Re: Controlling geometry changes interactively?

2013-05-08 Thread Morten Bartholdy
Basically I need something similar to the shown effect here:

https://dl.dropboxusercontent.com/u/763668/ICE/Wipe_Matte_ICE_Test_01.mov

- only I either need a sort of trigger or a texturemap lookup because I
would like the tiles to stay big after the null passes, so I can use it as
an advanced wipe for revealing a shaded surface.

I imagine it would be less interactive but simpler to set up using a
texturemap wipe sequence, look that up and drive values from it.

The interactive version should likely be having a box moving along the
object triggering a transfomation which takes place and then leaves the
particles in their new state. This, I guess, would involve states and
conditional stuff, so a way beyond my ICE capabilities :/

I am contemplating setting it up with detached polygons and use an inset
deformer to scale the polys - this means I would probably avoid the
rotation since that would be more complex to set up, but I would have
shape, orientation and relative size of each poly correct so I would not
need to set that in an ICE tree.

I would still need a way to drive it with a texturemap wipe sequence
though, so that is what I am looking for atm.

Morten





Den 7. maj 2013 kl. 18:49 skrev Alan Fregtman :

> I'd recommend setting the weightmap weights to a custom attribute, and
> using locations (Get Closest Location, Index/ID To Location, etc.)  to get
> the value of said attribute.
> 
> When you fetch from a location it usually adapts or interpolates to the
> correct context. If you show an example of what you're trying to do it'll
> be easier to help you.
> 
> 
> 
> 
> 
> On Tue, May 7, 2013 at 11:44 AM, Morten Bartholdy < x...@colorshopvfx.dk
>  > wrote:
> > I have something sort of working atm, but still need to control the scaling
> > dynamically. I tried painting a weightmap on the base geometry and
> > accessing that in the ICE tree in order to multiply parameters, but run
> > into the old context mismatch between per point of object and per particle
> > data. How do I get that working?
> > 
> > Morten
> > 
> > 
> > 
> > 
> > 
> > 
> > Den 7. maj 2013 kl. 16:35 skrev Morten Bartholdy < x...@colorshopvfx.dk
> >  >:
> > 
> > > 
> > > I am working on an effect which could be done by animating an
> > > extrude/inset
> > > of polygons while deleting or hiding the rest of the polygons, effectively
> > > making a polygon grow from very small until it forms the shape of an
> > > object
> > > together with all it adjacent polygons.
> > > 
> > > Now I would like to do this dynamically, ie. either drive the effect along
> > > the object using one or more of the following methods: a weightmap
> > > gradient, an animated texture map, a null which initiates the change or a
> > > volume which initiates the effect. This means it would probably be a good
> > > idea to set it up in ICE. I have gone through the sample scenes to see if
> > > there are bits and pieces I can use, but I am wondering if there are
> > > specific tools or tutorials available that could help me achieve this
> > > effect.
> > > 
> > > Any tips and pointers are much appreciated - thanks!
> > > 
> > > Morten
> > > 
> > > 
> > 
> > 


Re: Render a single frame without frame number in file name

2013-05-08 Thread Sandy Sutherland
I suspect Raff is correct as you used to have to put in the frame token, 
which now I looked because of your question has gone!


S.

On 07/05/2013 23:55, Raffaele Fragapane wrote:
I think it used to be before the arbitrary tokenization was added, but 
then disappeared.
I might be spectacularly wrong though, it was quite a while ago now 
last I had to deal with it.



On Wed, May 8, 2013 at 8:07 AM, Matt Lind > wrote:


It is possible to render without a frame number in the file name. 
I don’t remember how to do it off the top of my head, but I do

remember reading about it in the manuals.

Have a look.

Matt

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] *On Behalf Of
*Christian Gotzinger
*Sent:* Tuesday, May 07, 2013 3:03 PM
*To:* softimage@listproc.autodesk.com



*Subject:* Re: Render a single frame without frame number in file name

Thank you all for clearing it up. Just wanted to make sure that
there is indeed no way to set it up using SI options.

I added file renaming to the script, and that works nicely.

Christian

On Tue, May 7, 2013 at 12:09 PM, Raffaele Fragapane
mailto:raffsxsil...@googlemail.com>>
wrote:

AFAIK it's not part of the tokenization.
If you are generating them by script though it should be trivial
to rename them by the same script after the fact, unless your
script is just a submitter unaware of when the rendering is
finished, in that case, if you use any, render management
softwares usually allow for post-write procedures and you should
be calling the job with one passed on to do it after the fact.

On Tue, May 7, 2013 at 7:36 PM, Christian Gotzinger
mailto:cgo...@googlemail.com>> wrote:

I'm rendering hundreds of different files via script. I can rename
the files afterwards, but it'd be nice if I could render them out
correctly right away.

On Tue, May 7, 2013 at 11:12 AM, Pete Edmunds
mailto:pete3dmu...@gmail.com>> wrote:

can't you rename it once it rendered?

On 7 May 2013 10:07, Christian Gotzinger mailto:cgo...@googlemail.com>> wrote:

Hi list,

Is there a way to set up a pass such that the rendered file does
not contain the frame number?
I want my file to be called "filename.png", not "filename.1.png".

Thank you

Christian



-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!




--
Our users will know fear and cower before our software! Ship it! Ship 
it and let them flee like the dogs they are!




[OT] Free lightweight standalone tool for combining tiled renders?

2013-05-08 Thread Dan Yargici
Hi all,

I've recently been exploring ways to quickly and easily combine tiled .exr
renders.  I'm preferably looking for a free, lightweight and standalone
tool.  I know I could do it in the FXTree or Nuke, but I'm looking for a
lightweight and simple command line tool.

The best candidate so far seems to be ImageMagick which is great because it
also supports 'globbing' enabling the use of wildcards to keep the syntax
simple.  To merge an entire folder of .exr files the command would simply
be:

path/to/convert.exe *.exr -layers flatten output.exr

However I cannot for the life of me find a compiled binary that includes
support for .exr and I don't have the chops to compile from source code.
 Even if I did it seems to be a little 'involved' from what I can gather.

Does anyone out there have any alternative suggestions that match this
criteria?

Thanks, and apologies for the off-topic subject.

DAN


Re: Test inside geometry failing

2013-05-08 Thread Ciaran Moloney
Cool!
I always wanted to add the ray intersect test to make this thing more
robust, but have long since run out of energy...

Ciaran

On Wed, May 8, 2013 at 1:14 AM, Eric Thivierge wrote:

>  Thanks guys,
>
> Ciaran, your addon actually works exceptionally well in my case. The
> slider for the "Override_test_distance" gets rid of the errant areas very
> very well. Not to mention generating this particle cloud is super fast now.
> You've saved me some late night work today. :)
>
> I did try to roll my own but was still getting the unwanted areas. The
> tips on how to build it are appreciated as it may help in future cases.
>
> Cheers,
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On 07/05/2013 7:23 PM, Ciaran Moloney wrote:
>
> IIRC implementing the ray intersect technique is problematic in ICE, since
> the raycast node only returns the first intersection. You'd have to
> manually shoot subsequent rays after every hit.
>
>
>
> On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>>   You could write/wire the test yourself.
>>  Point inside hull is fairly trivial outside of fringe cases, shoot a ray
>> in any direction, if it intersects an odd number of times, it's outside,
>> even, it's inside.
>> You might want multiple rays and take the median of the result, or work
>> conservatively and flag it even if just one tests true.
>>
>>  You can further refine this with a force field approach, run a distance
>> from hull (closest location on geo), and if the point is close enough to a
>> location with a normal facing away from its distance vector remove it, and
>> remove anything within a certain threshold (very close) indiscriminately.
>>
>>  Testing against denser geometry also helps, even if it's more expensive,
>> sparse and variedly populated topology tends to introduce more room for
>> error.
>>  Lastly, a triangulated mesh, especially if you have a certain degree of
>> dis-planarity in your geo on large enough areas, will also improve things
>> in my experience.
>>
>>
>>
>> On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:
>>
>>> Anyone notice how many times this just doesn't work correctly? Even
>>> toggling the Closed volume inside often doesn't give the correct results as
>>> well...
>>>
>>> I have a voxel setup with particles and testing inside a geometry to
>>> keep the ones that are within, works, however there are many points still
>>> outside the geo that remain and aren't deleted. The ones left outside
>>> changes each frame as well.
>>>
>>> Anyone have any sure fire methods / workarounds that don't involve
>>> having helper nulls to delete the remaining ones outside?
>>>
>>> --
>>> Eric Thivierge
>>> ===
>>> Character TD / RnD
>>> Hybride Technologies
>>>
>>>
>>>
>>
>>
>>  --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>


One Ice tree, different colors

2013-05-08 Thread Artur Woźniak

Hiya,

Situation:

I have 1 simulated Ice tree with 3 emit from geo, each with different 
color. I have them cached.


Question:

Now, how can I use those 3 colors separately for cached particles in 
rendering. Color Attribute gives me only one color output which is all 
three of them together.

I would like also be able to use that attribute as mask.

Artur


Re: One Ice tree, different colors

2013-05-08 Thread Sandy Sutherland

Hello,

I would test the colour from the attribute in a simple ice tree on the 
cache in cloud and use that to determine what you need.  You can then 
change the colour depending on the incoming colour, or even delete 
particles if they are a certain colour.


S.

On 08/05/2013 12:31, Artur Woźniak wrote:

Hiya,

Situation:

I have 1 simulated Ice tree with 3 emit from geo, each with different 
color. I have them cached.


Question:

Now, how can I use those 3 colors separately for cached particles in 
rendering. Color Attribute gives me only one color output which is all 
three of them together.

