Re: Ice Circle Shape u-step value.

2012-05-24 Thread Adam Seeley
Thanks guys,

that did the trick nicely. Short fix so hopefully the paste will stick until 
the end of the job.

Adam.




 From: Grahame Fuller 
To: "softimage@listproc.autodesk.com"  
Sent: Wednesday, 23 May 2012, 22:13
Subject: RE: Ice Circle Shape u-step value.
 
BTW those attributes work with mental ray only, as far as I know.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, May 23, 2012 04:55 PM
To: Adam Seeley; softimage@listproc.autodesk.com
Subject: RE: Ice Circle Shape u-step value.

I think you’re looking for the ShapeResolutionU and ShapeResolutionV 
attributes. They need to be integers. Bear in mind these are unsupported and 
undocumented, so your compounds and scene may break if things change in the 
future.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley
Sent: Wednesday, May 23, 2012 04:46 PM
To: softimage@listproc.autodesk.com
Subject: Ice Circle Shape u-step value.

Hi,

In the hope that some people get this post of course.

How do you control the number of steps in Ice shape?

i.e. I want my circle shapes to have six steps but they default to 8.

I remember a u-step parameter around somewhere but can't seem to track it down 
(probably under my nose!).

Many thanks,

Adam.

Split ice cloud into randomised collections.

2012-05-24 Thread Adam Seeley
Hi,

Before I spend time sorting this one out on my short time scale, I wondered if 
someone had been there already.

I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty 
much the same way that instancing 10 objects works, but so I can define 
specific colours/shapes etc. within the cloud.

Any handy compounds spring to mind?

Thanks and hope to see a few faces next Tuesday at USer Group,

Adam.

Re: Split ice cloud into randomised collections.

2012-05-24 Thread Vladimir Jankijevic
the modulo node would be your friend then...

vladimir

On Thu, May 24, 2012 at 10:17 AM, Adam Seeley  wrote:

> Hi,
>
> Before I spend time sorting this one out on my short time scale, I
> wondered if someone had been there already.
>
> I'd like to be able to split my cloud into, say, 10 randomised sets.
> Pretty much the same way that instancing 10 objects works, but so I can
> define specific colours/shapes etc. within the cloud.
>
> Any handy compounds spring to mind?
>
> Thanks and hope to see a few faces next Tuesday at USer Group,
>
> Adam.
>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Softimage and Fedora14 - help please!

2012-05-24 Thread Christoph Muetze

Hi Xavier,

/etc/hosts and /etc/hostname are exactly how they should be - as far as 
i can tell. the license is served and the program starts halfway through 
before either freezing up or segfaulting (depending on the situation 
(see previous posts)).


the problem you suggest is softimage crashing because either the first 
line of /etc/hosts doesn't start with 127.0.0.1... or the machinename is 
missing from the hosts files, which is not the case here..


and i checked all the xsisupport-blog articles of course. still, no luck 
getting soft to run :(


cheers!
chris

On 05/24/2012 05:52 AM, Xavier Lapointe wrote:

Not sure it's going to help here, but make sure that your /etc/host has not
being regenerated by the Network Manager. It does happen on CentOS 6, not
sure about Fedora 14. You can prevent this from happening by running this
command as root:

chattr +i /etc/hosts


Also, make sure you did all the fixes mentioned on the xsi support blog.

One of them:
http://xsisupport.wordpress.com/2011/01/19/the-case-of-the-slow-2011-startup-on-fedora-14/

But I would think that it should be pretty straight forward on FC14 ...




2012/5/23 Christoph Muetze


Hey Sean,

thanks for jumping in and helping out! this actually helped a lot to
narrow the problem down..

if i try what you suggested then soft starts up (very slowly) and gets
past the splashscreen, opens the netview and then segfaults the moment the
ogl-viewports are drawn.

disabling the ogl-viewports (via this description ->
http://usa.autodesk.com/adsk/**servlet/ps/dl/item?siteID=**
123112&id=14691242&linkID=**12544120)
lets me fully start softimage, it takes ages and i can't do a thing without
ogl-views, but there are no segfaults and no freezing.. so that's a partial
success, i guess :)

interestingly enough, if if just disable the the ogl-viewports without
removing the x11-patch then soft freezes up right after the splashscreen
again..

here is the end of the segfault-strace, i can provide the full log (which
is over 17megs) if necessary...


[...]
stat("/home/gizmo/Autodesk/**Softimage_2013/_DSRTL.MTT",
{st_mode=S_IFREG|0664, st_size=38808, ...}) = 0
chmod("/home/gizmo/Autodesk/**Softimage_2013/DSRTL.MTT", 0100664) = 0
lstat("/home/gizmo/Autodesk/**Softimage_2013/wireframe5d7bee**
a2a52d11e135f74f68.bt",
{st_mode=S_IFREG|0664, st_size=2539, ...}) = 0
close(43)   = 0
write(27, "Failed to save scene before syst"..., 43) = 43
write(27, "\n", 1)  = 1
lseek(45, 1024, SEEK_SET)   = 1024
write(45, "R\0o\0o\0t\0 \0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0"...,
512) = 512
close(45)   = 0
stat("/var/tmp/XSI_Temp_11756/**ViewSetup.DSViewSettings",
{st_mode=S_IFREG|0664, st_size=1536, ...}) = 0
access("/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings", W_OK) = 0
unlink("/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings") = 0
munmap(0x7fa15004c000, 16384)   = 0
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.53")
= 0
munmap(0x7fa11e4f7000, 2097152) = 0
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.52")
= 0
lseek(55, 1024, SEEK_SET)   = 1024
write(55, "R\0o\0o\0t\0 \0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0"...,
512) = 512
close(55)   = 0
stat("/var/tmp/XSI_Temp_11756/**ViewSetupSequence.**DSViewSettings",
{st_mode=S_IFREG|0664, st_size=1536, ...}) = 0
access("/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings",
W_OK) = 0
unlink("/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings") = 0
munmap(0x7fa1495f6000, 16384)   = 0
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.56")
= 0
munmap(0x7fa1197cf000, 2097152) = 0
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.55")
= 0
sched_yield()   = 0
--- {si_signo=SIGSEGV, si_code=SEGV_MAPERR, si_addr=0} (Segmentation
fault) ---
+++ killed by SIGSEGV (core dumped) +++


has anyone any idea on how to proceed from here?

