RE: eyelid bulge workflows...

2013-03-15 Thread Sandy Sutherland
Was going to say - we have been using the Master Class direction for a long 
time now - works 100% and is really easy to script and build into a autorigger 
approach.  Find distance to eye using ICE and write into a weightmap, then an 
ICE tree that references this distance map to keep the points in a weightmapped 
region out from the eye.

S.


Sandy Sutherland | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 

[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 


[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Adrian Lopez 
[vfxw...@gmail.com]
Sent: 15 March 2013 03:38
To: softimage@listproc.autodesk.com
Subject: Re: eyelid bulge workflows...

Absolutely what I was looking for, thanks Eric!!


On Thu, Mar 14, 2013 at 6:57 PM, Eric Thivierge 
mailto:ethivie...@gmail.com>> wrote:

Check out Brad Gabes master class on the area.

On Mar 14, 2013 6:05 PM, "gareth bell" 
mailto:garethb...@outlook.com>> wrote:

https://vimeo.com/18949277




From: vfxw...@gmail.com
Date: Thu, 14 Mar 2013 15:42:30 -0500
Subject: eyelid bulge workflows...
To: softimage@listproc.autodesk.com

Folks,

Skin sliding over the moving eyeball has always seemed like a tedious setup... 
Has anyone seen any new and interesting approaches to this?

--
Adrian Lopez
CEO.Producer.Director
Liquid Light Digital
www.liquidlightdigital.com



--
Adrian Lopez
CEO.Producer.Director
Liquid Light Digital
www.liquidlightdigital.com


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Eugen Sares
Guys, this is fantastic! Exactly the simple workflow and high speed 
anyone should come to expect these days!
It had to be a bunch of true independent "nerds" to pave the path, 
again... (meant as a compliment!)
I haven't got resources left for testing, but I'm very much looking 
forward to 1.0.



Am 15.03.2013 03:35, schrieb Nicolas Burtnyk:

Hey guys,

I'm going to respond to the last few messages regarding the importance 
of speed later, but in the meantime here is a video of some live 
rendering in Softimage.


http://youtu.be/fjCguRdSlV0

-Nicolas



On Thu, Mar 14, 2013 at 1:17 PM, > wrote:


you are right of course, as always.
what is really needed is a fine balance between quality and speed,
at a pricepoint that is affordable yet high enough to sustain
development,
and available before my retirement.
*From:* Andy Moorer 
*Sent:* Thursday, March 14, 2013 9:02 PM
*To:* softimage@listproc.autodesk.com

*Subject:* Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are tight and
particularly in the iterative direction phase often re-rendering
takes much more time than making a directed change. "Dailies"
reflect this... A series of several directed tweaks to a shot can
stretch over several days in part to allow time to make changes
and get them rendered... A major limitation to working with
rendered VFX elements versus composite effects which can often be
altered in near realtime.

Sent from my iPad

On Mar 14, 2013, at 4:21 AM, mailto:pete...@skynet.be>> wrote:


> Please also bear in mind that we're still just in alpha and
constantly improving performance. We're kind of obsessed with
speed :)
speed is great of course – but IMO it’s not the most important
factor.
over the years we have all been doing productions with rather
long rendertimes, running into hours per frame and more. The
bottom line was rarely “it has to be rendered in X amount of
time” – clients couldn’t care less. It has to be good enough
first and rendered in time for delivery.
it’s been a long time I’m looking forward for a viewport/GPU
mental ray replacement in softimage.
Hopefully staying below 5 minutes for complex HD images and
within 1 minute for more simple stuff – but more importantly, it
should have the bells and whistles of a modern raytracer, and
deliver production quality rendering – that can be very precisely
tweaked by the user.
It’s very frustrating to get a promising image very fast, but not
being able to make the image really final - some remaining
artifacts, sampling problem or no ability to finetune this or
that effect or simply lack of a feature you really require – so
in turn you have to bite the bullet and go back to good old
offline rendering – and the corresponding rendertimes will be
twice as frustrating.
Very extensive support for lighting features – not just GI / AO /
softshadows / softreflections – but also SSS, raytraced
refractions, motion blur, volumetrics, ICE support, instancing,
hair – and a good set of shaders and support for the rendertree
and as many of the factory shaders as possible.
Mental ray never became the standard it was because of speed –
but because of what one can achieve with it. (and then you have
to turn off a few things left and right for final renders in
order to make rendertimes acceptable)
Obviously in this day and age it’s features are getting long in
the tooth as well, which opens the door wide open for others –
but it remains a reference for what a renderer should at least
aspire to.
just some thoughts and hints of what matters to me when
considering a new renderer.







Re: Forcing data on ice-trees to be persistent.

2013-03-15 Thread Vladimir Jankijevic
one other thing you could try if the caching is to slow, is to set your ICE
data through script and disconnect the tree to prevent re-evaluation. then,
if something needs to be changed in the data, reconnect the tree, evaluate
and set the data again with script. just an idea, didn't test it, but I
have similar setups where the user selects some polygons and assigns ICE
data to them. Those are persistent when set by script. Other trees can read
them and do stuff with it. Hope this makes sense :)

Cheers
Vladimir


On Thu, Mar 14, 2013 at 5:02 PM, Jules Stevenson
wrote:

> I'm building a tool which sets data to weights via ICE (an auto weighter).
> What I need it to do is working great, however, as it's ICE, it executes
> all the time - whenever a deformer is moved it re-evaluates the tree. The
> tree is slow. What I really need is some way of making the ice
> data persistent without constantly re-evaluating, In an ideal world this
> would mean when I disconnect the Ice Node, the data that it has written to
> the weights *doesn't* disappear.
>
> I know the easiest way to achieve this is freeze the object, but because
> this is an iterative user tool it's not an ideal workflow. Anyone got an
> ideas if something like this is possible?
>
> Many thanks,
>
> Jules
>
>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Adam Seeley
Hi,

Just wondering for those people who have a foot each in the AD camp & the 
Houdini camp. are the Houdini crowd a bunch of happy campers or do they 
have the same amount of gripes?

Adam


 
--
Freelance Softimage Generalist

http://www.linkedin.com/profile/view?id=21162305

https://vimeo.com/album/2280465






 From: Emilio Hernandez 
To: softimage@listproc.autodesk.com 
Sent: Thursday, 14 March 2013, 18:24
Subject: Re: 2014 New feature list... minor corrections list... you decide
 

Well that sure is something people using Houdini appreciate and we using AD 
products regret.   Perhaps updates are so Top Secret that AD doesn't want other 
software companies to see what's coming up...   More of the same.  In the 
meantime we can only hope that NEW IMPROVEMENTS  to Softimage are coming.  
Something like now you can have in Maya the Softimage color scheme and vs., ...

But for some small things actually the way Softimage is now with the 
participation of Exocortex, Eric Mootz, and the other addons that are coming 
out, I think that there is not too much to improve...




2013/3/14 Mário Domingos 

This is an example of a proper software update. 
>
>
>http://www.sidefx.com/index.php?option=com_content&task=view&id=2447&Itemid=360
>
>
>Mário Domingos
>
>
>www.mariodomingos.com
>
>
>
>
>Sent from my super iPhone
>
>
>
>On 14/03/2013, at 17:10, Doeke Wartena  wrote:
>
>
>I would like if you can see the size of objects so it's easier to make models 
>for 3d printing.
>>
>>
>>2013/3/14 Francois Lord 
>>
>>+1
>>>
>>>
>>>On 14/03/2013 09:45, Eric Lampi wrote:
>>>
>>>Guys,

Don't you think it's better to just wait for the list to be released before 
getting too worked up over it?


>>>
>>


-- 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Arvid Björn
Very interesting indeed! Definitely shooting you guys an email! :)


On Fri, Mar 15, 2013 at 10:50 AM, Eugen Sares  wrote:

>  Guys, this is fantastic! Exactly the simple workflow and high speed
> anyone should come to expect these days!
> It had to be a bunch of true independent "nerds" to pave the path,
> again... (meant as a compliment!)
> I haven't got resources left for testing, but I'm very much looking
> forward to 1.0.
>
>
> Am 15.03.2013 03:35, schrieb Nicolas Burtnyk:
>
> Hey guys,
>
>  I'm going to respond to the last few messages regarding the importance
> of speed later, but in the meantime here is a video of some live rendering
> in Softimage.
>
>  http://youtu.be/fjCguRdSlV0
>
>  -Nicolas
>
>
>
> On Thu, Mar 14, 2013 at 1:17 PM,  wrote:
>
>>   you are right of course, as always.
>>
>> what is really needed is a fine balance between quality and speed,
>> at a pricepoint that is affordable yet high enough to sustain development,
>> and available before my retirement.
>>
>>
>>  *From:* Andy Moorer 
>> *Sent:* Thursday, March 14, 2013 9:02 PM
>> *To:* softimage@listproc.autodesk.com
>>  *Subject:* Re: Announcing Redshift - Biased GPU Renderer
>>
>>   Well said, but speed is still important, deadlines are tight and
>> particularly in the iterative direction phase often re-rendering takes much
>> more time than making a directed change. "Dailies" reflect this... A series
>> of several directed tweaks to a shot can stretch over several days in part
>> to allow time to make changes and get them rendered... A major limitation
>> to working with rendered VFX  elements versus composite effects which can
>> often be altered in near realtime.
>>
>> Sent from my iPad
>>
>> On Mar 14, 2013, at 4:21 AM,  wrote:
>>
>>> Please also bear in mind that we're still just in alpha and
>> constantly improving performance.  We're kind of obsessed with speed :)
>>
>> speed is great of course – but IMO it’s not the most important factor.
>>
>> over the years we have all been doing productions with rather long
>> rendertimes, running into hours per frame and more. The bottom line was
>> rarely “it has to be rendered in X amount of time” – clients couldn’t care
>> less. It has to be good enough first and rendered in time for delivery.
>>
>> it’s been a long time I’m looking forward for a viewport/GPU mental ray
>> replacement in softimage.
>> Hopefully staying below 5 minutes for complex HD images and within 1
>> minute for more simple stuff – but more importantly, it should have the
>> bells and whistles of a modern raytracer, and deliver production quality
>> rendering – that can be very precisely tweaked by the user.
>>
>> It’s very frustrating to get a promising image very fast, but not being
>> able to make the image really final - some remaining artifacts, sampling
>> problem or no ability to finetune this or that effect or simply lack of a
>> feature you really require – so in turn you have to bite the bullet and go
>> back to good old offline rendering – and the corresponding rendertimes will
>> be twice as frustrating.
>> Very extensive support for lighting features – not just GI / AO /
>> softshadows / softreflections – but also SSS, raytraced refractions, motion
>> blur, volumetrics, ICE support, instancing, hair – and a good set of
>> shaders and support for the rendertree and as many of the factory shaders
>> as possible.
>>
>> Mental ray never became the standard it was because of speed – but
>> because of what one can achieve with it. (and then you have to turn off a
>> few things left and right for final renders in order to make rendertimes
>> acceptable)
>> Obviously in this day and age it’s features are getting long in the tooth
>> as well, which opens the door wide open for others – but it remains a
>> reference for what a renderer should at least aspire to.
>>
>> just some thoughts and hints of what matters to me when considering a new
>> renderer.
>>
>>
>
>


Re: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Stefan Kubicek

At least the latest "point release" looks good.
http://www.sidefx.com/index.php?option=com_content&task=view&id=2445&Itemid=66

Complete new features list: 
http://www.sidefx.com/index.php?option=com_content&task=view&id=2447&Itemid=360

Modo 701 has just been announced as well:
http://www.luxology.com/store/special_offers/



Hi,

Just wondering for those people who have a foot each in the AD camp & the 
Houdini camp. are the Houdini crowd a bunch of happy campers or do they have 
the same amount of gripes?

Adam


 --
Freelance Softimage Generalist

http://www.linkedin.com/profile/view?id=21162305

https://vimeo.com/album/2280465






 From: Emilio Hernandez 
To: softimage@listproc.autodesk.com
Sent: Thursday, 14 March 2013, 18:24
Subject: Re: 2014 New feature list... minor corrections list... you decide

Well that sure is something people using Houdini appreciate and we using AD 
products regret.   Perhaps updates are so Top Secret that AD doesn't want other 
software companies to see what's coming up...   More of the same.  In the 
meantime we can only hope that NEW IMPROVEMENTS  to Softimage are coming.  
Something like now you can have in Maya the Softimage color scheme and vs., ...

But for some small things actually the way Softimage is now with the 
participation of Exocortex, Eric Mootz, and the other addons that are coming 
out, I think that there is not too much to improve...




2013/3/14 Mário Domingos 

This is an example of a proper software update.



http://www.sidefx.com/index.php?option=com_content&task=view&id=2447&Itemid=360


Mário Domingos


www.mariodomingos.com




Sent from my super iPhone



On 14/03/2013, at 17:10, Doeke Wartena  wrote:


I would like if you can see the size of objects so it's easier to make models 
for 3d printing.



2013/3/14 Francois Lord 

+1



On 14/03/2013 09:45, Eric Lampi wrote:

Guys,


Don't you think it's better to just wait for the list to be released before 
getting too worked up over it?









--




--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Len Krenzler
+1!  Absolutely out of this world!  How you guys got all this done so 
fast is mind blowing.  Integrated into SI too, not just an export 
plugin.  This is truly ground breaking!


On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!!   
This is going to rock the rendering world.  And for Softimage


Awsome guys congratulations on this one.  My quadro 3000 finally is 
awake!!!



2013/3/14 Sylvain Lebeau mailto:s...@shedmtl.com>>

killer
congrats to you and team Nicolas!!

sly

*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM
<http://WWW.SHEDMTL.COM>

On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:

Hey guys,

I'm going to respond to the last few messages regarding the
importance of speed later, but in the meantime here is a video of
some live rendering in Softimage.

http://youtu.be/fjCguRdSlV0

-Nicolas



On Thu, Mar 14, 2013 at 1:17 PM, mailto:pete...@skynet.be>> wrote:

you are right of course, as always.
what is really needed is a fine balance between quality and
speed,
at a pricepoint that is affordable yet high enough to sustain
development,
and available before my retirement.
*From:* Andy Moorer 
*Sent:* Thursday, March 14, 2013 9:02 PM
*To:* softimage@listproc.autodesk.com

*Subject:* Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are tight
and particularly in the iterative direction phase often
re-rendering takes much more time than making a directed
change. "Dailies" reflect this... A series of several
directed tweaks to a shot can stretch over several days in
part to allow time to make changes and get them rendered... A
major limitation to working with rendered VFX  elements
versus composite effects which can often be altered in near
realtime.

Sent from my iPad

On Mar 14, 2013, at 4:21 AM, mailto:pete...@skynet.be>> wrote:


> Please also bear in mind that we're still just in alpha
and constantly improving performance.  We're kind of
obsessed with speed :)
speed is great of course – but IMO it’s not the most
important factor.
over the years we have all been doing productions with
rather long rendertimes, running into hours per frame and
more. The bottom line was rarely “it has to be rendered in X
amount of time” – clients couldn’t care less. It has to be
good enough first and rendered in time for delivery.
it’s been a long time I’m looking forward for a viewport/GPU
mental ray replacement in softimage.
Hopefully staying below 5 minutes for complex HD images and
within 1 minute for more simple stuff – but more
importantly, it should have the bells and whistles of a
modern raytracer, and deliver production quality rendering –
that can be very precisely tweaked by the user.
It’s very frustrating to get a promising image very fast,
but not being able to make the image really final - some
remaining artifacts, sampling problem or no ability to
finetune this or that effect or simply lack of a feature you
really require – so in turn you have to bite the bullet and
go back to good old offline rendering – and the
corresponding rendertimes will be twice as frustrating.
Very extensive support for lighting features – not just GI /
AO / softshadows / softreflections – but also SSS, raytraced
refractions, motion blur, volumetrics, ICE support,
instancing, hair – and a good set of shaders and support for
the rendertree and as many of the factory shaders as possible.
Mental ray never became the standard it was because of speed
– but because of what one can achieve with it. (and then you
have to turn off a few things left and right for final
renders in order to make rendertimes acceptable)
Obviously in this day and age it’s features are getting long
in the tooth as well, which opens the door wide open for
others – but it remains a reference for what a renderer
should at least aspire to.
just some thoughts and hints of what matters to me when
considering a new renderer.