I would like also be able to use that attribute as mask.

Artur




Re: One Ice tree, different colors

2013-05-08 Thread Jens Lindgren
You should be able to use Equal To and IF nodes in the ice tree to separate
them and save out the colors to individual attributes.

/Jens


On Wed, May 8, 2013 at 1:31 PM, Artur Woźniak  wrote:

> Hiya,
>
> Situation:
>
> I have 1 simulated Ice tree with 3 emit from geo, each with different
> color. I have them cached.
>
> Question:
>
> Now, how can I use those 3 colors separately for cached particles in
> rendering. Color Attribute gives me only one color output which is all
> three of them together.
> I would like also be able to use that attribute as mask.
>
> Artur
>



-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


Re: One Ice tree, different colors

2013-05-08 Thread Artur Woźniak

Hey,

I will test both ways.

Thanks

Artur

W dniu 2013-05-08 13:38, Sandy Sutherland pisze:

Hello,

I would test the colour from the attribute in a simple ice tree on the
cache in cloud and use that to determine what you need. You can then
change the colour depending on the incoming colour, or even delete
particles if they are a certain colour.

S.

On 08/05/2013 12:31, Artur Woźniak wrote:

Hiya,

Situation:

I have 1 simulated Ice tree with 3 emit from geo, each with different
color. I have them cached.

Question:

Now, how can I use those 3 colors separately for cached particles in
rendering. Color Attribute gives me only one color output which is all
three of them together.
I would like also be able to use that attribute as mask.

Artur






Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread Sylvain Lebeau

Hi Chris! ..

It was 2013 sp1 x64, rendered in Arnold.
But we will jump on 2014 as soon as my subscription problems are worked 
out.



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 5/8/2013 1:06 AM, Chris Chia wrote:

So which version of XSI is used in this production?

Regards,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Js Guillemette
Sent: Tuesday, May 07, 2013 10:37 PM
To: softimage@listproc.autodesk.com
Subject: Latest work from SHED - Behind-The-Scenes

Hey guys,

sorry for cross-posting this in different mailing list, but some of you might 
not be on those.. and since this is a pure softimage project rendered in 
arnold, well I guess it fits here :)

You can read about our production on our blog here. At the top of the post you 
can view the spot in HD. Don't forget to go full screen! :) 
http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html

--
Js Guillemette // SHED
3D Artist
www.shedmtl.com





Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread jm khayat
Beautiful work guys, loved every part of it, character design, layout,
animation, render, FX
Congrats!!

What was the time frame and ressources avaliable for this commercial ?
--

*JM Khayat*
Founder / COO

www.moondog-animation.com

mobile: +33 6 99 79 56 98




*CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be
contained in this message and is intended only for the use of the
addressee.  Please advise immediately if you or your employer do not
consent to Internet e-mail for messages of this kind.  Moondog Animation
assumes no responsibility for errors, losses, damages, or costs arising
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not be revised, copied, distributed to or used by any other parties without
written permission of Moondog Animation.

*
**


2013/5/8 Sylvain Lebeau 

>  Hi Chris! ..
>
> It was 2013 sp1 x64, rendered in Arnold.
> But we will jump on 2014 as soon as my subscription problems are worked
> out.
>
>
> 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 5/8/2013 1:06 AM, Chris Chia wrote:
>
> So which version of XSI is used in this production?
>
> Regards,
> Chris
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Js Guillemette
> Sent: Tuesday, May 07, 2013 10:37 PM
> To: softimage@listproc.autodesk.com
> Subject: Latest work from SHED - Behind-The-Scenes
>
> Hey guys,
>
> sorry for cross-posting this in different mailing list, but some of you might 
> not be on those.. and since this is a pure softimage project rendered in 
> arnold, well I guess it fits here :)
>
> You can read about our production on our blog here. At the top of the post 
> you can view the spot in HD. Don't forget to go full screen! :) 
> http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html
>
> --
> Js Guillemette // SHED
> 3D Artistwww.shedmtl.com
>
>
>


Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread Js Guillemette

Thanks for the kind words!

The project ran a little more than two months including pre-production 
(character design, storyboard, animatic). All in all we had fourteen 
artists spread over all department, with several artist wearing multiple 
hats, especially toward the end of the pipeline.


It was especially stressful because we made this project in 
november/december, just before doing this one: 
https://vimeo.com/58124644 
And we had to finish all those characters and huge layouts before 
jumping on "petit bouffeur".. it stretched the team quite a bit working 
on both projects at the same time just before leaving for the christmas 
holidays. But still, it was fun times :)



Js Guillemette // SHED
3D Artist
www.shedmtl.com

On 5/8/2013 10:08 AM, jm khayat wrote:
Beautiful work guys, loved every part of it, character design, layout, 
animation, render, FX

Congrats!!

What was the time frame and ressources avaliable for this commercial ?
--

*JM Khayat*
Founder/ COO

www.moondog-animation.com 

mobile: +33 6 99 79 56 98



/CONFIDENTIALITY NOTICE: Privileged/Confidential information may be 
contained in this message and is intended only for the use of the 
addressee.  Please advise immediately if you or your employer do not 
consent to Internet e-mail for messages of this kind.  Moondog 
Animation assumes no responsibility for errors, losses, damages, or 
costs arising from the use of this email.  Moondog Animation reserves 
its common law copyright to all contents of this email.  The contents 
of this email may not be revised, copied, distributed to or used by 
any other parties without written permission of Moondog Animation.


/


2013/5/8 Sylvain Lebeau mailto:s...@shedmtl.com>>

Hi Chris! ..

It was 2013 sp1 x64, rendered in Arnold.
But we will jump on 2014 as soon as my subscription problems are
worked out.


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 5/8/2013 1:06 AM, Chris Chia wrote:

So which version of XSI is used in this production?

Regards,
Chris

-Original Message-
From:softimage-boun...@listproc.autodesk.com  
  
[mailto:softimage-boun...@listproc.autodesk.com]  On Behalf Of Js Guillemette
Sent: Tuesday, May 07, 2013 10:37 PM
To:softimage@listproc.autodesk.com  
Subject: Latest work from SHED - Behind-The-Scenes

Hey guys,

sorry for cross-posting this in different mailing list, but some of you 
might not be on those.. and since this is a pure softimage project rendered in 
arnold, well I guess it fits here :)

You can read about our production on our blog here. At the top of the post 
you can view the spot in HD. Don't forget to go full screen! 
:)http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html

--
Js Guillemette // SHED
3D Artist
www.shedmtl.com  








Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread john clausing
very nice!





 From: jm khayat 
To: softimage@listproc.autodesk.com 
Sent: Wednesday, May 8, 2013 10:08 AM
Subject: Re: Latest work from SHED - Behind-The-Scenes
 


Beautiful work guys, loved every part of it, character design, layout, 
animation, render, FX
Congrats!!

What was the time frame and ressources avaliable for this commercial ?

--


JM Khayat
Founder/ COO

www.moondog-animation.com

mobile: +33 6 99 79 56 98


 

CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be contained 
in this 
message and is intended only for the use of the addressee.  Please 
advise immediately if you or your employer do not consent to Internet 
e-mail for messages of this kind.  Moondog Animation assumes no 
responsibility for errors, losses, damages, or costs arising from the 
use of this email.  Moondog Animation reserves its common law copyright 
to all contents of this email.  The contents of this email may not be 
revised, copied, distributed to or used by any other parties without 
written permission of Moondog Animation.




2013/5/8 Sylvain Lebeau 

Hi Chris! ..
>
>It was 2013 sp1 x64, rendered in Arnold. 
>But we will jump on 2014 as soon as my subscription problems are
  worked out. 
>
>
>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 
>On 5/8/2013 1:06 AM, Chris Chia wrote:
>
>So which version of XSI is used in this production? Regards,
Chris -Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Js Guillemette
Sent: Tuesday, May 07, 2013 10:37 PM
To: softimage@listproc.autodesk.com Subject: Latest work from SHED - 
Behind-The-Scenes Hey guys, sorry for cross-posting this in different mailing 
list, but some of you might not be on those.. and since this is a pure 
softimage project rendered in arnold, well I guess it fits here :) You can read 
about our production on our blog here. At the top of the post you can view the 
spot in HD. Don't forget to go full screen! :) 
http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html --
Js Guillemette // SHED
3D Artist www.shedmtl.com 
>

RE: Friday Flashback #118

2013-05-08 Thread Jeff McFall
They sure have.  I can't wait to tell my children the stories of how we did 3D 
back in the 20th century.
I wonder if they will be impressed by our accomplishments or just pity us...


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, May 03, 2013 12:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #118

99, maybe 2000, I don't really know :)

On 03/05/2013 12:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
> Stephen,
>
> Wow, can't believe how times have changed. What year was that, 99?
>
>
> --
> 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.
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen 
> Blair
> Sent: Friday, May 03, 2013 12:18 PM
> To: softimage@listproc.autodesk.com
> Subject: Friday Flashback #118
>
> Friday Flashback #118
> SOFTIMAGE|3D Eye Candy
> http://wp.me/powV4-2I0
>






Re: Controlling geometry changes interactively?

2013-05-08 Thread Pingo van der Brinkloev
Looks like a Motion tools or EmTopo-job..