(thanks for hanging on in there with me!)

cheers!
chris


On 05/23/2012 10:35 PM, Sean Donnelly wrote:


Are you still stuck at the problem where once you start XSI it shows the
splashscreen and then hangs?  If so then you can try removing the X11 patch
by editing the " ${MWHOME}/scripts/.mwenv" file and looking for the
x11patch line.  There you should see where it checks for various fedora
versions and sets the x11patch for fc14.  You could temporarily comment
that line (should be line 17) and then source the .xsi??? file again.  This
will remove that X11 patch folder from your LD_LIBRARY_PATH.  Now see if
XSI starts up correctly.

Note: without this patch you may notice viewport performance problems.
  So this should not be 

Re: Softimage and Fedora14 - help please!

2012-05-24 Thread Thomas Volkmann
Damn, this sounds like a nightmare...
Have you tried:
- different Window managers (kde, gnome, xfce, fluxbox)
- SI 2012 (not sure if you could run it with your license)
- a different machine/graphicscard (just to see if it's somehow hardware
related)
- ...contacting support (what do they say)
?


Christoph Muetze  hat am 24. Mai 2012 um 10:37
geschrieben:

> Hi Xavier,
>
> /etc/hosts and /etc/hostname are exactly how they should be - as far as
> i can tell. the license is served and the program starts halfway through
> before either freezing up or segfaulting (depending on the situation
> (see previous posts)).
>
> the problem you suggest is softimage crashing because either the first
> line of /etc/hosts doesn't start with 127.0.0.1... or the machinename is
> missing from the hosts files, which is not the case here..
>
> and i checked all the xsisupport-blog articles of course. still, no luck
> getting soft to run :(
>
> cheers!
> chris
>
> On 05/24/2012 05:52 AM, Xavier Lapointe wrote:
> > Not sure it's going to help here, but make sure that your /etc/host has
not
> > being regenerated by the Network Manager. It does happen on CentOS 6,
not
> > sure about Fedora 14. You can prevent this from happening by running
this
> > command as root:
> >
> > chattr +i /etc/hosts
> >
> >
> > Also, make sure you did all the fixes mentioned on the xsi support
blog.
> >
> > One of them:
> > 
http://xsisupport.wordpress.com/2011/01/19/the-case-of-the-slow-2011-startup-on-fedora-14/
> >
> > But I would think that it should be pretty straight forward on FC14 ...
> >
> >
> >
> >
> > 2012/5/23 Christoph Muetze
> >
> >> Hey Sean,
> >>
> >> thanks for jumping in and helping out! this actually helped a lot to
> >> narrow the problem down..
> >>
> >> if i try what you suggested then soft starts up (very slowly) and gets
> >> past the splashscreen, opens the netview and then segfaults the moment
the
> >> ogl-viewports are drawn.
> >>
> >> disabling the ogl-viewports (via this description ->
> >> http://usa.autodesk.com/adsk/**servlet/ps/dl/item?siteID=**
> >> 
123112&id=14691242&linkID=**12544120)
> >> lets me fully start softimage, it takes ages and i can't do a thing
without
> >> ogl-views, but there are no segfaults and no freezing.. so that's a
partial
> >> success, i guess :)
> >>
> >> interestingly enough, if if just disable the the ogl-viewports without
> >> removing the x11-patch then soft freezes up right after the
splashscreen
> >> again..
> >>
> >> here is the end of the segfault-strace, i can provide the full log
(which
> >> is over 17megs) if necessary...
> >>
> >> 
> >> [...]
> >> stat("/home/gizmo/Autodesk/**Softimage_2013/_DSRTL.MTT",
> >> {st_mode=S_IFREG|0664, st_size=38808, ...}) = 0
> >> chmod("/home/gizmo/Autodesk/**Softimage_2013/DSRTL.MTT", 0100664) = 0
> >> lstat("/home/gizmo/Autodesk/**Softimage_2013/wireframe5d7bee**
> >> a2a52d11e135f74f68.bt",
> >> {st_mode=S_IFREG|0664, st_size=2539, ...}) = 0
> >> close(43)   = 0
> >> write(27, "Failed to save scene before syst"..., 43) = 43
> >> write(27, "\n", 1)  = 1
> >> lseek(45, 1024, SEEK_SET)   = 1024
> >> write(45, "R\0o\0o\0t\0
\0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0"...,
> >> 512) = 512
> >> close(45)   = 0
> >> stat("/var/tmp/XSI_Temp_11756/**ViewSetup.DSViewSettings",
> >> {st_mode=S_IFREG|0664, st_size=1536, ...}) = 0
> >> access("/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings", W_OK) =
0
> >> unlink("/var/tmp/XSI_Temp_**11756/ViewSetup.**DSViewSettings") = 0
> >> munmap(0x7fa15004c000, 16384)   = 0
> >> 
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.53")
> >> = 0
> >> munmap(0x7fa11e4f7000, 2097152) = 0
> >> 
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.52")
> >> = 0
> >> lseek(55, 1024, SEEK_SET)   = 1024
> >> write(55, "R\0o\0o\0t\0
\0E\0n\0t\0r\0y\0\0\0\0\0\0\0\**0\0\0\0\0\0"...,
> >> 512) = 512
> >> close(55)   = 0
> >> stat("/var/tmp/XSI_Temp_11756/**ViewSetupSequence.**DSViewSettings",
> >> {st_mode=S_IFREG|0664, st_size=1536, ...}) = 0
> >> access("/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings",
> >> W_OK) = 0
> >> unlink("/var/tmp/XSI_Temp_**11756/ViewSetupSequence.**DSViewSettings")
= 0
> >> munmap(0x7fa1495f6000, 16384)   = 0
> >> 
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.56")
> >> = 0
> >> munmap(0x7fa1197cf000, 2097152) = 0
> >> 
unlink("/var/tmp/Mw_gizmo/**B95CB68D7A32B46ED2E7DB90B5DDF2**95.1052890.tmp.55")
> >> = 0
> >> sched_yield()   = 0
> >> --- {si_signo=SIGSEGV, si_code=SEGV_MAPERR, si_addr=0} (Segmentation
> >> fault) ---
> >> +++ killed by SIGSEGV (core dumped) +++
> >> 

Re: Executing system commands in Linux from XSI but outside of XSI's environment?