--




--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

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



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
hey I haven't really seen if region rendering is supported as well or only
preview window? just wondering


On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler wrote:

>  +1!  Absolutely out of this world!  How you guys got all this done so
> fast is mind blowing.  Integrated into SI too, not just an export plugin.
> This is truly ground breaking!
>
>
> On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
>
>  Let me tell you that I just put my hands on this baby and wow!!!   This
> is going to rock the rendering world.  And for Softimage
>
>  Awsome guys congratulations on this one.  My quadro 3000 finally is
> awake!!!
>
>
> 2013/3/14 Sylvain Lebeau 
>
>>  killer
>> congrats to you and team Nicolas!!
>>
>> sly
>>
>>  *Sylvain Lebeau // SHED**
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  
>> <
>> http://WWW.SHEDMTL.COM>
>>  On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
>>
>> Hey guys,
>>
>>  I'm going to respond to the last few messages regarding the importance
>> of speed later, but in the meantime here is a video of some live rendering
>> in Softimage.
>>
>>  http://youtu.be/fjCguRdSlV0
>>
>>  -Nicolas
>>
>>
>>
>> On Thu, Mar 14, 2013 at 1:17 PM,  wrote:
>>
>>>   you are right of course, as always.
>>>
>>> what is really needed is a fine balance between quality and speed,
>>> at a pricepoint that is affordable yet high enough to sustain
>>> development,
>>> and available before my retirement.
>>>
>>>
>>>  *From:* Andy Moorer 
>>> *Sent:* Thursday, March 14, 2013 9:02 PM
>>> *To:* softimage@listproc.autodesk.com
>>>  *Subject:* Re: Announcing Redshift - Biased GPU Renderer
>>>
>>>   Well said, but speed is still important, deadlines are tight and
>>> particularly in the iterative direction phase often re-rendering takes much
>>> more time than making a directed change. "Dailies" reflect this... A series
>>> of several directed tweaks to a shot can stretch over several days in part
>>> to allow time to make changes and get them rendered... A major limitation
>>> to working with rendered VFX  elements versus composite effects which can
>>> often be altered in near realtime.
>>>
>>> Sent from my iPad
>>>
>>> On Mar 14, 2013, at 4:21 AM,  wrote:
>>>
>>>> Please also bear in mind that we're still just in alpha and
>>> constantly improving performance.  We're kind of obsessed with speed :)
>>>
>>> speed is great of course – but IMO it’s not the most important factor.
>>>
>>> over the years we have all been doing productions with rather long
>>> rendertimes, running into hours per frame and more. The bottom line was
>>> rarely “it has to be rendered in X amount of time” – clients couldn’t care
>>> less. It has to be good enough first and rendered in time for delivery.
>>>
>>> it’s been a long time I’m looking forward for a viewport/GPU mental ray
>>> replacement in softimage.
>>> Hopefully staying below 5 minutes for complex HD images and within 1
>>> minute for more simple stuff – but more importantly, it should have the
>>> bells and whistles of a modern raytracer, and deliver production quality
>>> rendering – that can be very precisely tweaked by the user.
>>>
>>> It’s very frustrating to get a promising image very fast, but not being
>>> able to make the image really final - some remaining artifacts, sampling
>>> problem or no ability to finetune this or that effect or simply lack of a
>>> feature you really require – so in turn you have to bite the bullet and go
>>> back to good old offline rendering – and the corresponding rendertimes will
>>> be twice as frustrating.
>>> Very extensive support for lighting features – not just GI / AO /
>>> softshadows / softreflections – but also SSS, raytraced refractions, motion
>>> blur, volumetrics, ICE support, instancing, hair – and a good set of
>>> shaders and support for the rendertree and as many of the factory shaders
>>> as possible.
>>>
>>> Mental ray never became the standard it was because of speed – but
>>> because of what one can achieve with it. (and then you have to turn off a
>>> few things left and right for final renders in order to make rendertimes
>>> acceptable)
>>> Obviously in this day and age it’s features are getting long in the
>>> tooth as well, which opens the door wide open for others – but it remains a
>>> reference for what a renderer should at least aspire to.
>>>
>>> just some thoughts and hints of what matters to me when considering a
>>> new renderer.
>>>
>>>
>>
>>
>
>
> --
>
>
>
> --
> _
>
> Len Krenzler - Creative Control Media Productions
>
> Phone: 780.463.3126
> www.creativecontrol.ca - l...@creativecontrol.ca
>
>


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Emilio Hernandez
Everything is supported Mirko!  It is like having the old and crumpy MR
reborn with power, speed and awsome result.  Integration with Softimage is
seamless.


2013/3/15 Mirko Jankovic 

> hey I haven't really seen if region rendering is supported as well or only
> preview window? just wondering
>
>
> On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler wrote:
>
>>  +1!  Absolutely out of this world!  How you guys got all this done so
>> fast is mind blowing.  Integrated into SI too, not just an export plugin.
>> This is truly ground breaking!
>>
>>
>> On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
>>
>>  Let me tell you that I just put my hands on this baby and wow!!!   This
>> is going to rock the rendering world.  And for Softimage
>>
>>  Awsome guys congratulations on this one.  My quadro 3000 finally is
>> awake!!!
>>
>>
>> 2013/3/14 Sylvain Lebeau 
>>
>>>  killer
>>> congrats to you and team Nicolas!!
>>>
>>> sly
>>>
>>>  *Sylvain Lebeau // SHED**
>>> *V-P/Visual effects supervisor
>>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
>>> <
>>> http://WWW.SHEDMTL.COM>
>>>  On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
>>>
>>> Hey guys,
>>>
>>>  I'm going to respond to the last few messages regarding the importance
>>> of speed later, but in the meantime here is a video of some live rendering
>>> in Softimage.
>>>
>>>  http://youtu.be/fjCguRdSlV0
>>>
>>>  -Nicolas
>>>
>>>
>>>
>>> On Thu, Mar 14, 2013 at 1:17 PM,  wrote:
>>>
   you are right of course, as always.

 what is really needed is a fine balance between quality and speed,
 at a pricepoint that is affordable yet high enough to sustain
 development,
 and available before my retirement.


  *From:* Andy Moorer 
 *Sent:* Thursday, March 14, 2013 9:02 PM
 *To:* softimage@listproc.autodesk.com
  *Subject:* Re: Announcing Redshift - Biased GPU Renderer

   Well said, but speed is still important, deadlines are tight and
 particularly in the iterative direction phase often re-rendering takes much
 more time than making a directed change. "Dailies" reflect this... A series
 of several directed tweaks to a shot can stretch over several days in part
 to allow time to make changes and get them rendered... A major limitation
 to working with rendered VFX  elements versus composite effects which can
 often be altered in near realtime.

 Sent from my iPad

 On Mar 14, 2013, at 4:21 AM,  wrote:

> Please also bear in mind that we're still just in alpha and
 constantly improving performance.  We're kind of obsessed with speed :)

 speed is great of course – but IMO it’s not the most important factor.

 over the years we have all been doing productions with rather long
 rendertimes, running into hours per frame and more. The bottom line was
 rarely “it has to be rendered in X amount of time” – clients couldn’t care
 less. It has to be good enough first and rendered in time for delivery.

 it’s been a long time I’m looking forward for a viewport/GPU mental ray
 replacement in softimage.
 Hopefully staying below 5 minutes for complex HD images and within 1
 minute for more simple stuff – but more importantly, it should have the
 bells and whistles of a modern raytracer, and deliver production quality
 rendering – that can be very precisely tweaked by the user.

 It’s very frustrating to get a promising image very fast, but not being
 able to make the image really final - some remaining artifacts, sampling
 problem or no ability to finetune this or that effect or simply lack of a
 feature you really require – so in turn you have to bite the bullet and go
 back to good old offline rendering – and the corresponding rendertimes will
 be twice as frustrating.
 Very extensive support for lighting features – not just GI / AO /
 softshadows / softreflections – but also SSS, raytraced refractions, motion
 blur, volumetrics, ICE support, instancing, hair – and a good set of
 shaders and support for the rendertree and as many of the factory shaders
 as possible.

 Mental ray never became the standard it was because of speed – but
 because of what one can achieve with it. (and then you have to turn off a
 few things left and right for final renders in order to make rendertimes
 acceptable)
 Obviously in this day and age it’s features are getting long in the
 tooth as well, which opens the door wide open for others – but it remains a
 reference for what a renderer should at least aspire to.

 just some thoughts and hints of what matters to me when considering a
 new renderer.


>>>
>>>
>>
>>
>> --
>>
>>
>>
>> --
>> _
>>
>> Len Krenzler - Creative Control Media P

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
u soo nice! now just to wait for OpenCL version whenever it comes.. I
moved away from nvidia completely :)


On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez  wrote:

> Everything is supported Mirko!  It is like having the old and crumpy MR
> reborn with power, speed and awsome result.  Integration with Softimage is
> seamless.
>
>
> 2013/3/15 Mirko Jankovic 
>
>> hey I haven't really seen if region rendering is supported as well or
>> only preview window? just wondering
>>
>>
>> On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler wrote:
>>
>>>  +1!  Absolutely out of this world!  How you guys got all this done so
>>> fast is mind blowing.  Integrated into SI too, not just an export plugin.
>>> This is truly ground breaking!
>>>
>>>
>>> On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
>>>
>>>  Let me tell you that I just put my hands on this baby and wow!!!
>>> This is going to rock the rendering world.  And for Softimage
>>>
>>>  Awsome guys congratulations on this one.  My quadro 3000 finally is
>>> awake!!!
>>>
>>>
>>> 2013/3/14 Sylvain Lebeau 
>>>
  killer
 congrats to you and team Nicolas!!

 sly

  *Sylvain Lebeau // SHED**
 *V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
 <
 http://WWW.SHEDMTL.COM>
  On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:

 Hey guys,

  I'm going to respond to the last few messages regarding the
 importance of speed later, but in the meantime here is a video of some live
 rendering in Softimage.

  http://youtu.be/fjCguRdSlV0

  -Nicolas



 On Thu, Mar 14, 2013 at 1:17 PM,  wrote:

>   you are right of course, as always.
>
> what is really needed is a fine balance between quality and speed,
> at a pricepoint that is affordable yet high enough to sustain
> development,
> and available before my retirement.
>
>
>  *From:* Andy Moorer 
> *Sent:* Thursday, March 14, 2013 9:02 PM
> *To:* softimage@listproc.autodesk.com
>  *Subject:* Re: Announcing Redshift - Biased GPU Renderer
>
>   Well said, but speed is still important, deadlines are tight and
> particularly in the iterative direction phase often re-rendering takes 
> much
> more time than making a directed change. "Dailies" reflect this... A 
> series
> of several directed tweaks to a shot can stretch over several days in part
> to allow time to make changes and get them rendered... A major limitation
> to working with rendered VFX  elements versus composite effects which can
> often be altered in near realtime.
>
> Sent from my iPad
>
> On Mar 14, 2013, at 4:21 AM,  wrote:
>
>> Please also bear in mind that we're still just in alpha and
> constantly improving performance.  We're kind of obsessed with speed :)
>
> speed is great of course – but IMO it’s not the most important factor.
>
> over the years we have all been doing productions with rather long
> rendertimes, running into hours per frame and more. The bottom line was
> rarely “it has to be rendered in X amount of time” – clients couldn’t care
> less. It has to be good enough first and rendered in time for delivery.
>
> it’s been a long time I’m looking forward for a viewport/GPU mental
> ray replacement in softimage.
> Hopefully staying below 5 minutes for complex HD images and within 1
> minute for more simple stuff – but more importantly, it should have the
> bells and whistles of a modern raytracer, and deliver production quality
> rendering – that can be very precisely tweaked by the user.
>
> It’s very frustrating to get a promising image very fast, but not
> being able to make the image really final - some remaining artifacts,
> sampling problem or no ability to finetune this or that effect or simply
> lack of a feature you really require – so in turn you have to bite the
> bullet and go back to good old offline rendering – and the corresponding
> rendertimes will be twice as frustrating.
> Very extensive support for lighting features – not just GI / AO /
> softshadows / softreflections – but also SSS, raytraced refractions, 
> motion
> blur, volumetrics, ICE support, instancing, hair – and a good set of
> shaders and support for the rendertree and as many of the factory shaders
> as possible.
>
> Mental ray never became the standard it was because of speed – but
> because of what one can achieve with it. (and then you have to turn off a
> few things left and right for final renders in order to make rendertimes
> acceptable)
> Obviously in this day and age it’s features are getting long in the
> tooth as well, which opens the door wide open for others – but it rem

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Len Krenzler

You might want to move back just for this...just sayin'...

On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
u soo nice! now just to wait for OpenCL version whenever it 
comes.. I moved away from nvidia completely :)



On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez > wrote:


Everything is supported Mirko!  It is like having the old and
crumpy MR reborn with power, speed and awsome result.  Integration
with Softimage is seamless.


2013/3/15 Mirko Jankovic mailto:mirkoj.anima...@gmail.com>>

hey I haven't really seen if region rendering is supported as
well or only preview window? just wondering


On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler
mailto:l...@creativecontrol.ca>> wrote:

+1!  Absolutely out of this world!  How you guys got all
this done so fast is mind blowing. Integrated into SI too,
not just an export plugin.  This is truly ground breaking!


On 3/14/2013 10:06 PM, Emilio Hernandez wrote:

Let me tell you that I just put my hands on this baby and
wow!!!   This is going to rock the rendering world.  And
for Softimage

Awsome guys congratulations on this one.  My quadro 3000
finally is awake!!!


2013/3/14 Sylvain Lebeau mailto:s...@shedmtl.com>>

killer
congrats to you and team Nicolas!!

sly

*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM

<http://WWW.SHEDMTL.COM>

On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:

Hey guys,

I'm going to respond to the last few messages
regarding the importance of speed later, but in the
meantime here is a video of some live rendering in
Softimage.

http://youtu.be/fjCguRdSlV0

-Nicolas



On Thu, Mar 14, 2013 at 1:17 PM, mailto:pete...@skynet.be>> wrote:

you are right of course, as always.
what is really needed is a fine balance between
quality and speed,
at a pricepoint that is affordable yet high
enough to sustain development,
and available before my retirement.
*From:* Andy Moorer 
*Sent:* Thursday, March 14, 2013 9:02 PM
*To:* softimage@listproc.autodesk.com

*Subject:* Re: Announcing Redshift - Biased GPU
Renderer
Well said, but speed is still important,
deadlines are tight and particularly in the
iterative direction phase often re-rendering
takes much more time than making a directed
change. "Dailies" reflect this... A series of
several directed tweaks to a shot can stretch
over several days in part to allow time to make
changes and get them rendered... A major
limitation to working with rendered VFX elements
versus composite effects which can often be
altered in near realtime.

