Re: New ww.Lagoa.com

2013-04-04 Thread Xavier Lapointe
I'll make sure to forward this. Thanks!




On Fri, Apr 5, 2013 at 4:18 PM, Thiago Costa wrote:

> Hi guys, good points. As Raff and Alan pointed out, these things are quite
> standard to operate the kind of service we do.
>
> Xavier, you didn't paste the full clause, it reads:
> As between You and Lagoa, Lagoa does not claim any rights to any
> Renderings or the intellectual property that You submit to Lagoa for the
> purpose of creating such Renderings,
>
>
> *For clarity: Lagoa makes no claim over the ownership of the content nor
> the Renderings; we agree that you are the owner of the content that you
> create.
> *In this section, we receive a license to use the data you submit to
> make, among other  things, the Renderings that we are promising to make in
> the agreement. Without this license, we might not have the right to create
> the Renderings using the data that you submit and the functions conducted
> by our servers. If you wanted us to display your Renderings (so that others
> could view your work), we could not do so without this license.
>
> To protect peoples interests, we also added that there are limits to what
> we can do with the Renderings you create. First, we cannot use the
> Renderings beyond the privacy settings that you have agreed to. If the
> content is made private for example we will not display it to anyone other
> than who you decide to give access to.
>
> Second – if you are not a paying customer – we can sublicense more
> broadly, but only for certain purposes (to promote Lagoa, Lagoa’s models,
> Lagoa’s services, or you) and only for a limited period of time. So it's
> quite clear what we do.
>
> In other words, we need this clause to operate our service.  We give some
> free storage and some free rendering, and the only way that we plan to use
> the content (created by our community) is to help the community itself to
> grow.  There are no hidden intentions here and we respect people's privacy.
>
> In fact we have some real costumers doing real work in the system – it's
> been awhile.  So it's not like this is a new attempt. It's something proven
> to work and for some really large companies.
>
> I hope that clarifies everything.
>
> thanks,
>
> -Thiago
>
>
> On 3 April 2013 17:38, Xavier Lapointe  wrote:
>
>> I would think it's worth clarifying, because some people seems to be
>> interpreting the wrong way what it actually is.
>>
>>
>> On Thu, Apr 4, 2013 at 8:09 AM, Alan Fregtman wrote:
>>
>>> Even a "simple" service like Dropbox needs legal BS like that just so
>>> they can legally produce a thumbnail of a picture in your folders in the
>>> web view. They got in trouble a while back when someone saw their wording,
>>> but they clarified it later. (Lagoa should probably clarify their stance
>>> also.)
>>>
>>>
>>>
>>> On Wed, Apr 3, 2013 at 12:34 AM, Xavier Lapointe <
>>> xl.mailingl...@gmail.com> wrote:
>>>
 I'm no expert in this so I was just forwarding the response ... from
 what you've just said it makes sense. And yes, I've no doubt on Thiago q :

 Cheers


 On Wed, Apr 3, 2013 at 3:04 PM, Raffaele Fragapane <
 raffsxsil...@googlemail.com> wrote:

> It's pretty standard legal BS for any cloud service, without it they
> could be sued for holding onto the files they need to render for you with
> the back-end.
> I very, very seriously doubt Thiago plans to use without permission
> any of the material rendered through teamUp for promotion or sales, but 
> the
> gray area of cloud services requires some rather (overly) robust wording 
> on
> the fact they have rights on the information you provide.
>
> They don't acquire the IP or license for distribution in any form with
> that, those are the clauses you really have to watch out for. The former 
> is
> impossible (illegal) but constitutes vice of form, the latter can plant a
> sizeable penis firmly up your colon, especially if you're contracting.
>
>
> On Wed, Apr 3, 2013 at 2:49 PM, Xavier Lapointe <
> xl.mailingl...@gmail.com> wrote:
>
>> More specifically this paragraph:
>>
>> You hereby grant to Lagoa a non-exclusive, royalty free, paid up,
>> worldwide, sublicensable (but only to affiliates of Lagoa) right and
>> license to use the information that you submit as part of the Services to
>> copy, create, make derivative works of, display, or publicly perform the
>> Renderings or any component thereof, provided that Lagoa shall not
>> use the Renderings beyond the Privacy Settings that You and Lagoa have
>> agreed to as part of the Scope of Services, and provided, further,
>> that the license to any Renderings you have created until such time as 
>> you
>> have paid Lagoa for use of the Services shall be irrevocable and freely
>> sublicensable as long as such use of the Renderings is limited to the
>> purposes of promoting Lagoa, Lagoa’s models, Lag

Re: New ww.Lagoa.com

2013-04-04 Thread Thiago Costa
Hi guys, good points. As Raff and Alan pointed out, these things are quite
standard to operate the kind of service we do.

Xavier, you didn't paste the full clause, it reads:
As between You and Lagoa, Lagoa does not claim any rights to any Renderings
or the intellectual property that You submit to Lagoa for the purpose of
creating such Renderings,


*For clarity: Lagoa makes no claim over the ownership of the content nor
the Renderings; we agree that you are the owner of the content that you
create.
*In this section, we receive a license to use the data you submit to make,
among other  things, the Renderings that we are promising to make in the
agreement. Without this license, we might not have the right to create the
Renderings using the data that you submit and the functions conducted by
our servers. If you wanted us to display your Renderings (so that others
could view your work), we could not do so without this license.

To protect peoples interests, we also added that there are limits to what
we can do with the Renderings you create. First, we cannot use the
Renderings beyond the privacy settings that you have agreed to. If the
content is made private for example we will not display it to anyone other
than who you decide to give access to.

Second – if you are not a paying customer – we can sublicense more broadly,
but only for certain purposes (to promote Lagoa, Lagoa’s models, Lagoa’s
services, or you) and only for a limited period of time. So it's quite
clear what we do.

In other words, we need this clause to operate our service.  We give some
free storage and some free rendering, and the only way that we plan to use
the content (created by our community) is to help the community itself to
grow.  There are no hidden intentions here and we respect people's privacy.

In fact we have some real costumers doing real work in the system – it's
been awhile.  So it's not like this is a new attempt. It's something proven
to work and for some really large companies.

I hope that clarifies everything.

thanks,

-Thiago


On 3 April 2013 17:38, Xavier Lapointe  wrote:

> I would think it's worth clarifying, because some people seems to be
> interpreting the wrong way what it actually is.
>
>
> On Thu, Apr 4, 2013 at 8:09 AM, Alan Fregtman wrote:
>
>> Even a "simple" service like Dropbox needs legal BS like that just so
>> they can legally produce a thumbnail of a picture in your folders in the
>> web view. They got in trouble a while back when someone saw their wording,
>> but they clarified it later. (Lagoa should probably clarify their stance
>> also.)
>>
>>
>>
>> On Wed, Apr 3, 2013 at 12:34 AM, Xavier Lapointe <
>> xl.mailingl...@gmail.com> wrote:
>>
>>> I'm no expert in this so I was just forwarding the response ... from
>>> what you've just said it makes sense. And yes, I've no doubt on Thiago q :
>>>
>>> Cheers
>>>
>>>
>>> On Wed, Apr 3, 2013 at 3:04 PM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
 It's pretty standard legal BS for any cloud service, without it they
 could be sued for holding onto the files they need to render for you with
 the back-end.
 I very, very seriously doubt Thiago plans to use without permission any
 of the material rendered through teamUp for promotion or sales, but the
 gray area of cloud services requires some rather (overly) robust wording on
 the fact they have rights on the information you provide.

 They don't acquire the IP or license for distribution in any form with
 that, those are the clauses you really have to watch out for. The former is
 impossible (illegal) but constitutes vice of form, the latter can plant a
 sizeable penis firmly up your colon, especially if you're contracting.


 On Wed, Apr 3, 2013 at 2:49 PM, Xavier Lapointe <
 xl.mailingl...@gmail.com> wrote:

> More specifically this paragraph:
>
> You hereby grant to Lagoa a non-exclusive, royalty free, paid up,
> worldwide, sublicensable (but only to affiliates of Lagoa) right and
> license to use the information that you submit as part of the Services to
> copy, create, make derivative works of, display, or publicly perform the
> Renderings or any component thereof, provided that Lagoa shall not
> use the Renderings beyond the Privacy Settings that You and Lagoa have
> agreed to as part of the Scope of Services, and provided, further,
> that the license to any Renderings you have created until such time as you
> have paid Lagoa for use of the Services shall be irrevocable and freely
> sublicensable as long as such use of the Renderings is limited to the
> purposes of promoting Lagoa, Lagoa’s models, Lagoa’s services, or You, as
> the artist thereof, from the creation of such Renderings until the date
> that is six (6) months after the expiration or termination of your
> subscription to the Services.  You authorize Lagoa, on a royalty-free
> basis,

Re: Exocortex Species 1.6 Released

2013-04-04 Thread Eric Thivierge
It gets a little complicated at times with the licensing using that method.