Or gimme a call and I can do it in Cinema for u (mwaaahaha)

Cheers M ;)

On 08/05/2013, at 09.53, Morten Bartholdy  wrote:

> Basically I need something similar to the shown effect here:
>  
> https://dl.dropboxusercontent.com/u/763668/ICE/Wipe_Matte_ICE_Test_01.mov
>  
> - only I either need a sort of trigger or a texturemap lookup because I would 
> like the tiles to stay big after the null passes, so I can use it as an 
> advanced wipe for revealing a shaded surface.
>  
> I imagine it would be less interactive but simpler to set up using a 
> texturemap wipe sequence, look that up and drive values from it.
>  
> The interactive version should likely be having a box moving along the object 
> triggering a transfomation which takes place and then leaves the particles in 
> their new state. This, I guess, would involve states and conditional stuff, 
> so a way beyond my ICE capabilities :/
>  
> I am contemplating setting it up with detached polygons and use an inset 
> deformer to scale the polys - this means I would probably avoid the rotation 
> since that would be more complex to set up, but I would have shape, 
> orientation and relative size of each poly correct so I would not need to set 
> that in an ICE tree.
>  
> I would still need a way to drive it with a texturemap wipe sequence though, 
> so that is what I am looking for atm.
>  
> Morten
>  
>  
> 
> Den 7. maj 2013 kl. 18:49 skrev Alan Fregtman : 
> 
> I'd recommend setting the weightmap weights to a custom attribute, and using 
> locations (Get Closest Location, Index/ID To Location, etc.)  to get the 
> value of said attribute.
>  
> When you fetch from a location it usually adapts or interpolates to the 
> correct context. If you show an example of what you're trying to do it'll be 
> easier to help you.
>  
> 
>  
> 
> 
> On Tue, May 7, 2013 at 11:44 AM, Morten Bartholdy < x...@colorshopvfx.dk > 
> wrote: 
> I have something sort of working atm, but still need to control the scaling 
> dynamically. I tried painting a weightmap on the base geometry and accessing 
> that in the ICE tree in order to multiply parameters, but run into the old 
> context mismatch between per point of object and per particle data. How do I 
> get that working?  
> 
> Morten
> 
> 
> 
>  
> 
> Den 7. maj 2013 kl. 16:35 skrev Morten Bartholdy < x...@colorshopvfx.dk >: 
> 
>  
> I am working on an effect which could be done by animating an extrude/inset 
> of polygons while deleting or hiding the rest of the polygons, effectively 
> making a polygon grow from very small until it forms the shape of an object 
> together with all it adjacent polygons.
>  
> Now I would like to do this dynamically, ie. either drive the effect along 
> the object using one or more of the following methods: a weightmap gradient, 
> an animated texture map, a null which initiates the change or a volume which 
> initiates the effect. This means it would probably be a good idea to set it 
> up in ICE. I have gone through the sample scenes to see if there are bits and 
> pieces I can use, but I am wondering if there are specific tools or tutorials 
> available that could help me achieve this effect.
>  
> Any tips and pointers are much appreciated - thanks!
>  
> Morten
>  
>  
> 
>  
> 
>  



Re: Controlling geometry changes interactively?

2013-05-08 Thread olivier jeannel

In simulation mode and with States it should be easy.


Le 08/05/2013 18:37, Pingo van der Brinkloev a écrit :

Looks like a Motion tools or EmTopo-job..

Or gimme a call and I can do it in Cinema for u (mwaaahaha)

Cheers M ;)

On 08/05/2013, at 09.53, Morten Bartholdy > wrote:



Basically I need something similar to the shown effect here:

https://dl.dropboxusercontent.com/u/763668/ICE/Wipe_Matte_ICE_Test_01.mov 



- only I either need a sort of trigger or a texturemap lookup because 
I would like the tiles to stay big after the null passes, so I can 
use it as an advanced wipe for revealing a shaded surface.


I imagine it would be less interactive but simpler to set up using a 
texturemap wipe sequence, look that up and drive values from it.


The interactive version should likely be having a box moving along 
the object triggering a transfomation which takes place and then 
leaves the particles in their new state. This, I guess, would involve 
states and conditional stuff, so a way beyond my ICE capabilities :/


I am contemplating setting it up with detached polygons and use an 
inset deformer to scale the polys - this means I would probably avoid 
the rotation since that would be more complex to set up, but I would 
have shape, orientation and relative size of each poly correct so I 
would not need to set that in an ICE tree.


I would still need a way to drive it with a texturemap wipe sequence 
though, so that is what I am looking for atm.


Morten



Den 7. maj 2013 kl. 18:49 skrev Alan Fregtman 
mailto:alan.fregt...@gmail.com>>:


I'd recommend setting the weightmap weights to a custom
attribute, and using locations (Get Closest Location, Index/ID To
Location, etc.)  to get the value of said attribute.
When you fetch from a location it usually adapts or interpolates
to the correct context. If you show an example of what you're
trying to do it'll be easier to help you.



On Tue, May 7, 2013 at 11:44 AM, Morten Bartholdy <
x...@colorshopvfx.dk  > wrote:

I have something sort of working atm, but still need to
control the scaling dynamically. I tried painting a weightmap
on the base geometry and accessing that in the ICE tree in
order to multiply parameters, but run into the old context
mismatch between per point of object and per particle data.
How do I get that working?

Morten




Den 7. maj 2013 kl. 16:35 skrev Morten Bartholdy <
x...@colorshopvfx.dk  >:

I am working on an effect which could be done by
animating an extrude/inset of polygons while deleting or
hiding the rest of the polygons, effectively making a
polygon grow from very small until it forms the shape of
an object together with all it adjacent polygons.

Now I would like to do this dynamically, ie. either drive
the effect along the object using one or more of the
following methods: a weightmap gradient, an animated
texture map, a null which initiates the change or a
volume which initiates the effect. This means it would
probably be a good idea to set it up in ICE. I have gone
through the sample scenes to see if there are bits and
pieces I can use, but I am wondering if there are
specific tools or tutorials available that could help me
achieve this effect.

Any tips and pointers are much appreciated - thanks!

Morten









Re: Yeti for Softimage

2013-05-08 Thread Sebastien Sterling
Apologies for resurrecting this topic, only i was chatting to our character
fx supervisor about Fabric, and it got me thinking, would it be possible to
create something like ice in fabric engine, but for maya? i mean possible,
not viable, i don't want to see ice in maya, i was just wondering what are
the limits, it sounds like an sdk away from home, could one make deformers
operators, could you make a version of artisan sculpt tools for softimage
with deformers linked to brushes ? would it all have to happen in a second
interface, or is there a way of integrating it seamlessly with what is
already there in maya and softimages UI, also i was told that you can code
in html and the KL core does the heavy lifting is this right ? sorry again
if any of this in inacurate


On 20 April 2013 21:02, Paul Doyle  wrote:

> Don't get me wrong - Yeti is great software, and the guys at Peregrine are
> very smart. I was just responding to the comments about Fabric :)
>
>
> On 20 April 2013 13:33, Sebastien Sterling 
> wrote:
>
>> Hello Paul, i have in fact seen the demo for the hair module, and in
>> general the fabric engine looks amazing, up until now i was under the
>> impression it was going to be some external application that would instance
>> things back into softimage or maya, i was not aware that you intended to
>> integrate it into both applications, i'm curious and very eager to see what
>> this might look like :)
>>
>> the thing i like with yeti after having seen it in action is the
>> interaction model is really solid, you have a node based editor to build
>> your simulation tree where your setting live like ice, but you can also
>> come in and comb and tweek the guides manually, its also really cleaver
>> about instancing. more to the point its very specifically built for
>> "artists" to create production quality hair.
>>
>>
>> On 20 April 2013 18:15, Paul Doyle  wrote:
>>
>>> Just to clarify - the Creation 
>>> modulesare designed to be much 
>>> more 'out of the box' than the Creation Platform
>>> itself (which, as you rightly say, is a tool for building tools). Right now
>>> we're focused on modules for locomotion/crowds (Horde), scene assembly
>>> (Stage) and vegetation (Flora).
>>>
>>> Tufty (the hair module) is on hold at the moment but we'll pick it up
>>> again later this year (sooner if someone wants us to build them a hair
>>> system). When it's made available it will provide out of the box
>>> functionality, and run standalone as well as inside Maya and Softimage
>>> (which I think is a pretty good attempt at " its nice to have a
>>> production ready out of the box solution identical and compatible
>>> everywhere in the world"). The preview 
>>> videothat we released last year already showed 
>>> a viable workflow - we just want
>>> to do a lot more with it before we release anything.
>>>
>>>
>>>
>>>
>>> On 20 April 2013 11:54, Sebastien Sterling >> > wrote:
>>>
 i would have thought the more third party willing to develop on
 softimage platform the better, yes the fabric engine looks really
 promising, but its still not a "solution" its a tool designed to create
 other tools, as powerful a tool it is to a TD or coder, in this instance
 its like replacing ice with something even more sophisticated and
 specialised,

 To give you another example, i don't know if any of you have seen the
 Psyop ruffle feather engine, that is ice based and amazing, but i can't
 create somthing like that, we can't all go away for a year or 2 and become
 TD's in order to build our own little feather systems in ice, sometimes its
 nice to have a production ready out of the box solution identical and
 compatible everywhere in the world.


 On 20 April 2013 12:48, Nick Angus  wrote:

>  Have you had a look at fabric engines vimeo page?  They have started
> a fur package probably more as a tech demo at this stage, but they may be
> planning to complete it as a full package.
>
> It would of course be maya/soft compatible, and you know its good if
> Helge Mathee had anything to do with it!
>
> N
>
> Sent from my Windows Phone
>  --
> From: Sebastien Sterling 
> Sent: 19/04/2013 7:26 PM
>
> To: softimage@listproc.autodesk.com
> Subject: Yeti for Softimage
>
> Hello List.
>
>  I just wanted to perform a quick survey of what solutions people are
> using for hair/fur/feathers in softimage these days.
>
>  recently a new tool has become available on the market, its a
> production ready all in one hair/feather solution. it's called Yeti
>
>  http://peregrinelabs.com/yeti/
>
>
>  The hair module in softimage doesn't seem to have aged well, and i
> know what a lot of you are thinking, ice already gives us a multitude of
> ways to develop hair 

Re: Yeti for Softimage

2013-05-08 Thread Alan Fregtman
Code in html? They don't do the browser plugin anymore.