Sent from my iPad

On Mar 14, 2013, at 4:21 AM, mailto:pete...@skynet.be>> wrote:


> Please also bear in mind that we're still
just in alpha and constantly improving
performance. We're kind of obsessed with speed :)
speed is great of course – but IMO it’s not the
most important factor.
over the years we have all been doing
productions with rather long rendertimes,
running into hours per frame and more. The
bottom line was rarely “it has to be rendered
in X amount of time” – clients couldn’t care
less. It has to be good enough first and
rendered in time for delivery.
it’s been a long time I’m looking forward for a
viewport/GPU mental ray replacement in softimage.
Hopefully staying below 5 minutes for complex
HD images and within 1 minute for more simple
stuff – but more importantly, it should have
the bells and whistles of a modern raytracer,
and deliver production quality rendering – that
can be very pr

Re: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Ciaran Moloney
I don't think it's all sweetness and light in Houdini land. It's a bug-fest
just like all of these other software. And just like everybody else, users
get cranky about bugs or features that have been on the list for years.
Clearly there's way more positivity to every release than most every other
DCC, reflecting that development has its priorities straight. So yeah, they
definitely have less gripes - they get daily builds FFS! (and to be fair
they pay for it...)


Ciaran


On Fri, Mar 15, 2013 at 12:01 PM, Adam Seeley  wrote:

> Hi,
>
> Just wondering for those people who have a foot each in the AD camp & the
> Houdini camp. are the Houdini crowd a bunch of happy campers or do they
> have the same amount of gripes?
>
> Adam
>
>
> --
> Freelance Softimage Generalist
> http://www.linkedin.com/profile/view?id=21162305
>  https://vimeo.com/album/2280465
>
>
>
>   --
> *From:* Emilio Hernandez 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Thursday, 14 March 2013, 18:24
>
> *Subject:* Re: 2014 New feature list... minor corrections list... you
> decide
>
> Well that sure is something people using Houdini appreciate and we using
> AD products regret.   Perhaps updates are so Top Secret that AD doesn't
> want other software companies to see what's coming up...   More of the
> same.  In the meantime we can only hope that NEW IMPROVEMENTS  to Softimage
> are coming.  Something like now you can have in Maya the Softimage color
> scheme and vs., ...
>
> But for some small things actually the way Softimage is now with the
> participation of Exocortex, Eric Mootz, and the other addons that are
> coming out, I think that there is not too much to improve...
>
>
> 2013/3/14 Mário Domingos 
>
> This is an example of a proper software update.
>
>
> http://www.sidefx.com/index.php?option=com_content&task=view&id=2447&Itemid=360
>
> Mário Domingos
>
> www.mariodomingos.com
>
>
> Sent from my super iPhone
>
>
> On 14/03/2013, at 17:10, Doeke Wartena  wrote:
>
> I would like if you can see the size of objects so it's easier to make
> models for 3d printing.
>
> 2013/3/14 Francois Lord 
>
> +1
>
>
> On 14/03/2013 09:45, Eric Lampi wrote:
>
> Guys,
>
> Don't you think it's better to just wait for the list to be released
> before getting too worked up over it?
>
>
>
>
>
>
> --
>
>
>
>


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
well honestly... I'm on gaming cards because pro cards really are not
justified with price in my case, and with gaming line ati right now is
twice the speed of nvidia really... so just for rendering t o sacrifice all
viewport performance.. I'm not sure that is something I would be willing to
do :) not sure how mixing cards on same board would work
with different drivers and everything to have one nvidis just for
rendering.. anyway that is all different story and not really relevant in
this case. in any case this is so refreshing


On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler wrote:

>  You might want to move back just for this...just sayin'...
>
>
> On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
>
> u soo nice! now just to wait for OpenCL version whenever it comes.. I
> moved away from nvidia completely :)
>
>
> On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez wrote:
>
>> Everything is supported Mirko!  It is like having the old and crumpy MR
>> reborn with power, speed and awsome result.  Integration with Softimage is
>> seamless.
>>
>>
>>  2013/3/15 Mirko Jankovic 
>>
>>> hey I haven't really seen if region rendering is supported as well or
>>> only preview window? just wondering
>>>
>>>
>>>  On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler 
>>> wrote:
>>>
  +1!  Absolutely out of this world!  How you guys got all this done so
 fast is mind blowing.  Integrated into SI too, not just an export plugin.
 This is truly ground breaking!


 On 3/14/2013 10:06 PM, Emilio Hernandez wrote:

  Let me tell you that I just put my hands on this baby and wow!!!
 This is going to rock the rendering world.  And for Softimage

  Awsome guys congratulations on this one.  My quadro 3000 finally is
 awake!!!


 2013/3/14 Sylvain Lebeau 

>  killer
> congrats to you and team Nicolas!!
>
> sly
>
>  *Sylvain Lebeau // SHED**
> *V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 
> WWW.SHEDMTL.COM<
> http://WWW.SHEDMTL.COM>
>  On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
>
> Hey guys,
>
>  I'm going to respond to the last few messages regarding the
> importance of speed later, but in the meantime here is a video of some 
> live
> rendering in Softimage.
>
>  http://youtu.be/fjCguRdSlV0
>
>  -Nicolas
>
>
>
> On Thu, Mar 14, 2013 at 1:17 PM,  wrote:
>
>>   you are right of course, as always.
>>
>> what is really needed is a fine balance between quality and speed,
>> at a pricepoint that is affordable yet high enough to sustain
>> development,
>> and available before my retirement.
>>
>>
>>  *From:* Andy Moorer 
>> *Sent:* Thursday, March 14, 2013 9:02 PM
>> *To:* softimage@listproc.autodesk.com
>>  *Subject:* Re: Announcing Redshift - Biased GPU Renderer
>>
>>   Well said, but speed is still important, deadlines are tight and
>> particularly in the iterative direction phase often re-rendering takes 
>> much
>> more time than making a directed change. "Dailies" reflect this... A 
>> series
>> of several directed tweaks to a shot can stretch over several days in 
>> part
>> to allow time to make changes and get them rendered... A major limitation
>> to working with rendered VFX  elements versus composite effects which can
>> often be altered in near realtime.
>>
>> Sent from my iPad
>>
>> On Mar 14, 2013, at 4:21 AM,  wrote:
>>
>>> Please also bear in mind that we're still just in alpha and
>> constantly improving performance.  We're kind of obsessed with speed :)
>>
>> speed is great of course – but IMO it’s not the most important factor.
>>
>> over the years we have all been doing productions with rather long
>> rendertimes, running into hours per frame and more. The bottom line was
>> rarely “it has to be rendered in X amount of time” – clients couldn’t 
>> care
>> less. It has to be good enough first and rendered in time for delivery.
>>
>> it’s been a long time I’m looking forward for a viewport/GPU mental
>> ray replacement in softimage.
>> Hopefully staying below 5 minutes for complex HD images and within 1
>> minute for more simple stuff – but more importantly, it should have the
>> bells and whistles of a modern raytracer, and deliver production quality
>> rendering – that can be very precisely tweaked by the user.
>>
>> It’s very frustrating to get a promising image very fast, but not
>> being able to make the image really final - some remaining artifacts,
>> sampling problem or no ability to finetune this or that effect or simply
>> lack of a feature you really require – so in turn you have to bite the
>> bullet and go 

Re: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Rob Chapman
but is really hard to use if one is of simple mind (like myself) and so
used to Softimage workflow,  nodes are executed when not even connected,
just floating!  I really cannot handle POP CHOP SOP VOX POP HOT WOT?
terminology as well as you breathe too heavily nearby then you have 17 gb
of datas that you did not ask for.

grass is not always greener etc.

:)

On 15 March 2013 14:45, Ciaran Moloney  wrote:

> I don't think it's all sweetness and light in Houdini land. It's a
> bug-fest just like all of these other software. And just like everybody
> else, users get cranky about bugs or features that have been on the list
> for years. Clearly there's way more positivity to every release than most
> every other DCC, reflecting that development has its priorities straight.
> So yeah, they definitely have less gripes - they get daily builds FFS! (and
> to be fair they pay for it...)
>
>
> Ciaran
>
>
> On Fri, Mar 15, 2013 at 12:01 PM, Adam Seeley wrote:
>
>> Hi,
>>
>> Just wondering for those people who have a foot each in the AD camp & the
>> Houdini camp. are the Houdini crowd a bunch of happy campers or do they
>> have the same amount of gripes?
>>
>> Adam
>>
>>
>> --
>> Freelance Softimage Generalist
>> http://www.linkedin.com/profile/view?id=21162305
>>  https://vimeo.com/album/2280465
>>
>>
>>
>>   --
>> *From:* Emilio Hernandez 
>> *To:* softimage@listproc.autodesk.com
>> *Sent:* Thursday, 14 March 2013, 18:24
>>
>> *Subject:* Re: 2014 New feature list... minor corrections list... you
>> decide
>>
>> Well that sure is something people using Houdini appreciate and we using
>> AD products regret.   Perhaps updates are so Top Secret that AD doesn't
>> want other software companies to see what's coming up...   More of the
>> same.  In the meantime we can only hope that NEW IMPROVEMENTS  to Softimage
>> are coming.  Something like now you can have in Maya the Softimage color
>> scheme and vs., ...
>>
>> But for some small things actually the way Softimage is now with the
>> participation of Exocortex, Eric Mootz, and the other addons that are
>> coming out, I think that there is not too much to improve...
>>
>>
>> 2013/3/14 Mário Domingos 
>>
>> This is an example of a proper software update.
>>
>>
>> http://www.sidefx.com/index.php?option=com_content&task=view&id=2447&Itemid=360
>>
>> Mário Domingos
>>
>> www.mariodomingos.com
>>
>>
>> Sent from my super iPhone
>>
>>
>> On 14/03/2013, at 17:10, Doeke Wartena  wrote:
>>
>> I would like if you can see the size of objects so it's easier to make
>> models for 3d printing.
>>
>> 2013/3/14 Francois Lord 
>>
>> +1
>>
>>
>> On 14/03/2013 09:45, Eric Lampi wrote:
>>
>> Guys,
>>
>> Don't you think it's better to just wait for the list to be released
>> before getting too worked up over it?
>>
>>
>>
>>
>>
>>
>> --
>>
>>
>>
>>
>


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Tim Leydecker

You may want to google the GTX Titan (GK110) for speed comparisons
and the older GTX 680/670 (GK104) for price/performance comparisons, too.

I will likely switch from a Quadro to one of the above cards even
thought the newest Quadro cards have a more competitive price
than one has come to expect from nVidia/PNY in the past.

The reasons for the switch in my upgrade plan is that I want to play more
(including actual gaming) with tools like Marmoset, dDo, nDO and zBrush.

Cheers,

tim



On 15.03.2013 14:51, Mirko Jankovic wrote:

well honestly... I'm on gaming cards because pro cards really are not justified 
with price in my case, and with gaming line ati right now is twice the speed of 
nvidia really... so
just for rendering t o sacrifice all viewport performance.. I'm not sure that 
is something I would be willing to do :) not sure how mixing cards on same 
board would work
with different drivers and everything to have one nvidis just for rendering.. 
anyway that is all different story and not really relevant in this case. in any 
case this is so refreshing


On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler mailto:l...@creativecontrol.ca>> wrote:

You might want to move back just for this...just sayin'...


On 3/15/2013 7:35 AM, Mirko Jankovic wrote:

u soo nice! now just to wait for OpenCL version whenever it comes.. I 
moved away from nvidia completely :)


On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez mailto:emi...@e-roja.com>> wrote:

Everything is supported Mirko!  It is like having the old and crumpy MR 
reborn with power, speed and awsome result.  Integration with Softimage is 
seamless.


2013/3/15 Mirko Jankovic mailto:mirkoj.anima...@gmail.com>>

hey I haven't really seen if region rendering is supported as well 
or only preview window? just wondering


On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler mailto:l...@creativecontrol.ca>> wrote:

+1!  Absolutely out of this world!  How you guys got all this 
done so fast is mind blowing. Integrated into SI too, not just an export 
plugin.  This is truly
ground breaking!


On 3/14/2013 10:06 PM, Emilio Hernandez wrote:

Let me tell you that I just put my hands on this baby and 
wow!!!   This is going to rock the rendering world.  And for Softimage

Awsome guys congratulations on this one.  My quadro 3000 
finally is awake!!!


2013/3/14 Sylvain Lebeau mailto:s...@shedmtl.com>>

killer
congrats to you and team Nicolas!!

sly

*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM 
<http://WWW.SHEDMTL.COM>
On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:

Hey guys,

I'm going to respond to the last few messages regarding the 
importance of speed later, but in the meantime here is a video of some live 
rendering in Softimage.

http://youtu.be/fjCguRdSlV0

-Nicolas



On Thu, Mar 14, 2013 at 1:17 PM, mailto:pete...@skynet.be>> wrote:

you are right of course, as always.
what is really needed is a fine balance between quality 
and speed,
at a pricepoint that is affordable yet high enough to 
sustain development,
and available before my retirement.
*From:* Andy Moorer 
*Sent:* Thursday, March 14, 2013 9:02 PM
*To:* softimage@listproc.autodesk.com 

*Subject:* Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are 
tight and particularly in the iterative direction phase often re-rendering 
takes much more time
than making a directed change. "Dailies" reflect 
this... A series of several directed tweaks to a shot can stretch over several days in 
part to allow
time to make changes and get them rendered... A major 
limitation to working with rendered VFX elements versus composite effects which 
can often be
altered in near realtime.

Sent from my iPad

On Mar 14, 2013, at 4:21 AM, mailto:pete...@skynet.be>> wrote:


> Please also bear in mind that we're still just in 
alpha and constantly improving performance. We're kind of obsessed with speed :)
speed is great of course – but IMO it’s not the most 
importa

RE: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Marc-Andre Carbonneau
I don’t think Houdini could replace a software like Softimage, parts of it 
surely can but not all of it.

Modo might be more of a contender. Modo 701 is interesting albeit not the 
revolution we are expecting from the new merge of Modo and The Foundry.
Modo is pretty powerful for its young age. It has some rough spots but it will 
come.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: 15 mars 2013 09:56
To: softimage@listproc.autodesk.com
Subject: Re: 2014 New feature list... minor corrections list... you decide

but is really hard to use if one is of simple mind (like myself) and so used to 
Softimage workflow,  nodes are executed when not even connected, just floating! 
 I really cannot handle POP CHOP SOP VOX POP HOT WOT? terminology as well as 
you breathe too heavily nearby then you have 17 gb of datas that you did not 
ask for.

grass is not always greener etc.

:)
On 15 March 2013 14:45, Ciaran Moloney 
mailto:moloney.cia...@gmail.com>> wrote:
I don't think it's all sweetness and light in Houdini land. It's a bug-fest 
just like all of these other software. And just like everybody else, users get 
cranky about bugs or features that have been on the list for years. Clearly 
there's way more positivity to every release than most every other DCC, 
reflecting that development has its priorities straight. So yeah, they 
definitely have less gripes - they get daily builds FFS! (and to be fair they 
pay for it...)


Ciaran


On Fri, Mar 15, 2013 at 12:01 PM, Adam Seeley 
mailto:adam_see...@yahoo.com>> wrote:
Hi,

Just wondering for those people who have a foot each in the AD camp & the 
Houdini camp. are the Houdini crowd a bunch of happy campers or do they 
have the same amount of gripes?

Adam


--
Freelance Softimage Generalist
http://www.linkedin.com/profile/view?id=21162305
https://vimeo.com/album/2280465



From: Emilio Hernandez mailto:emi...@e-roja.com>>
To: softimage@listproc.autodesk.com
Sent: Thursday, 14 March 2013, 18:24

Subject: Re: 2014 New feature list... minor corrections list... you decide

Well that sure is something people using Houdini appreciate and we using AD 
products regret.   Perhaps updates are so Top Secret that AD doesn't want other 
software companies to see what's coming up...   More of the same.  In the 
meantime we can only hope that NEW IMPROVEMENTS  to Softimage are coming.  
Something like now you can have in Maya the Softimage color scheme and vs., ...
But for some small things actually the way Softimage is now with the 
participation of Exocortex, Eric Mootz, and the other addons that are coming 
out, I think that there is not too much to improve...