Also upgrading from one version to another is as simple as connecting to a
new workgroup. If needed you can reconnect to previous versions if needed
without deleting files as everything is left intact. Unlike with add-ons.
On Apr 4, 2013 10:02 PM, "Alok Gandhi"  wrote:

> Can't you guys ship it as si addon. That way the user will have to do
> nothing other than to install the addon (drag and drop).
>
> Just a small suggestion . . .
>
> Sent from my iPhone
>
> On 2013-04-04, at 6:10 PM, Eric Thivierge  wrote:
>
> Just as a reminder, we recommend extracting the workgroup from the .zip
> file and connecting to it through the workgroups tab in the plug-in manager
> and not pulling the files out and overwriting the previous version. Some
> files get re-organized and new files are put in place and as such old files
> may end up persisting when they shouldn't.
>
> We got Tim squared away and if anyone else has any issues please be sure
> to send us an email and we'll get you up and running again.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge wrote:
>
>> I'll be in touch offlist Tim.
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson <
>> tim.crow...@magneticdreams.com> wrote:
>>
>>>  Hi Chris,
>>>
>>> We've updated it here but get an error when starting Softimage, saying
>>> the species module can't be found (I'm guessing this module is new to 1.6).
>>> Whether we're using XSI's python or Windows python makes no difference. Any
>>> suggestions?
>>>
>>> Looks like a great update though!
>>>
>>> -Tim
>>>
>>>
>>> On 4/4/2013 9:49 AM, Chris Covelli wrote:
>>>
>>>  Exocortex Species 1.6
>>>
>>>
>>>  Create Better Characters Even Faster
>>>
>>>  Species 1.6 is now available at 
>>> Exocortex.com
>>> .
>>>
>>>  We created this video overview of the new features:
>>> http://vimeo.com/62914955 
>>>
>>>  What is Species?
>>>  Exocortex Species simplifies the process of human character creation
>>> from designing your
>>>  character’s unique attributes, integrating sculpting results, to rig
>>> creation, even animation. With
>>>  Species, you will create higher quality animated characters faster and
>>> at a lower cost, while
>>>  avoiding the generic look that often come when purchasing
>>> off-the-shelf models. Exocortex
>>>  Species supports Autodesk Softimage 2010 through 2013 on both Windows
>>> and Linux. Floating
>>>  and node locked licenses are available starting at $299.
>>>  Improvements in Species 1.6
>>>
>>>
>>>  1. Custom PropRig Import
>>>
>>> A new preference that allows the user to define a directory to export
>>> and import customized
>>>
>>> PropRigs for repeated use. PropRigs within those folders are now listed
>>> in the Species > Build >
>>>
>>> Import Custom menu split into “Male” and “Female” sub-menus.
>>>
>>>
>>>
>>> 2. Plot Limb Anim Tool Feature
>>>
>>> An addition to our AnimTools is the new Plot Limb command which allows
>>> you to plot and
>>>
>>> transfer motion between FK and IK for both arms and legs. This utilizes
>>> the MatchFKIK
>>>
>>> command and plots the motion during the active time range.
>>>
>>>  3. Improved  High Res Body Mesh topology and deformation
>>>
>>> We’ve updated the body mesh for both male and female characters.  The
>>> new meshes are more
>>>
>>> detailed, fully quaded, and have more evenly distributed topology for
>>> better deformation and high
>>>
>>> end sculpting.
>>>
>>>  4. New Low Res and Proxy Body Meshes
>>>
>>> A new quad based low res body mesh for faster interaction while
>>> animating (~40 FPS playback).
>>>
>>>  A new cube based proxy body mesh for super fast interaction while
>>> animating (~40-50 FPS
>>>
>>> playback).
>>>
>>>  5. New Body Shapes
>>>
>>> Old and Young shapes for varying the age of your Species characters.
>>>
>>>  Top Heavy and Bottom Heavy shapes for adding mass to either the upper
>>> or lower half of your
>>>
>>> Species characters.
>>>
>>>  Chest expand and Chest contract shapes for inflating and deflating the
>>> chest of your Species
>>>
>>> characters.
>>>
>>>  6. Synoptics
>>>
>>> Updated synoptics with new controls to switch mesh resolution and
>>> smoothing.
>>>
>>>  Individual control reset combos.  Press Ctrl+Shift+LMB on any synoptic
>>> control to reset, and
>>>
>>> Press Ctrl+Shift+MMB on a control to reset a whole branch.
>>>
>>>  7. ReplaceMesh command re-written
>>> The ReplaceMesh command has been rewritten and expanded to now include
>>> the ability to
>>>
>>> replace the BodyLow and BodyProxy meshes if necessary.
>>>
>>>  8. Bug Fixes
>>>
>>> AnimRig Vertebrae 02 and 03 deformers misaligned
>>>
>>>  Getting Species 1.6
>>>
>>>
>>>  If you are not yet using Exocortex Species,

Re: Exocortex Species 1.6 Released

2013-04-04 Thread Alok Gandhi
Can't you guys ship it as si addon. That way the user will have to do nothing 
other than to install the addon (drag and drop). 

Just a small suggestion . . . 

Sent from my iPhone

On 2013-04-04, at 6:10 PM, Eric Thivierge  wrote:

> Just as a reminder, we recommend extracting the workgroup from the .zip file 
> and connecting to it through the workgroups tab in the plug-in manager and 
> not pulling the files out and overwriting the previous version. Some files 
> get re-organized and new files are put in place and as such old files may end 
> up persisting when they shouldn't.
> 
> We got Tim squared away and if anyone else has any issues please be sure to 
> send us an email and we'll get you up and running again.
> 
> 
> Eric Thivierge
> http://www.ethivierge.com
> 
> 
> On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge  wrote:
>> I'll be in touch offlist Tim.
>> 
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>> 
>> 
>> On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson  
>> wrote:
>>> Hi Chris,
>>> 
>>> We've updated it here but get an error when starting Softimage, saying the 
>>> species module can't be found (I'm guessing this module is new to 1.6). 
>>> Whether we're using XSI's python or Windows python makes no difference. Any 
>>> suggestions?
>>> 
>>> Looks like a great update though!
>>> 
>>> -Tim
>>> 
>>> 
>>> On 4/4/2013 9:49 AM, Chris Covelli wrote:
 Exocortex Species 1.6
 
 Create Better Characters Even Faster
 
 Species 1.6 is now available at Exocortex.com.
 
 We created this video overview of the new features: 
 http://vimeo.com/62914955
 
 What is Species?
 
 Exocortex Species simplifies the process of human character creation   
   from designing your 
 character’s unique attributes, integrating sculpting results, to rig 
 creation, even animation. With 
 Species, you will create higher quality animated characters faster and at 
 a lower cost, while 
 avoiding the generic look that often come when purchasing off-the-shelf 
 models. Exocortex 
 Species supports Autodesk Softimage 2010 through 2013 on both Windows and 
 Linux. Floating 
 and node locked licenses are available starting at $299.
 
 Improvements in Species 1.6
 
 1. Custom PropRig Import
 A new preference that allows the user to define a directory to export and 
 import customized 
 PropRigs for repeated use. PropRigs within those folders are now listed in 
 the Species > Build > 
 Import Custom menu split into “Male” and “Female” sub-menus.

 2. Plot Limb Anim Tool Feature
 An addition to our AnimTools is the new Plot Limb command which allows you 
 to plot and 
 transfer motion between FK and IK for both arms and legs. This utilizes 
 the MatchFKIK 
 command and plots the motion during the active time range.
 
 3. Improved  High Res Body Mesh topology and deformation
 We’ve updated the body mesh for both male and female characters.  The new 
 meshes are more 
 detailed, fully quaded, and have more evenly distributed topology for 
 better deformation and high 
 end sculpting.
 
 4. New Low Res and Proxy Body Meshes
 A new quad based low res body mesh for faster interaction while animating 
 (~40 FPS playback).
 
 A new cube based proxy body mesh for super fast interaction while 
 animating (~40-50 FPS 
 playback).
 
 5. New Body Shapes
 Old and Young shapes for varying the age of your Species characters.
 
 Top Heavy and Bottom Heavy shapes for adding mass to either the
  upper or lower half of your 
 Species characters.
 
 Chest expand and Chest contract shapes for inflating and deflating the 
 chest of your Species 
 characters.
 
 6. Synoptics
 Updated synoptics with new controls to switch mesh resolution and 
 smoothing.
 
 Individual control reset combos.  Press Ctrl+Shift+LMB on any synoptic 
 control to reset, and 
 Press Ctrl+Shift+MMB on a control to reset a whole branch.
 
 7. ReplaceMesh command re-written
 The ReplaceMesh command has been rewritten and expanded to now 
 include the ability to 
 replace the BodyLow and BodyProxy meshes if necessary.
 
 8. Bug Fixes
 AnimRig Vertebrae 02 and 03 deformers misaligned
 
 Getting Species 1.6
 
 If you are not yet using Exocortex Species, give it a try by downloading 
 the trial from the 
 Exocortex Species product page.
 
 For those already using Exocortex Species, you can download the 1.6 update 
 directly from here.
 
 Join the Species User Community
 
 Get the most out of Exocortex Species by joining our user support and 
 discussion mailing list, 
 viewing our online doc

Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Christopher
I like your keyboard 
graphic on your web site, very appealing :)





Christopher





 	   
   	Octavian Ureche  
  Thursday, April 
04, 2013 11:58 AM
  Can't say 
anything about Octane because i just toyed with it. But i really enjoyed
 Keyshot. Even if you can't really do animation rendering with it 
other than it's built in srt sytem, it's a very fast CPU based 
raytracer.

Very HDRI oriented. Can't remember if it has lights at 
all. For all i know i always rendered using ibl.But 
apart from its obvious drawbacks, it's a very simple and effective 
choice for product designers and the like.

Of course, Reshift blows all of 
that to dust given it's tight app integration and gpu rendering speed.-- visual


 | stuffwww.okto.ro


  
   	   
   	Tim Crowson  
  Thursday, April 
04, 2013 9:39 AM
  
  

  
Well, if I understand correctly, RS does Distributed Monte Carlo,
which is a bit different from Octane's Pathtracing. So you're not
going to get an apples-to-apples comparison between the two. Now, I
have Octane as well, and in my opinion, RS beats it soundly on
modest hardware, both in performance and workflow. As others have
said, the mere fact that RS is so well-integrated into Softimage is
a BIG DEAL. I can't wait for multi-GPU support.

-Tim


On 4/4/2013 4:12 AM, Doeke Wartena
  wrote:




  
   	   
   	Doeke Wartena  
  Thursday, April 
04, 2013 5:12 AM
  How is redshift 
compared to octane?

  
   	   
   	James De Colling  
  Thursday, April 
04, 2013 3:52 AM
  Welcome to the "pro" card 
market... I only use quadros because that's what the sells we use ship 
with... Long gone are the days when people cards were worth their 
sticker price


  
   	   
   	olivier jeannel  
  Thursday, April 
04, 2013 3:26 AM
  I should be out of the office, 
but will test asap.
For the quadro, well it was bundled with the workstation (HP Z620). 
It's 
no problem if the quadro is more expensive and produce better 
performance. It becomes a problem if they are really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256... They are 
supposed to be stronger when working though...