You're right about the other things as far as I know though. Write a tool
in Fabric and it's usable from Maya and Softimage. Their hair system
example is essentially an example of that. Their viewport integration seems
to be cross-platform.

They have painting samples already, and a brush API, so it's not so far
fetched to make an artisan tools clone if you were so inclined, and can
code.

An ICE clone? That's harder. :p



On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Apologies for resurrecting this topic, only i was chatting to our
> character fx supervisor about Fabric, and it got me thinking, would it be
> possible to create something like ice in fabric engine, but for maya? i
> mean possible, not viable, i don't want to see ice in maya, i was just
> wondering what are the limits, it sounds like an sdk away from home, could
> one make deformers operators, could you make a version of artisan sculpt
> tools for softimage with deformers linked to brushes ? would it all have to
> happen in a second interface, or is there a way of integrating it
> seamlessly with what is already there in maya and softimages UI, also i was
> told that you can code in html and the KL core does the heavy lifting is
> this right ? sorry again if any of this in inacurate
>
>
> On 20 April 2013 21:02, Paul Doyle  wrote:
>
>> Don't get me wrong - Yeti is great software, and the guys at Peregrine
>> are very smart. I was just responding to the comments about Fabric :)
>>
>>
>> On 20 April 2013 13:33, Sebastien Sterling 
>> wrote:
>>
>>> Hello Paul, i have in fact seen the demo for the hair module, and in
>>> general the fabric engine looks amazing, up until now i was under the
>>> impression it was going to be some external application that would instance
>>> things back into softimage or maya, i was not aware that you intended to
>>> integrate it into both applications, i'm curious and very eager to see what
>>> this might look like :)
>>>
>>> the thing i like with yeti after having seen it in action is the
>>> interaction model is really solid, you have a node based editor to build
>>> your simulation tree where your setting live like ice, but you can also
>>> come in and comb and tweek the guides manually, its also really cleaver
>>> about instancing. more to the point its very specifically built for
>>> "artists" to create production quality hair.
>>>
>>>
>>> On 20 April 2013 18:15, Paul Doyle  wrote:
>>>
 Just to clarify - the Creation 
 modulesare designed to be much 
 more 'out of the box' than the Creation Platform
 itself (which, as you rightly say, is a tool for building tools). Right now
 we're focused on modules for locomotion/crowds (Horde), scene assembly
 (Stage) and vegetation (Flora).

 Tufty (the hair module) is on hold at the moment but we'll pick it up
 again later this year (sooner if someone wants us to build them a hair
 system). When it's made available it will provide out of the box
 functionality, and run standalone as well as inside Maya and Softimage
 (which I think is a pretty good attempt at " its nice to have a
 production ready out of the box solution identical and compatible
 everywhere in the world"). The preview 
 videothat we released last year already showed 
 a viable workflow - we just want
 to do a lot more with it before we release anything.




 On 20 April 2013 11:54, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> i would have thought the more third party willing to develop on
> softimage platform the better, yes the fabric engine looks really
> promising, but its still not a "solution" its a tool designed to create
> other tools, as powerful a tool it is to a TD or coder, in this instance
> its like replacing ice with something even more sophisticated and
> specialised,
>
> To give you another example, i don't know if any of you have seen the
> Psyop ruffle feather engine, that is ice based and amazing, but i can't
> create somthing like that, we can't all go away for a year or 2 and become
> TD's in order to build our own little feather systems in ice, sometimes 
> its
> nice to have a production ready out of the box solution identical and
> compatible everywhere in the world.
>
>
> On 20 April 2013 12:48, Nick Angus  wrote:
>
>>  Have you had a look at fabric engines vimeo page?  They have
>> started a fur package probably more as a tech demo at this stage, but 
>> they
>> may be planning to complete it as a full package.
>>
>> It would of course be maya/soft compatible, and you know its good if
>> Helge Mathee had anything to do with it!
>>
>> N
>>
>> Sent from my Windows Phone
>>  -

Re: Yeti for Softimage

2013-05-08 Thread Sebastien Sterling
yes building ice in maya does sound excessively enterprising, which is why
i asked if it would be doable as supposed to viable. i'm much more
interested in a simple artisan tool counterpart for softimage
 there would be a nice place for it, right on the shelf beneath the weight
painting tooles :P


On 8 May 2013 23:58, Alan Fregtman  wrote:

> Code in html? They don't do the browser plugin anymore.
>
> You're right about the other things as far as I know though. Write a tool
> in Fabric and it's usable from Maya and Softimage. Their hair system
> example is essentially an example of that. Their viewport integration seems
> to be cross-platform.
>
> They have painting samples already, and a brush API, so it's not so far
> fetched to make an artisan tools clone if you were so inclined, and can
> code.
>
> An ICE clone? That's harder. :p
>
>
>
> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Apologies for resurrecting this topic, only i was chatting to our
>> character fx supervisor about Fabric, and it got me thinking, would it be
>> possible to create something like ice in fabric engine, but for maya? i
>> mean possible, not viable, i don't want to see ice in maya, i was just
>> wondering what are the limits, it sounds like an sdk away from home, could
>> one make deformers operators, could you make a version of artisan sculpt
>> tools for softimage with deformers linked to brushes ? would it all have to
>> happen in a second interface, or is there a way of integrating it
>> seamlessly with what is already there in maya and softimages UI, also i was
>> told that you can code in html and the KL core does the heavy lifting is
>> this right ? sorry again if any of this in inacurate
>>
>>
>> On 20 April 2013 21:02, Paul Doyle  wrote:
>>
>>> Don't get me wrong - Yeti is great software, and the guys at Peregrine
>>> are very smart. I was just responding to the comments about Fabric :)
>>>
>>>
>>> On 20 April 2013 13:33, Sebastien Sterling >> > wrote:
>>>
 Hello Paul, i have in fact seen the demo for the hair module, and in
 general the fabric engine looks amazing, up until now i was under the
 impression it was going to be some external application that would instance
 things back into softimage or maya, i was not aware that you intended to
 integrate it into both applications, i'm curious and very eager to see what
 this might look like :)

 the thing i like with yeti after having seen it in action is the
 interaction model is really solid, you have a node based editor to build
 your simulation tree where your setting live like ice, but you can also
 come in and comb and tweek the guides manually, its also really cleaver
 about instancing. more to the point its very specifically built for
 "artists" to create production quality hair.


 On 20 April 2013 18:15, Paul Doyle  wrote:

> Just to clarify - the Creation 
> modulesare designed to be much 
> more 'out of the box' than the Creation Platform
> itself (which, as you rightly say, is a tool for building tools). Right 
> now
> we're focused on modules for locomotion/crowds (Horde), scene assembly
> (Stage) and vegetation (Flora).
>
> Tufty (the hair module) is on hold at the moment but we'll pick it up
> again later this year (sooner if someone wants us to build them a hair
> system). When it's made available it will provide out of the box
> functionality, and run standalone as well as inside Maya and Softimage
> (which I think is a pretty good attempt at " its nice to have a
> production ready out of the box solution identical and compatible
> everywhere in the world"). The preview 
> videothat we released last year already 
> showed a viable workflow - we just want
> to do a lot more with it before we release anything.
>
>
>
>
> On 20 April 2013 11:54, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> i would have thought the more third party willing to develop on
>> softimage platform the better, yes the fabric engine looks really
>> promising, but its still not a "solution" its a tool designed to create
>> other tools, as powerful a tool it is to a TD or coder, in this instance
>> its like replacing ice with something even more sophisticated and
>> specialised,
>>
>> To give you another example, i don't know if any of you have seen the
>> Psyop ruffle feather engine, that is ice based and amazing, but i can't
>> create somthing like that, we can't all go away for a year or 2 and 
>> become
>> TD's in order to build our own little feather systems in ice, sometimes 
>> its
>> nice to have a production ready out of the box solution identical and
>> compatible everywhere in the world.
>>
>>
>

Re: One Ice tree, different colors

2013-05-08 Thread Simon Anderson
I would suggest Sandy's way as your colour information will travel with
your particles and like he said you will have better control as you grow
the complexity of your ICE tree. This method does work very nicely, I
recently had to do something along those lines with multiple colours on one
ICE tree and passing that information into another tree.


On Wed, May 8, 2013 at 9:40 PM, Artur Woźniak  wrote:

> Hey,
>
> I will test both ways.
>
> Thanks
>
> Artur
>
> W dniu 2013-05-08 13:38, Sandy Sutherland pisze:
>
>  Hello,
>>
>> I would test the colour from the attribute in a simple ice tree on the
>> cache in cloud and use that to determine what you need. You can then
>> change the colour depending on the incoming colour, or even delete
>> particles if they are a certain colour.
>>
>> S.
>>
>> On 08/05/2013 12:31, Artur Woźniak wrote:
>>
>>> Hiya,
>>>
>>> Situation:
>>>
>>> I have 1 simulated Ice tree with 3 emit from geo, each with different
>>> color. I have them cached.
>>>
>>> Question:
>>>
>>> Now, how can I use those 3 colors separately for cached particles in
>>> rendering. Color Attribute gives me only one color output which is all
>>> three of them together.
>>> I would like also be able to use that attribute as mask.
>>>
>>> Artur
>>>
>>
>>
>


-- 
---
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/


Re: Yeti for Softimage

2013-05-08 Thread Steven Caron
for the time being...