2012-05-24 Thread Thomas Volkmann
Hey Alan,

did you receive an answer to this (not sure if I get all the mails lately)?
I was stumbling on the same problem once and never got it solved :/

cheers,
Thomas


Alan Fregtman  hat am 22. Mai 2012 um 23:44
geschrieben:

> Hey guys,
> 
> I'm stuck trying to run a compiled executable utility from a plugin in XSI
> in Linux (CentOS though, not Fedora) and I'm getting this:
> /path/to/softimage/linux/Softimage_2012.SAP/Application/bin/libstdc++.so.6:
> version `GLIBCXX_3.4.11' not found (required by /path/to/myprogram)
> 
> Anyone know any reliable tricks to have the system run the stupid thing?
> The system can run the program, but XSI's Python environment in Linux
> cannot.
> 
> I hoped XSIUtils.LaunchProcess() would do some magic, but no... it gives up
> silently. :(
> 
> Any tips appreciated.
> Cheers,
> 
>-- Alan
> 


Re: Executing system commands in Linux from XSI but outside of XSI's environment?

2012-05-24 Thread Jens Lindgren
Have you tried subprocess?
http://docs.python.org/library/subprocess.html

/Jens

On Thu, May 24, 2012 at 11:21 AM, Thomas Volkmann wrote:

> **
>
> Hey Alan,
>
>
>
> did you receive an answer to this (not sure if I get all the mails lately)?
>
> I was stumbling on the same problem once and never got it solved :/
>
>
>
> cheers,
>
>  Thomas
>
>
> Alan Fregtman  hat am 22. Mai 2012 um 23:44
> geschrieben:
>
>  Hey guys,
>
> I'm stuck trying to run a compiled executable utility from a plugin in XSI
> in Linux (CentOS though, not Fedora) and I'm getting this:
> /path/to/softimage/linux/Softimage_2012.SAP/Application/bin/libstdc++.so.6:
> version `GLIBCXX_3.4.11' not found (required by /path/to/myprogram)
>
> Anyone know any reliable tricks to have the system run the stupid thing?
> The system can run the program, but XSI's Python environment in Linux
> cannot.
>
> I hoped XSIUtils.LaunchProcess() would do some magic, but no... it gives
> up silently. :(
>
> Any tips appreciated.
> Cheers,
>
>-- Alan
>
>
>
>
>



-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


Re: Split ice cloud into randomised collections.

2012-05-24 Thread Adam Seeley
Hi,

Could be, trying not to be thick, but not sure how to mutually exclusive sets 
out of it.

The Instance randomisation is nice and quick (and there).

Does anybody know how to get the Instance ID of a particle?

After setting random instance objects using multiple objects in a group, I'd 
like to be able to find out which particles relate to which instance so I can 
manipulate them.

Thanks,

adam.




 From: Vladimir Jankijevic 
To: Adam Seeley ; softimage@listproc.autodesk.com 
Sent: Thursday, 24 May 2012, 9:20
Subject: Re: Split ice cloud into randomised collections.
 

the modulo node would be your friend then...

vladimir


On Thu, May 24, 2012 at 10:17 AM, Adam Seeley  wrote:

Hi,
>
>Before I spend time sorting this one out on my short time scale, I wondered if 
>someone had been there already.
>
>I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty 
>much the same way that instancing 10 objects works, but so I can define 
>specific colours/shapes etc. within the cloud.
>
>Any handy compounds spring to mind?
>
>Thanks and hope to see a few faces next Tuesday at USer Group,
>
>Adam.
>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---

Re: Split ice cloud into randomised collections.

2012-05-24 Thread Chris Chia
You could get the groups' name (from the multiple groups you have created) and 
set a custom data using set data node.

Then your point cloud will inherit this data.

Cheers.

Regards,
Chris Chia


On 24 May, 2012, at 6:39 PM, "Adam Seeley" 
mailto:adam_see...@yahoo.com>> wrote:

Hi,

Could be, trying not to be thick, but not sure how to mutually exclusive sets 
out of it.

The Instance randomisation is nice and quick (and there).

Does anybody know how to get the Instance ID of a particle?

After setting random instance objects using multiple objects in a group, I'd 
like to be able to find out which particles relate to which instance so I can 
manipulate them.

Thanks,

adam.


From: Vladimir Jankijevic 
mailto:vladi...@elefantstudios.ch>>
To: Adam Seeley mailto:adam_see...@yahoo.com>>; 
softimage@listproc.autodesk.com
Sent: Thursday, 24 May 2012, 9:20
Subject: Re: Split ice cloud into randomised collections.

the modulo node would be your friend then...

vladimir

On Thu, May 24, 2012 at 10:17 AM, Adam Seeley 
mailto:adam_see...@yahoo.com>> wrote:
Hi,

Before I spend time sorting this one out on my short time scale, I wondered if 
someone had been there already.

I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty 
much the same way that instancing 10 objects works, but so I can define 
specific colours/shapes etc. within the cloud.

Any handy compounds spring to mind?

Thanks and hope to see a few faces next Tuesday at USer Group,

Adam.




--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


<>

Re: This list is not working on my gmail account...

2012-05-24 Thread Chris Chia
Hey Olivier, 
Don't push them away! They are here to help everyone!

Chris


On 23 May, 2012, at 12:44 AM, "olivier jeannel"  wrote:

> We don't accept Maya people ;)
> 
> Le 22/05/2012 16:40, Guillaume Laforge a écrit :
>> 
>> ... so I'm testing...
> 
<>

Re: Ping ????

2012-05-24 Thread Chris Marshall
hello

On 24 May 2012 13:07, Alok Gandhi  wrote:

>
>
> --
>
>


Re: Ping ????

2012-05-24 Thread Rob Wuijster

Pong!


