ICE: Setting Data in Groups

2012-07-20 Thread Vincent Ullmann
Hi,

want to set some RandomValues on multiple Objects.
So i want to know, if someone knows a solution for setting Data to
GroupMembers in ICE.

So is there any more positive Answer than this:
http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
 ?


Re: Make a pass non-renderable?

2012-07-20 Thread Byron Nash
I'll try the checkbox on the frame buffer with the farm and see what
happens. It would be useful to have a boolean per pass sort of like Maya
does so you could still hit render all but ignore certain passes.

On Thu, Jul 19, 2012 at 10:30 PM, Stephen Davidson
wrote:

> Upon experimentation,  disabling the main frame-buffer (un-checking
> it) seems to be
>  the best solution. It produces an error, but does continue to render the
> rest of the passes.
>
> I know this seems like it is something that you wouldn't use, but when you
> have a dozen
> passes created, all with render flags turned off for certain objects ,
> along with
> specific materials assigned to certain partitions, with a few overrides
> set,  and all of a sudden
> your client want to make changes to the model and/or materials ...
>
> ... having a pass that has everything visible and select-able, but doesn't
> render, can be REALLY useful.
>
>
>
> On Thu, Jul 19, 2012 at 6:53 PM, Eric Thivierge wrote:
>
>> Set the pass to render with a camera that is hidden?
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>>
>> On Fri, Jul 20, 2012 at 8:42 AM, Gene Crucean <
>> emailgeneonthel...@gmail.com> wrote:
>>
>>> Delete it?
>>>
>>> :D
>>>
>>>
>>>
>>> On Thu, Jul 19, 2012 at 12:30 PM, Byron Nash 
>>> wrote:
>>> > I am using REBUS render farm and it seems to be pretty quick and
>>> economical.
>>> > It only seems to render the whole scene however. Is there an easy way
>>> to
>>> > make passes not render when you hit render all? I assume that's sort
>>> of what
>>> > this farm is doing.
>>>
>>>
>>>
>>> --
>>> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
>>> Developer / Filmmaker / Photographer
>>> ** Freelance for hire **
>>> www.genecrucean.com
>>>
>>> ~~ Please use my website's contact form on www.genecrucean.com for any
>>> personal emails. Thanks. I may not get them at this address. ~~
>>>
>>
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson**
>**(954) 552-7956
> *sdavid...@3danimationmagic.com
>
>
>
> 
> My Website is *GREEN*, Is yours?
>
> [image: affiliate_link]
>
>


Re: ICE: Setting Data in Groups

2012-07-20 Thread Guillaume Laforge
>So is there any more positive Answer than this:
>
http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
 ?

No.

:)

On Fri, Jul 20, 2012 at 6:54 AM, Vincent Ullmann <
vincent.ullm...@googlemail.com> wrote:

> Hi,
>
> want to set some RandomValues on multiple Objects.
> So i want to know, if someone knows a solution for setting Data to
> GroupMembers in ICE.
>
> So is there any more positive Answer than this:
>
> http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
>  ?
>


Re: ICE: Setting Data in Groups

2012-07-20 Thread Alan Fregtman
Well, if he just wants random values, he could probably get the
"kine.global.pos" from a GetData of the group, thus returning a
position array, and...

If you feed said array to a slightly modified Turbulize node you can
get a random value for every object. For example if you open a
"Turbulize Around Value" and remove "Get Point Position" inside it and
expose the vector input, and feed your position array there. You'll
get a turbulized value for every object.

Using a Randomize compound would be trickier, as it relies on Point ID
instead of Position, but if I'm not mistaken you could get your
"kine.global.pos" from your group, then use "Get Array Sub Indices" to
get your fake ID array, and feed that to a modified Randomize compound
where the "Get Point ID" was removed and its internal ID connection
exposed.

If I have time later I'll illustrate this with pretty pictures. :p


On Fri, Jul 20, 2012 at 7:30 AM, Guillaume Laforge
 wrote:
>>So is there any more positive Answer than this:
>>http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
>> ?
>
> No.
>
> :)
>
> On Fri, Jul 20, 2012 at 6:54 AM, Vincent Ullmann
>  wrote:
>>
>> Hi,
>>
>> want to set some RandomValues on multiple Objects.
>> So i want to know, if someone knows a solution for setting Data to
>> GroupMembers in ICE.
>>
>> So is there any more positive Answer than this:
>>
>> http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
>> ?
>
>


Re: ICE: Setting Data in Groups

2012-07-20 Thread Vincent Ullmann
Thanks for your Idea, but is think this wont bring us (me) any further,
becouse is still cant set my Values somewere.