LivePaint - Ahmidou
http://www.si-community.com/community/viewtopic.php?t=1735



On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> yes building ice in maya does sound excessively enterprising, which is why
> i asked if it would be doable as supposed to viable. i'm much more
> interested in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath the weight
> painting tooles :P
>
>
> On 8 May 2013 23:58, Alan Fregtman  wrote:
>
>> Code in html? They don't do the browser plugin anymore.
>>
>> You're right about the other things as far as I know though. Write a tool
>> in Fabric and it's usable from Maya and Softimage. Their hair system
>> example is essentially an example of that. Their viewport integration seems
>> to be cross-platform.
>>
>> They have painting samples already, and a brush API, so it's not so far
>> fetched to make an artisan tools clone if you were so inclined, and can
>> code.
>>
>> An ICE clone? That's harder. :p
>>
>>
>>
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Apologies for resurrecting this topic, only i was chatting to our
>>> character fx supervisor about Fabric, and it got me thinking, would it be
>>> possible to create something like ice in fabric engine, but for maya? i
>>> mean possible, not viable, i don't want to see ice in maya, i was just
>>> wondering what are the limits, it sounds like an sdk away from home, could
>>> one make deformers operators, could you make a version of artisan sculpt
>>> tools for softimage with deformers linked to brushes ? would it all have to
>>> happen in a second interface, or is there a way of integrating it
>>> seamlessly with what is already there in maya and softimages UI, also i was
>>> told that you can code in html and the KL core does the heavy lifting is
>>> this right ? sorry again if any of this in inacurate
>>>
>>>
>>> On 20 April 2013 21:02, Paul Doyle  wrote:
>>>
 Don't get me wrong - Yeti is great software, and the guys at Peregrine
 are very smart. I was just responding to the comments about Fabric :)


 On 20 April 2013 13:33, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Hello Paul, i have in fact seen the demo for the hair module, and in
> general the fabric engine looks amazing, up until now i was under the
> impression it was going to be some external application that would 
> instance
> things back into softimage or maya, i was not aware that you intended to
> integrate it into both applications, i'm curious and very eager to see 
> what
> this might look like :)
>
> the thing i like with yeti after having seen it in action is the
> interaction model is really solid, you have a node based editor to build
> your simulation tree where your setting live like ice, but you can also
> come in and comb and tweek the guides manually, its also really cleaver
> about instancing. more to the point its very specifically built for
> "artists" to create production quality hair.
>
>
> On 20 April 2013 18:15, Paul Doyle  wrote:
>
>> Just to clarify - the Creation 
>> modulesare designed to be 
>> much more 'out of the box' than the Creation Platform
>> itself (which, as you rightly say, is a tool for building tools). Right 
>> now
>> we're focused on modules for locomotion/crowds (Horde), scene assembly
>> (Stage) and vegetation (Flora).
>>
>> Tufty (the hair module) is on hold at the moment but we'll pick it up
>> again later this year (sooner if someone wants us to build them a hair
>> system). When it's made available it will provide out of the box
>> functionality, and run standalone as well as inside Maya and Softimage
>> (which I think is a pretty good attempt at " its nice to have a
>> production ready out of the box solution identical and compatible
>> everywhere in the world"). The preview 
>> videothat we released last year already 
>> showed a viable workflow - we just want
>> to do a lot more with it before we release anything.
>>
>>
>>
>>
>> On 20 April 2013 11:54, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> i would have thought the more third party willing to develop on
>>> softimage platform the better, yes the fabric engine looks really
>>> promising, but its still not a "solution" its a tool designed to create
>>> other tools, as powerful a tool it is to a TD or coder, in this instance
>>> its like replacing ice with something even more sophisticated and
>>> specialised,
>>>
>>> To give you another example, i don't know if any of you have seen
>>> the Psyop ruffle feather engine, that is ice base

Re: Yeti for Softimage

2013-05-08 Thread Sebastien Sterling
Yes i have seen this before, however it is only for 32 bit ? i still think
it is impressive, but it doesn't have the most important tool the relax
tool, the one tool that would complete mudbox... so they horde it as a maya
exclusive...


On 9 May 2013 01:07, Steven Caron  wrote:

> for the time being...
>
> LivePaint - Ahmidou
> http://www.si-community.com/community/viewtopic.php?t=1735
>
>
>
> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> yes building ice in maya does sound excessively enterprising, which is
>> why i asked if it would be doable as supposed to viable. i'm much more
>> interested in a simple artisan tool counterpart for softimage
>>  there would be a nice place for it, right on the shelf beneath the
>> weight painting tooles :P
>>
>>
>> On 8 May 2013 23:58, Alan Fregtman  wrote:
>>
>>> Code in html? They don't do the browser plugin anymore.
>>>
>>> You're right about the other things as far as I know though. Write a
>>> tool in Fabric and it's usable from Maya and Softimage. Their hair system
>>> example is essentially an example of that. Their viewport integration seems
>>> to be cross-platform.
>>>
>>> They have painting samples already, and a brush API, so it's not so far
>>> fetched to make an artisan tools clone if you were so inclined, and can
>>> code.
>>>
>>> An ICE clone? That's harder. :p
>>>
>>>
>>>
>>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Apologies for resurrecting this topic, only i was chatting to our
 character fx supervisor about Fabric, and it got me thinking, would it be
 possible to create something like ice in fabric engine, but for maya? i
 mean possible, not viable, i don't want to see ice in maya, i was just
 wondering what are the limits, it sounds like an sdk away from home, could
 one make deformers operators, could you make a version of artisan sculpt
 tools for softimage with deformers linked to brushes ? would it all have to
 happen in a second interface, or is there a way of integrating it
 seamlessly with what is already there in maya and softimages UI, also i was
 told that you can code in html and the KL core does the heavy lifting is
 this right ? sorry again if any of this in inacurate


 On 20 April 2013 21:02, Paul Doyle  wrote:

> Don't get me wrong - Yeti is great software, and the guys at Peregrine
> are very smart. I was just responding to the comments about Fabric :)
>
>
> On 20 April 2013 13:33, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Hello Paul, i have in fact seen the demo for the hair module, and in
>> general the fabric engine looks amazing, up until now i was under the
>> impression it was going to be some external application that would 
>> instance
>> things back into softimage or maya, i was not aware that you intended to
>> integrate it into both applications, i'm curious and very eager to see 
>> what
>> this might look like :)
>>
>> the thing i like with yeti after having seen it in action is the
>> interaction model is really solid, you have a node based editor to build
>> your simulation tree where your setting live like ice, but you can also
>> come in and comb and tweek the guides manually, its also really cleaver
>> about instancing. more to the point its very specifically built for
>> "artists" to create production quality hair.
>>
>>
>> On 20 April 2013 18:15, Paul Doyle  wrote:
>>
>>> Just to clarify - the Creation 
>>> modulesare designed to be 
>>> much more 'out of the box' than the Creation Platform
>>> itself (which, as you rightly say, is a tool for building tools). Right 
>>> now
>>> we're focused on modules for locomotion/crowds (Horde), scene assembly
>>> (Stage) and vegetation (Flora).
>>>
>>> Tufty (the hair module) is on hold at the moment but we'll pick it
>>> up again later this year (sooner if someone wants us to build them a 
>>> hair
>>> system). When it's made available it will provide out of the box
>>> functionality, and run standalone as well as inside Maya and Softimage
>>> (which I think is a pretty good attempt at " its nice to have a
>>> production ready out of the box solution identical and compatible
>>> everywhere in the world"). The preview 
>>> videothat we released last year already 
>>> showed a viable workflow - we just want
>>> to do a lot more with it before we release anything.
>>>
>>>
>>>
>>>
>>> On 20 April 2013 11:54, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 i would have thought the more third party willing to develop on
 softimage platform the better, yes the fabric engine looks re

Re: Yeti for Softimage

2013-05-08 Thread Steven Caron
no, the first post shows he updated it.

ya, no relax... maybe ask him for the source code so you can make the
changes? or offer to pay him?

s


On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Yes i have seen this before, however it is only for 32 bit ? i still think
> it is impressive, but it doesn't have the most important tool the relax
> tool, the one tool that would complete mudbox... so they horde it as a maya
> exclusive...
>
>
> On 9 May 2013 01:07, Steven Caron  wrote:
>
>> for the time being...
>>
>> LivePaint - Ahmidou
>> http://www.si-community.com/community/viewtopic.php?t=1735
>>
>>
>>
>> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> yes building ice in maya does sound excessively enterprising, which is
>>> why i asked if it would be doable as supposed to viable. i'm much more
>>> interested in a simple artisan tool counterpart for softimage
>>>  there would be a nice place for it, right on the shelf beneath the
>>> weight painting tooles :P
>>>
>>>
>>> On 8 May 2013 23:58, Alan Fregtman  wrote:
>>>
 Code in html? They don't do the browser plugin anymore.

 You're right about the other things as far as I know though. Write a
 tool in Fabric and it's usable from Maya and Softimage. Their hair system
 example is essentially an example of that. Their viewport integration seems
 to be cross-platform.

 They have painting samples already, and a brush API, so it's not so far
 fetched to make an artisan tools clone if you were so inclined, and can
 code.

