Re: Krakatoa for ICE

2013-02-22 Thread John Richard Sanchez
Yes I see now. Didnt even know about it.

On Fri, Feb 22, 2013 at 7:19 PM, Steven Caron  wrote:

> there was already prt export options for softimage... like for 4 years now.
>
>
> On Fri, Feb 22, 2013 at 4:13 PM, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>> Krakatoa for ICE ! Well almost. Just "Send to Maya" :)
>>
>>
>> http://www.thinkboxsoftware.com/news/2013/2/21/thinkbox-software-releases-krakatoa-my-for-autodesk-maya.html
>>
>>
>>
>> www.johnrichardsanchez.com
>>
>
>


-- 
www.johnrichardsanchez.com


Re: Octane render

2013-02-22 Thread Tim Leydecker

Probably 9hrs, too...

I didn´t optimize for speed but clean glossirendering and have
pretty high settings for each material´s AO node, mostly 32-48
samples, add the glossiness to that and you see time running away.

I´d think that having the option to use the same AO node across
multiple materials (like in Maya, connecting via the hypershade)
may be worth a try to see if that brings down rendertime.

I´ve around 10 materials, that´s 10 AO nodes each with a very large
falloff distance set...

The glare output shader could also be nuked, I think. Posteffect, quicker.

Cheers,


tim





On 23.02.2013 03:33, Steven Caron wrote:

9 hrs! what would the rendertime be if it was using your whole machine?


On Fri, Feb 22, 2013 at 6:28 PM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:

' INFO : RC   0.4  info : wallclock  9:12:28.06 for rendering




Re: Octane render

2013-02-22 Thread Steven Caron
9 hrs! what would the rendertime be if it was using your whole machine?


On Fri, Feb 22, 2013 at 6:28 PM, Tim Leydecker  wrote:
>
> ' INFO : RC   0.4  info : wallclock  9:12:28.06 for rendering
>


Re: Krakatoa for ICE

2013-02-22 Thread Steven Caron
there was already prt export options for softimage... like for 4 years now.


On Fri, Feb 22, 2013 at 4:13 PM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> Krakatoa for ICE ! Well almost. Just "Send to Maya" :)
>
>
> http://www.thinkboxsoftware.com/news/2013/2/21/thinkbox-software-releases-krakatoa-my-for-autodesk-maya.html
>
>
>
> www.johnrichardsanchez.com
>


Re: [plug] introducing Creation: Stage

2013-02-22 Thread ivan t
Amazing :)

-Ivan

On Fri, Feb 22, 2013 at 9:51 PM, Helge Mathee  wrote:

>  Thanks. :-)
>
> -H
>
>
> On 22.02.2013 14:45, Manuel Huertas Marchena wrote:
>
> I am in awe! awesome work guys
>
>  --
> Date: Fri, 22 Feb 2013 14:39:29 +0100
> Subject: Re: [plug] introducing Creation: Stage
> From: vladi...@elefantstudios.ch
> To: softimage@listproc.autodesk.com
>
> This is fantastic! Very well done guys!
> Thanks for making my day a bit brighter :)
>
>  Cheers
> Vladimir
>
>
>  On Thu, Feb 21, 2013 at 9:14 PM, Paul Doyle wrote:
>
> Hi everyone - I'm happy to share some news about a module we've been
> working on for handling scene assembly, lighting and shaders. We're pretty
> happy with the connection between our real-time renderer and offline
> renderers. You'll see from the video how deeply we've integrated with
> Arnold. It's also a pretty good advert for the development speed of the
> core platform - this is under two weeks of one engineer's work.
>
>  http://fabricengine.com/creation-modules/stage/
>
> "Stage is a scene assembly, lighting and shader authoring system. It
> provides a tight relationship between your offline renderer and our
> realtime renderer. At this time we are integrating SolidAngle’s Arnold
> renderer, but Stage is designed to support any offline renderer that
> provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman."
>
> Stage is in alpha and we are seeking studios that want to support and
> influence development. If you are interested in working with us to develop
> it further, please contact me directly.
>
>  Thanks,
>
>  Paul
>
>  p.s. obviously this isn't directly related to Softimage, but I figure
> there's a bunch of Arnold users on here that might be interested. If I've
> broken any posting rules, please let me know.
>
>  p.p.s cross-posted on 3DPro
>
>
>
>
>  --
> ---
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---
>
>
>