2013/3/14 Mário Domingos 
mailto:mdomingos.p...@gmail.com>>
This is an example of a proper software update.

http://www.sidefx.com/index.php?option=com_content&task=view&id=2447&Itemid=360
Mário Domingos

www.mariodomingos.com


Sent from my super iPhone


On 14/03/2013, at 17:10, Doeke Wartena 
mailto:clankil...@gmail.com>> wrote:
I would like if you can see the size of objects so it's easier to make models 
for 3d printing.

2013/3/14 Francois Lord mailto:flordli...@gmail.com>>
+1


On 14/03/2013 09:45, Eric Lampi wrote:
Guys,

Don't you think it's better to just wait for the list to be released before 
getting too worked up over it?





--





Re: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Mirko Jankovic
let's be honest.. NOTHING so far can replace Softimage and it's
workflow it is not only tools and parts in it it is workflow as a whole
so... even if they put in maya everything SI have it still won't be SI so...


On Fri, Mar 15, 2013 at 3:04 PM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> I don’t think Houdini could replace a software like Softimage, parts of it
> surely can but not all of it.
>
> ** **
>
> Modo might be more of a contender. Modo 701 is interesting albeit not the
> revolution we are expecting from the new merge of Modo and The Foundry. **
> **
>
> Modo is pretty powerful for its young age. It has some rough spots but it
> will come.
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
> *Sent:* 15 mars 2013 09:56
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: 2014 New feature list... minor corrections list... you
> decide
>
> ** **
>
> but is really hard to use if one is of simple mind (like myself) and so
> used to Softimage workflow,  nodes are executed when not even connected,
> just floating!  I really cannot handle POP CHOP SOP VOX POP HOT WOT?
> terminology as well as you breathe too heavily nearby then you have 17 gb
> of datas that you did not ask for.
>
> ** **
>
> grass is not always greener etc. 
>
> ** **
>
> :)
>
> On 15 March 2013 14:45, Ciaran Moloney  wrote:**
> **
>
> I don't think it's all sweetness and light in Houdini land. It's a
> bug-fest just like all of these other software. And just like everybody
> else, users get cranky about bugs or features that have been on the list
> for years. Clearly there's way more positivity to every release than most
> every other DCC, reflecting that development has its priorities straight.
> So yeah, they definitely have less gripes - they get daily builds FFS! (and
> to be fair they pay for it...)
>
> ** **
>
> ** **
>
> Ciaran
>
> ** **
>
> ** **
>
> On Fri, Mar 15, 2013 at 12:01 PM, Adam Seeley 
> wrote:
>
> Hi,
>
> Just wondering for those people who have a foot each in the AD camp & the
> Houdini camp. are the Houdini crowd a bunch of happy campers or do they
> have the same amount of gripes?
>
> Adam
>
> ** **
>
>  
>
> --
>
> Freelance Softimage Generalist
>
> http://www.linkedin.com/profile/view?id=21162305
>
> https://vimeo.com/album/2280465
>
> 
>
> ** **
> --
>
> *From:* Emilio Hernandez 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Thursday, 14 March 2013, 18:24
>
>
> *Subject:* Re: 2014 New feature list... minor corrections list... you
> decide
>
> ** **
>
> Well that sure is something people using Houdini appreciate and we using
> AD products regret.   Perhaps updates are so Top Secret that AD doesn't
> want other software companies to see what's coming up...   More of the
> same.  In the meantime we can only hope that NEW IMPROVEMENTS  to Softimage
> are coming.  Something like now you can have in Maya the Softimage color
> scheme and vs., ...
>
> But for some small things actually the way Softimage is now with the
> participation of Exocortex, Eric Mootz, and the other addons that are
> coming out, I think that there is not too much to improve...
>
> ** **
>
> 2013/3/14 Mário Domingos 
>
> This is an example of a proper software update. 
>
> ** **
>
>
> http://www.sidefx.com/index.php?option=com_content&task=view&id=2447&Itemid=360
> 
>
> Mário Domingos
>
> ** **
>
> www.mariodomingos.com
>
> ** **
>
> ** **
>
> Sent from my super iPhone
>
> ** **
>
>
> On 14/03/2013, at 17:10, Doeke Wartena  wrote:
>
> I would like if you can see the size of objects so it's easier to make
> models for 3d printing.
>
> ** **
>
> 2013/3/14 Francois Lord 
>
> +1
>
>
>
> On 14/03/2013 09:45, Eric Lampi wrote:
>
> Guys,
>
> Don't you think it's better to just wait for the list to be released
> before getting too worked up over it?
>
> ** **
>
> ** **
>
>
>
>
> --
> 
>
> ** **
>
> ** **
>
> ** **
>


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Emilio Hernandez
Well Mirko as Len said.  You might just reconsider going back to Nvidia.
CUDA is coming strong on a lot of apps.  And getting first than ATI.  You
can buy a GTX 470 for 200 bucks.


2013/3/15 Mirko Jankovic 

> well honestly... I'm on gaming cards because pro cards really are not
> justified with price in my case, and with gaming line ati right now is
> twice the speed of nvidia really... so just for rendering t o sacrifice all
> viewport performance.. I'm not sure that is something I would be willing to
> do :) not sure how mixing cards on same board would work
> with different drivers and everything to have one nvidis just for
> rendering.. anyway that is all different story and not really relevant in
> this case. in any case this is so refreshing
>
>
> On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler wrote:
>
>>  You might want to move back just for this...just sayin'...
>>
>>
>> On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
>>
>> u soo nice! now just to wait for OpenCL version whenever it comes.. I
>> moved away from nvidia completely :)
>>
>>
>> On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez wrote:
>>
>>> Everything is supported Mirko!  It is like having the old and crumpy MR
>>> reborn with power, speed and awsome result.  Integration with Softimage is
>>> seamless.
>>>
>>>
>>>  2013/3/15 Mirko Jankovic 
>>>
 hey I haven't really seen if region rendering is supported as well or
 only preview window? just wondering


  On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler 
 wrote:

>  +1!  Absolutely out of this world!  How you guys got all this done
> so fast is mind blowing.  Integrated into SI too, not just an export
> plugin.  This is truly ground breaking!
>
>
> On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
>
>  Let me tell you that I just put my hands on this baby and wow!!!
> This is going to rock the rendering world.  And for Softimage
>
>  Awsome guys congratulations on this one.  My quadro 3000 finally is
> awake!!!
>
>
> 2013/3/14 Sylvain Lebeau 
>
>>  killer
>> congrats to you and team Nicolas!!
>>
>> sly
>>
>>  *Sylvain Lebeau // SHED**
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 
>> WWW.SHEDMTL.COM<
>> http://WWW.SHEDMTL.COM>
>>  On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
>>
>> Hey guys,
>>
>>  I'm going to respond to the last few messages regarding the
>> importance of speed later, but in the meantime here is a video of some 
>> live
>> rendering in Softimage.
>>
>>  http://youtu.be/fjCguRdSlV0
>>
>>  -Nicolas
>>
>>
>>
>> On Thu, Mar 14, 2013 at 1:17 PM,  wrote:
>>
>>>   you are right of course, as always.
>>>
>>> what is really needed is a fine balance between quality and speed,
>>> at a pricepoint that is affordable yet high enough to sustain
>>> development,
>>> and available before my retirement.
>>>
>>>
>>>  *From:* Andy Moorer 
>>> *Sent:* Thursday, March 14, 2013 9:02 PM
>>> *To:* softimage@listproc.autodesk.com
>>>  *Subject:* Re: Announcing Redshift - Biased GPU Renderer
>>>
>>>   Well said, but speed is still important, deadlines are tight and
>>> particularly in the iterative direction phase often re-rendering takes 
>>> much
>>> more time than making a directed change. "Dailies" reflect this... A 
>>> series
>>> of several directed tweaks to a shot can stretch over several days in 
>>> part
>>> to allow time to make changes and get them rendered... A major 
>>> limitation
>>> to working with rendered VFX  elements versus composite effects which 
>>> can
>>> often be altered in near realtime.
>>>
>>> Sent from my iPad
>>>
>>> On Mar 14, 2013, at 4:21 AM,  wrote:
>>>
>>>> Please also bear in mind that we're still just in alpha and
>>> constantly improving performance.  We're kind of obsessed with speed :)
>>>
>>> speed is great of course – but IMO it’s not the most important
>>> factor.
>>>
>>> over the years we have all been doing productions with rather long
>>> rendertimes, running into hours per frame and more. The bottom line was
>>> rarely “it has to be rendered in X amount of time” – clients couldn’t 
>>> care
>>> less. It has to be good enough first and rendered in time for delivery.
>>>
>>> it’s been a long time I’m looking forward for a viewport/GPU mental
>>> ray replacement in softimage.
>>> Hopefully staying below 5 minutes for complex HD images and within 1
>>> minute for more simple stuff – but more importantly, it should have the
>>> bells and whistles of a modern raytracer, and deliver production quality
>>> rendering – that can be v

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
actualy I already have an 580 in another comp so that itself is not problem
:)


On Fri, Mar 15, 2013 at 3:29 PM, Emilio Hernandez  wrote:

> Well Mirko as Len said.  You might just reconsider going back to Nvidia.
> CUDA is coming strong on a lot of apps.  And getting first than ATI.  You
> can buy a GTX 470 for 200 bucks.
>
>
> 2013/3/15 Mirko Jankovic 
>
>> well honestly... I'm on gaming cards because pro cards really are not
>> justified with price in my case, and with gaming line ati right now is
>> twice the speed of nvidia really... so just for rendering t o sacrifice all
>> viewport performance.. I'm not sure that is something I would be willing to
>> do :) not sure how mixing cards on same board would work
>> with different drivers and everything to have one nvidis just for
>> rendering.. anyway that is all different story and not really relevant in
>> this case. in any case this is so refreshing
>>
>>
>> On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler wrote:
>>
>>>  You might want to move back just for this...just sayin'...
>>>
>>>
>>> On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
>>>
>>> u soo nice! now just to wait for OpenCL version whenever it comes..
>>> I moved away from nvidia completely :)
>>>
>>>
>>> On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez wrote:
>>>
 Everything is supported Mirko!  It is like having the old and crumpy MR
 reborn with power, speed and awsome result.  Integration with Softimage is
 seamless.


  2013/3/15 Mirko Jankovic 

> hey I haven't really seen if region rendering is supported as well or
> only preview window? just wondering
>
>
>  On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler  > wrote:
>
>>  +1!  Absolutely out of this world!  How you guys got all this done
>> so fast is mind blowing.  Integrated into SI too, not just an export
>> plugin.  This is truly ground breaking!
>>
>>
>> On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
>>
>>  Let me tell you that I just put my hands on this baby and wow!!!
>> This is going to rock the rendering world.  And for Softimage
>>
>>  Awsome guys congratulations on this one.  My quadro 3000 finally is
>> awake!!!
>>
>>
>> 2013/3/14 Sylvain Lebeau 
>>
>>>  killer
>>> congrats to you and team Nicolas!!
>>>
>>> sly
>>>
>>>  *Sylvain Lebeau // SHED**
>>> *V-P/Visual effects supervisor
>>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>>> T 514 849-1555 F 514 849-5025 
>>> WWW.SHEDMTL.COM<
>>> http://WWW.SHEDMTL.COM>
>>>  On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
>>>
>>> Hey guys,
>>>
>>>  I'm going to respond to the last few messages regarding the
>>> importance of speed later, but in the meantime here is a video of some 
>>> live
>>> rendering in Softimage.
>>>
>>>  http://youtu.be/fjCguRdSlV0
>>>
>>>  -Nicolas
>>>
>>>
>>>
>>> On Thu, Mar 14, 2013 at 1:17 PM,  wrote:
>>>
   you are right of course, as always.

 what is really needed is a fine balance between quality and speed,
 at a pricepoint that is affordable yet high enough to sustain
 development,
 and available before my retirement.


  *From:* Andy Moorer 
 *Sent:* Thursday, March 14, 2013 9:02 PM
 *To:* softimage@listproc.autodesk.com
  *Subject:* Re: Announcing Redshift - Biased GPU Renderer

   Well said, but speed is still important, deadlines are tight and
 particularly in the iterative direction phase often re-rendering takes 
 much
 more time than making a directed change. "Dailies" reflect this... A 
 series
 of several directed tweaks to a shot can stretch over several days in 
 part
 to allow time to make changes and get them rendered... A major 
 limitation
 to working with rendered VFX  elements versus composite effects which 
 can
 often be altered in near realtime.

 Sent from my iPad

 On Mar 14, 2013, at 4:21 AM,  wrote:

> Please also bear in mind that we're still just in alpha and
 constantly improving performance.  We're kind of obsessed with speed :)

 speed is great of course – but IMO it’s not the most important
 factor.

 over the years we have all been doing productions with rather long
 rendertimes, running into hours per frame and more. The bottom line was
 rarely “it has to be rendered in X amount of time” – clients couldn’t 
 care
 less. It has to be good enough first and rendered in time for delivery.

 it’s been a long time I’m looking forward for a viewport/GPU mental
 ray replacement in softim

Friday Flashback #111

2013-03-15 Thread Stephen Blair

Friday Flashback #111
1997 "a new way to explore"
http://wp.me/powV4-2CW


RE: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Guillaume Laferriere
I wonder how this looks with a render region with alpha blending turned on.
The renderer would need to output RGBA and support the render region. Does it?

GL
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Len Krenzler
Sent: Friday, March 15, 2013 11:13 AM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

I only have a GTX470 and it flies even with that!  I'm testing a scene right 
now with 4.5 mil polys and a 12k HDR lighting texture as well as other large 
textures and no problem.

On 3/15/2013 8:58 AM, Tim Crowson wrote:
I've been really impressed with the performance and integration so far. I still 
need to throw some heavy scenes at it thow. But considering what it can do on a 
single card, I can't wait to see how it will run once multiple cards are 
supported.

Either way, this is already a win for the Softimage community. Big thanks to 
Nicolas and his team!

-Tim
On 3/15/2013 9:32 AM, Mirko Jankovic wrote:
actualy I already have an 580 in another comp so that itself is not problem :)

On Fri, Mar 15, 2013 at 3:29 PM, Emilio Hernandez 
mailto:emi...@e-roja.com>> wrote:
Well Mirko as Len said.  You might just reconsider going back to Nvidia.  CUDA 
is coming strong on a lot of apps.  And getting first than ATI.  You can buy a 
GTX 470 for 200 bucks.

2013/3/15 Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>>
well honestly... I'm on gaming cards because pro cards really are not justified 
with price in my case, and with gaming line ati right now is twice the speed of 
nvidia really... so just for rendering t o sacrifice all viewport performance.. 
I'm not sure that is something I would be willing to do :) not sure how mixing 
cards on same board would work with different drivers and everything to have 
one nvidis just for rendering.. anyway that is all different story and not 
really relevant in this case. in any case this is so refreshing

On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler 
mailto:l...@creativecontrol.ca>> wrote:
You might want to move back just for this...just sayin'...


On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
u soo nice! now just to wait for OpenCL version whenever it comes.. I moved 
away from nvidia completely :)

On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez 
mailto:emi...@e-roja.com>> wrote:
Everything is supported Mirko!  It is like having the old and crumpy MR reborn 
with power, speed and awsome result.  Integration with Softimage is seamless.

2013/3/15 Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>>
hey I haven't really seen if region rendering is supported as well or only 
preview window? just wondering

On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler 
mailto:l...@creativecontrol.ca>> wrote:
+1!  Absolutely out of this world!  How you guys got all this done so fast is 
mind blowing.  Integrated into SI too, not just an export plugin.  This is 
truly ground breaking!


On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!!   This is 
going to rock the rendering world.  And for Softimage
Awsome guys congratulations on this one.  My quadro 3000 finally is awake!!!