Rob

\/-\/\/


On 24-5-2012 14:07, Alok Gandhi wrote:



--

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2176 / Virus Database: 2425/5018 - Release Date: 05/23/12



Re: Procedural textures on particles

2012-05-24 Thread Andy Moorer
( crickets...)

My god, I killed all conversation... o_O

On Tue, May 22, 2012 at 11:53 AM, Andy Moorer  wrote:

> Hey folks, I'm playing around with a simple particle system to which I've
> applied a material with a procedural texture (simple noise.)
>
> The result is a bunch of particles textured identically, the space sampled
> being local to each particle. In this case I would rather have each
> particle "swim" through the spatial noise, their global position used,
> rather than local. Is there a way to go about this?


Re: Ping ????

2012-05-24 Thread patrick nethercoat
SSSHH!

On 24 May 2012 13:17, Chris Marshall  wrote:

> hello
>
> On 24 May 2012 13:07, Alok Gandhi  wrote:
>
>>
>>
>> --
>>
>>
>
>


Re: Procedural textures on particles

2012-05-24 Thread patrick nethercoat
There were a few replies. Gmail is clearly unhappy lately.

Quick paste:


patrick nethercoat patr...@brandtanim.co.uk
22 May (2 days ago)

to softimage
Which shader are you using for the noise? Things like the fractal_scalar
act that way by default. The other fractal (for eg) doesn't have any way
AFAIK of controlling the texture coordinates for particles.
I'll have a look...
pete...@skynet.be
via
 brandtanim.co.uk
22 May (2 days ago)

to softimage
if you want to swim through a spatial noise:

vector state (set to 'intersection point') --> uv edit (uncheck the swap
checkboxes) --> coordinate input on any of the texture generators, eg
fractal.



-Original Message- From: Christian Keller
Sent: Tuesday, May 22, 2012 6:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: Procedural textures on particles

use the per cloud input in the particle density node  and uncheck unique
per particle in the text coord tab

Am 22.05.2012 17:53, schrieb Andy Moorer:
Rob Chapman tekano@gmail.com
via
 brandtanim.co.uk
14:43 (22 hours ago)

to softimage
So this thread is not on the google mailing list archive...
https://groups.google.com/forum/#!forum/xsi_list

but can see it in gmail, I wonder how many others have disappeared!?

On 24 May 2012 13:23, Andy Moorer  wrote:

> ( crickets...)
>
> My god, I killed all conversation... o_O
>
> On Tue, May 22, 2012 at 11:53 AM, Andy Moorer wrote:
>
>> Hey folks, I'm playing around with a simple particle system to which I've
>> applied a material with a procedural texture (simple noise.)
>>
>> The result is a bunch of particles textured identically, the space
>> sampled being local to each particle. In this case I would rather have each
>> particle "swim" through the spatial noise, their global position used,
>> rather than local. Is there a way to go about this?
>
>
>


test, maybe a solution for those not receiving?

2012-05-24 Thread Eric Thivierge
Hey all,

I just realized I hadn't been getting messages since around the 22nd...
just thought people were busy working on cool stuff.

Went onto the google group page and clicked the "My Membership" button at
the top. It was set to "No Email". Just switched it to "Email" so hopefully
it works and will help others...  fingers crossed!


Eric Thivierge
http://www.ethivierge.com


google groups switched

2012-05-24 Thread john clausing
the "new" google groups, it seems it wipes out all your old ones including 
softimage discussionsi had to re-join

Re: test, maybe a solution for those not receiving?

2012-05-24 Thread Eric Thivierge
If you get this can you just reply to see if this is working properly?


Eric Thivierge
http://www.ethivierge.com


On Thu, May 24, 2012 at 11:11 PM, Eric Thivierge wrote:

> Hey all,
>
> I just realized I hadn't been getting messages since around the 22nd...
> just thought people were busy working on cool stuff.
>
> Went onto the google group page and clicked the "My Membership" button at
> the top. It was set to "No Email". Just switched it to "Email" so hopefully
> it works and will help others...  fingers crossed!
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>


Re: test, maybe a solution for those not receiving?

2012-05-24 Thread Rob Chapman
can see it from gmail account

On 24 May 2012 14:58, Eric Thivierge  wrote:

> If you get this can you just reply to see if this is working properly?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, May 24, 2012 at 11:11 PM, Eric Thivierge wrote:
>
>> Hey all,
>>
>> I just realized I hadn't been getting messages since around the 22nd...
>> just thought people were busy working on cool stuff.
>>
>> Went onto the google group page and clicked the "My Membership" button at
>> the top. It was set to "No Email". Just switched it to "Email" so hopefully
>> it works and will help others...  fingers crossed!
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>
>


Re: test, maybe a solution for those not receiving?

2012-05-24 Thread Florian Eberle
_coming through_


Re: Test after resubscribing

2012-05-24 Thread Gerbrand Nel

yup.. i see u
On 2012/05/24 04:28 PM, Eric Thivierge wrote:

test anyone?


Eric Thivierge
http://www.ethivierge.com

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2176 / Virus Database: 2425/5019 - Release Date: 05/24/12





Re: Test after resubscribing

2012-05-24 Thread Florian Eberle
nah, i'll pass.


Re: Problems with Windows 7 audio and Softimage

2012-05-24 Thread Ted Kotsaftis
cool thanks! this really helped me out. strange issue...

On Wed, Feb 22, 2012 at 3:22 PM, Luc-Eric Rousseau wrote:

> Actually I did find a solution at the time.
>
> To restore the audio
>  search for  “xsi.exe”under this registry, and delete that
> sub-registry key.  It will reset the default sound value
> HKEY_CURRENT_USER\Software\Microsoft\Internet Explorer\LowRegistry\Audio
>
> (why it's under Internet Explorer is a big WTF)
>
> The tracking issue for this problem is
> SOFT-1719 Vista and Windows 7 : Audio volume stays stuck at Zero after
> you set it to zero once with the the Windows Volume Mixer
>
>


-- 
Ted Kotsaftis
917 518 3232
www.sitfastok.com
t...@sitfastok.com


resubscribed to list.....ping!

2012-05-24 Thread Gareth Bell
 


test - is anyone there!

2012-05-24 Thread Matt Morris
Haven't had any mails since the 18th may...