Friday Flashback #108

2013-02-22 Thread Stephen Blair

Softimage Friday Flashback #108
From Jurassic Park (1993) to Gladiator (2001), a "representative 
sample" of motion pictures created with Softimage products.

http://wp.me/powV4-2Ab


Re: [plug] introducing Creation: Stage

2013-02-22 Thread Helge Mathee

Thanks. :-)

-H

On 22.02.2013 14:45, Manuel Huertas Marchena wrote:

I am in awe! awesome work guys


Date: Fri, 22 Feb 2013 14:39:29 +0100
Subject: Re: [plug] introducing Creation: Stage
From: vladi...@elefantstudios.ch
To: softimage@listproc.autodesk.com

This is fantastic! Very well done guys!
Thanks for making my day a bit brighter :)

Cheers
Vladimir


On Thu, Feb 21, 2013 at 9:14 PM, Paul Doyle > wrote:


Hi everyone - I'm happy to share some news about a module we've
been working on for handling scene assembly, lighting and shaders.
We're pretty happy with the connection between our real-time
renderer and offline renderers. You'll see from the video how
deeply we've integrated with Arnold. It's also a pretty good
advert for the development speed of the core platform - this is
under two weeks of one engineer's work.

http://fabricengine.com/creation-modules/stage/

"Stage is a scene assembly, lighting and shader authoring system.
It provides a tight relationship between your offline renderer and
our realtime renderer. At this time we are integrating
SolidAngle’s Arnold renderer, but Stage is designed to support any
offline renderer that provides an API, such as ChaosGroup’s VRay
or Pixar’s Renderman."

Stage is in alpha and we are seeking studios that want to support
and influence development. If you are interested in working with
us to develop it further, please contact me directly.

Thanks,

Paul

p.s. obviously this isn't directly related to Softimage, but I
figure there's a bunch of Arnold users on here that might be
interested. If I've broken any posting rules, please let me know.

p.p.s cross-posted on 3DPro




--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch 
---




RE: [plug] introducing Creation: Stage

2013-02-22 Thread Manuel Huertas Marchena
I am in awe! awesome work guys

Date: Fri, 22 Feb 2013 14:39:29 +0100
Subject: Re: [plug] introducing Creation: Stage
From: vladi...@elefantstudios.ch
To: softimage@listproc.autodesk.com

This is fantastic! Very well done guys!Thanks for making my day a bit brighter 
:)
CheersVladimir


On Thu, Feb 21, 2013 at 9:14 PM, Paul Doyle  wrote:

Hi everyone - I'm happy to share some news about a module we've been working on 
for handling scene assembly, lighting and shaders. We're pretty happy with the 
connection between our real-time renderer and offline renderers. You'll see 
from the video how deeply we've integrated with Arnold. It's also a pretty good 
advert for the development speed of the core platform - this is under two weeks 
of one engineer's work.



http://fabricengine.com/creation-modules/stage/

"Stage is a scene assembly, lighting and shader authoring system. It provides a 
tight relationship between your offline renderer and our realtime renderer. At 
this time we are integrating SolidAngle’s Arnold renderer, but Stage is 
designed to support any offline renderer that provides an API, such as 
ChaosGroup’s VRay or Pixar’s Renderman."