2013/3/14 Sylvain Lebeau mailto:s...@shedmtl.com>>
killer
congrats to you and team Nicolas!!

sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 

On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,

I'm going to respond to the last few messages regarding the importance of speed 
later, but in the meantime here is a video of some live rendering in Softimage.

http://youtu.be/fjCguRdSlV0

-Nicolas


On Thu, Mar 14, 2013 at 1:17 PM, mailto:pete...@skynet.be>> 
wrote:
you are right of course, as always.

what is really needed is a fine balance between quality and speed,
at a pricepoint that is affordable yet high enough to sustain development,
and available before my retirement.


From: Andy Moorer
Sent: Thursday, March 14, 2013 9:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

Well said, but speed is still important, deadlines are tight and particularly 
in the iterative direction phase often re-rendering takes much more time than 
making a directed change. "Dailies" reflect this... A series of several 
directed tweaks to a shot can stretch over several days in part to allow time 
to make changes and get them rendered... A major limitation to working with 
rendered VFX  elements versus composite effects which can often be altered in 
near realtime.

Sent from my iPad

On Mar 14, 2013, at 4:21 AM, mailto:pete...@skynet.be>> 
wrote:
> Please also bear in mind that we're still just in alpha and constantly 
> improving performance.  We're kind of obsessed with speed :)

Re: Custom parameters

2013-03-15 Thread Stefan Kubicek

Correction: GridWidgets are not supported in custom preferences, I mixed that 
up.



I want  to create a Custom Parameter set with a pull down selection list 
similar to what is available in Render Tree Property Pages with the Combo 
lists. Is this possible?

--
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.





--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Nour Almasri
This is a great achievement Nicolas .
It's really surprise how many amazing tech are available in those days (
Fabric Engine - Arnold  - Alembic )  and who do it is not the biggest
(resources, money) company , this renderer look promising and will be on of
them , keep up the great work guys .


On Fri, Mar 15, 2013 at 8:31 AM, Guillaume Laferriere <
guillaume.laferri...@autodesk.com> wrote:

> I wonder how this looks with a render region with alpha blending turned on.
> The renderer would need to output RGBA and support the render region. Does
> it?
>
> GL
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Len Krenzler
> Sent: Friday, March 15, 2013 11:13 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Announcing Redshift - Biased GPU Renderer
>
> I only have a GTX470 and it flies even with that!  I'm testing a scene
> right now with 4.5 mil polys and a 12k HDR lighting texture as well as
> other large textures and no problem.
>
> On 3/15/2013 8:58 AM, Tim Crowson wrote:
> I've been really impressed with the performance and integration so far. I
> still need to throw some heavy scenes at it thow. But considering what it
> can do on a single card, I can't wait to see how it will run once multiple
> cards are supported.
>
> Either way, this is already a win for the Softimage community. Big thanks
> to Nicolas and his team!
>
> -Tim
> On 3/15/2013 9:32 AM, Mirko Jankovic wrote:
> actualy I already have an 580 in another comp so that itself is not
> problem :)
>
> On Fri, Mar 15, 2013 at 3:29 PM, Emilio Hernandez  > wrote:
> Well Mirko as Len said.  You might just reconsider going back to Nvidia.
>  CUDA is coming strong on a lot of apps.  And getting first than ATI.  You
> can buy a GTX 470 for 200 bucks.
>
> 2013/3/15 Mirko Jankovic  mirkoj.anima...@gmail.com>>
> well honestly... I'm on gaming cards because pro cards really are not
> justified with price in my case, and with gaming line ati right now is
> twice the speed of nvidia really... so just for rendering t o sacrifice all
> viewport performance.. I'm not sure that is something I would be willing to
> do :) not sure how mixing cards on same board would work with different
> drivers and everything to have one nvidis just for rendering.. anyway that
> is all different story and not really relevant in this case. in any case
> this is so refreshing
>
> On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler  > wrote:
> You might want to move back just for this...just sayin'...
>
>
> On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
> u soo nice! now just to wait for OpenCL version whenever it comes.. I
> moved away from nvidia completely :)
>
> On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez  > wrote:
> Everything is supported Mirko!  It is like having the old and crumpy MR
> reborn with power, speed and awsome result.  Integration with Softimage is
> seamless.
>
> 2013/3/15 Mirko Jankovic  mirkoj.anima...@gmail.com>>
> hey I haven't really seen if region rendering is supported as well or only
> preview window? just wondering
>
> On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler  > wrote:
> +1!  Absolutely out of this world!  How you guys got all this done so fast
> is mind blowing.  Integrated into SI too, not just an export plugin.  This
> is truly ground breaking!
>
>
> On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
> Let me tell you that I just put my hands on this baby and wow!!!   This is
> going to rock the rendering world.  And for Softimage
> Awsome guys congratulations on this one.  My quadro 3000 finally is
> awake!!!
>
> 2013/3/14 Sylvain Lebeau mailto:s...@shedmtl.com>>
> killer
> congrats to you and team Nicolas!!
>
> sly
> Sylvain Lebeau // SHED
> V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <
> http://WWW.SHEDMTL.COM>
> On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
> Hey guys,
>
> I'm going to respond to the last few messages regarding the importance of
> speed later, but in the meantime here is a video of some live rendering in
> Softimage.
>
> http://youtu.be/fjCguRdSlV0
>
> -Nicolas
>
>
> On Thu, Mar 14, 2013 at 1:17 PM,  pete...@skynet.be>> wrote:
> you are right of course, as always.
>
> what is really needed is a fine balance between quality and speed,
> at a pricepoint that is affordable yet high enough to sustain development,
> and available before my retirement.
>
>
> From: Andy Moorer
> Sent: Thursday, March 14, 2013 9:02 PM
> To: softimage@listproc.autodesk.com >
> Subject: Re: Announcing Redshift - Biased GPU Renderer
>
> Well said, but speed is still important, deadlines are tight and
> particularly in the iterative direction phase often re-rendering takes much
> more 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Len Krenzler

Yes it does.

On 3/15/2013 9:31 AM, Guillaume Laferriere wrote:

I wonder how this looks with a render region with alpha blending turned on.
The renderer would need to output RGBA and support the render region. Does it?

GL
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Len Krenzler
Sent: Friday, March 15, 2013 11:13 AM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

I only have a GTX470 and it flies even with that!  I'm testing a scene right 
now with 4.5 mil polys and a 12k HDR lighting texture as well as other large 
textures and no problem.

On 3/15/2013 8:58 AM, Tim Crowson wrote:
I've been really impressed with the performance and integration so far. I still 
need to throw some heavy scenes at it thow. But considering what it can do on a 
single card, I can't wait to see how it will run once multiple cards are 
supported.

Either way, this is already a win for the Softimage community. Big thanks to 
Nicolas and his team!

-Tim
On 3/15/2013 9:32 AM, Mirko Jankovic wrote:
actualy I already have an 580 in another comp so that itself is not problem :)

On Fri, Mar 15, 2013 at 3:29 PM, Emilio Hernandez 
mailto:emi...@e-roja.com>> wrote:
Well Mirko as Len said.  You might just reconsider going back to Nvidia.  CUDA 
is coming strong on a lot of apps.  And getting first than ATI.  You can buy a 
GTX 470 for 200 bucks.

2013/3/15 Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>>
well honestly... I'm on gaming cards because pro cards really are not justified 
with price in my case, and with gaming line ati right now is twice the speed of 
nvidia really... so just for rendering t o sacrifice all viewport performance.. 
I'm not sure that is something I would be willing to do :) not sure how mixing 
cards on same board would work with different drivers and everything to have 
one nvidis just for rendering.. anyway that is all different story and not 
really relevant in this case. in any case this is so refreshing

On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler 
mailto:l...@creativecontrol.ca>> wrote:
You might want to move back just for this...just sayin'...


On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
u soo nice! now just to wait for OpenCL version whenever it comes.. I moved 
away from nvidia completely :)

On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez 
mailto:emi...@e-roja.com>> wrote:
Everything is supported Mirko!  It is like having the old and crumpy MR reborn 
with power, speed and awsome result.  Integration with Softimage is seamless.

2013/3/15 Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>>
hey I haven't really seen if region rendering is supported as well or only 
preview window? just wondering

On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler 
mailto:l...@creativecontrol.ca>> wrote:
+1!  Absolutely out of this world!  How you guys got all this done so fast is 
mind blowing.  Integrated into SI too, not just an export plugin.  This is 
truly ground breaking!


On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!!   This is 
going to rock the rendering world.  And for Softimage
Awsome guys congratulations on this one.  My quadro 3000 finally is awake!!!

2013/3/14 Sylvain Lebeau mailto:s...@shedmtl.com>>
killer
congrats to you and team Nicolas!!

sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 

On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,

I'm going to respond to the last few messages regarding the importance of speed 
later, but in the meantime here is a video of some live rendering in Softimage.

http://youtu.be/fjCguRdSlV0

-Nicolas


On Thu, Mar 14, 2013 at 1:17 PM, mailto:pete...@skynet.be>> 
wrote:
you are right of course, as always.

what is really needed is a fine balance between quality and speed,
at a pricepoint that is affordable yet high enough to sustain development,
and available before my retirement.


From: Andy Moorer
Sent: Thursday, March 14, 2013 9:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

Well said, but speed is still important, deadlines are tight and particularly in the 
iterative direction phase often re-rendering takes much more time than making a directed 
change. "Dailies" reflect this... A series of several directed tweaks to a shot 
can stretch over several days in part to allow time to make changes and get them 
rendered... A major limitation to working with rendered VFX  elements versus composite 
effects which can often be altered in near realtime.

Sent from my iPad

On Mar 14, 2013, at 4:21 AM, mailto:pete...@skynet.be>> 
wrote:

Please also bear in mind that we're still just in alpha and constantly 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread olivier jeannel
I Just watched the video this evening (not at my office these days 
unfortunatly) I'm completly blown away by what I saw ! I'm smilling 
stupidly atm
I really hope the particle instance integration won't take long so that 
I can throw something to render...

Nicholas that's super great stuff.

Would you share some demo/tutorial scenes for us to have a quickstart ? 
(never rendered with that kind of engine before)


Awesome anyway !


Le 15/03/2013 18:12, Len Krenzler a écrit :

Yes it does.

On 3/15/2013 9:31 AM, Guillaume Laferriere wrote:
I wonder how this looks with a render region with alpha blending 
turned on.
The renderer would need to output RGBA and support the render region. 
Does it?


GL
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Len 
Krenzler

Sent: Friday, March 15, 2013 11:13 AM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

I only have a GTX470 and it flies even with that!  I'm testing a 
scene right now with 4.5 mil polys and a 12k HDR lighting texture as 
well as other large textures and no problem.


On 3/15/2013 8:58 AM, Tim Crowson wrote:
I've been really impressed with the performance and integration so 
far. I still need to throw some heavy scenes at it thow. But 
considering what it can do on a single card, I can't wait to see how 
it will run once multiple cards are supported.


Either way, this is already a win for the Softimage community. Big 
thanks to Nicolas and his team!


-Tim
On 3/15/2013 9:32 AM, Mirko Jankovic wrote:
actualy I already have an 580 in another comp so that itself is not 
problem :)


On Fri, Mar 15, 2013 at 3:29 PM, Emilio Hernandez 
mailto:emi...@e-roja.com>> wrote:
Well Mirko as Len said.  You might just reconsider going back to 
Nvidia.  CUDA is coming strong on a lot of apps.  And getting first 
than ATI.  You can buy a GTX 470 for 200 bucks.


2013/3/15 Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>>
well honestly... I'm on gaming cards because pro cards really are not 
justified with price in my case, and with gaming line ati right now 
is twice the speed of nvidia really... so just for rendering t o 
sacrifice all viewport performance.. I'm not sure that is something I 
would be willing to do :) not sure how mixing cards on same board 
would work with different drivers and everything to have one nvidis 
just for rendering.. anyway that is all different story and not 
really relevant in this case. in any case this is so refreshing


On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler 
mailto:l...@creativecontrol.ca>> wrote:

You might want to move back just for this...just sayin'...


On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
u soo nice! now just to wait for OpenCL version whenever it 
comes.. I moved away from nvidia completely :)


On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez 
mailto:emi...@e-roja.com>> wrote:
Everything is supported Mirko!  It is like having the old and crumpy 
MR reborn with power, speed and awsome result. Integration with 
Softimage is seamless.


2013/3/15 Mirko Jankovic 
mailto:mirkoj.anima...@gmail.com>>
hey I haven't really seen if region rendering is supported as well or 
only preview window? just wondering


On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler 
mailto:l...@creativecontrol.ca>> wrote:
+1!  Absolutely out of this world!  How you guys got all this done so 
fast is mind blowing.  Integrated into SI too, not just an export 
plugin.  This is truly ground breaking!



On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!!   
This is going to rock the rendering world.  And for Softimage
Awsome guys congratulations on this one.  My quadro 3000 finally is 
awake!!!


2013/3/14 Sylvain Lebeau mailto:s...@shedmtl.com>>
killer
congrats to you and team Nicolas!!

sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 
WWW.SHEDMTL.COM 

On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,

I'm going to respond to the last few messages regarding the 
importance of speed later, but in the meantime here is a video of 
some live rendering in Softimage.


http://youtu.be/fjCguRdSlV0

-Nicolas


On Thu, Mar 14, 2013 at 1:17 PM, 
mailto:pete...@skynet.be>> wrote:

you are right of course, as always.

what is really needed is a fine balance between quality and speed,
at a pricepoint that is affordable yet high enough to sustain 
development,

and available before my retirement.


From: Andy Moorer
Sent: Thursday, March 14, 2013 9:02 PM
To: 
softimage@listproc.autodesk.com

Subject: Re: Announcing Redshift - Biased GPU Renderer

Well said, but speed is still important, deadlines are tight and 
particularly in the iterative direction phase often re-re

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Christian Gotzinger
Excuse the language, but: Holy shit! Mighty impressive stuff!


On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk wrote:

> Hey guys,
>
> I'm going to respond to the last few messages regarding the importance of
> speed later, but in the meantime here is a video of some live rendering in
> Softimage.
>
> http://youtu.be/fjCguRdSlV0
>
> -Nicolas
>
>
>


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
Just thinking.. you really have to wonder why AD as huge company with
resources that are probably hard to imagine by any of us never got to make
ANYTHING nearly great as anything like what we see from 3rd party guys
around.
If you think about it like 99% of progress is NOT made by big
companies. Really need to think in which direction money flow could start
to change.. away from AD-like and more towards guys like Redshift team :)
All the best!


On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger
wrote:

> Excuse the language, but: Holy shit! Mighty impressive stuff!
>
>
>
> On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk 
> wrote:
>
>> Hey guys,
>>
>> I'm going to respond to the last few messages regarding the importance of
>> speed later, but in the meantime here is a video of some live rendering in
>> Softimage.
>>
>> http://youtu.be/fjCguRdSlV0
>>
>> -Nicolas
>>
>>
>>
>


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Len Krenzler
No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're called 
now couldn't have done this years ago.  Between them and AD they can't 
even get they're basic features working.


Money should be directed to these 3rd party guys as much as possible.  
AD must have called me about 10 times to renew my sub. This time I said 
no, I think I'll spend that on the guys getting results.


If you haven't tried this yet, do!

On 3/15/2013 1:54 PM, Mirko Jankovic wrote:
Just thinking.. you really have to wonder why AD as huge company with 
resources that are probably hard to imagine by any of us never got to 
make ANYTHING nearly great as anything like what we see from 3rd party 
guys around.
If you think about it like 99% of progress is NOT made by big 
companies. Really need to think in which direction money flow could 
start to change.. away from AD-like and more towards guys like 
Redshift team :)

All the best!


On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
mailto:cgo...@googlemail.com>> wrote:


Excuse the language, but: Holy shit! Mighty impressive stuff!