-- 
www.matinai.com


RE: resubscribed to list.....ping!

2012-05-24 Thread Grahame Fuller
ack

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gareth Bell
Sent: Thursday, May 24, 2012 11:04 AM
To: softimage@listproc.autodesk.com
Subject: resubscribed to list.ping!


<>

ping

2012-05-24 Thread Gustavo Eggert Boehs
just unsubscridbed/subcscribed, lets see if this works


Re: test - is anyone there!

2012-05-24 Thread Mirko Jankovic
here here :)


Re: ping

2012-05-24 Thread Jens Lindgren
works!

On Thu, May 24, 2012 at 5:36 PM, Gustavo Eggert Boehs
wrote:

> just unsubscridbed/subcscribed, lets see if this works




-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


Re: test - is anyone there!

2012-05-24 Thread Jens Lindgren
here!

On Thu, May 24, 2012 at 5:46 PM, Mirko Jankovic <
mirko.janko...@aeonproduction.com> wrote:

> here here :)
>



-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


Re: ping

2012-05-24 Thread jay
Seems like its working!
On May 24, 2012 8:36 AM, "Gustavo Eggert Boehs"  wrote:

> just unsubscridbed/subcscribed, lets see if this works


RE: ping

2012-05-24 Thread Hilary Macdonald
I see you

 

 



From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo
Eggert Boehs
Sent: 24 May 2012 16:36
To: SI mailing list
Subject: ping

 

just unsubscridbed/subcscribed, lets see if this works 



working test?

2012-05-24 Thread john clausing



Re: Executing system commands in Linux from XSI but outside of XSI's environment?

2012-05-24 Thread Frederic Servant
Hi Alan,

Your problem is that the XSI environment has been sourced and it sets the
LD_LIBRARY_PATH, hence overrides the system libraries with XSI's ones,
including libstdc++.

Attaching a simple wrapper to unset LD_LIBRARY_PATH and launch your
command, use it like this:

cmd_wrapper.sh my_command arg1 arg2
--
Fred

On Thu, May 24, 2012 at 11:06 AM, Jens Lindgren  wrote:

> Have you tried subprocess?
> http://docs.python.org/library/subprocess.html
>
> /Jens
>
> On Thu, May 24, 2012 at 11:21 AM, Thomas Volkmann wrote:
>
>> **
>>
>> Hey Alan,
>>
>>
>>
>> did you receive an answer to this (not sure if I get all the mails
>> lately)?
>>
>> I was stumbling on the same problem once and never got it solved :/
>>
>>
>>
>> cheers,
>>
>>  Thomas
>>
>>
>> Alan Fregtman  hat am 22. Mai 2012 um 23:44
>> geschrieben:
>>
>>  Hey guys,
>>
>> I'm stuck trying to run a compiled executable utility from a plugin in
>> XSI in Linux (CentOS though, not Fedora) and I'm getting this:
>> /path/to/softimage/linux/Softimage_2012.SAP/Application/bin/libstdc++.so.6:
>> version `GLIBCXX_3.4.11' not found (required by /path/to/myprogram)
>>
>> Anyone know any reliable tricks to have the system run the stupid thing?
>> The system can run the program, but XSI's Python environment in Linux
>> cannot.
>>
>> I hoped XSIUtils.LaunchProcess() would do some magic, but no... it gives
>> up silently. :(
>>
>> Any tips appreciated.
>> Cheers,
>>
>>-- Alan
>>
>>
>>
>>
>>
>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios 
>
>


cmd_wrapper.sh
Description: Bourne shell script


RE: Procedural textures on particles

2012-05-24 Thread Schoenberger
Or if you want particles to swim through a noise, just apply it AFTER the 
particle_density node.
Multi Scalar Math set to subtract or multiply, fractal as second input.

 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night 
 
 

 

 |> -Original Message-
 |> From: softimage-boun...@listproc.autodesk.com 
 |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf 
 |> Of pete...@skynet.be
 |> Sent: Tuesday, May 22, 2012 8:20 PM
 |> To: softimage@listproc.autodesk.com
 |> Subject: Re: Procedural textures on particles
 |> 
 |> if you want to swim through a spatial noise:
 |> 
 |> vector state (set to 'intersection point') --> uv edit 
 |> (uncheck the swap
 |> checkboxes) --> coordinate input on any of the texture 
 |> generators, eg fractal.
 |> 
 |> 
 |> 
 |> -Original Message-
 |> From: Christian Keller
 |> Sent: Tuesday, May 22, 2012 6:17 PM
 |> To: softimage@listproc.autodesk.com
 |> Subject: Re: Procedural textures on particles
 |> 
 |> use the per cloud input in the particle density node  and 
 |> uncheck unique per particle in the text coord tab
 |> 
 |> Am 22.05.2012 17:53, schrieb Andy Moorer:
 |> > Hey folks, I'm playing around with a simple particle 
 |> system to which 
 |> > I've applied a material with a procedural texture (simple noise.)
 |> >
 |> > The result is a bunch of particles textured identically, 
 |> the space 
 |> > sampled being local to each particle. In this case I 
 |> would rather have 
 |> > each particle "swim" through the spatial noise, their 
 |> global position 
 |> > used, rather than local. Is there a way to go about this?
 |> 
 |> 
 |> --
 |> christian keller
 |> visual effects|direction
 |> 
 |> m +49 179 69 36 248
 |> f +49 40 386 835 33
 |> chris3...@me.com 
 |> 




Re: OT: hulk smash

2012-05-24 Thread Rob Wuijster

cool!! :-)


Rob
\/-\/\/


On 24-5-2012 18:56, adrian wyer wrote:


5k renders

http://media.screened.com/uploads/0/1144/622571-hulk.jpg

http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg

you're welcome

a

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


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

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2176 / Virus Database: 2425/5019 - Release Date: 05/24/12



Re: test, maybe a solution for those not receiving?

2012-05-24 Thread James G. Jones
Like some other folks, I hadn't received any posts since the 18th on my  
GMail account.


So I subscribed to the list from one of my other email addresses  
(Comcast), and I'm now getting all the list messages there... but still  
nothing on GMail.


Maybe a GMail-centric problem?