Getting the ArraySubIndiecies would work. (Did this in some other Context
earlier.


Re: Can't edit geo on a polymesh under this very strange condition...

2012-07-20 Thread Tim Crowson
Thanks Alan, I'll look into that. Fortunately, there are several 
workarounds. I was just interested in why it happened in the first 
place. Just weird. Never had that happen before.


-Tim

On 7/19/2012 12:20 PM, Alan Fregtman wrote:

I'd check the stack for locks. There's a "Node/Topology Lock" kind of
lock which can lock topo and make some things error.

I've never heard of the lock disappearing after renaming though, so it
may not be that. Very odd indeed!


On Thu, Jul 19, 2012 at 1:13 PM, Tim Crowson
  wrote:

This is pure wackiness.

I have 3 polymeshes in my scene, all derived from Grid primitives.
Transforms frozen, modeling frozen, UVs frozen. They are called:
Shrubbery_Card_A
Shrubbery_Card_B
Shrubbery_Card_C

Cards B and C are fine. For Shrubbery_Type_A, I am unable to edit the
topology in any way (apart from moving points). I cannot duplicate, slice,
knife, connect, or anything. I get an error every time I try. Here's the
error if I try to duplicate some polygons:
# ERROR : 2000 - Argument 0 (Target) is invalid
# ERROR : 2001-EDIT-SetValue - Argument 0 is invalid - [line 4163 in
C:\Program Files\Autodesk\Softimage
2012.SAP\Application\DSScripts\operators.vbs]
Application.DuplicateMeshComponent("", "", "", "", "", "", "", "", "", "",
"", "", "", "", "")


Now here's the weird part. I can rename 'Shrubbery_Card_A' to ANYTHING ELSE
and I can edit the mesh just fine. But if I name it specifically
'Shrubbery_Card_A' I lose all ability to edit the geometry (again, apart
from moving things). So I can actually rename it to something else, delete
and add points as usual, and then rename it back to 'Shrubbery_Card_A' to
essentially lock the ability to edit it.

I have tried Extract Delete: same thing.
I have tried relaunching the scene: same thing.
I tried restarting XSI: same thing.
I can, however, duplicate cards B or C and rename those to
'Shrubbery_Card_A' and everything is fine.

Any idea why the name of a polymesh would prohibit the editing of its
topology, and throw this error?

--



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




--



Re: ICE: Setting Data in Groups

2012-07-20 Thread Alan Fregtman
Sure you can... store it in a custom attribute on any object. If you
have "Show Values" enabled to force data to exist then Freeze Modeling
with your icetree there, the data is permanently set and can be read
later by reading the object's attribute.


On Fri, Jul 20, 2012 at 10:39 AM, Vincent Ullmann
 wrote:
> Thanks for your Idea, but is think this wont bring us (me) any further,
> becouse is still cant set my Values somewere.
>
> Getting the ArraySubIndiecies would work. (Did this in some other Context
> earlier.


Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
I can check which passes that I want to render using Kim Aldis's
(remember Kim?)
KA_BatchMaker script. I doubt it could work over a render farm, however.
The script is quite old, and it produces errors (none that effect the
render)
but it works great with two machines, networked, and using the skip already
rendered
function. I have not found anything that can replace it. I tried some
complex
render management software, but too complex for me. ;)

I have been tempted to try and modify the script to work with current
commands,
but I am no programmer, and would be a learning experience, at best.

BTW Kim no longer has this script on his site.
I'm sure if you ask him nice :)
Kim, you still lurking out there?


On Fri, Jul 20, 2012 at 7:00 AM, Byron Nash  wrote:

> I'll try the checkbox on the frame buffer with the farm and see what
> happens. It would be useful to have a boolean per pass sort of like Maya
> does so you could still hit render all but ignore certain passes.
>
>
> On Thu, Jul 19, 2012 at 10:30 PM, Stephen Davidson  > wrote:
>
>> Upon experimentation,  disabling the main frame-buffer (un-checking
>> it) seems to be
>>  the best solution. It produces an error, but does continue to render the
>> rest of the passes.
>>
>> I know this seems like it is something that you wouldn't use, but when
>> you have a dozen
>> passes created, all with render flags turned off for certain objects ,
>> along with
>> specific materials assigned to certain partitions, with a few overrides
>> set,  and all of a sudden
>> your client want to make changes to the model and/or materials ...
>>
>> ... having a pass that has everything visible and select-able, but
>> doesn't render, can be REALLY useful.
>>
>>
>>
>> On Thu, Jul 19, 2012 at 6:53 PM, Eric Thivierge wrote:
>>
>>> Set the pass to render with a camera that is hidden?
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>>
>>> On Fri, Jul 20, 2012 at 8:42 AM, Gene Crucean <
>>> emailgeneonthel...@gmail.com> wrote:
>>>
 Delete it?