On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk
mailto:nico...@redshift3d.com>> wrote:

Hey guys,

I'm going to respond to the last few messages regarding the
importance of speed later, but in the meantime here is a video
of some live rendering in Softimage.

http://youtu.be/fjCguRdSlV0

-Nicolas







--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

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



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
just wondering.. if everything is on GPU in theory it should work fine even
with some slower older CPU?
Got some older comp laying around and both PCI slots in comp are filled,
maybe could use that one for GPU rendering station for testing :)
any thoughts?


On Fri, Mar 15, 2013 at 9:00 PM, Len Krenzler wrote:

>  No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're called
> now couldn't have done this years ago.  Between them and AD they can't even
> get they're basic features working.
>
> Money should be directed to these 3rd party guys as much as possible.  AD
> must have called me about 10 times to renew my sub.  This time I said no, I
> think I'll spend that on the guys getting results.
>
> If you haven't tried this yet, do!
>
>
> On 3/15/2013 1:54 PM, Mirko Jankovic wrote:
>
> Just thinking.. you really have to wonder why AD as huge company with
> resources that are probably hard to imagine by any of us never got to make
> ANYTHING nearly great as anything like what we see from 3rd party guys
> around.
> If you think about it like 99% of progress is NOT made by big
> companies. Really need to think in which direction money flow could start
> to change.. away from AD-like and more towards guys like Redshift team :)
>  All the best!
>
>
> On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger <
> cgo...@googlemail.com> wrote:
>
>> Excuse the language, but: Holy shit! Mighty impressive stuff!
>>
>>
>>
>>  On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk > > wrote:
>>
>>> Hey guys,
>>>
>>>  I'm going to respond to the last few messages regarding the importance
>>> of speed later, but in the meantime here is a video of some live rendering
>>> in Softimage.
>>>
>>>  http://youtu.be/fjCguRdSlV0
>>>
>>>  -Nicolas
>>>
>>>
>>>
>>
>
>
> --
> _
>
> Len Krenzler - Creative Control Media Productions
>
> Phone: 780.463.3126
> www.creativecontrol.ca - l...@creativecontrol.ca
>
>


RE: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Sven Constable
It is not that simple. I think to make a renderer that looks very promising
is one thing. Establish it in the market is the hard part. For example lets
take Arnold. it took them over ten years to make it something we consider a
product and today it's (officially) still in beta. There were other
renderers (I don't remember right now. Brazil was one of them). Great
renderer, faster than some others. Now its abandoned. This was actually a
renderer used some years, but there were many others that didn't survive
their first couple of years while in developing.

 

Redshift looks indeed very nice and promising. I hope it will make its way
into the market.

 

sven

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Friday, March 15, 2013 20:54
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

 

Just thinking.. you really have to wonder why AD as huge company with
resources that are probably hard to imagine by any of us never got to make
ANYTHING nearly great as anything like what we see from 3rd party guys
around. 

If you think about it like 99% of progress is NOT made by big companies.
Really need to think in which direction money flow could start to change..
away from AD-like and more towards guys like Redshift team :)

All the best!

 

On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
wrote:

Excuse the language, but: Holy shit! Mighty impressive stuff!





On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk 
wrote:

Hey guys,

 

I'm going to respond to the last few messages regarding the importance of
speed later, but in the meantime here is a video of some live rendering in
Softimage.

 

http://youtu.be/fjCguRdSlV0

 

-Nicolas

 

 

 

 



symmetry template fail

2013-03-15 Thread Kris Rivel
Any idea why creating a symmetry mapping template just fails?  I have a
mesh it will not initiate for. The ppg pops up but I get errors.  But
another mesh is fine.  What gives?

Kris


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Steven Caron
the classroom thread on this list provides you with some information. you
should check that out and there are many many other threads about this on
the solid angle hosted lists. if you are considering testing arnold for a
production, contact them about joining.

we, whiskytree, inc., use arnold heavily... our work on thor, captain
america, avengers, and an upcoming sci fi film all use arnold. we push
arnold very hard, and while we do have pretty high render times, we
are consistently happy with the output.

arnold is known for having sampling noise issues, they are usually solved
by increasing or properly balancing your sampling parameters, as any brute
force raytracer would. this is where arnold gets a reputation for being
'slow' because in order to create the super clean result you need to render
with higher sampling, which costs more, which equals slower render times.
let me say though, its very impressive with the amount of content it can
handle, so it's hard to describe it as 'slow'. its weaknesses
are definitely indoor scenarios which are lit by something like the sky or
sunlight. but i can say its consistency and stability is quite refreshing
coming from mental ray. while i own a personal license of 3delight for
softimage, i dont know how to compare it to 3delight to arnold in a
production context.

s



On Fri, Mar 15, 2013 at 1:41 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Good evening/day everyone !
>
>
> The people i am working for are currently debating whether or not to take
> on Arnold, as their official renderer on their next feature film. One of my
> character fx friends has been Beta testing it to great effect, and now has
> to make a case for the switch from 3DLIGHT to Arnold.
>
>
>
> If there are any Arnoldites out their, i was wondering if you had any test
> renders demonstrating Arnolds efficiencies\ deficiencies VS other
> renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
> PR man, vray, maxwell...
>
> The extra data would be very much appreciated especially with identical
> scenes, written observations are equally welcome.
>
> So if you've anything at all to share, many thanks ;)
>


Re: symmetry template fail

2013-03-15 Thread Kris Rivel
Using Gear to "rebuild the envelop" fixes it too...weird.  This always pops
up and drives me nuts.

Kris


On Fri, Mar 15, 2013 at 4:59 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> It happens to me whenever I import a skinned mesh from Maya through FBX.
> In my case, deleting the envelope operator and creating a fresh one fixes
> it.
>
>
>
> On 16 March 2013 09:50, Kris Rivel  wrote:
>
>> Any idea why creating a symmetry mapping template just fails?  I have a
>> mesh it will not initiate for. The ppg pops up but I get errors.  But
>> another mesh is fine.  What gives?
>>
>> Kris
>>
>
>


RE: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sandy Sutherland
Well we just finshed a full length feature rendered with Arnold, this is 
straight after one rendered with MR - and it was pure pleasure - unfortunately 
we have just wrapped up so there are no released images or videos I can share 
with you but I can tell you we rendered MB in the shots, and went from about 9+ 
passes to around 4 max.  The guys were so impressed to start with that we even 
rendered the previz and the Director loved it.

We did try putting a couple of the scenes we did render with Arnold through MR 
and the scope of complexity we got to and rendered quite happily with Arnold MR 
was unable to even start rendering.

We rendered in schedule too!  And were rendering a stereo feature - second one 
- and we were able to use Marc-Antoine's stereo shader which helped immensly on 
the farm as we were only loading the scene once to render both cameras - BTW we 
only had 100 machines in our small farm - mix of 8 core to 12 core 17s.

Cheers

S.


Sandy Sutherland | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 

[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 


[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastien Sterling 
[sebastien.sterl...@gmail.com]
Sent: 15 March 2013 22:41
To: softimage@listproc.autodesk.com
Subject: Who Uses Arnold Anyway ? an appeal to fans

Good evening/day everyone !


The people i am working for are currently debating whether or not to take on 
Arnold, as their official renderer on their next feature film. One of my 
character fx friends has been Beta testing it to great effect, and now has to 
make a case for the switch from 3DLIGHT to Arnold.



If there are any Arnoldites out their, i was wondering if you had any test 
renders demonstrating Arnolds efficiencies\ deficiencies VS other renderers; It 
doesn't matter if its softimage maya or modo.. or mental ray, PR man, vray, 
maxwell...

The extra data would be very much appreciated especially with identical scenes, 
written observations are equally welcome.

So if you've anything at all to share, many thanks ;)


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Steven Caron
arnold is NOT in beta... but your point about market success is made.

On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable wrote:

> and today it's (officially) still in beta.
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread John Clausing
We just finished this with Arnold

http://vimeo.com/61292772

We love it,the integrated GI, and Final rendering are terrific.
It takes a bit of time to figure out the optimization, but we love its very 
unique look.

John Clausing
Director of CG
Poetica


Sent from my iPhone

On Mar 15, 2013, at 4:41 PM, Sebastien Sterling  
wrote:

> Good evening/day everyone !
> 
> 
> The people i am working for are currently debating whether or not to take on 
> Arnold, as their official renderer on their next feature film. One of my 
> character fx friends has been Beta testing it to great effect, and now has to 
> make a case for the switch from 3DLIGHT to Arnold.
> 
> 
> 
> If there are any Arnoldites out their, i was wondering if you had any test 
> renders demonstrating Arnolds efficiencies\ deficiencies VS other renderers; 
> It doesn't matter if its softimage maya or modo.. or mental ray, PR man, 
> vray, maxwell...
> 
> The extra data would be very much appreciated especially with identical 
> scenes, written observations are equally welcome.
> 
> So if you've anything at all to share, many thanks ;)


RE: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Matt Lind
Wildstar is not a released product, so no behind the scenes stuff yet.

The official wildstar website is here: http://www.wildstar-online.com
Our studio website is here: http://www.carbinestudios.com

If you hunt around the web you'll find various pages devoted to the product 
such as Facebook, MySpace, Google+, etc...


Softimage is used for most 3D artwork that goes into the game with exception of 
terrain (internal tools) and character modeling/texturing (Modo).


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, March 14, 2013 12:11 PM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 New feature list... minor corrections list... you decide

btw Matt sry for small offtopic but LOVE the look of wildstar. Are there any 
making of docs or something around? And was it SI work or?
Again sry for ot



Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
Thanks Steven, a fist full of people here, have been beta testing Arnold
for the past couple of months, however they seem to have come down pretty
split 50/50 half.

pros -


   - Amazing GI, catches so much more then 3Dlight
   - can handle massive scenes
   - Anything polygon renders really fast
   - user friendly and intuitive (at least for basic operations)
   - great feedback from previews
   - sss is really nice too


cons-



   - it's seems to struggle with fur and transparency, and that's a problem
   - difficult to anticipate render times ( wild differences between users
   ranging from 6min to 48min to past an hour per frame)
   - and of course the GRAINZZ ! (nothing you won't have heard before)


I am part of those who would like to see Arnold installed, however old
habits die hard and there seems to be a fair amount of ill will on behalf
of some of the testers, however things like fur we don't have the luxury to
ignore; there are quite a few fur ballz in this feature, a few feathery
ones too.


it would be safer not to purchase it and  that is why we of the pro Arnold
are looking for external  examples and observations. which might tip the
balance.


On 15 March 2013 22:16, John Clausing  wrote:

> We just finished this with Arnold
>
> http://vimeo.com/61292772
>
> We love it,the integrated GI, and Final rendering are terrific.
> It takes a bit of time to figure out the optimization, but we love its
> very unique look.
>
> John Clausing
> Director of CG
> Poetica
>
>
> Sent from my iPhone
>
> On Mar 15, 2013, at 4:41 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> Good evening/day everyone !
>
>
> The people i am working for are currently debating whether or not to take
> on Arnold, as their official renderer on their next feature film. One of my
> character fx friends has been Beta testing it to great effect, and now has
> to make a case for the switch from 3DLIGHT to Arnold.
>
>
>
> If there are any Arnoldites out their, i was wondering if you had any test
> renders demonstrating Arnolds efficiencies\ deficiencies VS other
> renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
> PR man, vray, maxwell...
>
> The extra data would be very much appreciated especially with identical
> scenes, written observations are equally welcome.
>
> So if you've anything at all to share, many thanks ;)
>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
Ow and thanks John, i have been shown this prior by one of the color
keyers, most haunting, its a pleasure to see fresh things, and definitely
that is an incentive we are gunning for.

On 15 March 2013 22:52, Sebastien Sterling wrote:

> Thanks Steven, a fist full of people here, have been beta testing Arnold
> for the past couple of months, however they seem to have come down pretty
> split 50/50 half.
>
> pros -
>
>
>- Amazing GI, catches so much more then 3Dlight
>- can handle massive scenes
>- Anything polygon renders really fast
>- user friendly and intuitive (at least for basic operations)
>- great feedback from previews
>- sss is really nice too
>
>
> cons-
>
>
>
>- it's seems to struggle with fur and transparency, and that's a
>problem
>- difficult to anticipate render times ( wild differences between
>users ranging from 6min to 48min to past an hour per frame)
>- and of course the GRAINZZ ! (nothing you won't have heard before)
>
>
> I am part of those who would like to see Arnold installed, however old
> habits die hard and there seems to be a fair amount of ill will on behalf
> of some of the testers, however things like fur we don't have the luxury to
> ignore; there are quite a few fur ballz in this feature, a few feathery
> ones too.
>
>
> it would be safer not to purchase it and  that is why we of the pro Arnold
> are looking for external  examples and observations. which might tip the
> balance.
>
>
> On 15 March 2013 22:16, John Clausing  wrote:
>
>> We just finished this with Arnold
>>
>> http://vimeo.com/61292772
>>
>> We love it,the integrated GI, and Final rendering are terrific.
>> It takes a bit of time to figure out the optimization, but we love its
>> very unique look.
>>
>> John Clausing
>> Director of CG
>> Poetica
>>
>>
>> Sent from my iPhone
>>
>> On Mar 15, 2013, at 4:41 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> Good evening/day everyone !
>>
>>
>> The people i am working for are currently debating whether or not to take
>> on Arnold, as their official renderer on their next feature film. One of my
>> character fx friends has been Beta testing it to great effect, and now has
>> to make a case for the switch from 3DLIGHT to Arnold.
>>
>>
>>
>> If there are any Arnoldites out their, i was wondering if you had any
>> test renders demonstrating Arnolds efficiencies\ deficiencies VS other
>> renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
>> PR man, vray, maxwell...
>>
>> The extra data would be very much appreciated especially with identical
>> scenes, written observations are equally welcome.
>>
>> So if you've anything at all to share, many thanks ;)
>>
>>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Steven Caron
transparency is tricky for sure, but not impossible to improve. arnold is
almost unmatched when it comes to fur/hair/strands, at least in the
raytracing market.

i would suggest, getting the solid angle crew to look at some of your
issues. i am sure they would like to see you use it and would help address
the fur and transparency issues you might have.


On Fri, Mar 15, 2013 at 2:52 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
>
> cons-
>
>
>
>- it's seems to struggle with fur and transparency, and that's a
>problem
>- difficult to anticipate render times ( wild differences between
>users ranging from 6min to 48min to past an hour per frame)
>- and of course the GRAINZZ ! (nothing you won't have heard before)
>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
I understand from what I have heard that they are pretty hands on, good
support is rare, this would be another bonus. would be good to get a
dialogue going.

On 15 March 2013 22:56, Steven Caron  wrote:

> transparency is tricky for sure, but not impossible to improve. arnold is
> almost unmatched when it comes to fur/hair/strands, at least in the
> ray-tracing market.
>
> i would suggest, getting the solid angle crew to look at some of your
> issues. i am sure they would like to see you use it and would help address
> the fur and transparency issues you might have.
>
>
> On Fri, Mar 15, 2013 at 2:52 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>>
>> cons-
>>
>>
>>
>>- it's seems to struggle with fur and transparency, and that's a
>>problem
>>- difficult to anticipate render times ( wild differences between
>>users ranging from 6min to 48min to past an hour per frame)
>>- and of course the GRAINZZ ! (nothing you won't have heard before)
>>
>>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread John Clausing
One other item to consider...we do a lot of product work as well.
Most we choose to stick with MR. Because of Arnold's transparency issues.