Stage is in alpha and we are seeking studios that want to support and influence 
development. If you are interested in working with us to develop it further, 
please contact me directly.
Thanks,



Paul
p.s. obviously this isn't directly related to Softimage, but I figure there's a 
bunch of Arnold users on here that might be interested. If I've broken any 
posting rules, please let me know.



p.p.s cross-posted on 3DPro


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20


www.elefantstudios.ch
---
  

Re: [plug] introducing Creation: Stage

2013-02-22 Thread Vladimir Jankijevic
This is fantastic! Very well done guys!
Thanks for making my day a bit brighter :)

Cheers
Vladimir


On Thu, Feb 21, 2013 at 9:14 PM, Paul Doyle  wrote:

> Hi everyone - I'm happy to share some news about a module we've been
> working on for handling scene assembly, lighting and shaders. We're pretty
> happy with the connection between our real-time renderer and offline
> renderers. You'll see from the video how deeply we've integrated with
> Arnold. It's also a pretty good advert for the development speed of the
> core platform - this is under two weeks of one engineer's work.
>
> http://fabricengine.com/creation-modules/stage/
>
> "Stage is a scene assembly, lighting and shader authoring system. It
> provides a tight relationship between your offline renderer and our
> realtime renderer. At this time we are integrating SolidAngle’s Arnold
> renderer, but Stage is designed to support any offline renderer that
> provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman."
>
> Stage is in alpha and we are seeking studios that want to support and
> influence development. If you are interested in working with us to develop
> it further, please contact me directly.
>
> Thanks,
>
> Paul
>
> p.s. obviously this isn't directly related to Softimage, but I figure
> there's a bunch of Arnold users on here that might be interested. If I've
> broken any posting rules, please let me know.
>
> p.p.s cross-posted on 3DPro
>



-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: [plug] introducing Creation: Stage

2013-02-22 Thread Ed Manning
Lovely. Beautiful work.

I was just wondering (because I've been installing and trying to work with
a bunch of renderers) whether it would be a good idea to have 3rd-party
renderers simply read something like Alembic, rather than try to engineer
their own translators for all 3D packages, which then must all be kept
current, etc. etc.

Now they don't need to.

I just wish some of the Creation tools weren't only frameworks, but were
finished applications, so folks like me (no coding skillz nor developer
department) could really use them.


Re: [plug] introducing Creation: Stage

2013-02-22 Thread Stefan Andersson
very very cool!

I like! :)

/stefan


On Thu, Feb 21, 2013 at 9:14 PM, Paul Doyle  wrote:

> Hi everyone - I'm happy to share some news about a module we've been
> working on for handling scene assembly, lighting and shaders. We're pretty
> happy with the connection between our real-time renderer and offline
> renderers. You'll see from the video how deeply we've integrated with
> Arnold. It's also a pretty good advert for the development speed of the
> core platform - this is under two weeks of one engineer's work.
>
> http://fabricengine.com/creation-modules/stage/
>
> "Stage is a scene assembly, lighting and shader authoring system. It
> provides a tight relationship between your offline renderer and our
> realtime renderer. At this time we are integrating SolidAngle’s Arnold
> renderer, but Stage is designed to support any offline renderer that
> provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman."
>
> Stage is in alpha and we are seeking studios that want to support and
> influence development. If you are interested in working with us to develop
> it further, please contact me directly.
>
> Thanks,
>
> Paul
>
> p.s. obviously this isn't directly related to Softimage, but I figure
> there's a bunch of Arnold users on here that might be interested. If I've
> broken any posting rules, please let me know.
>
> p.p.s cross-posted on 3DPro
>



-- 
*Stefan Andersson | Digital Janitor*
blog  | showreel|
twitter  |
LinkedIn| cell: +46-73-6268850 |
skype:sanders3d


Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-22 Thread Adam Sale
Thanks Chris.

There are some issues with the characters that I did not catch on my end.
As I've poked around, there are some deficiencies I'd like to clean up and
update.
A foot roll disconnected on one, a frozen ICE tree on another. Synoptic
link missing here or there.. Somehow slipped through the cracks.