 :D



 On Thu, Jul 19, 2012 at 12:30 PM, Byron Nash 
 wrote:
 > I am using REBUS render farm and it seems to be pretty quick and
 economical.
 > It only seems to render the whole scene however. Is there an easy way
 to
 > make passes not render when you hit render all? I assume that's sort
 of what
 > this farm is doing.



 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** Freelance for hire **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~

>>>
>>>
>>
>>
>> --
>>
>> Best Regards,
>> *  Stephen P. Davidson**
>>**(954) 552-7956
>> *sdavid...@3danimationmagic.com
>>
>>
>>
>> 
>> My Website is *GREEN*, Is yours?
>>
>> [image: affiliate_link]
>>
>>
>


-- 

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




My Website is *GREEN*, Is yours?

[image: affiliate_link] 


RE: Make a pass non-renderable?

2012-07-20 Thread Marc-Andre Carbonneau
Halim has it implemented inside his HKPassDumper plugin. Might be more up to 
date.

Check it out here:
http://hnegadi.myftp.org/resources.html

MAC

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Friday, July 20, 2012 11:00 AM
To: softimage@listproc.autodesk.com
Subject: Re: Make a pass non-renderable?

I can check which passes that I want to render using Kim Aldis's (remember Kim?)
KA_BatchMaker script. I doubt it could work over a render farm, however.
The script is quite old, and it produces errors (none that effect the render)
but it works great with two machines, networked, and using the skip already 
rendered
function. I have not found anything that can replace it. I tried some complex
render management software, but too complex for me. ;)

I have been tempted to try and modify the script to work with current commands,
but I am no programmer, and would be a learning experience, at best.

BTW Kim no longer has this script on his site.
I'm sure if you ask him nice :)
Kim, you still lurking out there?

On Fri, Jul 20, 2012 at 7:00 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
I'll try the checkbox on the frame buffer with the farm and see what happens. 
It would be useful to have a boolean per pass sort of like Maya does so you 
could still hit render all but ignore certain passes.

On Thu, Jul 19, 2012 at 10:30 PM, Stephen Davidson 
mailto:magic...@bellsouth.net>> wrote:
Upon experimentation,  disabling the main frame-buffer (un-checking it) seems 
to be
 the best solution. It produces an error, but does continue to render the rest 
of the passes.

I know this seems like it is something that you wouldn't use, but when you have 
a dozen
passes created, all with render flags turned off for certain objects , along 
with
specific materials assigned to certain partitions, with a few overrides set,  
and all of a sudden
your client want to make changes to the model and/or materials ...

... having a pass that has everything visible and select-able, but doesn't 
render, can be REALLY useful.


On Thu, Jul 19, 2012 at 6:53 PM, Eric Thivierge 
mailto:ethivie...@gmail.com>> wrote:
Set the pass to render with a camera that is hidden?


Eric Thivierge
http://www.ethivierge.com


On Fri, Jul 20, 2012 at 8:42 AM, Gene Crucean 
mailto:emailgeneonthel...@gmail.com>> wrote:
Delete it?

:D



On Thu, Jul 19, 2012 at 12:30 PM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
> I am using REBUS render farm and it seems to be pretty quick and economical.
> It only seems to render the whole scene however. Is there an easy way to
> make passes not render when you hit render all? I assume that's sort of what
> this farm is doing.


--
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** Freelance for hire **
www.genecrucean.com

~~ Please use my website's contact form on 
www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~




--

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




My Website is GREEN, Is yours?


 
 



 
-- 

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

[http://www.3danimationmagic.com/3Danimation_magic_logo_sign.jpg]


My Website is GREEN, Is yours?

[http://www.fatcow.com/affiliate/banners/70]
 


RE: Friday Flashback

2012-07-20 Thread Stephen Blair
Friday Flashback #79
1999 Sumatra Multibot
http://wp.me/powV4-1Aa



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: July-13-12 7:51 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback


Friday Flashback #78

XSI 3.0 pop art

http://wp.me/powV4-SB




From: Stephen Blair
Sent: Friday, July 06, 2012 11:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback
Friday Flashback #77
Jeopardy time...what's the question for this answer? "Softimage Plug-in 
Description Language"
http://wp.me/powV4-1Xi


From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: June-29-12 10:40 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback

Friday Flashback #76
SIGGRAPH 2002: Productivity without creative compromise
http://wp.me/powV4-1WI



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: June-22-12 4:44 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback

I always wondered what the heck that jelly-like graphic was about. The more you 
know! :)

On Fri, Jun 22, 2012 at 2:47 PM, Stephen Blair 
mailto:stephen.bl...@autodesk.com>> wrote:
Friday Flashback #75
Email blast for an "Experience Softimage XSI 5.1 and Face Robot 1.0" event in 
Orlando, June 2006.
And the jellyfish solver.
http://wp.me/powV4-1VQ


-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Michal Doniec
Sent: June-18-12 5:20 AM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback

I've learned how to model faces from one nurbs surface from this one.