Re: test, maybe a solution for those not receiving?

2012-05-24 Thread Steven Caron
i am using gmail and have got many (if not all) posts...


On Thu, May 24, 2012 at 10:07 AM, James G. Jones  wrote:

> Like some other folks, I hadn't received any posts since the 18th on my
> GMail account.
>
> So I subscribed to the list from one of my other email addresses
> (Comcast), and I'm now getting all the list messages there... but still
> nothing on GMail.
>
> Maybe a GMail-centric problem?
>


Re: test, maybe a solution for those not receiving?

2012-05-24 Thread Ciaran Moloney
Yep, no problems here either (as far as I can tell).

On Thu, May 24, 2012 at 6:10 PM, Steven Caron  wrote:

> i am using gmail and have got many (if not all) posts...
>
>


RE: hulk smash

2012-05-24 Thread Williams, Wayne
Danke shern kind freudian.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Thursday, May 24, 2012 12:57 PM
To: softimage@listproc.autodesk.com
Subject: OT: hulk smash


5k renders

http://media.screened.com/uploads/0/1144/622571-hulk.jpg

http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg

you're welcome

a

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

adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com>
www.fluid-pictures.comhttp://www.fluid-pictures.com/>

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



Re: Split ice cloud into randomised collections.

2012-05-24 Thread peter_b
not sure what you are trying to achieve - but I think you might use 
state_ID.


assign a random state ID to the particles, (eg. random value > scalar to 
integer > set data state_ID) or using modulo indeed.

and then use a select_case node, driven by get data > state_ID
this way you can manipulate them independently very well - the different 
cases are the different states.


its usefull in a number of ways, for instance in the case node you can have 
a different value for each case to drive any parameter.

or you can plug for instance different forces in each case
or have an execute node and a whole network in each case.
you can plug a different instance shape node in each one.
there is a ton you can achieve with this approach without using a 
state_machine.





-Original Message- 
From: Chris Chia

Sent: Thursday, May 24, 2012 1:11 PM
To: Adam Seeley ; 
Subject: Re: Split ice cloud into randomised collections.

You could get the groups' name (from the multiple groups you have created) 
and set a custom data using set data node.


Then your point cloud will inherit this data.

Cheers.

Regards,
Chris Chia


On 24 May, 2012, at 6:39 PM, "Adam Seeley" 
mailto:adam_see...@yahoo.com>> wrote:


Hi,

Could be, trying not to be thick, but not sure how to mutually exclusive 
sets out of it.


The Instance randomisation is nice and quick (and there).

Does anybody know how to get the Instance ID of a particle?

After setting random instance objects using multiple objects in a group, I'd 
like to be able to find out which particles relate to which instance so I 
can manipulate them.


Thanks,

adam.


From: Vladimir Jankijevic 
mailto:vladi...@elefantstudios.ch>>
To: Adam Seeley mailto:adam_see...@yahoo.com>>; 
softimage@listproc.autodesk.com

Sent: Thursday, 24 May 2012, 9:20
Subject: Re: Split ice cloud into randomised collections.

the modulo node would be your friend then...

vladimir

On Thu, May 24, 2012 at 10:17 AM, Adam Seeley 
mailto:adam_see...@yahoo.com>> wrote:

Hi,

Before I spend time sorting this one out on my short time scale, I wondered 
if someone had been there already.


I'd like to be able to split my cloud into, say, 10 randomised sets. Pretty 
much the same way that instancing 10 objects works, but so I can define 
specific colours/shapes etc. within the cloud.


Any handy compounds spring to mind?

Thanks and hope to see a few faces next Tuesday at USer Group,

Adam.




--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---




Re: OT: hulk smash

2012-05-24 Thread olivier jeannel

That is ...something !

Was this used in the movie ?

Le 24/05/2012 18:56, adrian wyer a écrit :


5k renders

http://media.screened.com/uploads/0/1144/622571-hulk.jpg

http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg

you're welcome

a

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


adrian.w...@fluid-pictures.com 
mailto: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: Ping ????

2012-05-24 Thread Tim Crowson
Title: Signature

  
  
Pong.



On 5/24/2012 7:07 AM, Alok Gandhi wrote:

  
  -- 
  


-- 
  
  
   
  

  

  Tim Crowson
  Lead CG
Artist


  

  

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

  



Ping Again

2012-05-24 Thread Marc Brinkley


___
Marc Brinkley
GO GO GO
Microsoft Studios
I got my Mojo working
marc.brinkley [at] microsoft.com



RE: Ping Again

2012-05-24 Thread Marc Brinkley
Woohoo!!

___
Marc Brinkley
GO GO GO
Microsoft Studios
I got my Mojo working
marc.brinkley [at] microsoft.com

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc Brinkley
Sent: Thursday, May 24, 2012 2:33 PM
To: softimage@listproc.autodesk.com
Subject: Ping Again



___
Marc Brinkley
GO GO GO
Microsoft Studios
I got my Mojo working
marc.brinkley [at] microsoft.com



Re: OT: hulk smash

2012-05-24 Thread Tim Leydecker

Where´s the SSS effect within the areas of strong shadows?

Is this a raw beauty - prior to a shot comp?

It´s crazy how much detail the skin color texture and the
pant´s color texture would need to match the actual AA crispness
of the 5K renderings. Looking at the hands, feet and shoulders in
622571-hulk.jpg...

The teeth are really nicely shaded.

The sweat/spec layer is cool.

The face got a lot of love.

Inspiring, if this is the average level of output prior to a shot comp.


Cheers,


tim



On 24.05.2012 20:51, olivier jeannel wrote:

That is ...something !

Was this used in the movie ?

Le 24/05/2012 18:56, adrian wyer a écrit :


5k renders

http://media.screened.com/uploads/0/1144/622571-hulk.jpg

http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg

you're welcome

a

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


adrian.w...@fluid-pictures.com 
mailto: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: test, maybe a solution for those not receiving?

2012-05-24 Thread Eric Thivierge
I see my messages in the various archives but am not receiving anything...
grrr... Hulk SMASH!!!