Re: Pinnochio 3D characters

2013-04-04 Thread Adam Sale
I will say though, Pinnochio's pretty dang slow to update any changes made
to characters.


On Thu, Apr 4, 2013 at 2:45 PM, Jordi Bares  wrote:

> Exactly my thought…
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 4 Apr 2013, at 20:20, Sebastien Sterling 
> wrote:
>
> DAZ 3D ? ...
>
>
>


Re: Softimage 2013, using external python issues

2013-04-04 Thread Christopher
I have a similar problem. 
 I have Python 2.6 & Python 2.7 installed, a plugin I use requires 
2.7 so I have to disable the 'python for softimage' for that plugin to 
work.  Another plugin requires python 2.6, I have to enable 'python for 
softimage' set it up in my environment variable which I have, that 
plug-in doesn't work either, insane.

Christopher  


   	   
   	Tim Leydecker  
  Thursday, April 
04, 2013 12:24 PM
  Hi Eric,

I f+++ed up my Python installation paths on xp64/xsi2012 after 
messing with Python 2.7.x and 3.x
installs during a quick dip into Blender and then later realizing 
Deadline want´s it´s own Python
build used when you want the submission scripts to work and show up.

I messed up my machine´s System Properties>Environment 
Variables>Python PATH entries beyond recognition.

Haven´t managed to fix it again, yet.

If you happen to solve your issue, I´d love to hear how.

Cheers,

tim




   	   
   	Eric Thivierge  
  Thursday, April 
04, 2013 12:13 PM
  Hey all,I have Python 27 installed on my system and have turned off 
the option to use Python installed with Softimage but it seems when I 
print the sys.path from inside Softimage it still prints out the paths 
to the Softimage Python installs. 

Anyone have any similar issues?Eric
 Thiviergehttp://www.ethivierge.com



  




Re: Exocortex Species 1.6 Released

2013-04-04 Thread Eric Thivierge
Just as a reminder, we recommend extracting the workgroup from the .zip
file and connecting to it through the workgroups tab in the plug-in manager
and not pulling the files out and overwriting the previous version. Some
files get re-organized and new files are put in place and as such old files
may end up persisting when they shouldn't.

We got Tim squared away and if anyone else has any issues please be sure to
send us an email and we'll get you up and running again.


Eric Thivierge
http://www.ethivierge.com


On Thu, Apr 4, 2013 at 2:40 PM, Eric Thivierge  wrote:

> I'll be in touch offlist Tim.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson <
> tim.crow...@magneticdreams.com> wrote:
>
>>  Hi Chris,
>>
>> We've updated it here but get an error when starting Softimage, saying
>> the species module can't be found (I'm guessing this module is new to 1.6).
>> Whether we're using XSI's python or Windows python makes no difference. Any
>> suggestions?
>>
>> Looks like a great update though!
>>
>> -Tim
>>
>>
>> On 4/4/2013 9:49 AM, Chris Covelli wrote:
>>
>>  Exocortex Species 1.6
>>
>>
>>  Create Better Characters Even Faster
>>
>>  Species 1.6 is now available at 
>> Exocortex.com
>> .
>>
>>  We created this video overview of the new features:
>> http://vimeo.com/62914955 
>>
>>  What is Species?
>>  Exocortex Species simplifies the process of human character creation
>> from designing your
>>  character’s unique attributes, integrating sculpting results, to rig
>> creation, even animation. With
>>  Species, you will create higher quality animated characters faster and
>> at a lower cost, while
>>  avoiding the generic look that often come when purchasing off-the-shelf
>> models. Exocortex
>>  Species supports Autodesk Softimage 2010 through 2013 on both Windows
>> and Linux. Floating
>>  and node locked licenses are available starting at $299.
>>  Improvements in Species 1.6
>>
>>
>>  1. Custom PropRig Import
>>
>> A new preference that allows the user to define a directory to export and
>> import customized
>>
>> PropRigs for repeated use. PropRigs within those folders are now listed
>> in the Species > Build >
>>
>> Import Custom menu split into “Male” and “Female” sub-menus.
>>
>>
>>
>> 2. Plot Limb Anim Tool Feature
>>
>> An addition to our AnimTools is the new Plot Limb command which allows
>> you to plot and
>>
>> transfer motion between FK and IK for both arms and legs. This utilizes
>> the MatchFKIK
>>
>> command and plots the motion during the active time range.
>>
>>  3. Improved  High Res Body Mesh topology and deformation
>>
>> We’ve updated the body mesh for both male and female characters.  The new
>> meshes are more
>>
>> detailed, fully quaded, and have more evenly distributed topology for
>> better deformation and high
>>
>> end sculpting.
>>
>>  4. New Low Res and Proxy Body Meshes
>>
>> A new quad based low res body mesh for faster interaction while animating
>> (~40 FPS playback).
>>
>>  A new cube based proxy body mesh for super fast interaction while
>> animating (~40-50 FPS
>>
>> playback).
>>
>>  5. New Body Shapes
>>
>> Old and Young shapes for varying the age of your Species characters.
>>
>>  Top Heavy and Bottom Heavy shapes for adding mass to either the upper
>> or lower half of your
>>
>> Species characters.
>>
>>  Chest expand and Chest contract shapes for inflating and deflating the
>> chest of your Species
>>
>> characters.
>>
>>  6. Synoptics
>>
>> Updated synoptics with new controls to switch mesh resolution and
>> smoothing.
>>
>>  Individual control reset combos.  Press Ctrl+Shift+LMB on any synoptic
>> control to reset, and
>>
>> Press Ctrl+Shift+MMB on a control to reset a whole branch.
>>
>>  7. ReplaceMesh command re-written
>> The ReplaceMesh command has been rewritten and expanded to now include
>> the ability to
>>
>> replace the BodyLow and BodyProxy meshes if necessary.
>>
>>  8. Bug Fixes
>>
>> AnimRig Vertebrae 02 and 03 deformers misaligned
>>
>>  Getting Species 1.6
>>
>>
>>  If you are not yet using Exocortex Species, give it a try by
>> downloading the trial from the
>>  
>>
>> Exocortex Species product page. 
>>
>>  
>>
>> For those already using Exocortex Species, you can download the 1.6
>> update directly from 
>> here
>> .
>>
>>  Join the Species User Community
>>
>>
>>  Get the most out of Exocortex Species by joining our user support and
>> discussion mailing 
>> list,
>>
>> viewing our online 
>> documentation

Re: Pinnochio 3D characters

2013-04-04 Thread Jordi Bares
Exactly my thought…

Jordi Bares
jordiba...@gmail.com

On 4 Apr 2013, at 20:20, Sebastien Sterling  
wrote:

> DAZ 3D ? ...
> 



Re: Star Wars demise

2013-04-04 Thread Maxime Philippon
OMG yes! I remember that game!! :D I really love this one!!


On Thu, Apr 4, 2013 at 5:00 PM, Christopher  wrote:

> Remember 'Day of the Tentacle' game from LucasArts ?
>
> Christopher
>
>   Stephen Davidson 
>  Thursday, April 04, 2013 1:36 PM
>
> http://www.nbcnews.com/technology/ingame/disney-shuts-down-lucasarts-star-wars-1313-fate-unknown-1C9196197
>
> --
>
> Best Regards,
> *  Stephen P. Davidson**
>**(954) 552-7956
> *sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
>


-- 
Max
<>

Re: Star Wars demise

2013-04-04 Thread mark jones
day of the tentacle was the BEST!!

http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2006/08/day-of-the-tentacle-wall-painting.jpg

this guy had the right idea ;)


On 4 April 2013 22:00, Christopher  wrote:

> Remember 'Day of the Tentacle' game from LucasArts ?
>
> Christopher
>
>   Stephen Davidson 
>  Thursday, April 04, 2013 1:36 PM
>
> http://www.nbcnews.com/technology/ingame/disney-shuts-down-lucasarts-star-wars-1313-fate-unknown-1C9196197
>
> --
>
> Best Regards,
> *  Stephen P. Davidson**
>**(954) 552-7956
> *sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
>
<>

Re: Star Wars demise

2013-04-04 Thread Christopher
Remember 'Day of the 
Tentacle' game from LucasArts ?

Christopher


   	   
   	Stephen Davidson  
  Thursday, April 
04, 2013 1:36 PM
  http://www.nbcnews.com/technology/ingame/disney-shuts-down-lucasarts-star-wars-1313-fate-unknown-1C9196197
-- Best Regards,  Stephen P. Davidson 
       (954) 552-7956 
   sdavid...@3danimationmagic.com
Any
 sufficiently advanced technology is indistinguishable from magic 
                                                                        
    - Arthur C. Clarke



  




Re: Pinnochio 3D characters

2013-04-04 Thread Sebastien Sterling
DAZ 3D ? ...


On 4 April 2013 20:33, Alan Fregtman  wrote:

> I like it, but I wish we could orbit at all times, but presently you can't
> due to how its built.
>
> I looked under the hood a bit and saw it uses prerendered sequence strips
> (all frames in one big image) so you never see actual polygons, just
> images, and this makes it appear fast.
>
> Even though that may be the easy way to make things interactive on most
> platforms, it's a real shame it's not using more modern tech like WebGL to
> let us see the real geometry and directly orbit in realtime at any point.
>
>
>
> On Thu, Apr 4, 2013 at 1:58 PM, ivan tay  wrote:
>
>> Yes! Give it a try and let us know how you feel about it. We like to hear
>> from you :)
>>
>> -Ivan
>> ivan@nospam.autodesk.com (remove nospam. from email)
>>
>>
>> On Fri, Apr 5, 2013 at 1:51 AM, Adam Sale  wrote:
>>
>>> yeah, its been nice to use it for some crowd work I was doing, and the
>>> characters work well with Motionbuilder too.
>>>
>>>
>>> On Thu, Apr 4, 2013 at 10:41 AM, Jeff McFall wrote:
>>>
 I thought this was pretty cool, wish I had discovered it a few months
 ago.

 http://projectpinocchio.autodesk.com/




>>>
>>
>


RE: Application.CopyPaste

2013-04-04 Thread Matt Lind
You're using commands to do the work.  Commands will generally trigger events 
just like CopyPaste().  Use the scripting object model instead as it will allow 
you to work directly with the scene via object references.  The objects will 
keep track of names and other esoteric information so you can focus on the 
higher level logic. Not only will this be more efficient, but will make coding 
easier as you won't have to parse strings to figure out what you have.