On Fri, Jun 15, 2012 at 4:07 PM, Stephen Blair
mailto:stephen.bl...@autodesk.com>> wrote:
> Friday Flashback #74
> Secrets of Softimage 3D from 1997
> http://wp.me/powV4-1V1
>
>
> From: 
> softimage-boun...@listproc.autodesk.com
>  
> [mailto:softimage-boun...@listproc.autodesk.com]
>  On Behalf Of Stephen Blair
> Sent: June-08-12 12:21 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Friday Flashback
>
> Friday Flashback #73
> Customer spotlight from 2007
> http://wp.me/powV4-1U0
>
>
> From: 
> softimage-boun...@listproc.autodesk.com
>  
> [mailto:softimage-boun...@listproc.autodesk.com]
>  On Behalf Of Matt Lind
> Sent: June-01-12 4:44 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Friday Flashback
>
> Never did understand the logo for behavior.
>
>
> Matt
>
>
>
> From: 
> softimage-boun...@listproc.autodesk.com
>  
> [mailto:softimage-boun...@listproc.autodesk.com]
>  On Behalf Of Stephen Blair
> Sent: Friday, June 01, 2012 8:15 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Friday Flashback
>
> Friday Flashback #72
> MOVE
> ...Creativity without limits...
> ...the first scalable, fully programmable crowd simulation and behavioral 
> animation system...
> http://wp.me/powV4-1T2
>
>
> From: 
> softimage-boun...@listproc.autodesk.com>
>  
> [mailto:softimage-boun...@listproc.autodesk.com]
>  On Behalf Of Steven Caron
> Sent: May-25-12 2:11 PM
> To: 
> softimage@listproc.autodesk.com>
> Subject: Re: Friday Flashback
>
> thats hilarious
> On Fri, May 25, 2012 at 9:13 AM, Grahame Fuller 
> mailto:grahame.ful...@autodesk.com>>>
>  wrote:
> XSI got a couple of things out of its development, including the Fold 
> operator and the Drag & drop models at cursor location preference.



--
--
Michal
http://uk.linkedin.com/in/mdoniec

<>

Re: Make a pass non-renderable?

2012-07-20 Thread Byron Nash
KA_Batchmaker is great. I use it a good bit. I'll have to look into
HKPassDumper, thanks for the tip MAC.

