Re: Texture Grid?

2012-11-23 Thread Francois Lord
Sorry, I just realized that my setup works fine for 32 textures, but for 
900 it would create a insane amount of mix_8_colors nodes which would 
slow the render down considerably.

Then you might be interested in the new UDIM support in SItoA 2.5.0.
It would place the texture at the right spot from it name only, given 
you have the right projection already setup.


On 11/23/2012 5:26 PM, Francois Lord wrote:
I don't think there is something in Soft to do it for you, but you can 
certainly script it.
I've done it for an Earth asset with 32 textures 21k on a poly sphere 
with a standard spherical projection.

It wasn't very hard.

On 11/23/2012 6:08 PM, Ponthieux, Joey wrote:

Hello,

I want to create a large terrain texture comprised of several hundred 
adjacent orthographic geotiff image files. Each file is a high res 
image. The grid will be about 30 images by 30 images, 900 images 
total. In whole they make up a very large texture that would 
otherwise not be efficient as a single image if composited into one 
large file. I want to apply them all to a single nurbs grid, as 
opposed to multiple surface grids one texture per surface. Is there 
currently a texture projection that will easily handle this and 
predefine x positions by x positions that the textures can be applied 
to or does this require a complex manual setup. So what I want would 
be similar to the texture grid but where each cell in the grid 
receives a different texture file. My guess is that this does not 
exist natively, can't find anything in 2010sp1 to do it. Will have 
2013 up and running soon. Is there an addon that someone has created 
to accomplish this? Is this possible in ICE now?









Re: Texture Grid?

2012-11-23 Thread Francois Lord
I don't think there is something in Soft to do it for you, but you can 
certainly script it.
I've done it for an Earth asset with 32 textures 21k on a poly sphere 
with a standard spherical projection.

It wasn't very hard.

On 11/23/2012 6:08 PM, Ponthieux, Joey wrote:

Hello,

I want to create a large terrain texture comprised of several hundred 
adjacent orthographic geotiff image files. Each file is a high res 
image. The grid will be about 30 images by 30 images, 900 images 
total. In whole they make up a very large texture that would otherwise 
not be efficient as a single image if composited into one large file. 
I want to apply them all to a single nurbs grid, as opposed to 
multiple surface grids one texture per surface. Is there currently a 
texture projection that will easily handle this and predefine x 
positions by x positions that the textures can be applied to or does 
this require a complex manual setup. So what I want would be similar 
to the texture grid but where each cell in the grid receives a 
different texture file. My guess is that this does not exist natively, 
can't find anything in 2010sp1 to do it. Will have 2013 up and running 
soon. Is there an addon that someone has created to accomplish this? 
Is this possible in ICE now?







Texture Grid?

2012-11-23 Thread Ponthieux, Joey

Hello,

I want to create a large terrain texture comprised of several hundred 
adjacent orthographic geotiff image files. Each file is a high res 
image. The grid will be about 30 images by 30 images, 900 images total. 
In whole they make up a very large texture that would otherwise not be 
efficient as a single image if composited into one large file. I want to 
apply them all to a single nurbs grid, as opposed to multiple surface 
grids one texture per surface. Is there currently a texture projection 
that will easily handle this and predefine x positions by x positions 
that the textures can be applied to or does this require a complex 
manual setup. So what I want would be similar to the texture grid but 
where each cell in the grid receives a different texture file. My guess 
is that this does not exist natively, can't find anything in 2010sp1 to 
do it. Will have 2013 up and running soon. Is there an addon that 
someone has created to accomplish this? Is this possible in ICE now?



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center


Opinions stated here-in are strictly those of the author and
do not represent the opinions of NASA or any other party.



Re: zPics broken in 2013?

2012-11-23 Thread Adam Sale
yep.. doing all of that. Same name, using Pics. .

Still no dice.

I've tried this on 2013 and higher... same problem.