 An ICE clone? That's harder. :p



 On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Apologies for resurrecting this topic, only i was chatting to our
> character fx supervisor about Fabric, and it got me thinking, would it be
> possible to create something like ice in fabric engine, but for maya? i
> mean possible, not viable, i don't want to see ice in maya, i was just
> wondering what are the limits, it sounds like an sdk away from home, could
> one make deformers operators, could you make a version of artisan sculpt
> tools for softimage with deformers linked to brushes ? would it all have 
> to
> happen in a second interface, or is there a way of integrating it
> seamlessly with what is already there in maya and softimages UI, also i 
> was
> told that you can code in html and the KL core does the heavy lifting is
> this right ? sorry again if any of this in inacurate
>
>
> On 20 April 2013 21:02, Paul Doyle  wrote:
>
>> Don't get me wrong - Yeti is great software, and the guys at
>> Peregrine are very smart. I was just responding to the comments about
>> Fabric :)
>>
>>
>> On 20 April 2013 13:33, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Hello Paul, i have in fact seen the demo for the hair module, and in
>>> general the fabric engine looks amazing, up until now i was under the
>>> impression it was going to be some external application that would 
>>> instance
>>> things back into softimage or maya, i was not aware that you intended to
>>> integrate it into both applications, i'm curious and very eager to see 
>>> what
>>> this might look like :)
>>>
>>> the thing i like with yeti after having seen it in action is the
>>> interaction model is really solid, you have a node based editor to build
>>> your simulation tree where your setting live like ice, but you can also
>>> come in and comb and tweek the guides manually, its also really cleaver
>>> about instancing. more to the point its very specifically built for
>>> "artists" to create production quality hair.
>>>
>>>
>>> On 20 April 2013 18:15, Paul Doyle  wrote:
>>>
 Just to clarify - the Creation 
 modulesare designed to be 
 much more 'out of the box' than the Creation Platform
 itself (which, as you rightly say, is a tool for building tools). 
 Right now
 we're focused on modules for locomotion/crowds (Horde), scene assembly
 (Stage) and vegetation (Flora).

 Tufty (the hair module) is on hold at the moment but we'll pick it
 up again later this year (sooner if someone wants us to build them a 
 hair
 system). When it's made available it will provide out of the box
 functionality, and run standalone as well as inside Maya and Softimage
 (which I think is a pretty good attempt at " its nice to have a
 production ready out of the box solution identical and compatible
 everywhere in the world"). The preview 
 videothat we released last year already 
 showed a viable

RE: Friday Flashback #118

2013-05-08 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
:) I think both. 

It will all depend on how well we communicate to the younger generations 
several things, for example...

1. How difficult and complex the state of CGI was 25 years ago.
2. The fact we were having an absolute blast rendering with a maximum of one 
512x488 texture map, no raytracing, and Gouraud shading.
3. Waiting 2 hours for the frame to render was the most exciting thing you had 
ever experienced.
4. We had computers which had 33Mhz  386 cpus, 40MB of HD space and 8 MB of RAM.
5. But they had 4x the capacity of the systems everyone else was using and cost 
6x-10x the average computer.
6. We could imagine what the future would bring and it was going to be really 
cool!

It's all in the perspective of the individual from the point and time they see 
the world. What looks like antiquity today felt like the future then. 

>From that context I think they will see our experience in a positive light 
>while being very glad for the opportunities they have today.

--
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.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeff McFall
Sent: Wednesday, May 08, 2013 12:04 PM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #118

They sure have.  I can't wait to tell my children the stories of how we did 3D 
back in the 20th century.
I wonder if they will be impressed by our accomplishments or just pity us...


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Friday, May 03, 2013 12:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #118

99, maybe 2000, I don't really know :)

On 03/05/2013 12:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
> Stephen,
>
> Wow, can't believe how times have changed. What year was that, 99?
>
>
> --
> 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.
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen 
> Blair
> Sent: Friday, May 03, 2013 12:18 PM
> To: softimage@listproc.autodesk.com
> Subject: Friday Flashback #118
>
> Friday Flashback #118
> SOFTIMAGE|3D Eye Candy
> http://wp.me/powV4-2I0
>







Re: Yeti for Softimage

2013-05-08 Thread Sebastien Sterling
I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished
version with relax and symmetry, I have stated as much on previous threads.
(i don't know much about development costs)



On 9 May 2013 02:09, Steven Caron  wrote:

> no, the first post shows he updated it.
>
> ya, no relax... maybe ask him for the source code so you can make the
> changes? or offer to pay him?
>
> s
>
>
> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Yes i have seen this before, however it is only for 32 bit ? i still
>> think it is impressive, but it doesn't have the most important tool the
>> relax tool, the one tool that would complete mudbox... so they horde it as
>> a maya exclusive...
>>
>>
>> On 9 May 2013 01:07, Steven Caron  wrote:
>>
>>> for the time being...
>>>
>>> LivePaint - Ahmidou
>>> http://www.si-community.com/community/viewtopic.php?t=1735
>>>
>>>
>>>
>>> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 yes building ice in maya does sound excessively enterprising, which is
 why i asked if it would be doable as supposed to viable. i'm much more
 interested in a simple artisan tool counterpart for softimage
  there would be a nice place for it, right on the shelf beneath the
 weight painting tooles :P


 On 8 May 2013 23:58, Alan Fregtman  wrote:

> Code in html? They don't do the browser plugin anymore.
>
> You're right about the other things as far as I know though. Write a
> tool in Fabric and it's usable from Maya and Softimage. Their hair system
> example is essentially an example of that. Their viewport integration 
> seems
> to be cross-platform.
>
> They have painting samples already, and a brush API, so it's not so
> far fetched to make an artisan tools clone if you were so inclined, and 
> can
> code.
>
> An ICE clone? That's harder. :p
>
>
>
> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Apologies for resurrecting this topic, only i was chatting to our
>> character fx supervisor about Fabric, and it got me thinking, would it be
>> possible to create something like ice in fabric engine, but for maya? i
>> mean possible, not viable, i don't want to see ice in maya, i was just
>> wondering what are the limits, it sounds like an sdk away from home, 
>> could
>> one make deformers operators, could you make a version of artisan sculpt
>> tools for softimage with deformers linked to brushes ? would it all have 
>> to
>> happen in a second interface, or is there a way of integrating it
>> seamlessly with what is already there in maya and softimages UI, also i 
>> was
>> told that you can code in html and the KL core does the heavy lifting is
>> this right ? sorry again if any of this in inacurate
>>
>>
>> On 20 April 2013 21:02, Paul Doyle  wrote:
>>
>>> Don't get me wrong - Yeti is great software, and the guys at
>>> Peregrine are very smart. I was just responding to the comments about
>>> Fabric :)
>>>
>>>
>>> On 20 April 2013 13:33, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Hello Paul, i have in fact seen the demo for the hair module, and
 in general the fabric engine looks amazing, up until now i was under 
 the
 impression it was going to be some external application that would 
 instance
 things back into softimage or maya, i was not aware that you intended 
 to
 integrate it into both applications, i'm curious and very eager to see 
 what
 this might look like :)

 the thing i like with yeti after having seen it in action is the
 interaction model is really solid, you have a node based editor to 
 build
 your simulation tree where your setting live like ice, but you can also
 come in and comb and tweek the guides manually, its also really cleaver
 about instancing. more to the point its very specifically built for
 "artists" to create production quality hair.


 On 20 April 2013 18:15, Paul Doyle  wrote:

> Just to clarify - the Creation 
> modulesare designed to be 
> much more 'out of the box' than the Creation Platform
> itself (which, as you rightly say, is a tool for building tools). 
> Right now
> we're focused on modules for locomotion/crowds (Horde), scene assembly
> (Stage) and vegetation (Flora).
>
> Tufty (the hair module) is on hold at the moment but we'll pick it
> up again later this year (sooner if someone wants us to build them a 
> hair
> system). When it's made available 

Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread Sebastien Sterling
always a delight to see work of this calibre.


On 8 May 2013 16:20, john clausing  wrote:

> very nice!
>
>   --
>  *From:* jm khayat 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Wednesday, May 8, 2013 10:08 AM
> *Subject:* Re: Latest work from SHED - Behind-The-Scenes
>
> Beautiful work guys, loved every part of it, character design, layout,
> animation, render, FX
> Congrats!!
>
> What was the time frame and ressources avaliable for this commercial ?
> --
>
> *JM Khayat*
> Founder / COO
>
> www.moondog-animation.com
>
> mobile: +33 6 99 79 56 98
>
>
>
>
> *CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be
> contained in this message and is intended only for the use of the
> addressee.  Please advise immediately if you or your employer do not
> consent to Internet e-mail for messages of this kind.  Moondog Animation
> assumes no responsibility for errors, losses, damages, or costs arising
> from the use of this email.  Moondog Animation reserves its common law
> copyright to all contents of this email.  The contents of this email may
> not be revised, copied, distributed to or used by any other parties without
> written permission of Moondog Animation.
>
> *
> **
>
>
> 2013/5/8 Sylvain Lebeau 
>
>  Hi Chris! ..
>
> It was 2013 sp1 x64, rendered in Arnold.
> But we will jump on 2014 as soon as my subscription problems are worked
> out.
>
>
> 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 5/8/2013 1:06 AM, Chris Chia wrote:
>
> So which version of XSI is used in this production?
>
> Regards,
> Chris
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Js Guillemette
> Sent: Tuesday, May 07, 2013 10:37 PM
> To: softimage@listproc.autodesk.com
> Subject: Latest work from SHED - Behind-The-Scenes
>
> Hey guys,
>
> sorry for cross-posting this in different mailing list, but some of you might 
> not be on those.. and since this is a pure softimage project rendered in 
> arnold, well I guess it fits here :)
>
> You can read about our production on our blog here. At the top of the post 
> you can view the spot in HD. Don't forget to go full screen! :) 
> http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html
>
> --
> Js Guillemette // SHED
> 3D Artistwww.shedmtl.com
>
>
>
>
>
>


Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread Sylvain Lebeau
JM,  

Timeframe would be around 2 months from concept art, character design, 
storyboard and revisions, 2D animatic, 3D animatic, to all the 3D stuffs we all 
love.