The point being, use the best tool, why not have multiple renderers if one (MR) 
comes with Soft? They have different looks/capabilities for sure.
Pick what's best

J

Sent from my iPhone

On Mar 15, 2013, at 5:55 PM, Sebastien Sterling  
wrote:

> Ow and thanks John, i have been shown this prior by one of the color keyers, 
> most haunting, its a pleasure to see fresh things, and definitely that is an 
> incentive we are gunning for.
> 
> On 15 March 2013 22:52, Sebastien Sterling  
> wrote:
>> Thanks Steven, a fist full of people here, have been beta testing Arnold for 
>> the past couple of months, however they seem to have come down pretty split 
>> 50/50 half.
>> 
>> pros -
>> 
>> Amazing GI, catches so much more then 3Dlight
>> can handle massive scenes
>> Anything polygon renders really fast
>> user friendly and intuitive (at least for basic operations)
>> great feedback from previews
>> sss is really nice too
>> 
>> 
>> cons-
>> 
>> 
>> 
>> it's seems to struggle with fur and transparency, and that's a problem
>> difficult to anticipate render times ( wild differences between users 
>> ranging from 6min to 48min to past an hour per frame)
>> and of course the GRAINZZ ! (nothing you won't have heard before)
>> 
>> 
>> I am part of those who would like to see Arnold installed, however old 
>> habits die hard and there seems to be a fair amount of ill will on behalf of 
>> some of the testers, however things like fur we don't have the luxury to 
>> ignore; there are quite a few fur ballz in this feature, a few feathery ones 
>> too.
>> 
>> 
>> 
>> it would be safer not to purchase it and  that is why we of the pro Arnold 
>> are looking for external  examples and observations. which might tip the 
>> balance.
>> 
>> 
>> 
>> On 15 March 2013 22:16, John Clausing  wrote:
>>> We just finished this with Arnold
>>> 
>>> http://vimeo.com/61292772
>>> 
>>> We love it,the integrated GI, and Final rendering are terrific.
>>> It takes a bit of time to figure out the optimization, but we love its very 
>>> unique look.
>>> 
>>> John Clausing
>>> Director of CG
>>> Poetica
>>> 
>>> 
>>> Sent from my iPhone
>>> 
>>> On Mar 15, 2013, at 4:41 PM, Sebastien Sterling 
>>>  wrote:
>>> 
 Good evening/day everyone !
 
 
 The people i am working for are currently debating whether or not to take 
 on Arnold, as their official renderer on their next feature film. One of 
 my character fx friends has been Beta testing it to great effect, and now 
 has to make a case for the switch from 3DLIGHT to Arnold.
 
 
 
 If there are any Arnoldites out their, i was wondering if you had any test 
 renders demonstrating Arnolds efficiencies\ deficiencies VS other 
 renderers; It doesn't matter if its softimage maya or modo.. or mental 
 ray, PR man, vray, maxwell...
 
 The extra data would be very much appreciated especially with identical 
 scenes, written observations are equally welcome.
 
 So if you've anything at all to share, many thanks ;)
> 


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Greg Punchatz
I agree with Steve about the fur and strands,  crazy crazy fast.  I do 
wish there was a publicly available hair fur shader that did dual 
scattering.  I am pretty sure some folks here on the list have developed 
their own, but I don't have those kind of resources here at Janimation 
to roll our own.



*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com 
On 3/15/2013 4:56 PM, Steven Caron wrote:
transparency is tricky for sure, but not impossible to improve. arnold 
is almost unmatched when it comes to fur/hair/strands, at least in the 
raytracing market.


i would suggest, getting the solid angle crew to look at some of your 
issues. i am sure they would like to see you use it and would help 
address the fur and transparency issues you might have.



On Fri, Mar 15, 2013 at 2:52 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> 
wrote:


cons-


  * it's seems to struggle with fur and transparency, and that's a
problem
  * difficult to anticipate render times ( wild differences
between users ranging from 6min to 48min to past an hour per
frame)
  * and of course the GRAINZZ ! (nothing you won't have heard before)





Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
The are pretty paramount on consistency, its been a problem in the past and
that was with just 1 renderer

On 15 March 2013 23:06, John Clausing  wrote:

> One other item to consider...we do a lot of product work as well.
> Most we choose to stick with MR. Because of Arnold's transparency issues.
>
> The point being, use the best tool, why not have multiple renderers if one
> (MR) comes with Soft? They have different looks/capabilities for sure.
> Pick what's best
>
> J
>
> Sent from my iPhone
>
> On Mar 15, 2013, at 5:55 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> Ow and thanks John, i have been shown this prior by one of the color
> keyers, most haunting, its a pleasure to see fresh things, and definitely
> that is an incentive we are gunning for.
>
> On 15 March 2013 22:52, Sebastien Sterling 
> wrote:
>
>> Thanks Steven, a fist full of people here, have been beta testing Arnold
>> for the past couple of months, however they seem to have come down pretty
>> split 50/50 half.
>>
>> pros -
>>
>>
>>- Amazing GI, catches so much more then 3Dlight
>>- can handle massive scenes
>>- Anything polygon renders really fast
>>- user friendly and intuitive (at least for basic operations)
>>- great feedback from previews
>>- sss is really nice too
>>
>>
>> cons-
>>
>>
>>
>>- it's seems to struggle with fur and transparency, and that's a
>>problem
>>- difficult to anticipate render times ( wild differences between
>>users ranging from 6min to 48min to past an hour per frame)
>>- and of course the GRAINZZ ! (nothing you won't have heard before)
>>
>>
>> I am part of those who would like to see Arnold installed, however old
>> habits die hard and there seems to be a fair amount of ill will on behalf
>> of some of the testers, however things like fur we don't have the luxury to
>> ignore; there are quite a few fur ballz in this feature, a few feathery
>> ones too.
>>
>>
>> it would be safer not to purchase it and  that is why we of the pro
>> Arnold are looking for external  examples and observations. which might tip
>> the balance.
>>
>>
>> On 15 March 2013 22:16, John Clausing  wrote:
>>
>>> We just finished this with Arnold
>>>
>>> http://vimeo.com/61292772
>>>
>>> We love it,the integrated GI, and Final rendering are terrific.
>>> It takes a bit of time to figure out the optimization, but we love its
>>> very unique look.
>>>
>>> John Clausing
>>> Director of CG
>>> Poetica
>>>
>>>
>>> Sent from my iPhone
>>>
>>> On Mar 15, 2013, at 4:41 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>> Good evening/day everyone !
>>>
>>>
>>> The people i am working for are currently debating whether or not to
>>> take on Arnold, as their official renderer on their next feature film. One
>>> of my character fx friends has been Beta testing it to great effect, and
>>> now has to make a case for the switch from 3DLIGHT to Arnold.
>>>
>>>
>>>
>>> If there are any Arnoldites out their, i was wondering if you had any
>>> test renders demonstrating Arnolds efficiencies\ deficiencies VS other
>>> renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
>>> PR man, vray, maxwell...
>>>
>>> The extra data would be very much appreciated especially with identical
>>> scenes, written observations are equally welcome.
>>>
>>> So if you've anything at all to share, many thanks ;)
>>>
>>>
>>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
Yes some testers found the out of the box shaders a little lacking.

On 15 March 2013 23:08, Sebastien Sterling wrote:

> The are pretty paramount on consistency, its been a problem in the past
> and that was with just 1 renderer
>
>
> On 15 March 2013 23:06, John Clausing  wrote:
>
>> One other item to consider...we do a lot of product work as well.
>> Most we choose to stick with MR. Because of Arnold's transparency issues.
>>
>> The point being, use the best tool, why not have multiple renderers if
>> one (MR) comes with Soft? They have different looks/capabilities for sure.
>> Pick what's best
>>
>> J
>>
>> Sent from my iPhone
>>
>> On Mar 15, 2013, at 5:55 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> Ow and thanks John, i have been shown this prior by one of the color
>> keyers, most haunting, its a pleasure to see fresh things, and definitely
>> that is an incentive we are gunning for.
>>
>> On 15 March 2013 22:52, Sebastien Sterling 
>> wrote:
>>
>>> Thanks Steven, a fist full of people here, have been beta testing Arnold
>>> for the past couple of months, however they seem to have come down pretty
>>> split 50/50 half.
>>>
>>> pros -
>>>
>>>
>>>- Amazing GI, catches so much more then 3Dlight
>>>- can handle massive scenes
>>>- Anything polygon renders really fast
>>>- user friendly and intuitive (at least for basic operations)
>>>- great feedback from previews
>>>- sss is really nice too
>>>
>>>
>>> cons-
>>>
>>>
>>>
>>>- it's seems to struggle with fur and transparency, and that's a
>>>problem
>>>- difficult to anticipate render times ( wild differences between
>>>users ranging from 6min to 48min to past an hour per frame)
>>>- and of course the GRAINZZ ! (nothing you won't have heard before)
>>>
>>>
>>> I am part of those who would like to see Arnold installed, however old
>>> habits die hard and there seems to be a fair amount of ill will on behalf
>>> of some of the testers, however things like fur we don't have the luxury to
>>> ignore; there are quite a few fur ballz in this feature, a few feathery
>>> ones too.
>>>
>>>
>>> it would be safer not to purchase it and  that is why we of the pro
>>> Arnold are looking for external  examples and observations. which might tip
>>> the balance.
>>>
>>>
>>> On 15 March 2013 22:16, John Clausing  wrote:
>>>
 We just finished this with Arnold

 http://vimeo.com/61292772

 We love it,the integrated GI, and Final rendering are terrific.
 It takes a bit of time to figure out the optimization, but we love its
 very unique look.

 John Clausing
 Director of CG
 Poetica


 Sent from my iPhone

 On Mar 15, 2013, at 4:41 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

 Good evening/day everyone !


 The people i am working for are currently debating whether or not to
 take on Arnold, as their official renderer on their next feature film. One
 of my character fx friends has been Beta testing it to great effect, and
 now has to make a case for the switch from 3DLIGHT to Arnold.



 If there are any Arnoldites out their, i was wondering if you had any
 test renders demonstrating Arnolds efficiencies\ deficiencies VS other
 renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
 PR man, vray, maxwell...

 The extra data would be very much appreciated especially with identical
 scenes, written observations are equally welcome.

 So if you've anything at all to share, many thanks ;)


>>>
>>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Alan Fregtman
We use it for everything here at Rodeo FX http://www.rodeofx.com/
and have been so happy with it there's even a press release about it: :)
http://www.awn.com/news/business/rodeo-fx-taps-arnold-boost-pipeline


It's really insane the sheer monstrosity of geometry and textures you can
throw at it, and still get a sweet looking render out. We did mechanical
metallic things for a recent movie that were really heavy, with dozens of
8k textures, with motionblur. Piece of cake for Arnie!




On Fri, Mar 15, 2013 at 6:11 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Yes some testers found the out of the box shaders a little lacking.
>
>
> On 15 March 2013 23:08, Sebastien Sterling 
> wrote:
>
>> The are pretty paramount on consistency, its been a problem in the past
>> and that was with just 1 renderer
>>
>>
>> On 15 March 2013 23:06, John Clausing  wrote:
>>
>>> One other item to consider...we do a lot of product work as well.
>>> Most we choose to stick with MR. Because of Arnold's transparency issues.
>>>
>>> The point being, use the best tool, why not have multiple renderers if
>>> one (MR) comes with Soft? They have different looks/capabilities for sure.
>>> Pick what's best
>>>
>>> J
>>>
>>> Sent from my iPhone
>>>
>>> On Mar 15, 2013, at 5:55 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>> Ow and thanks John, i have been shown this prior by one of the color
>>> keyers, most haunting, its a pleasure to see fresh things, and definitely
>>> that is an incentive we are gunning for.
>>>
>>> On 15 March 2013 22:52, Sebastien Sterling >> > wrote:
>>>
 Thanks Steven, a fist full of people here, have been beta testing
 Arnold for the past couple of months, however they seem to have come down
 pretty split 50/50 half.

 pros -


- Amazing GI, catches so much more then 3Dlight
- can handle massive scenes
- Anything polygon renders really fast
- user friendly and intuitive (at least for basic operations)
- great feedback from previews
- sss is really nice too


 cons-



- it's seems to struggle with fur and transparency, and that's a
problem
- difficult to anticipate render times ( wild differences between
users ranging from 6min to 48min to past an hour per frame)
- and of course the GRAINZZ ! (nothing you won't have heard before)


 I am part of those who would like to see Arnold installed, however old
 habits die hard and there seems to be a fair amount of ill will on behalf
 of some of the testers, however things like fur we don't have the luxury to
 ignore; there are quite a few fur ballz in this feature, a few feathery
 ones too.


 it would be safer not to purchase it and  that is why we of the pro
 Arnold are looking for external  examples and observations. which might tip
 the balance.


 On 15 March 2013 22:16, John Clausing  wrote:

> We just finished this with Arnold
>
> http://vimeo.com/61292772
>
> We love it,the integrated GI, and Final rendering are terrific.
> It takes a bit of time to figure out the optimization, but we love its
> very unique look.
>
> John Clausing
> Director of CG
> Poetica
>
>
> Sent from my iPhone
>
> On Mar 15, 2013, at 4:41 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> Good evening/day everyone !
>
>
> The people i am working for are currently debating whether or not to
> take on Arnold, as their official renderer on their next feature film. One
> of my character fx friends has been Beta testing it to great effect, and
> now has to make a case for the switch from 3DLIGHT to Arnold.
>
>
>
> If there are any Arnoldites out their, i was wondering if you had any
> test renders demonstrating Arnolds efficiencies\ deficiencies VS other
> renderers; It doesn't matter if its softimage maya or modo.. or mental 
> ray,
> PR man, vray, maxwell...
>
> The extra data would be very much appreciated especially with
> identical scenes, written observations are equally welcome.
>
> So if you've anything at all to share, many thanks ;)
>
>

>>>
>>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
That sounds good Alan, the more testimonies we can get the better,
especially like the bit about freeing up artists time to concentrate on the
creative aspects

I assume the intuitiveness and ease of use is not a myths then ?

On 15 March 2013 23:16, Alan Fregtman  wrote:

> We use it for everything here at Rodeo FX http://www.rodeofx.com/
> and have been so happy with it there's even a press release about it: :)
> http://www.awn.com/news/business/rodeo-fx-taps-arnold-boost-pipeline
>
>
> It's really insane the sheer monstrosity of geometry and textures you can
> throw at it, and still get a sweet looking render out. We did mechanical
> metallic things for a recent movie that were really heavy, with dozens of
> 8k textures, with motionblur. Piece of cake for Arnie!
>
>
>
>
> On Fri, Mar 15, 2013 at 6:11 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Yes some testers found the out of the box shaders a little lacking.
>>
>>
>> On 15 March 2013 23:08, Sebastien Sterling 
>> wrote:
>>
>>> The are pretty paramount on consistency, its been a problem in the past
>>> and that was with just 1 renderer
>>>
>>>
>>> On 15 March 2013 23:06, John Clausing  wrote:
>>>
 One other item to consider...we do a lot of product work as well.
 Most we choose to stick with MR. Because of Arnold's transparency
 issues.

 The point being, use the best tool, why not have multiple renderers if
 one (MR) comes with Soft? They have different looks/capabilities for sure.
 Pick what's best

 J

 Sent from my iPhone

 On Mar 15, 2013, at 5:55 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

 Ow and thanks John, i have been shown this prior by one of the color
 keyers, most haunting, its a pleasure to see fresh things, and definitely
 that is an incentive we are gunning for.