On Fri, Jul 20, 2012 at 11:12 AM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> Halim has it implemented inside his HKPassDumper plugin. Might be more up
> to date.
>
> ** **
>
> Check it out here:
>
> http://hnegadi.myftp.org/resources.html
>
> ** **
>
> MAC
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Davidson
> *Sent:* Friday, July 20, 2012 11:00 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Make a pass non-renderable?
>
> ** **
>
> I can check which passes that I want to render using Kim Aldis's
> (remember Kim?)
>
> KA_BatchMaker script. I doubt it could work over a render farm, however.**
> **
>
> The script is quite old, and it produces errors (none that effect the
> render)
>
> but it works great with two machines, networked, and using the skip
> already rendered
>
> function. I have not found anything that can replace it. I tried some
> complex
>
> render management software, but too complex for me. ;)
>
> ** **
>
> I have been tempted to try and modify the script to work with current
> commands,
>
> but I am no programmer, and would be a learning experience, at best.
>
> ** **
>
> BTW Kim no longer has this script on his site.
>
> I'm sure if you ask him nice :)
>
> Kim, you still lurking out there?
>
> ** **
>
> On Fri, Jul 20, 2012 at 7:00 AM, Byron Nash  wrote:**
> **
>
> I'll try the checkbox on the frame buffer with the farm and see what
> happens. It would be useful to have a boolean per pass sort of like Maya
> does so you could still hit render all but ignore certain passes. 
>
> ** **
>
> On Thu, Jul 19, 2012 at 10:30 PM, Stephen Davidson 
> wrote:
>
> Upon experimentation,  disabling the main frame-buffer (un-checking
> it) seems to be
>
>  the best solution. It produces an error, but does continue to render the
> rest of the passes.
>
> ** **
>
> I know this seems like it is something that you wouldn't use, but when you
> have a dozen
>
> passes created, all with render flags turned off for certain objects ,
> along with
>
> specific materials assigned to certain partitions, with a few overrides
> set,  and all of a sudden
>
> your client want to make changes to the model and/or materials ...
>
> ** **
>
> ... having a pass that has everything visible and select-able, but doesn't
> render, can be REALLY useful.
>
> ** **
>
> ** **
>
> On Thu, Jul 19, 2012 at 6:53 PM, Eric Thivierge 
> wrote:
>
> Set the pass to render with a camera that is hidden?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
>
> 
>
> On Fri, Jul 20, 2012 at 8:42 AM, Gene Crucean <
> emailgeneonthel...@gmail.com> wrote:
>
> Delete it?
>
> :D
>
>
>
>
> On Thu, Jul 19, 2012 at 12:30 PM, Byron Nash  wrote:
> > I am using REBUS render farm and it seems to be pretty quick and
> economical.
> > It only seems to render the whole scene however. Is there an easy way to
> > make passes not render when you hit render all? I assume that's sort of
> what
> > this farm is doing.
>
>
> 
>
> --
> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
> Developer / Filmmaker / Photographer
> ** Freelance for hire **
> www.genecrucean.com
>
> ~~ Please use my website's contact form on www.genecrucean.com for any
> personal emails. Thanks. I may not get them at this address. ~~
>
> ** **
>
>
>
> 
>
> ** **
>
> -- 
>
> Best Regards,
> *  Stephen P. Davidson** **
>**(954) 552-7956**
> *sdavid...@3danimationmagic.com
>
>
>
> 
>
> My Website is *GREEN*, Is yours? 
>
>  
>
> ** ** 
>
> ** ** 
>
>
>
>  
>
> ** ** 
>
> --  
>
> Best Regards,
> *  Stephen P. Davidson** **
>**(954) 552-7956**
> **sdavid...@3danimationmagic.com*
>
> *
>
> *
> My Website is *GREEN*, Is yours? 
>
> [image: affiliate_link] 
>
> ** ** 
>


Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
Thanks, MAC. Looks good. I'll give it a try.

On Fri, Jul 20, 2012 at 11:12 AM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> Halim has it implemented inside his HKPassDumper plugin. Might be more up
> to date.
>
> ** **
>
> Check it out here:
>
> http://hnegadi.myftp.org/resources.html
>
> ** **
>
> MAC
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Davidson
> *Sent:* Friday, July 20, 2012 11:00 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Make a pass non-renderable?
>
> ** **
>
> I can check which passes that I want to render using Kim Aldis's
> (remember Kim?)
>
> KA_BatchMaker script. I doubt it could work over a render farm, however.**
> **
>
> The script is quite old, and it produces errors (none that effect the
> render)
>
> but it works great with two machines, networked, and using the skip
> already rendered
>
> function. I have not found anything that can replace it. I tried some
> complex
>
> render management software, but too complex for me. ;)
>
> ** **
>
> I have been tempted to try and modify the script to work with current
> commands,
>
> but I am no programmer, and would be a learning experience, at best.
>
> ** **
>
> BTW Kim no longer has this script on his site.
>
> I'm sure if you ask him nice :)
>
> Kim, you still lurking out there?
>
> ** **
>
> On Fri, Jul 20, 2012 at 7:00 AM, Byron Nash  wrote:**
> **
>
> I'll try the checkbox on the frame buffer with the farm and see what
> happens. It would be useful to have a boolean per pass sort of like Maya
> does so you could still hit render all but ignore certain passes. 
>
> ** **
>
> On Thu, Jul 19, 2012 at 10:30 PM, Stephen Davidson 
> wrote:
>
> Upon experimentation,  disabling the main frame-buffer (un-checking
> it) seems to be
>
>  the best solution. It produces an error, but does continue to render the
> rest of the passes.
>
> ** **
>
> I know this seems like it is something that you wouldn't use, but when you
> have a dozen
>
> passes created, all with render flags turned off for certain objects ,
> along with
>
> specific materials assigned to certain partitions, with a few overrides
> set,  and all of a sudden
>
> your client want to make changes to the model and/or materials ...
>
> ** **
>
> ... having a pass that has everything visible and select-able, but doesn't
> render, can be REALLY useful.
>
> ** **
>
> ** **
>
> On Thu, Jul 19, 2012 at 6:53 PM, Eric Thivierge 
> wrote:
>
> Set the pass to render with a camera that is hidden?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
>
> 
>
> On Fri, Jul 20, 2012 at 8:42 AM, Gene Crucean <
> emailgeneonthel...@gmail.com> wrote:
>
> Delete it?
>
> :D
>
>
>
>
> On Thu, Jul 19, 2012 at 12:30 PM, Byron Nash  wrote:
> > I am using REBUS render farm and it seems to be pretty quick and
> economical.
> > It only seems to render the whole scene however. Is there an easy way to
> > make passes not render when you hit render all? I assume that's sort of
> what
> > this farm is doing.
>
>
> 
>
> --
> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
> Developer / Filmmaker / Photographer
> ** Freelance for hire **
> www.genecrucean.com
>
> ~~ Please use my website's contact form on www.genecrucean.com for any
> personal emails. Thanks. I may not get them at this address. ~~
>
> ** **
>
>
>
> 
>
> ** **
>
> -- 
>
> Best Regards,
> *  Stephen P. Davidson** **
>**(954) 552-7956**
> *sdavid...@3danimationmagic.com
>
>
>
> 
>
> My Website is *GREEN*, Is yours? 
>
>  
>
> ** ** 
>
> ** ** 
>
>
>
>  
>
> ** ** 
>
> --  
>
> Best Regards,
> *  Stephen P. Davidson** **
>**(954) 552-7956**
> **sdavid...@3danimationmagic.com*
>
> *
>
> *
> My Website is *GREEN*, Is yours? 
>
> [image: affiliate_link] 
>
> ** ** 
>