On the Gwen character if I open the scene file, it suggests the mesh on her
inner shirt is corrupt, however, if you pull in the .emdl file, from the
models folder it works just fine. I distinctly remember saving the scene
file first, and then exporting that final as a model, so not sure how the
corruption happened.




On Fri, Feb 22, 2013 at 3:15 AM, Chris Chia  wrote:

> Nice assets Adam!
> Hope to see some of you guys' work soon ;)
>
>
> On 21 Feb, 2013, at 2:19 AM, "Adam Sale"  adamfs...@gmail.com>> wrote:
>
> Well, thats good :-)
> The rainbow shader.. must be the vertex map. That should not be there.
> I think when I get a chance, I will have to provide updates to the rigs
> based on any feedback I receieve. I can use my blog to do so.
>
>
>
> On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin  > wrote:
> Hey Adam,
>
> I forwarded the rigs to our animators here. I want them to have a look and
> check if there anything we don't have in our rigs that we could add ;-)
> The Dave character works fine in Wireframe or HiddenLineRemoval. for me
> it's really just the shaded mode that is slow. It comes with a rainbow
> shader that I suspect is the cause of the slow down.
>
> I only played with the rigs for 2 minutes so far and I didn't break them
> .. so that's a good sign ;-)
>
> Jeremie
>
>
> On 20 February 2013 09:52, Adam Sale  adamfs...@gmail.com>> wrote:
> I did the rigs over a couple of weeks between my full time gigs. The
> meshes came from 3ds max I believe and were a mess when I first got them.
> Too many pieces, shapes that didn't work in Softimage, scale issues. I
> pretty much had to take them down to bare mesh and start from scratch. They
> have not been fully tested as there was no time or animators available to
> put them through their paces. Still, they should be robust enough.
> Originally the meshes had tangent properties on them that were slowing
> them down something awful, but I had toasted them to increase performance.
> The Dave character didn't seem to have issues at the time I uploaded him,
> though if its something that others notice as well I can have a look.
>
> Adam
>
>
>
>
>
> On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin  > wrote:
> Nice little contest ! Go Softimage !
>
> Anybody knows who did the rigs for Softimage ?
> Is that me or the Dave character is extremely slow in shaded mode ?
>
>
>
>
>
> On 20 February 2013 07:48, Eric Thivierge  ethivie...@gmail.com>> wrote:
> Softimage assets are made in 2013 btw.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau <
> marc-andre.carbonn...@ubisoft.com>
> wrote:
> Ya... some really discouraging rules! Hmmm, where did I put my red
> square...
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Alok
> Sent: 20 février 2013 10:20
> To: softimage@listproc.autodesk.com >
> Subject: Re: Autodesk contest - all USA and Canada but not Quebec...
>
> With so many stringent rules it is no wonder the contest is void, sad for
> us in Quebec though :(
>
> Alok Gandhi
> Lead TD
> Modusfx
>
> On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
> > here is what about.com says:
> >
> > Question: Why are So Many Sweepstakes Void in Quebec
> > http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
> >
> > On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau  > wrote:
> >> tons of contest are not run available to resident of Quebec, I see
> >> this fine print all the time.  bit frustrating; I blame the PQ
> >>
> >> On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
> >>  marc-andre.carbonn...@ubisoft.com>> wrote:
> >>> LoL
> >>> I sent an email to Sonja Muller.(the only contact that is on the
> contest page) We'll see what she has to say.
> >>> Quebec's government doesn't make it easy for companies to hold
> contests here but I know it is possible as a lot of other companies do hold
> them.
> >>> It's probably just more paperwork and Autodesk being lazy or
> un-educated as to how to make it work.
> >
> > -
> > No virus found in this message.
> > Checked by AVG - www.avg.com
> > Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
> > 02/20/13
>
>
>
>
>
>
>
>
>


Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-22 Thread Chris Chia
Nice assets Adam!
Hope to see some of you guys' work soon ;)


On 21 Feb, 2013, at 2:19 AM, "Adam Sale" 
mailto:adamfs...@gmail.com>> wrote:

Well, thats good :-)
The rainbow shader.. must be the vertex map. That should not be there.
I think when I get a chance, I will have to provide updates to the rigs based 
on any feedback I receieve. I can use my blog to do so.