On Fri, Nov 23, 2012 at 10:00 AM, Luc-Eric Rousseau wrote:

> you must render a .pic (not another image format) to go with that
> .zpic, and they need to be named the same (i.e. beauty.1.pic
> beauty.1.Zpic)
> are you doing this?
>
> On Fri, Nov 23, 2012 at 11:54 AM, Adam Sale  wrote:
> > Hey Guys.  Pics don't seem to be working for me.
> >
> > I am adding them as a render channel and then trying to pull the render
> into
> > the FX tree for Comp
> >
> > Unfortunately, the Zpic is not detected.
> >
> > I can use Mental Ray ZT as workaround, but I wanted to access the pixel
> > depth in the comp for more control.
> >
> > Anyone had the same issue. ?
> >
> > XSI-support outlines the steps for ZPIcs, which I've followed, but still
> no
> > dice...
> >
> > Adam
>


Re: zPics broken in 2013?

2012-11-23 Thread Luc-Eric Rousseau
you must render a .pic (not another image format) to go with that
.zpic, and they need to be named the same (i.e. beauty.1.pic
beauty.1.Zpic)
are you doing this?

On Fri, Nov 23, 2012 at 11:54 AM, Adam Sale  wrote:
> Hey Guys.  Pics don't seem to be working for me.
>
> I am adding them as a render channel and then trying to pull the render into
> the FX tree for Comp
>
> Unfortunately, the Zpic is not detected.
>
> I can use Mental Ray ZT as workaround, but I wanted to access the pixel
> depth in the comp for more control.
>
> Anyone had the same issue. ?
>
> XSI-support outlines the steps for ZPIcs, which I've followed, but still no
> dice...
>
> Adam


Re: Friday Flashback

2012-11-23 Thread Stephen Blair
Friday Flashback #95
Imagina 95
http://wp.me/powV4-2fJ

Almost tapas time! Last night in Madrid for me...

On Fri, Nov 16, 2012 at 11:27 AM, Stephen Blair wrote:

> Friday Flashback #94
>
> Spirographic Softimage 2001
> http://wp.me/powV4-27y
>
> On Fri, Nov 9, 2012 at 12:38 PM, Stephen Blair wrote:
>
>>
>> Friday Flashback #93
>> 1999 *Without SOFTIMAGE|3D and mental ray, specifically, those
>> phenomenal bullet time backgrounds just wouldn’t have been possible.*
>> http://wp.me/powV4-2fA
>>
>>
>> On 02/11/2012 1:44 PM, Stephen Blair wrote:
>>
>> Friday Flashback #92
>> Softimage Awards and Recognitions circa 1996.
>> Includes an Emmy award for the daytime soap "As the World Turns" :)
>> http://wp.me/powV4-2dr
>>
>>
>> On 26/10/2012 11:24 AM, Stephen Blair wrote:
>>
>> Friday Flashback 91
>> The Yearning - pushing #Softimage as an intuitive, emotionally expressive
>> instrument
>> http://wp.me/powV4-246
>>
>>
>> On 19/10/2012 8:27 AM, Stephen Blair wrote:
>>
>> Friday Flashback #90
>> Softimage NT
>> http://wp.me/powV4-2b7
>>
>> It looks like SI|3D v3.0 was the first NT version, but SI|3D Extreme
>> wasn't NT until v3.5...
>>
>> For the name change, I think that had already happened by late 94
>>
>> On 16/10/2012 1:28 AM, Raffaele Fragapane wrote:
>>
>> Bit late on this, but you marked SI|3D 3.0 as (NT), I thought 3.0 was
>> when it changed name from CE to 3D, but the first NT version was 3.51
>> (which might or might not have been version lined up with winNT 3.51
>> intentionally).
>>
>> Memories are a bit fuzzy, I started following Soft after Jurassic Park,
>> so I think that was 3D already and not CE, but I do remember when it was
>> announced for windows first and the MS acquisition a year or two before
>> ('94?)
>>
>> On Fri, Sep 28, 2012 at 11:48 PM, Stephen Blair 
>> wrote:
>>
>>> Friday Flashback #89
>>> Creative Environment box shots
>>> http://wp.me/powV4-28u
>>>
>>
>>
>>
>>
>>
>