As a general rule - If you have to resort to string parsing, you're probably 
doing it the hard way.

Instead of using SIAddProp(), use Partition.AddProperty().
Instead of using SIAddEntryToOverride, use Override.AddParameterEntry().

Example (Jscript):

// get selected object from scene
var oSceneItem = Selection(0);

// get reference to current pass and background object partition in that pass
var oPass  = Application.ActiveProject.ActiveScene.ActivePass;
var oPartition = oPass.Partitions(0);

if ( oPartition.PartitionType == siObjectPartition) {

// create override property atop partition
var oOverride = oPartition.AddProperty( "Override", false, 
"My_Override" );

// get 'viewvis' parameter of selected object
var oParameter = oSceneItem.Properties( "Visibility" 
).Parameters( "viewvis" );

// add viewvis to override property
var oParameterEntry = oOverride.AddParameterEntry( oParameter );

// override the parameter value
// all objects in the partition with a 'viewvis' parameter will 
inherit this value
oParameterEntry.value = false;
}



Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gareth Bell
Sent: Thursday, April 04, 2013 4:39 AM
To: softimage@listproc.autodesk.com
Subject: RE: Application.CopyPaste

Hi Matt,

That makes a whole lot of sense. What confuses me is that if a script simply 
brute forces a copy/paste of each partition (with overrides) it doesn't suffer 
this post-save pass-switch lag (but takes 6x as long to run). However, if it 
rebuilds every pass, partition, displayprop etc from scratch but copy/pastes 
only the overrides to each partition it does suffer this odd post-save 
pass-switch lag. Fundamentally the passes are the same  - it's just how they 
have been built that seems to create this problem.

I have been looking into rebuilding the overrides from scratch which I assume 
will eliminate this problem and keep the super fast running times. But stumbled 
into a problem with determining the type of override and keeping it flexible. 
I've tried using a wildcard to fill in the gaps.



newOverride = xsi.SIAddProp ("Override", newPartition[0])
print "NEW OVERRIDE = " + str(newOverride[0])
 for eachParam in eachProp.parameters:
  paramValue = eachParam.Value
  if eachParam.name != "Name":
   eachParamSplit = str(eachParam).split (".")
   eachParamSplit = eachParamSplit[-1:]
   eachParamSplit = str(eachParamSplit)[2:-2]

   member = eachPartition.members[0]
   tempName = str(member) + ".*." + eachParamSplit
   xsi.SIAddEntryToOverride(newOverride[0], str(tempName))

Using this wildcard creates the new override entries on the source partition 
override not the newly created one. But this is another problem altogether.

Apologies for the poor formatting (our webmail's a bit rubbish!)

G


From: 
softimage-boun...@listproc.autodesk.com
 on behalf of Matt Lind
Sent: Wed 03/04/2013 19:22
To: softimage@listproc.autodesk.com
Subject: RE: Application.CopyPaste
Any time you use CopyPaste() (or any other command for that matter), you're 
going to trigger events which incur additional processing cost.  CopyPaste() 
usually invokes validation routines before Softimage returns control to the 
user as it needs to ensure no illegal scenarios have been created.  Whether 
validation is invoked really depends on what you're copying and pasting.  If 
you use Partition.AddProperty() in the scripting object model, you'll avoid 
some of the performance hit.

A parameter override is just a variant of a custom property.  The performance 
hit comes from evaluating the contents of an override property as changing 
passes or updating a partition means Softimage has to extract the parameters 
from the override property and determine if they exist on each and every 
object, cluster, and shader in the partition to build a map so it knows what to 
draw onscreen in the viewport as a final result.  If the scene is large (e.g. 
many objects or many parameters), then it will take a while to build the map.  
When you leave the pass, the internal map is destroyed and replaced with a new 
map for the pass you are entering.

If you want better performance, use material/shader overrides ins

Re: Exocortex Species 1.6 Released

2013-04-04 Thread Eric Thivierge
I'll be in touch offlist Tim.


Eric Thivierge
http://www.ethivierge.com


On Thu, Apr 4, 2013 at 2:30 PM, Tim Crowson
wrote:

>  Hi Chris,
>
> We've updated it here but get an error when starting Softimage, saying the
> species module can't be found (I'm guessing this module is new to 1.6).
> Whether we're using XSI's python or Windows python makes no difference. Any
> suggestions?
>
> Looks like a great update though!
>
> -Tim
>
>
> On 4/4/2013 9:49 AM, Chris Covelli wrote:
>
>  Exocortex Species 1.6
>
>
>  Create Better Characters Even Faster
>
>  Species 1.6 is now available at 
> Exocortex.com
> .
>
>  We created this video overview of the new features:
> http://vimeo.com/62914955 
>
>  What is Species?
>  Exocortex Species simplifies the process of human character creation
> from designing your
>  character’s unique attributes, integrating sculpting results, to rig
> creation, even animation. With
>  Species, you will create higher quality animated characters faster and
> at a lower cost, while
>  avoiding the generic look that often come when purchasing off-the-shelf
> models. Exocortex
>  Species supports Autodesk Softimage 2010 through 2013 on both Windows
> and Linux. Floating
>  and node locked licenses are available starting at $299.
>  Improvements in Species 1.6
>
>
>  1. Custom PropRig Import
>
> A new preference that allows the user to define a directory to export and
> import customized
>
> PropRigs for repeated use. PropRigs within those folders are now listed in
> the Species > Build >
>
> Import Custom menu split into “Male” and “Female” sub-menus.
>
>
>
> 2. Plot Limb Anim Tool Feature
>
> An addition to our AnimTools is the new Plot Limb command which allows you
> to plot and
>
> transfer motion between FK and IK for both arms and legs. This utilizes
> the MatchFKIK
>
> command and plots the motion during the active time range.
>
>  3. Improved  High Res Body Mesh topology and deformation
>
> We’ve updated the body mesh for both male and female characters.  The new
> meshes are more
>
> detailed, fully quaded, and have more evenly distributed topology for
> better deformation and high
>
> end sculpting.
>
>  4. New Low Res and Proxy Body Meshes
>
> A new quad based low res body mesh for faster interaction while animating
> (~40 FPS playback).
>
>  A new cube based proxy body mesh for super fast interaction while
> animating (~40-50 FPS
>
> playback).
>
>  5. New Body Shapes
>
> Old and Young shapes for varying the age of your Species characters.
>
>  Top Heavy and Bottom Heavy shapes for adding mass to either the upper or
> lower half of your
>
> Species characters.
>
>  Chest expand and Chest contract shapes for inflating and deflating the
> chest of your Species
>
> characters.
>
>  6. Synoptics
>
> Updated synoptics with new controls to switch mesh resolution and
> smoothing.
>
>  Individual control reset combos.  Press Ctrl+Shift+LMB on any synoptic
> control to reset, and
>
> Press Ctrl+Shift+MMB on a control to reset a whole branch.
>
>  7. ReplaceMesh command re-written
> The ReplaceMesh command has been rewritten and expanded to now include the
> ability to
>
> replace the BodyLow and BodyProxy meshes if necessary.
>
>  8. Bug Fixes
>
> AnimRig Vertebrae 02 and 03 deformers misaligned
>
>  Getting Species 1.6
>
>
>  If you are not yet using Exocortex Species, give it a try by downloading
> the trial from the
>  
>
> Exocortex Species product page. 
>
>  
>
> For those already using Exocortex Species, you can download the 1.6 update
> directly from here
> .
>
>  Join the Species User Community
>
>
>  Get the most out of Exocortex Species by joining our user support and
> discussion mailing 
> list,
>
> viewing our online 
> documentation,
> and check out our many tutorial videos on our Vimeo 
> group.
>
>
> These are the best places to learn about Species and get the latest news
> directly from the developers.
>
>
> Chris Covelli
> http://www.polygonpusherinc.com/
>
>
> --
>
>
>  \
>


Re: Pinnochio 3D characters

2013-04-04 Thread Alan Fregtman
I like it, but I wish we could orbit at all times, but presently you can't
due to how its built.

I looked under the hood a bit and saw it uses prerendered sequence strips
(all frames in one big image) so you never see actual polygons, just
images, and this makes it appear fast.

Even though that may be the easy way to make things interactive on most
platforms, it's a real shame it's not using more modern tech like WebGL to
let us see the real geometry and directly orbit in realtime at any point.



On Thu, Apr 4, 2013 at 1:58 PM, ivan tay  wrote:

> Yes! Give it a try and let us know how you feel about it. We like to hear
> from you :)
>
> -Ivan
> ivan@nospam.autodesk.com (remove nospam. from email)
>
>
> On Fri, Apr 5, 2013 at 1:51 AM, Adam Sale  wrote:
>
>> yeah, its been nice to use it for some crowd work I was doing, and the
>> characters work well with Motionbuilder too.
>>
>>
>> On Thu, Apr 4, 2013 at 10:41 AM, Jeff McFall  wrote:
>>
>>> I thought this was pretty cool, wish I had discovered it a few months
>>> ago.
>>>
>>> http://projectpinocchio.autodesk.com/
>>>
>>>
>>>
>>>
>>
>


Re: Exocortex Species 1.6 Released

2013-04-04 Thread Tim Crowson

Hi Chris,

We've updated it here but get an error when starting Softimage, saying 
the species module can't be found (I'm guessing this module is new to 
1.6). Whether we're using XSI's python or Windows python makes no 
difference. Any suggestions?


Looks like a great update though!

-Tim

On 4/4/2013 9:49 AM, Chris Covelli wrote:



  Exocortex Species 1.6


Create Better Characters Even Faster


Species 1.6 is now available atExocortex.com 
.



We created this video overview of the new features: 
http://vimeo.com/62914955 




  What is Species?