Shed is a little army/familly of passionate peoples.  Maybe around 12-14 
artists participated on the project. Here is the breakdown of our resources, 
human and machines… (wow…that sounded weird to say) …. feel's like the matrix.. 
 

Here's the credits to my team:

1 Illustrator/story artist = Benoit Theriault
Our lead modeller Mikhail Semionov with the help of Marc Lebuis and Isabelle 
Mainville
4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine Houle
1 Character TD/Pipeline = Miquel Campos
1 ICEman for hair grooming and sims = Luc Girard
1 FX artist for smoke and PES (particles in suspension) Dominik Kirouac
2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame
2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis
1 Onliner on the Flame = Nicolas Pellicelli

I've only participated into client meetings, approbations, and all the 
political stuffs. ;-) …. i may have suspended a pass or 2 on the farm because 
it was failing….. wow my job is too cool!!  


Software and hardware:

Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox, Framecycler……. but mostly 
Windows Explorer V156… hep.  I prefer dolphin but for now we are mostly windows 
7 x64.  

We use Gear with a bit of customizing for rigging our characters, (correct me 
if i am wrong Miquel)…  

We use Exocortex Alembic for all of our animation caches needs except for the 
hairs (for now).

Our render farm (used along with deadline 5.1) consist of a couples of older 
blades for Nuke and 25 for Arnold long hours crushing.  
Wich some of the latest are 24 threaded machines with 16 to 32 gigs of ram.  

That's pretty it…. nothing very fancy except from very talented artists with 
big hearts and ambitions. Kudos to them!  


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 Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:

> very nice!
>  
> From: jm khayat  (mailto:j...@moondog-animation.com)>
> To: softimage@listproc.autodesk.com (mailto:softimage@listproc.autodesk.com)  
> Sent: Wednesday, May 8, 2013 10:08 AM
> Subject: Re: Latest work from SHED - Behind-The-Scenes
>  
> Beautiful work guys, loved every part of it, character design, layout, 
> animation, render, FX
> Congrats!!
>  
> What was the time frame and ressources avaliable for this commercial ?
> --
>  
> JM Khayat  
> Founder / COO
>  
> www.moondog-animation.com (http://www.moondog-animation.com/)  
>  
> mobile: +33 6 99 79 56 98  
>  
>  
>   
>  
> CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be 
> contained in this message and is intended only for the use of the addressee.  
> Please advise immediately if you or your employer do not consent to Internet 
> e-mail for messages of this kind.  Moondog Animation assumes no 
> responsibility for errors, losses, damages, or costs arising from the use of 
> this email.  Moondog Animation reserves its common law copyright to all 
> contents of this email.  The contents of this email may not be revised, 
> copied, distributed to or used by any other parties without written 
> permission of Moondog Animation.
>  
>  
>  
> 2013/5/8 Sylvain Lebeau mailto:s...@shedmtl.com)>
> > Hi Chris! ..
> >  
> > It was 2013 sp1 x64, rendered in Arnold.  
> > But we will jump on 2014 as soon as my subscription problems are worked 
> > out.  
> >  
> >  
> > 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 5/8/2013 1:06 AM, Chris Chia wrote:
> > > So which version of XSI is used in this production? Regards, Chris 
> > > -Original Message- From: softimage-boun...@listproc.autodesk.com 
> > > (mailto:softimage-boun...@listproc.autodesk.com) 
> > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Js 
> > > Guillemette Sent: Tuesday, May 07, 2013 10:37 PM To: 
> > > softimage@listproc.autodesk.com (mailto:softimage@listproc.autodesk.com) 
> > > Subject: Latest work from SHED - Behind-The-Scenes Hey guys, sorry for 
> > > cross-posting this in different mailing list, but some of you might not 
> > > be on those.. and since this is a pure softimage project rendered in 
> > > arnold, well I guess it fits here :) You can read about our production on 
> > > our blog here. At the top of the post you can view the spot in HD. Don't 
> > > forget to go full screen! :) 
> > > http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html -- Js 
> > > Guillemette // SHED 3D Artist www.shedmtl.com (http://www.shedmtl.com/)  
>  
>  

Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread Simon Anderson
Really Amazing work :)


On Thu, May 9, 2013 at 11:32 AM, Sylvain Lebeau  wrote:

> JM,
>
> Timeframe would be around 2 months from concept art, character design,
> storyboard and revisions, 2D animatic, 3D animatic, to all the 3D stuffs we
> all love.
>
> Shed is a little army/familly of passionate peoples.  Maybe around 12-14
> artists participated on the project. Here is the breakdown of our
> resources, human and machines… (wow…that sounded weird to say) …. feel's
> like the matrix..
>
> *Here's the credits to my team:*
>
> 1 Illustrator/story artist = Benoit Theriault
> Our lead modeller Mikhail Semionov with the help of Marc Lebuis and
> Isabelle Mainville
> 4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine Houle
> 1 Character TD/Pipeline = Miquel Campos
> 1 ICEman for hair grooming and sims = Luc Girard
> 1 FX artist for smoke and PES (particles in suspension) Dominik Kirouac
> 2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame
> 2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis
> 1 Onliner on the Flame = Nicolas Pellicelli
>
> I've only participated into client meetings, approbations, and all the
> political stuffs. ;-) …. i may have suspended a pass or 2 on the farm
> because it was failing….. wow my job is too cool!!
>
>
> *Software and hardware:*
> *
> *
> *
> Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox, Framecycler……. but
> mostly Windows Explorer V156… hep.  I prefer dolphin but for now we are
> mostly windows 7 x64.
>
> *
> We use Gear with a bit of customizing for rigging our characters, (correct
> me if i am wrong Miquel)…
>
> We use Exocortex Alembic for all of our animation caches needs except for
> the hairs (for now).
>
> Our render farm (used along with deadline 5.1) consist of a couples of
> older blades for Nuke and 25 for Arnold long hours crushing.
> Wich some of the latest are 24 threaded machines with 16 to 32 gigs of
> ram.
>
> That's pretty it…. nothing very fancy except from very talented artists
> with big hearts and ambitions. Kudos to them!
>
>
> 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 Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:
>
> very nice!
>
>   --
>  *From:* jm khayat 
> *To:* softimage@listproc.autodesk.com
> *Sent:* Wednesday, May 8, 2013 10:08 AM
> *Subject:* Re: Latest work from SHED - Behind-The-Scenes
>
> Beautiful work guys, loved every part of it, character design, layout,
> animation, render, FX
> Congrats!!
>
> What was the time frame and ressources avaliable for this commercial ?
> --
>
> *JM Khayat*
> Founder / COO
>
> www.moondog-animation.com
>
> mobile: +33 6 99 79 56 98
>
>
>
>
> *CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be
> contained in this message and is intended only for the use of the
> addressee.  Please advise immediately if you or your employer do not
> consent to Internet e-mail for messages of this kind.  Moondog Animation
> assumes no responsibility for errors, losses, damages, or costs arising
> from the use of this email.  Moondog Animation reserves its common law
> copyright to all contents of this email.  The contents of this email may
> not be revised, copied, distributed to or used by any other parties without
> written permission of Moondog Animation.
>
> *
> **
>
>
> 2013/5/8 Sylvain Lebeau 
>
>  Hi Chris! ..
>
> It was 2013 sp1 x64, rendered in Arnold.
> But we will jump on 2014 as soon as my subscription problems are worked
> out.
>
>
> 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 5/8/2013 1:06 AM, Chris Chia wrote:
>
> So which version of XSI is used in this production?
>
> Regards,
> Chris
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com 
> ] On Behalf Of Js Guillemette
> Sent: Tuesday, May 07, 2013 10:37 PM
> To: softimage@listproc.autodesk.com
> Subject: Latest work from SHED - Behind-The-Scenes
>
> Hey guys,
>
> sorry for cross-posting this in different mailing list, but some of you might 
> not be on those.. and since this is a pure softimage project rendered in 
> arnold, well I guess it fits here :)
>
> You can read about our production on our blog here. At the top of the post 
> you can view the spot in HD. Don't forget to go full screen! :) 
> http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html
>
> --
> Js Guillemette // SHED
> 3D Artistwww.shedmtl.com
>
>
>
>
>
>
>


-- 
---
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/


Re: Yeti for Softimage

2013-05-08 Thread Ahmidou Lyazidi
Hi Sebastien,
There is a 64bit version in the archive, and you can smooth/relax by
choosing the option in the RMB menu.
By the way I have an updated version at home with the undo working, I'll
post it tonight

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


2013/5/9 Sebastien Sterling 

> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished
> version with relax and symmetry, I have stated as much on previous threads.
> (i don't know much about development costs)
>
>
>
> On 9 May 2013 02:09, Steven Caron  wrote:
>
>> no, the first post shows he updated it.
>>
>> ya, no relax... maybe ask him for the source code so you can make the
>> changes? or offer to pay him?
>>
>> s
>>
>>
>> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Yes i have seen this before, however it is only for 32 bit ? i still
>>> think it is impressive, but it doesn't have the most important tool the
>>> relax tool, the one tool that would complete mudbox... so they horde it as
>>> a maya exclusive...
>>>
>>>
>>> On 9 May 2013 01:07, Steven Caron  wrote:
>>>
 for the time being...