Eric Thivierge
http://www.ethivierge.com


On Thu, May 24, 2012 at 11:58 PM, Eric Thivierge wrote:

> If you get this can you just reply to see if this is working properly?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, May 24, 2012 at 11:11 PM, Eric Thivierge wrote:
>
>> Hey all,
>>
>> I just realized I hadn't been getting messages since around the 22nd...
>> just thought people were busy working on cool stuff.
>>
>> Went onto the google group page and clicked the "My Membership" button at
>> the top. It was set to "No Email". Just switched it to "Email" so hopefully
>> it works and will help others...  fingers crossed!
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>
>


Re: OT: hulk smash

2012-05-24 Thread Jens Lindgren
These pics are part of the 15GB promo-kit with several high res stills of
all the main characters in The Avengers.
They all look beautiful but little too sharp and "photoshoped" for my taste.

/Jens


On Fri, May 25, 2012 at 1:04 AM, Tim Leydecker  wrote:

> Where´s the SSS effect within the areas of strong shadows?
>
> Is this a raw beauty - prior to a shot comp?
>
> It´s crazy how much detail the skin color texture and the
> pant´s color texture would need to match the actual AA crispness
> of the 5K renderings. Looking at the hands, feet and shoulders in
> 622571-hulk.jpg...
>
> The teeth are really nicely shaded.
>
> The sweat/spec layer is cool.
>
> The face got a lot of love.
>
> Inspiring, if this is the average level of output prior to a shot comp.
>
>
> Cheers,
>
>
> tim
>
>
>
>
> On 24.05.2012 20:51, olivier jeannel wrote:
>
>> That is ...something !
>>
>> Was this used in the movie ?
>>
>> Le 24/05/2012 18:56, adrian wyer a écrit :
>>
>>>
>>> 5k renders
>>>
>>> http://media.screened.com/**uploads/0/1144/622571-hulk.jpg
>>>
>>> http://images4.wikia.nocookie.**net/__cb20120507025617/**
>>> marvelmovies/images/d/d0/**TheAvengers_Hulk2.jpg
>>>
>>> you're welcome
>>>
>>> a
>>>
>>> Adrian Wyer
>>> Fluid Pictures
>>> 75-77 Margaret St.
>>> London
>>> W1W 8SY
>>> ++44(0) 207 580 0829
>>>
>>>
>>> adrian.w...@fluid-pictures.com mailto:adri**
>>> an.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
>>>
>>>
>>


-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


RE: OT: hulk smash

2012-05-24 Thread Guillaume Laforge
Great work !

I didn't see the other ones (is this 15GB promo-kit somewhere on the web ?) but 
the Hulk doesn't look too much photoshoped.

Maybe a little bit 'stylized' for the promo-kit, like adding more darkness in 
the wrinkles (artist doing printed versions often do that).
That is maybe why the SSS effect in the shadow is not very strong.

Guillaume

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Jens Lindgren 
[jens.lindgren@gmail.com]
Sent: May 24, 2012 4:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: hulk smash

These pics are part of the 15GB promo-kit with several high res stills of all 
the main characters in The Avengers.
They all look beautiful but little too sharp and "photoshoped" for my taste.

/Jens


On Fri, May 25, 2012 at 1:04 AM, Tim Leydecker 
mailto:bauero...@gmx.de>> wrote:
Where´s the SSS effect within the areas of strong shadows?

Is this a raw beauty - prior to a shot comp?

It´s crazy how much detail the skin color texture and the
pant´s color texture would need to match the actual AA crispness
of the 5K renderings. Looking at the hands, feet and shoulders in
622571-hulk.jpg...

The teeth are really nicely shaded.

The sweat/spec layer is cool.

The face got a lot of love.

Inspiring, if this is the average level of output prior to a shot comp.


Cheers,


tim




On 24.05.2012 20:51, olivier jeannel wrote:
That is ...something !

Was this used in the movie ?

Le 24/05/2012 18:56, adrian wyer a écrit :

5k renders

http://media.screened.com/uploads/0/1144/622571-hulk.jpg

http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg

you're welcome

a

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


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





--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios
<>

Re: OT: hulk smash

2012-05-24 Thread Jens Lindgren
I don't think the promo kit is on the web and I don't think I can share any
because of the big CONFIDENTIAL stamps :)
We got it from Marvel because we did all the graphics for this site:
http://www.shieldops.com/

/Jens

On Fri, May 25, 2012 at 2:51 AM, Guillaume Laforge <
guillaume.lafo...@autodesk.com> wrote:

> Great work !
>
> I didn't see the other ones (is this 15GB promo-kit somewhere on the web
> ?) but the Hulk doesn't look too much photoshoped.
>
> Maybe a little bit 'stylized' for the promo-kit, like adding more darkness
> in the wrinkles (artist doing printed versions often do that).
> That is maybe why the SSS effect in the shadow is not very strong.
>
> Guillaume
> 
> From: softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Jens Lindgren [
> jens.lindgren@gmail.com]
> Sent: May 24, 2012 4:44 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: OT: hulk smash
>
> These pics are part of the 15GB promo-kit with several high res stills of
> all the main characters in The Avengers.
> They all look beautiful but little too sharp and "photoshoped" for my
> taste.
>
> /Jens
>
>
> On Fri, May 25, 2012 at 1:04 AM, Tim Leydecker  bauero...@gmx.de>> wrote:
> Where´s the SSS effect within the areas of strong shadows?
>
> Is this a raw beauty - prior to a shot comp?
>
> It´s crazy how much detail the skin color texture and the
> pant´s color texture would need to match the actual AA crispness
> of the 5K renderings. Looking at the hands, feet and shoulders in
> 622571-hulk.jpg...
>
> The teeth are really nicely shaded.
>
> The sweat/spec layer is cool.
>
> The face got a lot of love.
>
> Inspiring, if this is the average level of output prior to a shot comp.
>
>
> Cheers,
>
>
> tim
>
>
>
>
> On 24.05.2012 20:51, olivier jeannel wrote:
> That is ...something !
>
> Was this used in the movie ?
>
> Le 24/05/2012 18:56, adrian wyer a écrit :
>
> 5k renders
>
> http://media.screened.com/uploads/0/1144/622571-hulk.jpg
>
>
> http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg
>
> you're welcome
>
> a
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
> 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
>
>
>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios
>



-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


RE: OT: hulk smash

2012-05-24 Thread Guillaume Laforge
> We got it from Marvel because we did all the graphics for this site: 
> http://www.shieldops.com/

Nice !