  Exocortex Species simplifies the process of human character
  creation from designing your


  character’s unique attributes, integrating sculpting results, to
  rig creation, even animation. With


  Species, you will create higher quality animated characters
  faster and at a lower cost, while


  avoiding the generic look that often come when purchasing
  off-the-shelf models. Exocortex


  Species supports Autodesk Softimage 2010 through 2013 on both
  Windows and Linux. Floating


  and node locked licenses are available starting at $299.



  Improvements in Species 1.6


1. Custom PropRig Import

A new preference that allows the user to define a directory to export 
and import customized


PropRigs for repeated use. PropRigs within those folders are now 
listed in the Species > Build >


Import Custom menu split into “Male” and “Female” sub-menus.

2. Plot Limb Anim Tool Feature

An addition to our AnimTools is the new Plot Limb command which allows 
you to plot and


transfer motion between FK and IK for both arms and legs. This 
utilizes the MatchFKIK


command and plots the motion during the active time range.


3. Improved  High Res Body Mesh topology and deformation

We’ve updated the body mesh for both male and female characters.  The 
new meshes are more


detailed, fully quaded, and have more evenly distributed topology for 
better deformation and high


end sculpting.


4. New Low Res and Proxy Body Meshes

A new quad based low res body mesh for faster interaction while 
animating (~40 FPS playback).



A new cube based proxy body mesh for super fast interaction while 
animating (~40-50 FPS


playback).


5. New Body Shapes

Old and Young shapes for varying the age of your Species characters.


Top Heavy and Bottom Heavy shapes for adding mass to either the upper 
or lower half of your


Species characters.


Chest expand and Chest contract shapes for inflating and deflating the 
chest of your Species


characters.


6. Synoptics

Updated synoptics with new controls to switch mesh resolution and 
smoothing.



Individual control reset combos.  Press Ctrl+Shift+LMB on any synoptic 
control to reset, and


Press Ctrl+Shift+MMB on a control to reset a whole branch.


7. ReplaceMesh command re-written
The ReplaceMesh command has been rewritten and expanded to now include 
the ability to


replace the BodyLow and BodyProxy meshes if necessary.


8. Bug Fixes

AnimRig Vertebrae 02 and 03 deformers misaligned



  Getting Species 1.6


If you are not yet using Exocortex Species, give it a try by 
downloading the trial from the



Exocortex Species product page. 




For those already using Exocortex Species, you can download the 1.6 
update directly fromhere 
.




  Join the Species User Community


Get the most out of Exocortex Species by joining ouruser support and 
discussion mailing list, 



viewing our online documentation 
, 
and check out our many tutorial videos on ourVimeo group 
.


These are the best places to learn about Species and get the latest 
news directly from the developers.




Chris Covelli
http://www.polygonpusherinc.com/


--
Signature


\


Re: Pinnochio 3D characters

2013-04-04 Thread ivan tay
Yes! Give it a try and let us know how you feel about it. We like to hear
from you :)

-Ivan
ivan@nospam.autodesk.com (remove nospam. from email)


On Fri, Apr 5, 2013 at 1:51 AM, Adam Sale  wrote:

> yeah, its been nice to use it for some crowd work I was doing, and the
> characters work well with Motionbuilder too.
>
>
> On Thu, Apr 4, 2013 at 10:41 AM, Jeff McFall  wrote:
>
>> I thought this was pretty cool, wish I had discovered it a few months ago.
>>
>> http://projectpinocchio.autodesk.com/
>>
>>
>>
>>
>


Re: Pinnochio 3D characters

2013-04-04 Thread Adam Sale
yeah, its been nice to use it for some crowd work I was doing, and the
characters work well with Motionbuilder too.


On Thu, Apr 4, 2013 at 10:41 AM, Jeff McFall  wrote:

> I thought this was pretty cool, wish I had discovered it a few months ago.
>
> http://projectpinocchio.autodesk.com/
>
>
>
>


Pinnochio 3D characters

2013-04-04 Thread Jeff McFall
I thought this was pretty cool, wish I had discovered it a few months ago.

http://projectpinocchio.autodesk.com/



<>

Star Wars demise

2013-04-04 Thread Stephen Davidson
http://www.nbcnews.com/technology/ingame/disney-shuts-down-lucasarts-star-wars-1313-fate-unknown-1C9196197

-- 

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

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke




Re: Softimage 2013, using external python issues

2013-04-04 Thread Eric Thivierge
Ugh, nevermind. Pulled a Brad. Didn't have pywin for it installed. Works
now.


Eric Thivierge
http://www.ethivierge.com


On Thu, Apr 4, 2013 at 12:13 PM, Eric Thivierge wrote:

> Hey all,
>
> I have Python 27 installed on my system and have turned off the option to
> use Python installed with Softimage but it seems when I print the sys.path
> from inside Softimage it still prints out the paths to the Softimage Python
> installs.
>
> Anyone have any similar issues?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>


Re: Softimage 2013, using external python issues

2013-04-04 Thread Tim Leydecker

Hi Eric,

I f+++ed up my Python installation paths on xp64/xsi2012 after messing with 
Python 2.7.x and 3.x
installs during a quick dip into Blender and then later realizing Deadline 
want´s it´s own Python
build used when you want the submission scripts to work and show up.

I messed up my machine´s System Properties>Environment Variables>Python PATH 
entries beyond recognition.

Haven´t managed to fix it again, yet.

If you happen to solve your issue, I´d love to hear how.

Cheers,

tim



On 04.04.2013 18:13, Eric Thivierge wrote:

Hey all,

I have Python 27 installed on my system and have turned off the option to use 
Python installed with Softimage but it seems when I print the sys.path from 
inside Softimage it still
prints out the paths to the Softimage Python installs.

Anyone have any similar issues?


Eric Thivierge
http://www.ethivierge.com


Softimage 2013, using external python issues

2013-04-04 Thread Eric Thivierge
Hey all,

I have Python 27 installed on my system and have turned off the option to
use Python installed with Softimage but it seems when I print the sys.path
from inside Softimage it still prints out the paths to the Softimage Python
installs.

Anyone have any similar issues?


Eric Thivierge
http://www.ethivierge.com


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Can't say anything about Octane because i just toyed with it. But i really
enjoyed Keyshot.
Even if you can't really do animation rendering with it other than it's
built in srt sytem, it's a very fast CPU based raytracer.
Very HDRI oriented. Can't remember if it has lights at all. For all i know
i always rendered using ibl.
But apart from its obvious drawbacks, it's a very simple and effective
choice for product designers and the like.

Of course, Reshift blows all of that to dust given it's tight app
integration and gpu rendering speed.


On Thu, Apr 4, 2013 at 4:39 PM, Tim Crowson
wrote:

>  Well, if I understand correctly, RS does Distributed Monte Carlo, which
> is a bit different from Octane's Pathtracing. So you're not going to get an
> apples-to-apples comparison between the two. Now, I have Octane as well,
> and in my opinion, RS beats it soundly on modest hardware, both in
> performance and workflow. As others have said, the mere fact that RS is so
> well-integrated into Softimage is a BIG DEAL. I can't wait for multi-GPU
> support.
>
> -Tim
>
>
>
> On 4/4/2013 4:12 AM, Doeke Wartena wrote:
>
> How is redshift compared to octane?
>
>
> 2013/4/4 James De Colling 
>
>> Welcome to the "pro" card market... I only use quadros because that's
>> what the sells we use ship with... Long gone are the days when people cards
>> were worth their sticker price
>>  On Apr 4, 2013 4:28 PM, "olivier jeannel" 
>> wrote:
>>
>>> I should be out of the office, but will test asap.
>>> For the quadro, well it was bundled with the workstation (HP Z620). It's
>>> no problem if the quadro is more expensive and produce better performance.
>>> It becomes a problem if they are really bellow game cards.
>>> Your gtx has more than 400 cores while the 4000 has 256... They are
>>> supposed to be stronger when working though...
>>>
>>>
>>> Le 04/04/2013 09:13, Octavian Ureche a écrit :
>>>
 Here you go:

 http://www.nvidia.com/object/product-quadro-4000-us.html

 http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

 The last one is what i currently have. as you can see, the quadro's
 memory bandwith, cuda cores and memory interface are below the gtx. But you
 have bigger vram which means you can cram more into the scenes.
 Speed wise, given the differences it might be slower at the actual
 rendering, but we're talking gpu rendering here so i'm not sure if it's
 going to be that much noticeable.
 Do a render with both scenes and post your times in the forum. Then
 we'll know better how hardware affects the performance.

 To be honest, i always found quadros to be extremely overpriced, but
 maybe that's just me.

>>>
>>>
>
> --
>
>
>
> *Tim Crowson
> **Lead CG Artist*
>
> *Magnetic Dreams, Inc.
> *2525 Lebanon Pike, Building C. Nashville, TN 37214
> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
> tim.crow...@magneticdreams.com
>
> *Confidentiality Notice: This email, including attachments, is
> confidential and should not be used by anyone who is not the original
> intended recipient(s). If you have received this e-mail in error please
> inform the sender and delete it from your mailbox or any other storage
> mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
> made which are clearly the sender's own and not expressly made on behalf of
> Magnetic Dreams, Inc or one of its agents.*
>
>
>



-- 
visual | stuff
www.okto.ro


Exocortex Species 1.6 Released

2013-04-04 Thread Chris Covelli
Exocortex Species 1.6


Create Better Characters Even Faster

Species 1.6 is now available at
Exocortex.com
.

We created this video overview of the new features:
http://vimeo.com/62914955 

What is Species?
Exocortex Species simplifies the process of human character creation from
designing your
character’s unique attributes, integrating sculpting results, to rig
creation, even animation. With
Species, you will create higher quality animated characters faster and at a
lower cost, while
avoiding the generic look that often come when purchasing off-the-shelf
models. Exocortex
Species supports Autodesk Softimage 2010 through 2013 on both Windows and
Linux. Floating
and node locked licenses are available starting at $299.
Improvements in Species 1.6


1. Custom PropRig Import

A new preference that allows the user to define a directory to export and
import customized

PropRigs for repeated use. PropRigs within those folders are now listed in
the Species > Build >

Import Custom menu split into “Male” and “Female” sub-menus.