 LivePaint - Ahmidou
 http://www.si-community.com/community/viewtopic.php?t=1735



 On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> yes building ice in maya does sound excessively enterprising, which is
> why i asked if it would be doable as supposed to viable. i'm much more
> interested in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath the
> weight painting tooles :P
>
>
> On 8 May 2013 23:58, Alan Fregtman  wrote:
>
>> Code in html? They don't do the browser plugin anymore.
>>
>> You're right about the other things as far as I know though. Write a
>> tool in Fabric and it's usable from Maya and Softimage. Their hair system
>> example is essentially an example of that. Their viewport integration 
>> seems
>> to be cross-platform.
>>
>> They have painting samples already, and a brush API, so it's not so
>> far fetched to make an artisan tools clone if you were so inclined, and 
>> can
>> code.
>>
>> An ICE clone? That's harder. :p
>>
>>
>>
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Apologies for resurrecting this topic, only i was chatting to our
>>> character fx supervisor about Fabric, and it got me thinking, would it 
>>> be
>>> possible to create something like ice in fabric engine, but for maya? i
>>> mean possible, not viable, i don't want to see ice in maya, i was just
>>> wondering what are the limits, it sounds like an sdk away from home, 
>>> could
>>> one make deformers operators, could you make a version of artisan sculpt
>>> tools for softimage with deformers linked to brushes ? would it all 
>>> have to
>>> happen in a second interface, or is there a way of integrating it
>>> seamlessly with what is already there in maya and softimages UI, also i 
>>> was
>>> told that you can code in html and the KL core does the heavy lifting is
>>> this right ? sorry again if any of this in inacurate
>>>
>>>
>>> On 20 April 2013 21:02, Paul Doyle  wrote:
>>>
 Don't get me wrong - Yeti is great software, and the guys at
 Peregrine are very smart. I was just responding to the comments about
 Fabric :)


 On 20 April 2013 13:33, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Hello Paul, i have in fact seen the demo for the hair module, and
> in general the fabric engine looks amazing, up until now i was under 
> the
> impression it was going to be some external application that would 
> instance
> things back into softimage or maya, i was not aware that you intended 
> to
> integrate it into both applications, i'm curious and very eager to 
> see what
> this might look like :)
>
> the thing i like with yeti after having seen it in action is the
> interaction model is really solid, you have a node based editor to 
> build
> your simulation tree where your setting live like ice, but you can 
> also
> come in and comb and tweek the guides manually, its also really 
> cleaver
> about instancing. more to the point its very specifically built for
> "artists" to create production quality hair.
>
>
> On 20 April 2013 18:15, Paul Doyle  wrote:
>
>> Just to clarify - the Creation 
>> modulesare designed to

Re: Yeti for Softimage

2013-05-08 Thread Steven Caron
@ahmidou

if you don't have plans to market/sell it, maybe share the code?


On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi wrote:

> Hi Sebastien,
> There is a 64bit version in the archive, and you can smooth/relax by
> choosing the option in the RMB menu.
> By the way I have an updated version at home with the undo working, I'll
> post it tonight
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>
> 2013/5/9 Sebastien Sterling 
>
>> I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished
>> version with relax and symmetry, I have stated as much on previous threads.
>> (i don't know much about development costs)
>>
>>
>>
>> On 9 May 2013 02:09, Steven Caron  wrote:
>>
>>> no, the first post shows he updated it.
>>>
>>> ya, no relax... maybe ask him for the source code so you can make the
>>> changes? or offer to pay him?
>>>
>>> s
>>>
>>>
>>> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Yes i have seen this before, however it is only for 32 bit ? i still
 think it is impressive, but it doesn't have the most important tool the
 relax tool, the one tool that would complete mudbox... so they horde it as
 a maya exclusive...


 On 9 May 2013 01:07, Steven Caron  wrote:

> for the time being...
>
> LivePaint - Ahmidou
> http://www.si-community.com/community/viewtopic.php?t=1735
>
>
>
> On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> yes building ice in maya does sound excessively enterprising, which
>> is why i asked if it would be doable as supposed to viable. i'm much more
>> interested in a simple artisan tool counterpart for softimage
>>  there would be a nice place for it, right on the shelf beneath the
>> weight painting tooles :P
>>
>>
>> On 8 May 2013 23:58, Alan Fregtman  wrote:
>>
>>> Code in html? They don't do the browser plugin anymore.
>>>
>>> You're right about the other things as far as I know though. Write a
>>> tool in Fabric and it's usable from Maya and Softimage. Their hair 
>>> system
>>> example is essentially an example of that. Their viewport integration 
>>> seems
>>> to be cross-platform.
>>>
>>> They have painting samples already, and a brush API, so it's not so
>>> far fetched to make an artisan tools clone if you were so inclined, and 
>>> can
>>> code.
>>>
>>> An ICE clone? That's harder. :p
>>>
>>>
>>>
>>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Apologies for resurrecting this topic, only i was chatting to our
 character fx supervisor about Fabric, and it got me thinking, would it 
 be
 possible to create something like ice in fabric engine, but for maya? i
 mean possible, not viable, i don't want to see ice in maya, i was just
 wondering what are the limits, it sounds like an sdk away from home, 
 could
 one make deformers operators, could you make a version of artisan 
 sculpt
 tools for softimage with deformers linked to brushes ? would it all 
 have to
 happen in a second interface, or is there a way of integrating it
 seamlessly with what is already there in maya and softimages UI, also 
 i was
 told that you can code in html and the KL core does the heavy lifting 
 is
 this right ? sorry again if any of this in inacurate


 On 20 April 2013 21:02, Paul Doyle  wrote:

> Don't get me wrong - Yeti is great software, and the guys at
> Peregrine are very smart. I was just responding to the comments about
> Fabric :)
>
>
> On 20 April 2013 13:33, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Hello Paul, i have in fact seen the demo for the hair module, and
>> in general the fabric engine looks amazing, up until now i was under 
>> the
>> impression it was going to be some external application that would 
>> instance
>> things back into softimage or maya, i was not aware that you 
>> intended to
>> integrate it into both applications, i'm curious and very eager to 
>> see what
>> this might look like :)
>>
>> the thing i like with yeti after having seen it in action is the
>> interaction model is really solid, you have a node based editor to 
>> build
>> your simulation tree where your setting live like ice, but you can 
>> also
>> come in and comb and tweek the guides manually, its also really 
>> cleaver
>> about instancing. more to t

RE: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread Szabolcs Matefy
Really lovely, reminds me the good Pixar movies, like Ratatouille...I wish more 
and more to come done with Softimage

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Anderson
Sent: Thursday, May 09, 2013 4:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: Latest work from SHED - Behind-The-Scenes

 

Really Amazing work :)

 

On Thu, May 9, 2013 at 11:32 AM, Sylvain Lebeau  wrote:

JM, 

 

Timeframe would be around 2 months from concept art, character design, 
storyboard and revisions, 2D animatic, 3D animatic, to all the 3D stuffs we all 
love.

 

Shed is a little army/familly of passionate peoples.  Maybe around 12-14 
artists participated on the project. Here is the breakdown of our resources, 
human and machines... (wow...that sounded weird to say)  feel's like the 
matrix.. 

 

Here's the credits to my team:

 

1 Illustrator/story artist = Benoit Theriault

Our lead modeller Mikhail Semionov with the help of Marc Lebuis and Isabelle 
Mainville

4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine Houle

1 Character TD/Pipeline = Miquel Campos

1 ICEman for hair grooming and sims = Luc Girard

1 FX artist for smoke and PES (particles in suspension) Dominik Kirouac

2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame

2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis

1 Onliner on the Flame = Nicolas Pellicelli

 

I've only participated into client meetings, approbations, and all the 
political stuffs. ;-)  i may have suspended a pass or 2 on the farm because 
it was failing. wow my job is too cool!! 

 

 

Software and hardware:

 

Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox, Framecycler... but 
mostly Windows Explorer V156... hep.  I prefer dolphin but for now we are 
mostly windows 7 x64. 

 

We use Gear with a bit of customizing for rigging our characters, (correct me 
if i am wrong Miquel)... 

 

We use Exocortex Alembic for all of our animation caches needs except for the 
hairs (for now).

 

Our render farm (used along with deadline 5.1) consist of a couples of older 
blades for Nuke and 25 for Arnold long hours crushing. 

Wich some of the latest are 24 threaded machines with 16 to 32 gigs of ram. 

 

That's pretty it nothing very fancy except from very talented artists with 
big hearts and ambitions. Kudos to them! 

 

 

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 Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:

very nice!

 



From: jm khayat 
To: softimage@listproc.autodesk.com 
Sent: Wednesday, May 8, 2013 10:08 AM
Subject: Re: Latest work from SHED - Behind-The-Scenes

 

Beautiful work guys, loved every part of it, character design, layout, 
animation, render, FX
Congrats!!

What was the time frame and ressources avaliable for this commercial ?


--

JM Khayat

Founder / COO

 

www.moondog-animation.com  

 

mobile: +33 6 99 79 56 98

 

 

 

 

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2013/5/8 Sylvain Lebeau 

Hi Chris! ..

It was 2013 sp1 x64, rendered in Arnold. 
But we will jump on 2014 as soon as my subscription problems are worked 
out. 


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 5/8/2013 1:06 AM, Chris Chia wrote:

So which version of XSI is used in this production?
 
Regards,
Chris
 
-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Js Guillemette
Sent: Tuesday, Ma