polygons before exporting each and every scene.  Since there's no scripting 
in Softimage|3D (spreadsheet queries would be the closest thing to 
automation), that would be a ton of manual labor and prone to human error. 
Model > Effect > Convert will convert a patch to whatever you choose, but it 
doesn't preserve meta data such as envelope weights in the process - or not 
the way you'd like.  You have to use GC Convert and a host of other plugins 
which were introduced in v3.9.  At least one of them had a bug resulting in 
fatal crash, but I don't remember the specifics off the top of my head and I 
don't have the patch for that particular bug.


I did the SI3D --> XSI conversion back in 2002 which took more than 4 
months, but all that was lost when upgrading to a new computer earlier this 
year.  Looking over my old notes to review what worked and what didn't, I've 
concluded writing a plugin to dump scene data would be a lot less work and 
would likely deliver better results as there are more options available 
today than 15 years ago.assuming I can get a plugin to successfully 
compile and function.



Matt






Date: Tue, 18 Nov 2014 11:33:36 -0500
From: Luc-Eric Rousseau 
Subject: Re: Compiling SAAphire plugins for Softimage|3D
To: "softimage@listproc.autodesk.com" 

We were all hired in 1997-1998 and never worked on Softimage|3D.
Your CPU is not relevant, but you should try to have the right
compiler, so Visual C++ 6 (which there is no way to get anymore).
Saaphire is a C API so it will likely work with other compilers, but..
your own your own.  I thought you could just import the metaclay as
baked triangles and isn't there a function to convert bslines to nurbs
in the effects->convert.

On Mon, Nov 17, 2014 at 8:27 PM, Matt Lind  wrote:
Probably a question for Luc-Eric, Brent, Alexandre, Marc-Andre and the 
other

long time Softimage developers who were around back in the day:

I want to write a SAAphire plugin for Softimage|3D to export my old scenes
as XML or some other text file format I can conjure up.  Since my old data
uses Bspline patches, meta clay, and other features not supported by the
SI3D ?> XSI importer or dotXSI file format, I need to take matters into my
own hands by dumping as much data as possible so it can be reinterpreted 
in

a modern day application.  Why am I wanting to do this?  Mostly to severe
ties with having to maintain a computer with with Softimage|3D and older
versions of Softimage|XSI, as well as make the data available for my
portfolio (such as for job interviews) without having to jump through tons
of hoops to show it off.

I have Softimage|3D 3.9.2 and associated SDK 1.9.2 installed on a computer
running Windows XP (Windows 2000 is available if needed).  What I don?t 
have

is an old computer with Pentium III processors.  The best I can do is my
recently retired Dell Precision Workstation 470 w dual Xeons 

Re: Compiling SAAphire plugins for Softimage|3D

2014-11-18 Thread Luc-Eric Rousseau
I last used Visual C++ 6.0 on Vista, it works fine and there is no
link between the runtime environment and the code it produces.  Worse
case you would have run it in an XP VM. Some bits of the compiler are
16-bit so you need to have a 32-bit version of windows, because 64-bit
Windows doesn't run 16-bit executables.  Alexandre is still at
Autodesk, he works on Shotgun with a few other former Softimage|3D
buddies.

On Tue, Nov 18, 2014 at 7:19 PM, Matt Lind  wrote:
> Alexandre worked on Softimage|3D, not sure if he's still with Autodesk.
>
> I purchased Visual C++ 6.0 in the 1990's to learn programming.  I still have
> the discs and service packs which is why I'm considering this little mini
> project.  I just don't want to go through the effort of installing
> everything only to find out I overlooked something critical.  I'm mostly
> worried about using the wrong operating system or installing on incompatible
> hardware.  But if you say CPU is not important, that makes me feel a little
> better.  BTW - you can still purchase Visual C++ 6.0 on Amazon.com as an
> open box buy.  Ironically, the price hasn't changed much in 15 years.


Re: inverted uv's not baking with rendermap?

2014-11-18 Thread James De Colling
tried the extract geo trick, same result. I would have thought exporting as
obj and reimporting would strip it of any weirdness though.

in the end, we did the bakes in maya, worked fine. needed the maya
derivatives checkbox turned on, but the result was as expected.

from here on we'll keep baking through maya, for the uv's but also due to
another fact rendermap only supports 1 thread when doing final gather
processing. another issue unlikely to get fixed now.


Cheers

James,

On Tue Nov 18 2014 at 10:18:53 AM olivier jeannel 
wrote:

> Top of my head : Select all polygons, then "extract polygon".
> Sometimes helps to clean a geometry.
>
> Le 17/11/2014 21:46, James De Colling a écrit :
> > got a weird one here. im baking out lighting onto some objects for
> > some realtime assets.
> >
> > rendermap seems to be falling over when dealing with inverted (then
> > frozen) objects? if I turn on front (or back!) faces only in rendermap
> > options, I get some pretty random faces not rendering. its different
> > for each of the 4 objects in my scene.
> >
> > 4 meshes, 3 are scaled and rotated in -1 then transforms frozen
> >
> > all normals are fine, i can export to maya / unity no problem. no
> > overlapping faces. nice clean geo. (maya batch bake with mr/fg works
> > fine, just would much prefer to get it done entirely with softimage)
> >
> > ive tried merging all the geo together and resplitting it, ive
> > exported it as obj and reimported. same problem...only when baking
> > with rendermap.
> >
> > any ideas?
> >
> > Cheers
> >
> > James,
> >
>
>