-- 

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




My Website is *GREEN*, Is yours?

[image: affiliate_link] 


clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
Anyone know a workaround for the problem of XSI hair guides clumping up in 
areas with higher density geo on the base mesh?


Re: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Adam Sale
other than the obvious of generating hair from given polys, I don't know of
a way with built in Soft hair.


On Fri, Jul 20, 2012 at 12:11 PM, Simon Van de Lagemaat <
si...@theembassyvfx.com> wrote:

> Anyone know a workaround for the problem of XSI hair guides clumping up in
> areas with higher density geo on the base mesh?
>


RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Matt Lind
Remove the density either by retopologizing the base mesh, or using something 
that isn't susceptible to that problem such as NURBS.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: Friday, July 20, 2012 12:11 PM
To: softimage@listproc.autodesk.com
Subject: clumping hair guides on non uniformly distributed geo

Anyone know a workaround for the problem of XSI hair guides clumping up in 
areas with higher density geo on the base mesh?


Re: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Adam Seeley
Hi,


Depends on the complexity of the mesh, but maybe using Polygonizer & shrink 
wrapping to closest surface might help get you a step closer.


Adam.




 From: Simon Van de Lagemaat 
To: "softimage@listproc.autodesk.com"  
Sent: Friday, 20 July 2012, 20:11
Subject: clumping hair guides on non uniformly distributed geo
 

Anyone know a workaround for the problem of XSI hair guides clumping up in 
areas with higher density geo on the base mesh?

RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
heh good idea... that actually shouldn't be too difficult to pull off.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley
Sent: July-20-12 1:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: clumping hair guides on non uniformly distributed geo

Hi,

Depends on the complexity of the mesh, but maybe using Polygonizer & shrink 
wrapping to closest surface might help get you a step closer.

Adam.


From: Simon Van de Lagemaat 
mailto:si...@theembassyvfx.com>>
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Sent: Friday, 20 July 2012, 20:11
Subject: clumping hair guides on non uniformly distributed geo

Anyone know a workaround for the problem of XSI hair guides clumping up in 
areas with higher density geo on the base mesh?



RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
FYI Is there a good primer anywhere for an ICE based strand workflow for hair?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: July-20-12 2:11 PM
To: Adam Seeley; softimage@listproc.autodesk.com
Subject: RE: clumping hair guides on non uniformly distributed geo

heh good idea... that actually shouldn't be too difficult to pull off.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley
Sent: July-20-12 1:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: clumping hair guides on non uniformly distributed geo

Hi,

Depends on the complexity of the mesh, but maybe using Polygonizer & shrink 
wrapping to closest surface might help get you a step closer.

Adam.


From: Simon Van de Lagemaat 
mailto:si...@theembassyvfx.com>>
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Sent: Friday, 20 July 2012, 20:11
Subject: clumping hair guides on non uniformly distributed geo

Anyone know a workaround for the problem of XSI hair guides clumping up in 
areas with higher density geo on the base mesh?



RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
"FYI" don't know why that made it in there.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: July-20-12 2:25 PM
To: softimage@listproc.autodesk.com; Adam Seeley
Subject: RE: clumping hair guides on non uniformly distributed geo

FYI Is there a good primer anywhere for an ICE based strand workflow for hair?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: July-20-12 2:11 PM
To: Adam Seeley; 
softimage@listproc.autodesk.com
Subject: RE: clumping hair guides on non uniformly distributed geo

heh good idea... that actually shouldn't be too difficult to pull off.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley
Sent: July-20-12 1:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: clumping hair guides on non uniformly distributed geo

Hi,

Depends on the complexity of the mesh, but maybe using Polygonizer & shrink 
wrapping to closest surface might help get you a step closer.