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Jens Lindgren 
[jens.lindgren@gmail.com]
Sent: May 24, 2012 6:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: hulk smash

I don't think the promo kit is on the web and I don't think I can share any 
because of the big CONFIDENTIAL stamps :)
We got it from Marvel because we did all the graphics for this site: 
http://www.shieldops.com/

/Jens

On Fri, May 25, 2012 at 2:51 AM, Guillaume Laforge 
mailto:guillaume.lafo...@autodesk.com>> wrote:
Great work !

I didn't see the other ones (is this 15GB promo-kit somewhere on the web ?) but 
the Hulk doesn't look too much photoshoped.

Maybe a little bit 'stylized' for the promo-kit, like adding more darkness in 
the wrinkles (artist doing printed versions often do that).
That is maybe why the SSS effect in the shadow is not very strong.

Guillaume

From: 
softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.com]
 on behalf of Jens Lindgren 
[jens.lindgren@gmail.com]
Sent: May 24, 2012 4:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: hulk smash

These pics are part of the 15GB promo-kit with several high res stills of all 
the main characters in The Avengers.
They all look beautiful but little too sharp and "photoshoped" for my taste.

/Jens


On Fri, May 25, 2012 at 1:04 AM, Tim Leydecker 
mailto:bauero...@gmx.de>>>
 wrote:
Where´s the SSS effect within the areas of strong shadows?

Is this a raw beauty - prior to a shot comp?

It´s crazy how much detail the skin color texture and the
pant´s color texture would need to match the actual AA crispness
of the 5K renderings. Looking at the hands, feet and shoulders in
622571-hulk.jpg...

The teeth are really nicely shaded.

The sweat/spec layer is cool.

The face got a lot of love.

Inspiring, if this is the average level of output prior to a shot comp.


Cheers,


tim




On 24.05.2012 20:51, olivier jeannel 
wrote:
That is ...something !

Was this used in the movie ?

Le 24/05/2012 18:56, adrian wyer a écrit :

5k renders

http://media.screened.com/uploads/0/1144/622571-hulk.jpg

http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg

you're welcome

a

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


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





--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios



--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios
<>

Re: pointvelocity to drive motion vectors on geometry - does it work?

2012-05-24 Thread Ciaran Moloney
Do you mean you're getting in camera 3D motion blur? If you're using
mip_motion_vectors and you have motion blur turned on (shouldn't need
that), you should be rendering with the shutter set to 0 (look under
optimization). This will prevent in camera blur from rendering.

In my test Self.PointUserMotion will override rather than add to all other
deformation motion...


On Tue, May 22, 2012 at 9:41 PM,  wrote:

>   Just thought I’d get back on this subject – as it’s only a partial
> solution.
>
> with usermotions you can influence the motion vectors allright, (using
> mip_motion_vectors) but it also adds actual blur – which renders the motion
> vectors useless.
> I’ve tried with and without motion blur in scene and pass options, and
> tried adding a motion blur property to disable blur (which is actually
> necessary for taking away the incorrect motion vectors – because the
> usermotion vectors get added – they dont replace the default vectors)
>
> so overall – I can’t find a way to influence user motion vectors without
> causing blur to be drawn.
> I hope I’m simply overlooking something?
>
>
>
>
>  *From:* pete...@skynet.be
> *Sent:* Thursday, May 10, 2012 9:24 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: pointvelocity to drive motion vectors on geometry - does
> it work?
>
>   thanks – will have a look – this sounds just like what I need!
>
>
>
>
>  *From:* Alan Fregtman 
> *Sent:* Thursday, May 10, 2012 3:25 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: pointvelocity to drive motion vectors on geometry - does
> it work?
>
> Yeah; for a UserMotion example, go to your XSI_SAMPLES project under:
>
> /Scenes/ICE/RotatingGearWithICEUserMotions.scn
>
>
> On Thu, May 10, 2012 at 3:43 AM, Ciaran Moloney 
> wrote:
>
>> Hi,
>>
>> PointVelocity applies to particles only. If you're using MR, then there's
>> an ICE attribute usermotion that you can use to define custom vectors for
>> motion blur.
>>
>>
>>
>>
>> On Thu, May 10, 2012 at 8:32 AM,  wrote:
>>
>>>   Hi,
>>>
>>> I’m using the mip_motion_vectors output shader.
>>>
>>> My non-simulated particle cloud (sticking to a surface) shows up black
>>> which makes sense I guess.
>>> No worries, I’m looking up the PointVelocity at the surface and saving
>>> this on the particles – and magically the motion vectors are fixed and
>>> blend perfectly with the surface.
>>>
>>> Now I have some geometry with incorrect motion vectors (I think) – and I
>>> was hoping to accomplish the same thing:
>>> calculating motion vectors (difference between previous and current
>>> frames’ pointposition ?) and saving it as a PointVelocity attribute.
>>>
>>> However – it doesnt seem to be working – no matter what I try, the
>>> PointVelocity attribute doesnt seem to affect motion vectors – as it did
>>> for the particles. Has anyone done this? Does it / should it work?
>>>
>>> thanks for any pointers.
>>>
>>>
>>>
>>
>>
>
>


Re: OT: hulk smash

2012-05-24 Thread Demian Kurejwowski
wow so much detail,  thanks for the pics.
 
 
 


 De: olivier jeannel 
Para: softimage@listproc.autodesk.com 
Enviado: Jueves, 24 de mayo, 2012 13:51:49
Asunto: Re: OT: hulk smash
  

That is ...something !

Was this used in the movie ?

Le 24/05/2012 18:56, adrian wyer a écrit : 
 
>  
>5k renders 
>  
>http://media.screened.com/uploads/0/1144/622571-hulk.jpg 
>  
>http://images4.wikia.nocookie.net/__cb20120507025617/marvelmovies/images/d/d0/TheAvengers_Hulk2.jpg
> 
>  
>you're welcome 
>  
>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  
>