Re: Softimage companies

2012-11-23 Thread Len Krenzler
There's a significant list here: 
http://www.si-community.com/community/viewtopic.php?f=36&t=2777&hilit=softimage+studios



On 11/23/2012 7:27 AM, Sandy Sutherland wrote:

Hi all,

Sorry to bother again - I know there are a couple of sites listing 
companies that use Softimage and I have looked there - they seem to be 
fairly old as some of the links go to no-where or some of the 
companies look like they have moved over to the dark side.


Is there a good up to date list somewhere I can use to get an idea of 
companies doing worthwhile work in softimage?


Thanks

S.

__
Sandy Sutherland  | 
Technical Supervisor

 






--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

www.creativecontrol.ca - l...@creativecontrol.ca



Re: Lagoa demoscenes

2012-11-23 Thread Christian

On 2012-05-05 14:05, piotrek marczak wrote:
if anyone interested, i shared some time ago scenes from this video 
https://vimeo.com/19565537

http://dl.dropbox.com/u/8079325/lagoa.rar
*From:* Fabricio Chamon 
*Sent:* Saturday, May 05, 2012 6:20 AM
*To:* softimage@listproc.autodesk.com 


*Subject:* Re: Lagoa demoscenes
oh, nice prank setting the simulation scene playback to "real time", 
just to crash my softimage... =)

other than that, yeah thanks a lot for the files Guillaume!
Sorry for resurrecting an old thread, but spending some time getting 
familiar with Lagoa at the moment. Is it possible you could share this 
scene again ?


Thanks in advance,

Christian


Re: Lagoa_Density not cacheable

2012-11-23 Thread Fabricio Chamon
I mean, sometimes you cache it in the right context but ice refuses to read
it...that's my case above.


2012/11/23 Fabricio Chamon 

> ...happens everytime to me.
> What I always do is to init the custom variable on the right context
> *before* loading the cache (cahe on file node).
> It prevents the rest of the icetree from screwing up with your attribute.
>
>
> 2012/11/23 Sebastian Kowalski 
>
>> jep, had that idea after thinking more about it (and drinking my first
>> coffee).
>> but I've shivered a bit by guessing how long this would take on a 10 mill
>> + cloud ;)
>> thanks
>>
>> Am 23.11.2012 um 10:37 schrieb Rob Chapman :
>>
>> Hi Sebastian,
>>
>> if it is just a color gradient by particle density that you are after
>> then it is really simple to get this with a Get Neghbours > count > rescale
>> range > gradient
>>
>> ie this https://vimeo.com/1618403
>>
>> it is a fast realtime calculation (as long as you set the search distance
>> to a reasonable level!) than can be applied in the modelling stack of an
>> ice tree to an already cached simulation affecting the color
>>
>> if its something else required from the actual part of the Lagoa
>> Simulation then I have no idea of how to get it without simmming again.
>>
>>
>>
>> On 23 November 2012 09:22, Sebastian Kowalski  wrote:
>>
>>>
>>> Hey list,
>>>
>>> i can't read the Lagoa_Density attribute from my cache files, giving me
>>> this error msg: "The cache has a different definition for attribute
>>> 'Lagoa_Density'. Loading canceled"
>>> This is a massive showstopper right now, i have should check that.
>>> I thought this attribute is a value per point.
>>>
>>> I could try to write this attribute into a custom attribute, but this is
>>> a heavy simulation, i don't want (and don't have the time) to re-sim.
>>>
>>> any hints how i could fix that would be much appreciated.
>>>
>>> sebastian
>>>
>>
>>
>>
>


Re: Lagoa_Density not cacheable

2012-11-23 Thread Fabricio Chamon
...happens everytime to me.
What I always do is to init the custom variable on the right context
*before* loading the cache (cahe on file node).
It prevents the rest of the icetree from screwing up with your attribute.