On Wed, Feb 20, 2013 at 10:09 AM, Jeremie Passerin 
mailto:gerem@gmail.com>> wrote:
Hey Adam,

I forwarded the rigs to our animators here. I want them to have a look and 
check if there anything we don't have in our rigs that we could add ;-)
The Dave character works fine in Wireframe or HiddenLineRemoval. for me it's 
really just the shaded mode that is slow. It comes with a rainbow shader that I 
suspect is the cause of the slow down.

I only played with the rigs for 2 minutes so far and I didn't break them .. so 
that's a good sign ;-)

Jeremie


On 20 February 2013 09:52, Adam Sale 
mailto:adamfs...@gmail.com>> wrote:
I did the rigs over a couple of weeks between my full time gigs. The meshes 
came from 3ds max I believe and were a mess when I first got them. Too many 
pieces, shapes that didn't work in Softimage, scale issues. I pretty much had 
to take them down to bare mesh and start from scratch. They have not been fully 
tested as there was no time or animators available to put them through their 
paces. Still, they should be robust enough.
Originally the meshes had tangent properties on them that were slowing them 
down something awful, but I had toasted them to increase performance.
The Dave character didn't seem to have issues at the time I uploaded him, 
though if its something that others notice as well I can have a look.

Adam





On Wed, Feb 20, 2013 at 9:26 AM, Jeremie Passerin 
mailto:gerem@gmail.com>> wrote:
Nice little contest ! Go Softimage !

Anybody knows who did the rigs for Softimage ?
Is that me or the Dave character is extremely slow in shaded mode ?





On 20 February 2013 07:48, Eric Thivierge 
mailto:ethivie...@gmail.com>> wrote:
Softimage assets are made in 2013 btw.


Eric Thivierge
http://www.ethivierge.com


On Wed, Feb 20, 2013 at 10:30 AM, Marc-Andre Carbonneau 
mailto:marc-andre.carbonn...@ubisoft.com>> 
wrote:
Ya... some really discouraging rules! Hmmm, where did I put my red square...


-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Alok
Sent: 20 février 2013 10:20
To: softimage@listproc.autodesk.com
Subject: Re: Autodesk contest - all USA and Canada but not Quebec...

With so many stringent rules it is no wonder the contest is void, sad for us in 
Quebec though :(

Alok Gandhi
Lead TD
Modusfx

On 20/02/2013 10:13 AM, Luc-Eric Rousseau wrote:
> here is what about.com says:
>
> Question: Why are So Many Sweepstakes Void in Quebec
> http://contests.about.com/od/sweepstakes101/f/VoidinQuebec.htm
>
> On Wed, Feb 20, 2013 at 9:58 AM, Luc-Eric Rousseau 
> mailto:luceri...@gmail.com>> wrote:
>> tons of contest are not run available to resident of Quebec, I see
>> this fine print all the time.  bit frustrating; I blame the PQ
>>
>> On Wed, Feb 20, 2013 at 9:31 AM, Marc-Andre Carbonneau
>> mailto:marc-andre.carbonn...@ubisoft.com>>
>>  wrote:
>>> LoL
>>> I sent an email to Sonja Muller.(the only contact that is on the contest 
>>> page) We'll see what she has to say.
>>> Quebec's government doesn't make it easy for companies to hold contests 
>>> here but I know it is possible as a lot of other companies do hold them.
>>> It's probably just more paperwork and Autodesk being lazy or un-educated as 
>>> to how to make it work.
>
> -
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2238 / Virus Database: 2639/5618 - Release Date:
> 02/20/13








<>