2. Plot Limb Anim Tool Feature

An addition to our AnimTools is the new Plot Limb command which allows you
to plot and

transfer motion between FK and IK for both arms and legs. This utilizes the
MatchFKIK

command and plots the motion during the active time range.

3. Improved  High Res Body Mesh topology and deformation

We’ve updated the body mesh for both male and female characters.  The new
meshes are more

detailed, fully quaded, and have more evenly distributed topology for
better deformation and high

end sculpting.

4. New Low Res and Proxy Body Meshes

A new quad based low res body mesh for faster interaction while animating
(~40 FPS playback).

A new cube based proxy body mesh for super fast interaction while animating
(~40-50 FPS

playback).

5. New Body Shapes

Old and Young shapes for varying the age of your Species characters.

Top Heavy and Bottom Heavy shapes for adding mass to either the upper or
lower half of your

Species characters.

Chest expand and Chest contract shapes for inflating and deflating the
chest of your Species

characters.

6. Synoptics

Updated synoptics with new controls to switch mesh resolution and smoothing.

Individual control reset combos.  Press Ctrl+Shift+LMB on any synoptic
control to reset, and

Press Ctrl+Shift+MMB on a control to reset a whole branch.

7. ReplaceMesh command re-written
The ReplaceMesh command has been rewritten and expanded to now include the
ability to

replace the BodyLow and BodyProxy meshes if necessary.

8. Bug Fixes

AnimRig Vertebrae 02 and 03 deformers misaligned

Getting Species 1.6


If you are not yet using Exocortex Species, give it a try by downloading
the trial from the


Exocortex Species product page. 



For those already using Exocortex Species, you can download the 1.6 update
directly from here 
.

Join the Species User Community


Get the most out of Exocortex Species by joining our user support and
discussion mailing
list,

viewing our online
documentation,
and check out our many tutorial videos on our Vimeo
group.


These are the best places to learn about Species and get the latest news
directly from the developers.


Chris Covelli
http://www.polygonpusherinc.com/


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Tim Crowson
Well, if I understand correctly, RS does Distributed Monte Carlo, which 
is a bit different from Octane's Pathtracing. So you're not going to get 
an apples-to-apples comparison between the two. Now, I have Octane as 
well, and in my opinion, RS beats it soundly on modest hardware, both in 
performance and workflow. As others have said, the mere fact that RS is 
so well-integrated into Softimage is a BIG DEAL. I can't wait for 
multi-GPU support.


-Tim


On 4/4/2013 4:12 AM, Doeke Wartena wrote:

How is redshift compared to octane?


2013/4/4 James De Colling >


Welcome to the "pro" card market... I only use quadros because
that's what the sells we use ship with... Long gone are the days
when people cards were worth their sticker price

On Apr 4, 2013 4:28 PM, "olivier jeannel" mailto:olivier.jean...@noos.fr>> wrote:

I should be out of the office, but will test asap.
For the quadro, well it was bundled with the workstation (HP
Z620). It's no problem if the quadro is more expensive and
produce better performance. It becomes a problem if they are
really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256...
They are supposed to be stronger when working though...


Le 04/04/2013 09:13, Octavian Ureche a écrit :

Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html

http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the
quadro's memory bandwith, cuda cores and memory interface
are below the gtx. But you have bigger vram which means
you can cram more into the scenes.
Speed wise, given the differences it might be slower at
the actual rendering, but we're talking gpu rendering here
so i'm not sure if it's going to be that much noticeable.
Do a render with both scenes and post your times in the
forum. Then we'll know better how hardware affects the
performance.

To be honest, i always found quadros to be extremely
overpriced, but maybe that's just me.





--
Signature

*Tim Crowson
*/Lead CG Artist/

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

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Tim Crowson
Title: Signature

  
  
Yes, you can use standard Softimage lights, although RS has its own
light primitives that may be more optimized. Haven't fully tested
that yet. For a list of compatible shaders see the following two
pages in the RS documentation:

http://docs.redshift3d.com/Default.html#I/Supported
  Shaders Softimage.html
http://docs.redshift3d.com/Default.html#I/Supported
  Shaders Mental Ray.html

-Tim C.

On 4/3/2013 8:58 PM, Maxime Philippon
  wrote:


  hey Guys, I'm new to this topic, I read a bit of
this conversation, This Redshift GPU renderer look really
awesome!

I wanted to know if Redshift use the mantal ray's materials
  and lights or did he have his own materials and lights set up,
  like Arnold?
And as a student, can I be an "alpha" tester? or is this
  only for professionals and studios?


Thanks
  
  

On Wed, Apr 3, 2013 at 8:37 PM,
  Christopher 
  wrote:
  
Ahhh the renderers.  
  

  


  Cristobal Infante

  Wednesday, April 03,
  2013 7:37 PM
  


  
I just started playing with Redshift
  and have to say I am really impressed. 
  
  
  Playing with on my laptop, with a GT 425M,
and It still does the trick!. The combo GI and
progressive rendering really is a nice combo.
  



  Can't wait to try this on a real
workstation, with a full on GPU!

  


  
  

  


  


  Octavian Ureche

  Wednesday, April 03,
  2013 3:44 PM
  


  
Haha, we have the exact same video
  card.
  To be honest, if things keep going like this,
i'll be getting another one used and put in sli.
  Multi-gpu support is on its way.

  
  





-- 
visual | stuff
www.okto.ro
  


  


  Tim Crowson

  Wednesday, April 03,
  2013 3:30 PM
  


  I
feel the same way! The only other place I've had
this much fun lighting and rendering is with modo
(Preview is awesome!). To be able to iterate over
high-quality renders in a matter of minutes with RS
is just liberating. And I'm using a lowly GTX 470!


-Tim






  


  


  Octavian Ureche

  Wednesday, April 03,
  2013 2:59 PM
  


  

  https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov
  
  
  
  So here's another test with that classroom scene.
  
This time without dof and moblur but with an
abruptly animated physical sun.
  Looking at the overall render, i think it
looks good. I know some will jump and say it's
too fast, which is why
  
i'll probably render it again with a slower
motion of the light when i

Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Cristobal Infante
for me it's all about integration with softimage, workflow first always ;)

Redshift has got the edge in the sense, but I understand there is a
softimage octane plugin coming soon..


On 4 April 2013 13:13, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> And how does it compare to Luxion’s 
> Keyshotor now
> Lagoa ?
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Doeke Wartena
> *Sent:* 4 avril 2013 05:13
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: Announcing Redshift - Biased GPU Renderer
>
> ** **
>
> How is redshift compared to octane?
>
> ** **
>
> 2013/4/4 James De Colling 
>
> Welcome to the "pro" card market... I only use quadros because that's what
> the sells we use ship with... Long gone are the days when people cards were
> worth their sticker price
>
> On Apr 4, 2013 4:28 PM, "olivier jeannel"  wrote:
> 
>
> I should be out of the office, but will test asap.
> For the quadro, well it was bundled with the workstation (HP Z620). It's
> no problem if the quadro is more expensive and produce better performance.
> It becomes a problem if they are really bellow game cards.
> Your gtx has more than 400 cores while the 4000 has 256... They are
> supposed to be stronger when working though...
>
>
> Le 04/04/2013 09:13, Octavian Ureche a écrit :
>
> Here you go:
>
> http://www.nvidia.com/object/product-quadro-4000-us.html
> http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications
>
> The last one is what i currently have. as you can see, the quadro's memory
> bandwith, cuda cores and memory interface are below the gtx. But you have
> bigger vram which means you can cram more into the scenes.
> Speed wise, given the differences it might be slower at the actual
> rendering, but we're talking gpu rendering here so i'm not sure if it's
> going to be that much noticeable.
> Do a render with both scenes and post your times in the forum. Then we'll
> know better how hardware affects the performance.
>
> To be honest, i always found quadros to be extremely overpriced, but maybe
> that's just me.
>
> ** **
>
> ** **
>


RE: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Marc-Andre Carbonneau
And how does it compare to Luxion's 
Keyshot or now 
Lagoa?


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: 4 avril 2013 05:13
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

How is redshift compared to octane?

2013/4/4 James De Colling 
mailto:james.decoll...@gmail.com>>

Welcome to the "pro" card market... I only use quadros because that's what the 
sells we use ship with... Long gone are the days when people cards were worth 
their sticker price
On Apr 4, 2013 4:28 PM, "olivier jeannel" 
mailto:olivier.jean...@noos.fr>> wrote:
I should be out of the office, but will test asap.
For the quadro, well it was bundled with the workstation (HP Z620). It's no 
problem if the quadro is more expensive and produce better performance. It 
becomes a problem if they are really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256... They are supposed to 
be stronger when working though...


Le 04/04/2013 09:13, Octavian Ureche a écrit :
Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html
http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the quadro's memory 
bandwith, cuda cores and memory interface are below the gtx. But you have 
bigger vram which means you can cram more into the scenes.
Speed wise, given the differences it might be slower at the actual rendering, 
but we're talking gpu rendering here so i'm not sure if it's going to be that 
much noticeable.
Do a render with both scenes and post your times in the forum. Then we'll know 
better how hardware affects the performance.

To be honest, i always found quadros to be extremely overpriced, but maybe 
that's just me.




RE: Application.CopyPaste

2013-04-04 Thread Gareth Bell
Hi Matt,
 
That makes a whole lot of sense. What confuses me is that if a script simply 
brute forces a copy/paste of each partition (with overrides) it doesn't suffer 
this post-save pass-switch lag (but takes 6x as long to run). However, if it 
rebuilds every pass, partition, displayprop etc from scratch but copy/pastes 
only the overrides to each partition it does suffer this odd post-save 
pass-switch lag. Fundamentally the passes are the same  - it's just how they 
have been built that seems to create this problem.
 
I have been looking into rebuilding the overrides from scratch which I assume 
will eliminate this problem and keep the super fast running times. But stumbled 
into a problem with determining the type of override and keeping it flexible. 
I've tried using a wildcard to fill in the gaps.
 