2012/11/23 Sebastian Kowalski 

> jep, had that idea after thinking more about it (and drinking my first
> coffee).
> but I've shivered a bit by guessing how long this would take on a 10 mill
> + cloud ;)
> thanks
>
> Am 23.11.2012 um 10:37 schrieb Rob Chapman :
>
> Hi Sebastian,
>
> if it is just a color gradient by particle density that you are after then
> it is really simple to get this with a Get Neghbours > count > rescale
> range > gradient
>
> ie this https://vimeo.com/1618403
>
> it is a fast realtime calculation (as long as you set the search distance
> to a reasonable level!) than can be applied in the modelling stack of an
> ice tree to an already cached simulation affecting the color
>
> if its something else required from the actual part of the Lagoa
> Simulation then I have no idea of how to get it without simmming again.
>
>
>
> On 23 November 2012 09:22, Sebastian Kowalski  wrote:
>
>>
>> Hey list,
>>
>> i can't read the Lagoa_Density attribute from my cache files, giving me
>> this error msg: "The cache has a different definition for attribute
>> 'Lagoa_Density'. Loading canceled"
>> This is a massive showstopper right now, i have should check that.
>> I thought this attribute is a value per point.
>>
>> I could try to write this attribute into a custom attribute, but this is
>> a heavy simulation, i don't want (and don't have the time) to re-sim.
>>
>> any hints how i could fix that would be much appreciated.
>>
>> sebastian
>>
>
>
>


RE: ICE particles to Houdini

2012-11-23 Thread Nick Angus
Ok, embarrassment time, turns out I was a little behind in my Houdini 12 
updates...
Works fine most of the time now, occasionally a restart of Houdini is needed to 
bring in a new cache.

Thanks for all the advice everyone

N

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gene Crucean
Sent: Friday, 23 November 2012 5:23 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE particles to Houdini

Hmm... that's how I usually do it. I'll take a look after the holiday's.

On Wed, Nov 21, 2012 at 11:31 PM, Nick Angus 
mailto:n...@altvfx.com>> wrote:
Hi Gene, I get an object in the obj viewer, but no particles, I am simply using 
the 'import alembic scene' in the file menu, maybe it is not that simple?

Cheers, Nick

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Gene Crucean
Sent: Thursday, 22 November 2012 5:00 PM

To: softimage@listproc.autodesk.com
Subject: Re: ICE particles to Houdini

What didn't work with Alembic? Seems to work on my end.



On Wednesday, November 21, 2012, Nick Angus wrote:
Does anyone have a good way to do this?, I have been trying Alembic, but 
failing, I am not a Houdini user as such but I am trying to work out at least 
getting a basic particle sim over.
Nothing fancy, just points.

Cheers, Nick





--
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. ~~




--
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. ~~



Re: Lagoa_Density not cacheable

2012-11-23 Thread Sebastian Kowalski
jep, had that idea after thinking more about it (and drinking my first coffee).
but I've shivered a bit by guessing how long this would take on a 10 mill + 
cloud ;)
thanks

Am 23.11.2012 um 10:37 schrieb Rob Chapman :

> Hi Sebastian,
> 
> if it is just a color gradient by particle density that you are after then it 
> is really simple to get this with a Get Neghbours > count > rescale range > 
> gradient
> 
> ie this https://vimeo.com/1618403
> 
> it is a fast realtime calculation (as long as you set the search distance to 
> a reasonable level!) than can be applied in the modelling stack of an ice 
> tree to an already cached simulation affecting the color
> 
> if its something else required from the actual part of the Lagoa Simulation 
> then I have no idea of how to get it without simmming again.
> 
> 
> 
> On 23 November 2012 09:22, Sebastian Kowalski  wrote:
> 
> Hey list,
> 
> i can't read the Lagoa_Density attribute from my cache files, giving me this 
> error msg: "The cache has a different definition for attribute 
> 'Lagoa_Density'. Loading canceled"
> This is a massive showstopper right now, i have should check that.
> I thought this attribute is a value per point.
> 
> I could try to write this attribute into a custom attribute, but this is a 
> heavy simulation, i don't want (and don't have the time) to re-sim.
> 
> any hints how i could fix that would be much appreciated.
> 
> sebastian
> 