Adam.


From: Simon Van de Lagemaat 
mailto:si...@theembassyvfx.com>>
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Sent: Friday, 20 July 2012, 20:11
Subject: clumping hair guides on non uniformly distributed geo

Anyone know a workaround for the problem of XSI hair guides clumping up in 
areas with higher density geo on the base mesh?



Re: ICE: Setting Data in Groups

2012-07-20 Thread Chris Chia
Yes, agreed!
setting attributes in the ice tree and allowing other objs to retrieve it via 
its own ice tree.

Chris


On 20 Jul, 2012, at 10:51 PM, "Alan Fregtman"  wrote:

> Sure you can... store it in a custom attribute on any object. If you
> have "Show Values" enabled to force data to exist then Freeze Modeling
> with your icetree there, the data is permanently set and can be read
> later by reading the object's attribute.
> 
> 
> On Fri, Jul 20, 2012 at 10:39 AM, Vincent Ullmann
>  wrote:
>> Thanks for your Idea, but is think this wont bring us (me) any further,
>> becouse is still cant set my Values somewere.
>> 
>> Getting the ArraySubIndiecies would work. (Did this in some other Context
>> earlier.
<>

Re: Make a pass non-renderable?

2012-07-20 Thread Chris Chia
1 advice:
I would customised the render farm to take in the -pass flag from your 
submission page (add an input box or something to grab user's inputs) and pass 
the following command (if input box is not empty) to render farm.


xsibatch -render myscene.scn -pass mypassName



Else if no input:

xsibatch -render myscene.scn


Chris


On 20 Jul, 2012, at 3:30 AM, "Byron Nash" 
mailto:byronn...@gmail.com>> wrote:

I am using REBUS render farm and it seems to be pretty quick and economical. It 
only seems to render the whole scene however. Is there an easy way to make 
passes not render when you hit render all? I assume that's sort of what this 
farm is doing.
<>

Re: Make a pass non-renderable?

2012-07-20 Thread Byron Nash
I put in a feature request at REBUS to enable and they just said to delete
the passes. That's a lame response. I am sure their system is sending those
batch commands somewhere along the way. They just need to open it up just
enough to let someone add those pass flags. I do use those a lot in the
command line locally.

On Fri, Jul 20, 2012 at 9:42 PM, Chris Chia  wrote:

> 1 advice:
> I would customised the render farm to take in the -pass flag from your
> submission page (add an input box or something to grab user's inputs) and
> pass the following command (if input box is not empty) to render farm.
>
>
> xsibatch -render myscene.scn -pass mypassName
>
>
>
> Else if no input:
>
> xsibatch -render myscene.scn
>
>
> Chris
>
>
> On 20 Jul, 2012, at 3:30 AM, "Byron Nash"  byronn...@gmail.com>> wrote:
>
> I am using REBUS render farm and it seems to be pretty quick and
> economical. It only seems to render the whole scene however. Is there an
> easy way to make passes not render when you hit render all? I assume that's
> sort of what this farm is doing.
>


Re: Make a pass non-renderable?

2012-07-20 Thread Chris Chia
If render queue doesn't allow such customisation, then dump it.
Have u tried DrQueue?

Anyone would like to share their renderqueue system?

Chris

On 21 Jul, 2012, at 10:05 AM, "Byron Nash" 
mailto:byronn...@gmail.com>> wrote:

I put in a feature request at REBUS to enable and they just said to delete the 
passes. That's a lame response. I am sure their system is sending those batch 
commands somewhere along the way. They just need to open it up just enough to 
let someone add those pass flags. I do use those a lot in the command line 
locally.

On Fri, Jul 20, 2012 at 9:42 PM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
1 advice:
I would customised the render farm to take in the -pass flag from your 
submission page (add an input box or something to grab user's inputs) and pass 
the following command (if input box is not empty) to render farm.


xsibatch -render myscene.scn -pass mypassName



Else if no input:

xsibatch -render myscene.scn


Chris


On 20 Jul, 2012, at 3:30 AM, "Byron Nash" 
mailto:byronn...@gmail.com>>>
 wrote:

I am using REBUS render farm and it seems to be pretty quick and economical. It 
only seems to render the whole scene however. Is there an easy way to make 
passes not render when you hit render all? I assume that's sort of what this 
farm is doing.

<>

Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
That is lame. Other than that, how do you like Rebus for rendering?