 
 
newOverride = xsi.SIAddProp ("Override", newPartition[0])
print "NEW OVERRIDE = " + str(newOverride[0])
 for eachParam in eachProp.parameters:
  paramValue = eachParam.Value
  if eachParam.name != "Name":
   eachParamSplit = str(eachParam).split (".")
   eachParamSplit = eachParamSplit[-1:]
   eachParamSplit = str(eachParamSplit)[2:-2]

   member = eachPartition.members[0]
   tempName = str(member) + ".*." + eachParamSplit
   xsi.SIAddEntryToOverride(newOverride[0], str(tempName))
 
Using this wildcard creates the new override entries on the source partition 
override not the newly created one. But this is another problem altogether.
 
Apologies for the poor formatting (our webmail's a bit rubbish!)
 
G 



From: softimage-boun...@listproc.autodesk.com on behalf of Matt Lind
Sent: Wed 03/04/2013 19:22
To: softimage@listproc.autodesk.com
Subject: RE: Application.CopyPaste



Any time you use CopyPaste() (or any other command for that matter), you're 
going to trigger events which incur additional processing cost.  CopyPaste() 
usually invokes validation routines before Softimage returns control to the 
user as it needs to ensure no illegal scenarios have been created.  Whether 
validation is invoked really depends on what you're copying and pasting.  If 
you use Partition.AddProperty() in the scripting object model, you'll avoid 
some of the performance hit.

 

A parameter override is just a variant of a custom property.  The performance 
hit comes from evaluating the contents of an override property as changing 
passes or updating a partition means Softimage has to extract the parameters 
from the override property and determine if they exist on each and every 
object, cluster, and shader in the partition to build a map so it knows what to 
draw onscreen in the viewport as a final result.  If the scene is large (e.g. 
many objects or many parameters), then it will take a while to build the map.  
When you leave the pass, the internal map is destroyed and replaced with a new 
map for the pass you are entering.

 

If you want better performance, use material/shader overrides instead of 
parameter overrides.  i.e. apply shaders/materials to the partition instead of 
override properties.  These tend to evaluate significantly faster because 
Softimage can make wide assumptions and do less work to reach a final result.  
Example: a material override means all objects in the partition use the same 
materials and shaders.  With a parameter override, Softimage must drill down 
and compare each and every object, cluster, and shader for overridden 
parameters.

 

 

Matt 

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gareth Bell
Sent: Wednesday, April 03, 2013 2:18 AM
To: softimage@listproc.autodesk.com
Subject: Application.CopyPaste

 

Morning all,

 

Just a quick shout out to see if anyone has come across this before. I'm sort 
of re-hashing a previous thread I started some time ago but this time I rewrote 
the whole script in Python.

 

To give you a little context we work on enormous scenes (1gb+) with hundreds of 
passes/partitions. We've found that Ctrl+D a pass takes too long and there's no 
progress display so have resorted to writing our own Duplicate Pass script.

 

What it does is essentially rebuilds the selected passes from scratch. It all 
works fantastically well except after saving the scene, changing passes takes 
anywhere north of 20mins. After a little routing around in the code I;ve 
deduced it is only the copy/paste of partition overrides that causes this. All 
other aspects of the rebuild are made from scratch i.e. newPartition = 
xsi.SICreatePartition (newPass[0], eachPartition.name, partitionMembers), 
newDisplayProp = xsi.AddProp ("Display Property", newPartition[0]) etc. But the 
only way (well the easiest way!) I could get a solid remake of the partition 
override is through xsi.CopyPaste (eachOverride, "", newPartition[0]). This 
copy/paste seems to be the reason passes are taking so long to change.

 

Would anyone have an inklin

Re: Softimage 2014

2013-04-04 Thread Martin yara
Is not the same thing. We need something to preserve unique frozeb uvs.
Maya and Max can do it. When you have assets from other packages, fbx data
or old frozen files a custom freeze button doesn't help at all.

I use gator to preserve uvs all the time. Not perfect, but quite useful.
And if the object isnt very high poly you can keep the op alive and it
works pretty well in real time. boundaries are always a problem but Maya's
preserve uv isn't perfect either and doesn't work all he time. It just give
you a warning message when the it can't do it (Gator doesn't.)

M.Yara

On 2013/04/04, at 9:37, Ahmidou Lyazidi  wrote:

And by the way, as I said earlier, if you make a custom freeze button that
will only freeze the stack and not the projection,
the factory swim feature will preserve the UVs.

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/4/4 Ahmidou Lyazidi 

> Sorry I mixed it up with the pin feature...
> Anyway what would be a fair price for a preserve UV feature ?
>
>
>
> 2013/4/4 Matt Lind 
>
>> No it isn’t.  We just had that discussion.
>>
>>
>>
>
>


Re: Vray vs Arnold Displacement

2013-04-04 Thread Arvid Björn
Oops, there, now it's perfect ;)

Mental Ray 14.6 seconds -> http://i.imgur.com/GOBYMSL.png




On Wed, Apr 3, 2013 at 5:43 PM, Gene Crucean
wrote:

> Hmmm... from my end it's higher resolution (ours are 1280x720) and you
> added another light (rim). Not exactly the best comparison imo.
>
>
> On Wed, Apr 3, 2013 at 2:19 AM, Arvid Björn  wrote:
>
>>
>> Just for the sake of comparison, Mental Ray 26.89s, about 11s is the
>> initial tesselation, the rest is rendering :
>> http://i.imgur.com/e2ZJLQ3.png
>>
>>
>>


Re: subframe particles to Maya

2013-04-04 Thread Chris Gardner
may i amend that slightly?

sucked, but it *kinda sorta* worked. and you needed a mel script to do
it. the maya story.

:)=)

On 4 April 2013 19:45, Nick Angus  wrote:
> Sucked but it worked...  The Maya Story.


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Doeke Wartena
How is redshift compared to octane?


2013/4/4 James De Colling 

> Welcome to the "pro" card market... I only use quadros because that's what
> the sells we use ship with... Long gone are the days when people cards were
> worth their sticker price
>  On Apr 4, 2013 4:28 PM, "olivier jeannel" 
> wrote:
>
>> I should be out of the office, but will test asap.
>> For the quadro, well it was bundled with the workstation (HP Z620). It's
>> no problem if the quadro is more expensive and produce better performance.
>> It becomes a problem if they are really bellow game cards.
>> Your gtx has more than 400 cores while the 4000 has 256... They are
>> supposed to be stronger when working though...
>>
>>
>> Le 04/04/2013 09:13, Octavian Ureche a écrit :
>>
>>> Here you go:
>>>
>>> http://www.nvidia.com/object/**product-quadro-4000-us.html
>>> http://www.geforce.com/**hardware/desktop-gpus/geforce-**
>>> gtx-470/specifications
>>>
>>> The last one is what i currently have. as you can see, the quadro's
>>> memory bandwith, cuda cores and memory interface are below the gtx. But you
>>> have bigger vram which means you can cram more into the scenes.
>>> Speed wise, given the differences it might be slower at the actual
>>> rendering, but we're talking gpu rendering here so i'm not sure if it's
>>> going to be that much noticeable.
>>> Do a render with both scenes and post your times in the forum. Then
>>> we'll know better how hardware affects the performance.
>>>
>>> To be honest, i always found quadros to be extremely overpriced, but
>>> maybe that's just me.
>>>
>>
>>


RE: subframe particles to Maya

2013-04-04 Thread Graham Bell
Might be useful...

http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/GUID-59148749-A804-4BD5-A4DE-3DA548C910D4.htm,topicNumber=d30e35089


The 'Send To' option just uses FBX caching and not nCache.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nick Angus
Sent: 04 April 2013 09:45
To: softimage@listproc.autodesk.com
Subject: RE: subframe particles to Maya

Sucked but it worked...  The Maya Story.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Gardner
Sent: Thursday, 4 April 2013 5:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: subframe particles to Maya

only way that i've been able to do it is to increase the framerate of my scene 
in soft (don't worry about subframe on the ice cloud), cache out an overlength 
nCache and then scale the cache in maya. sucked, but it worked.

yours,
IM

On 4 April 2013 18:40, Rob Chapman  wrote:
> "maybe the 'send to' function ignores subframes?"
>
> quel surprise?  - sorry learning my french :)
>
>
> On 4 April 2013 08:31, Nick Angus  wrote:
>>
>> Thanks Rob, seems to work fine when I go out via Alembic, maybe the 
>> 'send to' function ignores subframes?
>>
>> Or it could just be something I am doing wrong, which is just as likely
>>
>>
>>
>> N
>>
>>
>>
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob 
>> Chapman
>> Sent: Thursday, 4 April 2013 4:21 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: subframe particles to Maya
>>
>>
>>
>> is there not a tick box in the cache manager options somewhere to 
>> cache subframes also..?
>>
>>
>>
>> On 4 April 2013 02:27, Nick Angus  wrote:
>>
>> Does anyone know if this is possible, I know Soft doesn't support 
>> subframes, but ICE does.  When I cache out particles to Maya to drive 
>> a fluid sim I want to get subframes for a smoother emission.
>>
>> But I seem to only get hard frames, no inbetween sub samples.
>>
>>
>>
>> Any techniques or workarounds greatly appreciated!
>>
>>
>>
>> N
>>
>>
>>
>>
>>
>>
>>
>>
>
>


<>

RE: subframe particles to Maya

2013-04-04 Thread Nick Angus
Sucked but it worked...  The Maya Story.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Gardner
Sent: Thursday, 4 April 2013 5:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: subframe particles to Maya

only way that i've been able to do it is to increase the framerate of my scene 
in soft (don't worry about subframe on the ice cloud), cache out an overlength 
nCache and then scale the cache in maya. sucked, but it worked.

yours,
IM

On 4 April 2013 18:40, Rob Chapman  wrote:
> "maybe the 'send to' function ignores subframes?"
>
> quel surprise?  - sorry learning my french :)
>
>
> On 4 April 2013 08:31, Nick Angus  wrote:
>>
>> Thanks Rob, seems to work fine when I go out via Alembic, maybe the 
>> 'send to' function ignores subframes?
>>
>> Or it could just be something I am doing wrong, which is just as likely
>>
>>
>>
>> N
>>
>>
>>
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob 
>> Chapman
>> Sent: Thursday, 4 April 2013 4:21 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: subframe particles to Maya
>>
>>
>>
>> is there not a tick box in the cache manager options somewhere to 
>> cache subframes also..?
>>
>>
>>
>> On 4 April 2013 02:27, Nick Angus  wrote:
>>
>> Does anyone know if this is possible, I know Soft doesn't support 
>> subframes, but ICE does.  When I cache out particles to Maya to drive 
>> a fluid sim I want to get subframes for a smoother emission.
>>
>> But I seem to only get hard frames, no inbetween sub samples.
>>
>>
>>
>> Any techniques or workarounds greatly appreciated!
>>
>>
>>
>> N
>>
>>
>>
>>
>>
>>
>>
>>
>
>




Re: subframe particles to Maya

2013-04-04 Thread Dan Yargici
Wouldn't a bit of file renaming do it?  How are the subframe cache files
named?  I remember it being something like:

name.1.1.icecache
name.1.2.icecache
name.1.3.icecache
name.2.1.icecache
name.2.2.icecache
name.2.3.icecache
...
...