Re: Lagoa_Density not cacheable

2012-11-23 Thread Ciaran Moloney
Sometimes when that happens (the definition mismatch thing), you just need
to reload the scene and it sorts itself out.


On Fri, Nov 23, 2012 at 9:22 AM, Sebastian Kowalski  wrote:

>
> Hey list,
>
> i can't read the Lagoa_Density attribute from my cache files, giving me
> this error msg: "The cache has a different definition for attribute
> 'Lagoa_Density'. Loading canceled"
> This is a massive showstopper right now, i have should check that.
> I thought this attribute is a value per point.
>
> I could try to write this attribute into a custom attribute, but this is a
> heavy simulation, i don't want (and don't have the time) to re-sim.
>
> any hints how i could fix that would be much appreciated.
>
> sebastian
>


Re: Lagoa_Density not cacheable

2012-11-23 Thread Rob Chapman
Hi Sebastian,

if it is just a color gradient by particle density that you are after then
it is really simple to get this with a Get Neghbours > count > rescale
range > gradient

ie this https://vimeo.com/1618403

it is a fast realtime calculation (as long as you set the search distance
to a reasonable level!) than can be applied in the modelling stack of an
ice tree to an already cached simulation affecting the color

if its something else required from the actual part of the Lagoa Simulation
then I have no idea of how to get it without simmming again.



On 23 November 2012 09:22, Sebastian Kowalski  wrote:

>
> Hey list,
>
> i can't read the Lagoa_Density attribute from my cache files, giving me
> this error msg: "The cache has a different definition for attribute
> 'Lagoa_Density'. Loading canceled"
> This is a massive showstopper right now, i have should check that.
> I thought this attribute is a value per point.
>
> I could try to write this attribute into a custom attribute, but this is a
> heavy simulation, i don't want (and don't have the time) to re-sim.
>
> any hints how i could fix that would be much appreciated.
>
> sebastian
>


Re: Lagoa_Density not cacheable

2012-11-23 Thread Sebastian Kowalski
ok, nevermind.
as soon I've send this mail, it worked.
this attribute was set per object at first. and ice didn't switched the 
context. piped in an execute node in-between and somehow this one was refreshed 
properly.

i hate to get all apocalyptic before my first morning coffee. . .

Am 23.11.2012 um 10:22 schrieb Sebastian Kowalski :

> 
> Hey list,
> 
> i can't read the Lagoa_Density attribute from my cache files, giving me this 
> error msg: "The cache has a different definition for attribute 
> 'Lagoa_Density'. Loading canceled"
> This is a massive showstopper right now, i have should check that. 
> I thought this attribute is a value per point.
> 
> I could try to write this attribute into a custom attribute, but this is a 
> heavy simulation, i don't want (and don't have the time) to re-sim.
> 
> any hints how i could fix that would be much appreciated.
> 
> sebastian




Lagoa_Density not cacheable

2012-11-23 Thread Sebastian Kowalski

Hey list,

i can't read the Lagoa_Density attribute from my cache files, giving me this 
error msg: "The cache has a different definition for attribute 'Lagoa_Density'. 
Loading canceled"
This is a massive showstopper right now, i have should check that. 
I thought this attribute is a value per point.

I could try to write this attribute into a custom attribute, but this is a 
heavy simulation, i don't want (and don't have the time) to re-sim.

any hints how i could fix that would be much appreciated.

sebastian