On Fri, Jul 20, 2012 at 10:05 PM, Byron Nash  wrote:

> I put in a feature request at REBUS to enable and they just said to delete
> the passes. That's a lame response. I am sure their system is sending those
> batch commands somewhere along the way. They just need to open it up just
> enough to let someone add those pass flags. I do use those a lot in the
> command line locally.
>
>
> On Fri, Jul 20, 2012 at 9:42 PM, Chris Chia wrote:
>
>> 1 advice:
>> I would customised the render farm to take in the -pass flag from your
>> submission page (add an input box or something to grab user's inputs) and
>> pass the following command (if input box is not empty) to render farm.
>>
>>
>> xsibatch -render myscene.scn -pass mypassName
>>
>>
>>
>> Else if no input:
>>
>> xsibatch -render myscene.scn
>>
>>
>> Chris
>>
>>
>> On 20 Jul, 2012, at 3:30 AM, "Byron Nash" > byronn...@gmail.com>> wrote:
>>
>> I am using REBUS render farm and it seems to be pretty quick and
>> economical. It only seems to render the whole scene however. Is there an
>> easy way to make passes not render when you hit render all? I assume that's
>> sort of what this farm is doing.
>>
>
>


-- 

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




My Website is *GREEN*, Is yours?

[image: affiliate_link] 


Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
I tried SquidNet, once but it was too complex and I never could get it to
run with Softimage.
Too bad, because it also works with After Effects. The docs were not that
helpful.
It was a while ago. It may be better, now, I don't know.

On Sat, Jul 21, 2012 at 12:05 AM, Chris Chia wrote:

> If render queue doesn't allow such customisation, then dump it.
> Have u tried DrQueue?
>
> Anyone would like to share their renderqueue system?
>
> Chris
>
> On 21 Jul, 2012, at 10:05 AM, "Byron Nash"  byronn...@gmail.com>> wrote:
>
> I put in a feature request at REBUS to enable and they just said to delete
> the passes. That's a lame response. I am sure their system is sending those
> batch commands somewhere along the way. They just need to open it up just
> enough to let someone add those pass flags. I do use those a lot in the
> command line locally.
>
> On Fri, Jul 20, 2012 at 9:42 PM, Chris Chia  > wrote:
> 1 advice:
> I would customised the render farm to take in the -pass flag from your
> submission page (add an input box or something to grab user's inputs) and
> pass the following command (if input box is not empty) to render farm.
>
>
> xsibatch -render myscene.scn -pass mypassName
>
>
>
> Else if no input:
>
> xsibatch -render myscene.scn
>
>
> Chris
>
>
> On 20 Jul, 2012, at 3:30 AM, "Byron Nash"  byronn...@gmail.com>>>
> wrote:
>
> I am using REBUS render farm and it seems to be pretty quick and
> economical. It only seems to render the whole scene however. Is there an
> easy way to make passes not render when you hit render all? I assume that's
> sort of what this farm is doing.
>
>


-- 

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




My Website is *GREEN*, Is yours?

[image: affiliate_link] 


RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Sandy Sutherland
We had that problem a bit - so we went with melena then found the dynamics did 
work in melena how we needed so we modified the compounds and added some of our 
own - when you get into the strands area, it is much easier to get round such 
issues.

Our compounds are available if you want to check them out - there should be a 
link somewhere in the mailing list.

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Simon Van de Lagemaat 
[si...@theembassyvfx.com]
Sent: 20 July 2012 23:44
To: softimage@listproc.autodesk.com; Adam Seeley
Subject: RE: clumping hair guides on non uniformly distributed geo

"FYI" don't know why that made it in there.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: July-20-12 2:25 PM
To: softimage@listproc.autodesk.com; Adam Seeley
Subject: RE: clumping hair guides on non uniformly distributed geo

FYI Is there a good primer anywhere for an ICE based strand workflow for hair?

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de 
Lagemaat
Sent: July-20-12 2:11 PM
To: Adam Seeley; 
softimage@listproc.autodesk.com
Subject: RE: clumping hair guides on non uniformly distributed geo

heh good idea... that actually shouldn't be too difficult to pull off.

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley
Sent: July-20-12 1:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: clumping hair guides on non uniformly distributed geo

Hi,

Depends on the complexity of the mesh, but maybe using Polygonizer & shrink 
wrapping to closest surface might help get you a step closer.

Adam.


From: Simon Van de Lagemaat 
mailto:si...@theembassyvfx.com>>
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Sent: Friday, 20 July 2012, 20:11
Subject: clumping hair guides on non uniformly distributed geo

Anyone know a workaround for the problem of XSI hair guides clumping up in 
areas with higher density geo on the base mesh?