DAN



On Thu, Apr 4, 2013 at 10:45 AM, Chris Gardner wrote:

> only way that i've been able to do it is to increase the framerate of
> my scene in soft (don't worry about subframe on the ice cloud), cache
> out an overlength nCache and then scale the cache in maya. sucked, but
> it worked.
>
> yours,
> IM
>
> On 4 April 2013 18:40, Rob Chapman  wrote:
> > "maybe the ‘send to’ function ignores subframes?"
> >
> > quel surprise?  - sorry learning my french :)
> >
> >
> > On 4 April 2013 08:31, Nick Angus  wrote:
> >>
> >> Thanks Rob, seems to work fine when I go out via Alembic, maybe the
> ‘send
> >> to’ function ignores subframes?
> >>
> >> Or it could just be something I am doing wrong, which is just as
> likely….
> >>
> >>
> >>
> >> N
> >>
> >>
> >>
> >> From: softimage-boun...@listproc.autodesk.com
> >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob
> Chapman
> >> Sent: Thursday, 4 April 2013 4:21 PM
> >> To: softimage@listproc.autodesk.com
> >> Subject: Re: subframe particles to Maya
> >>
> >>
> >>
> >> is there not a tick box in the cache manager options somewhere to cache
> >> subframes also..?
> >>
> >>
> >>
> >> On 4 April 2013 02:27, Nick Angus  wrote:
> >>
> >> Does anyone know if this is possible, I know Soft doesn’t support
> >> subframes, but ICE does.  When I cache out particles to Maya to drive a
> >> fluid sim I want to get subframes for a smoother emission.
> >>
> >> But I seem to only get hard frames, no inbetween sub samples.
> >>
> >>
> >>
> >> Any techniques or workarounds greatly appreciated!
> >>
> >>
> >>
> >> N
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >
> >
>
>


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread James De Colling
Welcome to the "pro" card market... I only use quadros because that's what
the sells we use ship with... Long gone are the days when people cards were
worth their sticker price
On Apr 4, 2013 4:28 PM, "olivier jeannel"  wrote:

> I should be out of the office, but will test asap.
> For the quadro, well it was bundled with the workstation (HP Z620). It's
> no problem if the quadro is more expensive and produce better performance.
> It becomes a problem if they are really bellow game cards.
> Your gtx has more than 400 cores while the 4000 has 256... They are
> supposed to be stronger when working though...
>
>
> Le 04/04/2013 09:13, Octavian Ureche a écrit :
>
>> Here you go:
>>
>> http://www.nvidia.com/object/**product-quadro-4000-us.html
>> http://www.geforce.com/**hardware/desktop-gpus/geforce-**
>> gtx-470/specifications
>>
>> The last one is what i currently have. as you can see, the quadro's
>> memory bandwith, cuda cores and memory interface are below the gtx. But you
>> have bigger vram which means you can cram more into the scenes.
>> Speed wise, given the differences it might be slower at the actual
>> rendering, but we're talking gpu rendering here so i'm not sure if it's
>> going to be that much noticeable.
>> Do a render with both scenes and post your times in the forum. Then we'll
>> know better how hardware affects the performance.
>>
>> To be honest, i always found quadros to be extremely overpriced, but
>> maybe that's just me.
>>
>
>


Re: subframe particles to Maya

2013-04-04 Thread Chris Gardner
only way that i've been able to do it is to increase the framerate of
my scene in soft (don't worry about subframe on the ice cloud), cache
out an overlength nCache and then scale the cache in maya. sucked, but
it worked.

yours,
IM

On 4 April 2013 18:40, Rob Chapman  wrote:
> "maybe the ‘send to’ function ignores subframes?"
>
> quel surprise?  - sorry learning my french :)
>
>
> On 4 April 2013 08:31, Nick Angus  wrote:
>>
>> Thanks Rob, seems to work fine when I go out via Alembic, maybe the ‘send
>> to’ function ignores subframes?
>>
>> Or it could just be something I am doing wrong, which is just as likely….
>>
>>
>>
>> N
>>
>>
>>
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
>> Sent: Thursday, 4 April 2013 4:21 PM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: subframe particles to Maya
>>
>>
>>
>> is there not a tick box in the cache manager options somewhere to cache
>> subframes also..?
>>
>>
>>
>> On 4 April 2013 02:27, Nick Angus  wrote:
>>
>> Does anyone know if this is possible, I know Soft doesn’t support
>> subframes, but ICE does.  When I cache out particles to Maya to drive a
>> fluid sim I want to get subframes for a smoother emission.
>>
>> But I seem to only get hard frames, no inbetween sub samples.
>>
>>
>>
>> Any techniques or workarounds greatly appreciated!
>>
>>
>>
>> N
>>
>>
>>
>>
>>
>>
>>
>>
>
>



Re: subframe particles to Maya

2013-04-04 Thread Rob Chapman
"maybe the ‘send to’ function ignores subframes?"

quel surprise?  - sorry learning my french :)


On 4 April 2013 08:31, Nick Angus  wrote:

>  Thanks Rob, seems to work fine when I go out via Alembic, maybe the
> ‘send to’ function ignores subframes?
>
> Or it could just be something I am doing wrong, which is just as likely….*
> ***
>
> ** **
>
> N
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
> *Sent:* Thursday, 4 April 2013 4:21 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: subframe particles to Maya
>
> ** **
>
> is there not a tick box in the cache manager options somewhere to cache
> subframes also..?
>
> ** **
>
> On 4 April 2013 02:27, Nick Angus  wrote:
>
> Does anyone know if this is possible, I know Soft doesn’t support
> subframes, but ICE does.  When I cache out particles to Maya to drive a
> fluid sim I want to get subframes for a smoother emission.
>
> But I seem to only get hard frames, no inbetween sub samples.
>
>  
>
> Any techniques or workarounds greatly appreciated!
>
>  
>
> N
>
>  
>
>  
>
>  
>
> ** **
>


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread olivier jeannel

I should be out of the office, but will test asap.
For the quadro, well it was bundled with the workstation (HP Z620). It's 
no problem if the quadro is more expensive and produce better 
performance. It becomes a problem if they are really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256... They are 
supposed to be stronger when working though...



Le 04/04/2013 09:13, Octavian Ureche a écrit :

Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html
http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the quadro's 
memory bandwith, cuda cores and memory interface are below the gtx. 
But you have bigger vram which means you can cram more into the scenes.
Speed wise, given the differences it might be slower at the actual 
rendering, but we're talking gpu rendering here so i'm not sure if 
it's going to be that much noticeable.
Do a render with both scenes and post your times in the forum. Then 
we'll know better how hardware affects the performance.


To be honest, i always found quadros to be extremely overpriced, but 
maybe that's just me.




Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html
http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the quadro's memory
bandwith, cuda cores and memory interface are below the gtx. But you have
bigger vram which means you can cram more into the scenes.
Speed wise, given the differences it might be slower at the actual
rendering, but we're talking gpu rendering here so i'm not sure if it's
going to be that much noticeable.
Do a render with both scenes and post your times in the forum. Then we'll
know better how hardware affects the performance.

To be honest, i always found quadros to be extremely overpriced, but maybe
that's just me.


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Hey Olivier,

Already did that. You can find both versions in the WIP section of the
redshift forum, under the topic "Animated Classroom with Dof and Moblur".

Have fun,
O


On Thu, Apr 4, 2013 at 9:54 AM, olivier jeannel wrote:

> Hi Octavian,
> Would you share your RedShift scene ?
>
>
> Le 03/04/2013 20:59, Octavian Ureche a écrit :
>
>  
> https://dl.dropbox.com/u/**2109634/classroom_sunsky_**animation.mov
>>
>> So here's another test with that classroom scene.
>> This time without dof and moblur but with an abruptly animated physical
>> sun.
>> Looking at the overall render, i think it looks good. I know some will
>> jump and say it's too fast, which is why
>> i'll probably render it again with a slower motion of the light when i
>> get some more time.
>>
>> But so far, i am pleased with the results, and by looking at the first
>> and last couple of frames in the animation,
>> you can notice the solution is stable. Also changed some settings and
>> managed to get 2:30 min/frame on this one.
>>
>> Can't remember when was the last time i had so much fun rendering.
>>
>>
>>
>>
>


-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread olivier jeannel

Ooups, sorry, saw you shared it on ResdShift forum.
Thank's a lot !

I just want to know where I am performance whise with that Quadro 4000 
which costed me an arm...



Le 04/04/2013 08:54, olivier jeannel a écrit :

Hi Octavian,
Would you share your RedShift scene ?


Le 03/04/2013 20:59, Octavian Ureche a écrit :

https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated 
physical sun.
Looking at the overall render, i think it looks good. I know some 
will jump and say it's too fast, which is why
i'll probably render it again with a slower motion of the light when 
i get some more time.


But so far, i am pleased with the results, and by looking at the 
first and last couple of frames in the animation,
you can notice the solution is stable. Also changed some settings and 
managed to get 2:30 min/frame on this one.


Can't remember when was the last time i had so much fun rendering.