 On 15 March 2013 22:52, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Thanks Steven, a fist full of people here, have been beta testing
> Arnold for the past couple of months, however they seem to have come down
> pretty split 50/50 half.
>
> pros -
>
>
>- Amazing GI, catches so much more then 3Dlight
>- can handle massive scenes
>- Anything polygon renders really fast
>- user friendly and intuitive (at least for basic operations)
>- great feedback from previews
>- sss is really nice too
>
>
> cons-
>
>
>
>- it's seems to struggle with fur and transparency, and that's a
>problem
>- difficult to anticipate render times ( wild differences between
>users ranging from 6min to 48min to past an hour per frame)
>- and of course the GRAINZZ ! (nothing you won't have heard before)
>
>
> I am part of those who would like to see Arnold installed, however old
> habits die hard and there seems to be a fair amount of ill will on behalf
> of some of the testers, however things like fur we don't have the luxury 
> to
> ignore; there are quite a few fur ballz in this feature, a few feathery
> ones too.
>
>
> it would be safer not to purchase it and  that is why we of the pro
> Arnold are looking for external  examples and observations. which might 
> tip
> the balance.
>
>
> On 15 March 2013 22:16, John Clausing  wrote:
>
>> We just finished this with Arnold
>>
>> http://vimeo.com/61292772
>>
>> We love it,the integrated GI, and Final rendering are terrific.
>> It takes a bit of time to figure out the optimization, but we love
>> its very unique look.
>>
>> John Clausing
>> Director of CG
>> Poetica
>>
>>
>> Sent from my iPhone
>>
>> On Mar 15, 2013, at 4:41 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> Good evening/day everyone !
>>
>>
>> The people i am working for are currently debating whether or not to
>> take on Arnold, as their official renderer on their next feature film. 
>> One
>> of my character fx friends has been Beta testing it to great effect, and
>> now has to make a case for the switch from 3DLIGHT to Arnold.
>>
>>
>>
>> If there are any Arnoldites out their, i was wondering if you had any
>> test renders demonstrating Arnolds efficiencies\ deficiencies VS other
>> renderers; It doesn't matter if its softimage maya or modo.. or mental 
>> ray,
>> PR man, vray, maxwell...
>>
>> The extra data would be very much appreciated especially with
>> identical scenes, written observations are equally welcome.
>>
>> So if you've anything at all to share, many thanks ;)
>>
>>
>

>>>
>>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Simon van de Lagemaat
What are you going to be rendering?


On Fri, Mar 15, 2013 at 1:41 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Good evening/day everyone !
>
>
> The people i am working for are currently debating whether or not to take
> on Arnold, as their official renderer on their next feature film. One of my
> character fx friends has been Beta testing it to great effect, and now has
> to make a case for the switch from 3DLIGHT to Arnold.
>
>
>
> If there are any Arnoldites out their, i was wondering if you had any test
> renders demonstrating Arnolds efficiencies\ deficiencies VS other
> renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
> PR man, vray, maxwell...
>
> The extra data would be very much appreciated especially with identical
> scenes, written observations are equally welcome.
>
> So if you've anything at all to share, many thanks ;)
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
tropical island setting: foliage rocks, primitive inhabitation, water lots
of water, seascapes (all this is fine

actual characters we have quite a few furry quadrupeds characters and 2
feathery ones as well

On 15 March 2013 23:40, Simon van de Lagemaat wrote:

> What are you going to be rendering?
>
>
> On Fri, Mar 15, 2013 at 1:41 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Good evening/day everyone !
>>
>>
>> The people i am working for are currently debating whether or not to take
>> on Arnold, as their official renderer on their next feature film. One of my
>> character fx friends has been Beta testing it to great effect, and now has
>> to make a case for the switch from 3DLIGHT to Arnold.
>>
>>
>>
>> If there are any Arnoldites out their, i was wondering if you had any
>> test renders demonstrating Arnolds efficiencies\ deficiencies VS other
>> renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
>> PR man, vray, maxwell...
>>
>> The extra data would be very much appreciated especially with identical
>> scenes, written observations are equally welcome.
>>
>> So if you've anything at all to share, many thanks ;)
>>
>
>


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sebastien Sterling
its the characters who will be the furry problem

On 15 March 2013 23:56, Sebastien Sterling wrote:

> tropical island setting: foliage rocks, primitive inhabitation, water lots
> of water, seascapes (all this is fine
>
> actual characters we have quite a few furry quadrupeds characters and 2
> feathery ones as well
>
>
> On 15 March 2013 23:40, Simon van de Lagemaat wrote:
>
>> What are you going to be rendering?
>>
>>
>> On Fri, Mar 15, 2013 at 1:41 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Good evening/day everyone !
>>>
>>>
>>> The people i am working for are currently debating whether or not to
>>> take on Arnold, as their official renderer on their next feature film. One
>>> of my character fx friends has been Beta testing it to great effect, and
>>> now has to make a case for the switch from 3DLIGHT to Arnold.
>>>
>>>
>>>
>>> If there are any Arnoldites out their, i was wondering if you had any
>>> test renders demonstrating Arnolds efficiencies\ deficiencies VS other
>>> renderers; It doesn't matter if its softimage maya or modo.. or mental ray,
>>> PR man, vray, maxwell...
>>>
>>> The extra data would be very much appreciated especially with identical
>>> scenes, written observations are equally welcome.
>>>
>>> So if you've anything at all to share, many thanks ;)
>>>
>>
>>
>


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Vladimir Jankijevic
I have to back up Steven. Arnold is NOT in beta. I had more to say about
this subject but it's not the place for that.
I'm really curious what the Redshift guys are able to deliver for a
production environment. I'll keep an eye on this for sure!


On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron  wrote:

> arnold is NOT in beta... but your point about market success is made.
>
> On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable 
> wrote:
>
>> and today it's (officially) still in beta.
>>
>


-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: emit from surface interaction for fast objects

2013-03-15 Thread Gustavo Eggert Boehs
I meant WERE not WHERE, sorry


Re: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Tim Leydecker

With Arnold, you have to embrace the concept of simplicity
in settings for tweaking wholeheartedly and accept it´s
meant to be unbiased, lean&mean brute force physical correct.

There are ways to optimize on a per shader level to
influence what an individual rays "sees" or "hits"
as well as optimizations here and there that help
get cleaner results with less than an infinite number
of rays.

What´s impressing is the memory footprint Arnold can household
with and the impression it gives in terms of chewing through
geomery in general. That´s the quick part...

You may end up not caring at all about the size of the scene
but just the amount of rays you can justify for rendering
and how best to distribte those rays.

E.g. once you have your rendertime ballpark figures for a total
amount of rays/pixel it may seem as if it´ll always render similar
amounts of time with similar rays/pixel settings.

I can´t comment on fur/feathers.

For mapped transparencies, VRay may sometimes be as tricky as Arnold.

I like VRay, the render quality, the chaos group and the licensing model
and would recommend to look at it as a qualified alternative to Arnold
depending on the kind of shots you have to do and artists available.

In terms of 3D lighting in general, it´s worth giving both renderers
a hard test in what their lighting tools can actually provide you with
and if baking to textures makes for a big part of your final image.

This also applies to how you plan to UV texture map things.

Make sure you check for limitations or workflows you may need come up with


Cheers,

tim









On 15.03.2013 21:41, Sebastien Sterling wrote:

Good evening/day everyone !


The people i am working for are currently debating whether or not to take on 
Arnold, as their official renderer on their next feature film. One of my 
character fx friends has been
Beta testing it to great effect, and now has to make a case for the switch from 
3DLIGHT to Arnold.



If there are any Arnoldites out their, i was wondering if you had any test 
renders demonstrating Arnolds efficiencies\ deficiencies VS other renderers; It 
doesn't matter if its
softimage maya or modo.. or mental ray, PR man, vray, maxwell...

The extra data would be very much appreciated especially with identical scenes, 
written observations are equally welcome.

So if you've anything at all to share, many thanks ;)


RE: Who Uses Arnold Anyway ? an appeal to fans

2013-03-15 Thread Sandy Sutherland
We did both furry and feathery characters for Khumba - all using strands 
-worked out very nicely! Also our setting was the Karoo with lots and lots of 
feinbos - dressing done using standins in Arnold!

S.


Sandy Sutherland | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 

[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 


[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sebastien Sterling 
[sebastien.sterl...@gmail.com]
Sent: 16 March 2013 00:56
To: softimage@listproc.autodesk.com
Subject: Re: Who Uses Arnold Anyway ? an appeal to fans

tropical island setting: foliage rocks, primitive inhabitation, water lots of 
water, seascapes (all this is fine

actual characters we have quite a few furry quadrupeds characters and 2 
feathery ones as well

On 15 March 2013 23:40, Simon van de Lagemaat 
mailto:si...@theembassyvfx.com>> wrote:
What are you going to be rendering?


On Fri, Mar 15, 2013 at 1:41 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:
Good evening/day everyone !


The people i am working for are currently debating whether or not to take on 
Arnold, as their official renderer on their next feature film. One of my 
character fx friends has been Beta testing it to great effect, and now has to 
make a case for the switch from 3DLIGHT to Arnold.



If there are any Arnoldites out their, i was wondering if you had any test 
renders demonstrating Arnolds efficiencies\ deficiencies VS other renderers; It 
doesn't matter if its softimage maya or modo.. or mental ray, PR man, vray, 
maxwell...

The extra data would be very much appreciated especially with identical scenes, 
written observations are equally welcome.

So if you've anything at all to share, many thanks ;)




RE: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Sam
We shouldn't have to pay for bug fixes. Honestly, for what I do I don't run
into that many bugs. Compared to just about anything on a mac nowadays, SI
is rock solid.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien
Sterling
Sent: Thursday, March 14, 2013 10:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 New feature list... minor corrections list... you decide

 

What if they came out with a version with no new features... however they
had fixed 75 % of all known bugs and issues known to the soft. would many
people be interested in that ? a clean optimisation of what is already
there, tightening down the screws as it where?

On 15 March 2013 04:57, Sam  wrote:

I didn't withhold my money for several lackluster releases. This year I
decided I would wait for them to prove they had something worth upgrading to
and so far it looks as if I will be keeping my money. The problem here is
that the proper channels don’t seem to care. If they did, they wouldn't have
moved most of the Softimage team to Maya.  

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Thursday, March 14, 2013 1:54 PM
To: softimage@listproc.autodesk.com
Subject: RE: 2014 New feature list... minor corrections list... you decide

 

If enough T-shirts don’t sell, the company will investigate as to why that
is and make changes.  Companies don’t like spending and not seeing a return.

 

BUT, as a customer you shouldn’t withhold your money as first course of
action.  You should be communicating your issues through proper channels to
get them resolved.  If and only you’ve gone down all available channels and
still without resolution should you withhold payment in the form of using a
different product.  Withholding payment should be the last resort, not the
first.

 

 

Matt

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, March 14, 2013 1:47 PM
To: softimage@listproc.autodesk.com
Subject: Re: 2014 New feature list... minor corrections list... you decide

 

If T-shirts are great with good looking designs and quality materials and
always putting out new series of designs people WILL keep buying it.

If you are trying to sell same shirt over and over again and each season
offer a bit different color of same shirt then people will stop buying it.

 

simple as that following that analogy.

 

On Thu, Mar 14, 2013 at 9:44 PM, Matt Lind  wrote:

No and no.

 

Regardless of the product and the company, business is business.  If your
company makes printed T-shirts and a particular T-shirt isn’t selling,
chances are the company will stop manufacturing it.  It’s common sense.

 

Use that analogy on Softimage – if people stop buying it, why would AD
continue development of it?  Duh.

 

As for upgrades, I never said there wasn’t anything worth the upgrade.  What
I said is there were show stopping issues preventing our upgrade.  Very big
difference between the two.  We wanted to upgrade because of the new
features we needed (and requested), but bugs prevented us from making the
move.

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Thursday, March 14, 2013 12:04 PM


To: softimage@listproc.autodesk.com
Subject: Re: 2014 New feature list... minor corrections list... you decide

 

Yes let's think rationally...

What you are kinda saying is let's all be investors so then maybe AD will
invest in development and all will be happy? Invest in something that so far
shown really really slow progress...

You alone said that nothing between 7.5 and 2013 wasn't really worth of
upgrade. What does that tell us?

Years and years developing and only now after couple of them you can update
and |STILL you alone have to work around... 

ook? :)

 

On Thu, Mar 14, 2013 at 7:58 PM, Matt Lind  wrote:

WTF? (part 2)

 

I would definitely NOT want to stay on 2010.  Way too many blocking issues
and bugs.  We just upgraded to 2013 SP1 from Softimage 7.5 as it was the
first version since 7.5 which gave us the bare minimum feature set that
didn’t have major issues – and even then I had to write a lot of custom code
to work around known issues.  I’m still looking at newer releases as they
come down the pipe as there are some pretty serious issues in 2013 SP1 that
we cannot live with for long.  Hoping 2014 resolves them.

 

People are already complaining about lack of development of SI.  Customer
base is what determines how many resources AD puts into the product.  If
fewer customers pay for support, how much developer time do you think is
going to be put into the product?  In other words, by not paying you are
effectively killing the product.  Sure, 3rd parties can supply some fancy
plugins, but that will only continue

RE: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Sam
Modo has most of the same problems lightwave has, including a horrid UI 
(especially the texture editor) and terrible character animation tools. You 
would think they would bring someone in who knows about this stuff instead of 
leaving it to the people who made the mess of lightwave in the first place, but 
I guess when they are running the company pride gets in the way. 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc-Andre 
Carbonneau
Sent: Friday, March 15, 2013 7:04 AM
To: softimage@listproc.autodesk.com
Subject: RE: 2014 New feature list... minor corrections list... you decide

 

I don’t think Houdini could replace a software like Softimage, parts of it 
surely can but not all of it.

 

Modo might be more of a contender. Modo 701 is interesting albeit not the 
revolution we are expecting from the new merge of Modo and The Foundry. 

Modo is pretty powerful for its young age. It has some rough spots but it will 
come.

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: 15 mars 2013 09:56
To: softimage@listproc.autodesk.com
Subject: Re: 2014 New feature list... minor corrections list... you decide

 

but is really hard to use if one is of simple mind (like myself) and so used to 
Softimage workflow,  nodes are executed when not even connected, just floating! 
 I really cannot handle POP CHOP SOP VOX POP HOT WOT? terminology as well as 
you breathe too heavily nearby then you have 17 gb of datas that you did not 
ask for.

 

grass is not always greener etc. 

 

:)

On 15 March 2013 14:45, Ciaran Moloney  wrote:

I don't think it's all sweetness and light in Houdini land. It's a bug-fest 
just like all of these other software. And just like everybody else, users get 
cranky about bugs or features that have been on the list for years. Clearly 
there's way more positivity to every release than most every other DCC, 
reflecting that development has its priorities straight. So yeah, they 
definitely have less gripes - they get daily builds FFS! (and to be fair they 
pay for it...)

 

 

Ciaran

 

 

On Fri, Mar 15, 2013 at 12:01 PM, Adam Seeley  wrote:

Hi,

Just wondering for those people who have a foot each in the AD camp & the 
Houdini camp. are the Houdini crowd a bunch of happy campers or do they 
have the same amount of gripes?

Adam

 

 

--

Freelance Softimage Generalist

http://www.linkedin.com/profile/view?id=21162305

https://vimeo.com/album/2280465

 

  _  

From: Emilio Hernandez 
To: softimage@listproc.autodesk.com 
Sent: Thursday, 14 March 2013, 18:24


Subject: Re: 2014 New feature list... minor corrections list... you decide

 

Well that sure is something people using Houdini appreciate and we using AD 
products regret.   Perhaps updates are so Top Secret that AD doesn't want other 
software companies to see what's coming up...   More of the same.  In the 
meantime we can only hope that NEW IMPROVEMENTS  to Softimage are coming.  
Something like now you can have in Maya the Softimage color scheme and vs., ...

But for some small things actually the way Softimage is now with the 
participation of Exocortex, Eric Mootz, and the other addons that are coming 
out, I think that there is not too much to improve...

 

2013/3/14 Mário Domingos 

This is an example of a proper software update. 

 

http://www.sidefx.com/index.php?option=com_content 

 &task=view&id=2447&Itemid=360

Mário Domingos

 

www.mariodomingos.com  

 

 

Sent from my super iPhone

 


On 14/03/2013, at 17:10, Doeke Wartena  wrote:

I would like if you can see the size of objects so it's easier to make models 
for 3d printing.

 

2013/3/14 Francois Lord 

+1



On 14/03/2013 09:45, Eric Lampi wrote:

Guys,

Don't you think it's better to just wait for the list to be released before 
getting too worked up over it?

 

 




--